Sorcerer

Zirren Jenefone's page

496 posts. Alias of Patrick Bailey.


Full Name

Zirren Jenofone

Race

Half Elf

Classes/Levels

Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Gender

Male

Size

Medium,

Age

21

Special Abilities

Low Light Vision,

Alignment

True Neutral

Deity

Nethys

Location

Falcon's Hallow

Languages

Celestial, Taldrin, Elven, Goblin, Osiriani, Sylvan, Draconic, Dwarven, Infernal,

Occupation

Pathfinder

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Zirren Jenefone

Zirren Jenofone, Pathfinder of the people,
Male half-elf arcanist (occultist) 3 (Pathfinder RPG Advanced Class Guide 8, 78)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
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Chronicles for the People:

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Forward: The chronicles of the Pathfinders are often those of monsters and true tales of heroism and adverse trials. For my part I, Zirren Jenofone, will focus instead on tales of the common people and the often overlooked trials they face.

1.) The Golden Blood of Greed: In the forest near Falcon's Hallow there was a man named Aaron Nelley. A simple man who only wanted what many want, for their family and those they care about to live their lives free of toil and hardships. (His sister, Jessa- Rouge Lady, His mother, Sara, works in the low Market.) He and two "friends" believed in a rumor that the blood of fey that could be found in the forest would be able to make them wealthy enough to leave. What Aaron failed to think about was how the blood was to be taken.

When they discovered the Fey they used nets to capture them but then things went wrong. Aaron's friend, Jeremiah, broke one of the Fey's arms and then began to nail them to a tree to bleed them dry of their blood. When Aaron tried to back out of the deed, his companions turned on him out of sheer greed. Fearing for his life, Aaron went along with the other two, and he too was forced into doing a truly deplorable act. He now resides within the halls of the Fey Court awaiting judgment for his actions. I can only guess at what fate has in store for him.

Motivated by a desire for a better life, quickly turned to greed and needless bloodshed. A lesson for us all, I should think, that even the simplest of desires can fall to more dangerous paths.

2.) Faith Held & Faith Broken
Amidst the monastery now known as Droskar's Crucible, there was once a temple dedicated to Torag, Dwarven god of the Forge. Centuries ago, the temple fell when many of its attendants began to worship Droskar, Dark god of Endless Toil. Near the end, only four worshipers remained true to Torag. They were locked within a secret chamber of cells and left to die with no food or water.

During their time in captivity, three of the four lost their wills and begged to be released, offering themselves to worship Droskar. But instead they were ignored or possibly never heard in the first place. Somehow the abandonment of their patron deity and willing offer to worship the dark counterpart, had caused their souls to become cursed. For when we discovered and subsequently entered the cells, the bones of the three animated into attacking skeletons.

The final captive though, held strong to his faith in Torag. When he passed, it was peaceful, I am to believe by the journal we recovered. Perhaps because of his faith, his body also contained within Ironbloom mushrooms. I cannot say one way or another for certain. But his faith is notable and should be remembered.

As for the others, all I can say is, losing one's faith in an otherwise hopeless situation could happen to all of us. But remember that offering that faith, even to preserve your life, can have unintended consequences.

3.) A Symbol of the People.
Greyson Caine is a stern man and hard to get along with at first. But his practicality lies within some strict teachings of Abadar, god of commerce. He holds the crossbow, a simple weapon to use for most, but also a way to even the scales. For indeed, when shown now in profile, the crossbow does look much like a scale. A balancing act for those who would do trade with one another, or even those who take arms against attackers. Balance, scaled with one another. One who will take arms to defend those who can't defend themselves from others. That is who Caine is.

4.)

Chronicles: The Mysteries of Natural Magic:

Forward: Despite my earlier mention of wishing to focus only on the words of the trials of the common folk, I have come to the realization that one should focus on more than one area of study. For during my travels I have nearly faced the possibility of heading to the *Boneyard several times already well before I have a mind to.

As to this I have decided to expand my topics to covering the strange sources of magic I have come across. Though I know that I am not the first to cover such topics, I believe that more study there is to such subjects the more it can therefore be cataloged and understood by future generations. This is my hope at least.

*For those who don't already know, the Boneyard is a reference to the place of judgement one goes to after one has perished from the material plane. It is the seat of power to where the goddess of fate, Pharasma sits. There she will weigh your deeds and actions to see if you are worthy to pass into the beyond.

1.) Menhir Stones:

Menhir stones are often erected around sites of strange, spiritual power called ley lines. Zirren recalls a lecture he once received during his training in Absalom about these strange phenomena and a sect of druids who devote their lives to the study of menhir and ley lines...

