Witch

Zirren Jenofone's page

45 posts. Alias of Archus Madwand.


Full Name

Zirren Jenofone

Race

Half-Elf

Classes/Levels

Arcanist (occultist) 1 | HP 8/8 | AC 12 T 12 FF 10 | Ft +2 Rf +2 Wi +2 | Init +2 | Perc +7 | CMD 12 | Arcane Reservoir 5/5

Gender

Male

Size

Medium

Age

24

Alignment

True Neutral

Deity

Nethys

Location

Falcon's Hollow

Languages

Celestial, Common, Draconic, Elven, Kelish, Osiriani, Sylvan

Occupation

Pathfinder

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

About Zirren Jenofone

Zirren Jenofone
Male half-elf arcanist (occultist) 1 (Pathfinder RPG Advanced Class Guide 8, 78)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . spear +0 (1d8/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks arcane reservoir (1/5), consume spells
Arcanist (Occultist) Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray, mage armor
. . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Orator[ACG], Skill Focus (Linguistics)
Traits pragmatic activator, pathfinder recruit (campaign, added as seeker)
Skills Acrobatics -1 (-5 to jump), Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +11, Perception +7