Ley Line Lecture wrote:
Researchers into the occult theorize that all the worlds of the Material Plane and the planes beyond are alive. While the exact measure of life and consciousness the universe exhibits is debated, attempts to quantify this cosmic biology point toward the phenomenon of ley lines as proof. Ley lines are conduits of magical energy that traverse all known corners of creation, serving the same function as the veins and arteries of living creatures. These conduits, connecting geographical and cosmological features both great and small, grant knowledge and power to those who tap into them.

Faith magics, belief, and Curses:
While not my particular field of study, practical experience shows there is something more to the belief with faith magics and curses for those who scorn those beliefs.

The undead within the secretly walled off prison chamber where those once faithful to Torag broke their vows and begged to be released by those who served Droskar are one such example.

Further in we've heard tales of an angry ghost that slays those who spurn it's Dark God Droskar. I believe it might well be attached to a strange Obelisk that some Kobolds fear to use. Whether this ghost arose due to some other tragedy or from the 'bad juju' rock they found is yet to be uncovered.

- As it would turn out, it was merely a large slime creature glowing with magic and the strange obelisk was just a rock.

Sometimes though, a stray thought is just that. A stray thought.

Addendum 1- Further regarding curse magic: As my travels have continued, so too has my arcane knowledge and power. A recent near death experience involving a Fey creature and his powerful Ice magic has left me with a minor curse of cold permanently affecting my body's core temperature. Not debilitating but noticeable.
It seems that my magic has taken a turn in that direction, as now I am able to focus and bring forth spells and magic of icy power.
furthermore, I believe I have also become yet more susceptible, or perhaps, a better host to the magics of the world. This will require further investigation.

Infernal energies and the outsiders called to the Material Plane:
There are denizens I have studied in lore, creatures that defy what should be possible here on the mortal realm. They come from places not of our own, Outsiders. Normally only able to access the realms here through conjuration magics which allow them to take a temporary shape for a time. As it would turn out, this is a specialty of mine.

But sometimes, these creatures are in fact able to be summoned to our world through much more powerful magic and rituals that only the most gifted of practitioners have and allowed to linger upon our plane in their physical form. Once here, they do not age normally, and can linger for centuries, or even millennia. The texts suggest these creatures are manifestations of a soul fully solidified.

Again, I have studied such things, but only ever read of them and seen illustrations through skilled artists. I saw a hell-hound today. My companions and I came across it here in this underground section of Droskar's Hollow. What it was doing here, I cannot say. Perhaps a remnant from the civil war that took place here among the Dwarves?

Upon defeating it, my companions and I felt a strange sensation and found ourselves completely refreshed. I have a theory that it was the release of it's abyssal energies. Perhaps pieces of its soul released have strengthened with ours and made us stronger? I will have to continue my research.

A cool page for building ideas when we get out:

http://paizo.com/threads/rzs2nxt4?Wondrous-Buildings

Defense:

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AC 12 (15), touch 12 (11), flat-footed 10 (13) (+2 [+1] Dex)
Temporary bonuses:
(Mage Armor, 3 hours)
(Dexterity damage, -2)

CMD: 10+0(Str)+2(Dex)+1(BAB)= 13 (12) (Total)
hp 22 (3d6+6)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune vs. sleep
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Offense:

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Speed 30 ft.
Bab. +1
CMB. +1
Melee
Dagger +1 (1d4/19-20) Piercing or Slashing
Spear +1 (1d8/×3) Piercing
Ranged light crossbow +3 (1d8/19-20)

Special Attacks:
- arcane reservoir (4/9),
- consume spells,

Arcanist (Occultist) Spells Prepared (CL 3rd; concentration +7)
. 2/5 per day. 1st—color spray, mage armor, Magic Missile,
. . 0 (at will)—Dancing lights, Detect magic, Spark, Daze, Ray of Frost, Message,
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Statistics:

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Str 10, Dex 14 (12), Con 14, Int 18, Wis 10, Cha 10
Base Attack +1; CMB +1; CMD 13

Feats:
Orator[ACG], You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

Skill Focus: (Linguistics) +3 on Linguistic rolls. If the character ever gains 10 or more ranks in this skill, the bonus increases to +6 on all Linguistic rolls.

Extra Reservoir: Add +3 points to your starting and total Arcane reservoir per day.


Traits:
Pragmatic activator: Use Intelligence modifier rather than Charisma modifier for use magic device checks.
pathfinder recruit (campaign, added as seeker): +1 trait bonus on Perception checks, and Perception is now a class skill.

Skills:

Appraise +8,
Craft (Calligraphy), +8
Knowledge (arcana) +10,
Knowledge (Dungeoneering) +8
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (local) +8,
Knowledge (Nature) +8,
Knowledge (planes) +8,
Knowledge (Religion) +9,
Linguistics +13,
Perception +8,
Perform (Oratory) +4,
Profession (Scribe) +4,
Sense Motive +1,
Spellcraft +10,
Use Magic Device: +8,

Racial Abilities:

Keen Senses +2 Perception
Low Light Vision
Adaptability
Elf Blood
Elven immunities
Multi-talented

Magical Gear:

Ring of Sustenance: 2/7 days worn until activated

Gear:

Other Gear crossbow bolts (9), dagger, light crossbow, spear, backpack, bedroll, belt pouch, belt pouch, fishhook (2), flint and steel, ink vial(5), black (2), ink pen (2), journal (2), measuring cord (10 ft.) (2), mess kit, mug/tankard, paper (10), pot, powder (2), scroll case, sewing needle, signal whistle, soap, spell component pouch, string or twine, hand rag (2), thread (50 ft.), thunder stone (1) trail rations (7), water skin, whetstone, bag with Good-berries x5, 11 gp, 1 sp, 1 cp
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Special Abilities:

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Reservoir Pool: 5/9 points remaining.

Arcane Reservoir +1 DC or CL (6+3 /day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Conjurer's Focus (Summon Monster I, II, -3 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Orator You're able to construct statements and commands that are much more convincing than their content would otherwise suggest. You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.
Pathfinder Recruit You were discovered at an early age by an agent of the Pathfinder Society due to your natural talent with a critical adventuring skill. The local Pathfinder Venture Captain sent you to investigate rumors of ancient Azlanti ruins in Darkmoon Wood. Pick one of the following skills: Disable Device, Diplomacy, Handle Animal, Heal, Intimidate, Perception, Spell-craft, or Stealth. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Ice MissileThe arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.

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Spellbook:

0th: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener's Chant, Spark, Touch of Fatigue

1st: Burning Hands, Color Spray, Comprehend Languages, Grease, Identify, Mage Armor, Sleep, Mount, Floating Disk, Magic Missile, Chill Touch,
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Spell Names: Hewa litrix (Mage Armor),

Background:

Zirren is the child of a waitress from The Sitting Duck at Falcon’s Hollow and a passing adventurer. To help his mother he started washing dishes and busing tables. Always a smart lad with a gift for magic and talent for weaving a web of words, he caught was fascinated by the stories circulating of the lone practitioner and former teacher of magic who had settled within the tower in the center of town. Savaros Vade.

Though he was rebuffed several times by the seemingly stern and bitter wizard, his persistence eventually paid off when the man's wife, Amele, eventually convinced her husband to take Zirren on as an apprentice. Those early days of his apprenticeship were happier ones as he began to learn the joys and trials of Arcane magic under the teacher. He argued with Savaros about several hard points of magical study, always questioning why magic was so strict with its laws but he eventually took to following the traditional study. His sessions slowed for a time as it was discovered Amele was with child. Eventually the child was found to be a boy and thus named Savram.

Amele was happy to have Zirren around during that time, during breaks from studying he would help around the tower she would thank him for helping slowly break Savoros from his hardened shell and get him back to teaching. She was sure that Savram would grow to be a brilliant boy, especially once her husband had gotten used to teaching again. She had Zirren promise that should he still be around the Vale, he would act as a mentor and friend to her son. He agreed to do what he could.

But in just 7 short months, tragedy struck and Amele died. For a short while, Zirren continued his studies but they were lackluster and filled more self study than actual teachings. With Savram still unable to care for himself Savaros had to dedicate most of his time to taking care of his son than teaching Zirren. Savoros slowly became more and more reclusive until eventually he would only respond to direct questions Zirren had.

One day Zirren arrived to find the tower in the center of town dark and empty. He discovered that Savoros had packed up everything in the tower and moved to the old graveyard tower. When he went to the tower he was promptly told by Savoros that he no longer had time to teach him anything and he seemingly refused to listen to reason. Zirren no longer had anyone to teach him magic. So he was forced to return to his life, only half trained in magic.

Well over a year later, while practicing cantrips at the Sitting Duck, he caught the eye of a pathfinder who had been using the inn as a base for a few months. Zirren was given an opportunity to study in Albasom and get out of Falcon’s Hollow, and took it with his mother’s blessing.

While within the Pathfinders, Zirren was quickly rushed through rudimentary magic examinations as he'd already been given the basic training and he was pegged as a niche member. His physical testing scores revealed that he was not the type to be used for combat or any real kind of strenuous field work for the most part. While his natural dexterity proved above average in most respects, it was not high enough for him to be considered for any of the subversive fields. In this regard, he was mostly average for the Pathfinder society.

Where he excelled however, were in the fields of quick study and he took to arcane magic teachings readily. After a brief bout of study, first under Aram Zey who was the Pathfinder Master of Spells, to determine what sort of magic Zirren most readily belonged, it was determined that he was of typical arcane power. He was average in the fields of stress tests and had no real capacity for the either the Divine or more free form magic of sorcerers. That said, he seemed to take a unique shine to the kind of magic from the now destroyed region of the world once known as Sarkoris. A specialized sect of these people were called the God Callers and had with them the ability to summon being from beyond. But seeing that power was a lost art and something that was far more akin to sorcery than wizardry, Master Zey had decided did not fit Zirren's profile and dissuaded him from pursuing that art.

Far from being discouraged, Zirren also recalled his conversations with Savoros about breaking from traditional wizardry, fascinated with the idea of understanding the more unique sides of magic, breaking it down and rewriting it. The path of an Arcanist. Although Zey tried to discourage Zirren from this path as well, instead trying to convince him into focusing on the more traditional arts of Wizardry, saying that while the young Half-Elf would certainly understand the theory behind the magic he would never fully grasp the tenacity required to fully harness such power. Zirren refused to listen however, insisting he would rather learn this way.

There was barely three weeks past this when he found himself being transferred to under the watchful but certainly encouraging and boisterous Kreighton Shane, the Pathfinder Master of Scrolls. At first, Zirren was disappointed, as Zey had often said that Kreighton was inferior in many senses, but Zirren was quickly brought into the fold of a very specialized sect of the pathfinders. Almost all were scholars like himself and many of them had found their way into Kreighton's tutelage at one point due to seeming bland or less useful.

The truth of the matter was that Creighton had founded many small sects of Pathfinders and had begun to harness their unique abilities. Zirren's interest in Sarkoris teachings brought him into the secrecy of a group of occultist researchers whose focus was on summoning. Though unable to summon the "small gods" as they were called, they had found a way to call forth more mundane summons but in kind of time that only truly powerful or highly focused summoners could match.

Further, the skill that had brought about Zirren's recommendation by the Pathfinder agent who had found him in Falcon's Hallow in the first place was being nurtured as well. Zirren had always had a gift for words. This was a kind of training beyond that. He was assigned to practice with a small group of Pathfinder Diplomats, many of whom seemed like him at first. Unassuming, perhaps quiet. But when they spoke it was like a whole other world was opened. Zirren practiced with them, learning how to convince, scare, and even twist the meaning of words in such ways as to confuse people to what they meant.

His focuses discovered, he began to nurture them for the next months.

Not long after completing his training and getting assigned to Almas, his venture captain has given him an assignment to return “home” and investigate the goings on there.

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Personality:

Zirren is an friendly and curious young man with a gift with language that tries to analyze everything with an objective eye. He speaks as if he spends days choosing each word for maximum effect (something the player may not always achieve). Someday he hopes to find his writings along side the rest of the pathfinder chronicles.
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Description:

Average looking teenager with some exotic traits from his elven heritage. His hair is black, eyes are blue, and he has a tanned complexion. Typically he wears rough traveling clothes. Zirren's fingers are stained with ink.

Height: 5'7 in. / 5'11 in.
Zirren is not yet fully grown into his adult size.

Weight: 137 lbs.
Zirren is a slight, but solidly built young man who has yet to fill out all the way.
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Jenofone Family:

Valeria (Mother, human, early 40's) - Works at The Sitting Duck as a barmaid. Was quite the looker when younger (still is) and Kreel tried to get her to work as a doxy at The Rouge Lady but was scared off by Jaraerdrel.

Jaraerdrel (Father, forlorn elf, adventurer) - Visited at least every couple years when Zirren was younger but hasn't been seen in a while.

Theodric (Grandfather, carpenter) - Not fond of Kreed. Managing to scrape by with odd jobs.

Alexite (Uncle, deceased) - Was to succeed Theodric but died when Zirren was a child.

Near Death Experiences:

Charging head first through a wall of ice. (-4 h.p.)
-Minor curse- always cold with a lower body temperature than normal. Will cause some high level of discomfort for a long period of time and stuttering from cold until he's used to it.

Nearly being devoured whole by an animated cauldron. (1 h.p. -4 sub-dual damage.)
-Left arm crushed by cauldron's mouth. Minor pain when using left arm strenuously.

Runins with Fey:

Xanostar:
Rwyf o'r Pobl yn Gyntaf
Translation: I am of the first people.

NPC's:

Allies:
Tommy Boote- Male, Halfling, Nathaniel's missing brother. Found in the deeper section of Droskar's Crucible as a slave to the Kobold's there. Ironic that we might have found him days sooner if we had only press a little deeper.

Kibo and Jarrdreg: Two Kobolds who were former slaves that we rescued from the Kobold tribe in Droskar's Crucible. They now follow Caine as near worshipful sycophants.

Kimi Evewalker: Falcon Knight's leader, tomboy and fierce when it comes to her friends.

Micrah Jabbs: Simple boy, older but is taken care of by the others. Seems to be the heart of the group.

Savram Vade: Son of Zirren's former Arcane teacher, Savoros. His father barely cared that he was missing.

Jurin Kreed: Kreeds son, rescued from Forge Spurned. Tough but can show his true emotions at times.

Hollin Hebbraden: Another of the Falcon Knights. Still captured by the Kobold King.

Kerrdremark: A crafty old kobold who claims to hate the current king of them. He is a mildly potent spellcaster with dreams of becoming the new king. We've made a truce so he can possibly an ally... but can he really be trusted?

LOOT:

Item, base value, sell value:

Tree in the Forest:
two crossbows,
two shortswords,
A masterwork shortbow,
one quiver of crossbow bolts (10),
one quiver of arrows (20),
a signet ring with the image of a flaming hawk (worth 5 gp),
coin pouch with 9-gp 12-sp.
small, ivory statue carved in the likeness of a fly (worth 15 gp)
4 darkwood, dead fall branches around the clearing which look as if they could be shaped into staves, clubs, or possibly spear shafts.

Witches Hut
Soul speaker- 2,400 gp, 1,200 gp.
Masterwork Backpack, (Probably keeping)
Snakeskin in oil cloth 40( 50 gold)
Fire foot skins x2, 70 gold, (100 gold each)
small ivory statue of a werewolf worth 15gp
handful of rare stones worth 15gp

The Ruins: Basement 1
Ring of Torag - This simple golden ring has a large red gemstone set into it that sparkles with an inner fire. The wearer of the ring gains fire resistance 10 against the first fire attack that hits him that day. This protection renews itself every morning at dawn. In addition, the wearer receives a +1 resistance bonus on saves made against fire spells and effects. The ring must be worn for 24 hours to have any effect.
Masterwork Shortsword With a beautiful Fire Opal
Masterwork (Darkwood/Mithral) Light Crossbow
longbow
silver light hammer with a religious symbol (Droskar) carved into the head. 21-200 gp. to the right collector.
Cold Iron Handaxe +1
a small leather purse containing 100 pp
prayer book 50 gp
a bag with 354 gp,
a masterwork light crossbow,
a potion of bull’s strength,
a wand of light (CL 1st, 28 charges)

The Ruins: Return Trip Basement Level 1
Post Ooze fight:
Ring of Sustenance
Ornamental, (Lady Mittonwar) Mithral Breast-plate (small)
+1 Halberd (small)
Amulet of Mighty Fists (+1),

CONSUMABLES:
Potion of Cure moderate Wounds,

Post Ghouls:
A mithral ring set with a tear-drop shaped sapphire. 350 gp.
A rotting, leather satchel with
- 10 platinum coins,
- 21 gold coins,
- 20 silver coins
Scroll of lesser restoration, cl.3
Potion of Cure Light wounds x3

Post Forge Spurned
Adamantine Warhammer with a glowing blue gemstone. It also talks, which is awesome!!
Soot covered potions of cure moderate wounds. x2

The Kobold Tunnels beneath the Ruins of Droskar's Hollow: B2
Post well ambush:
4 sets of *leather armor, 20 g.
2 sets of *studded leather, 25 g.
4 *spears, 4 g.
4 *slings, -
2 *daggers, 2 g.
2 *flying talons (exotic weapons the elite warriors used), 15 g.
4 doses of small centipede poison, 180 g.
Several rings worth a total value of around 400gp.
* Denotes small gear.
Total: 641 Gold.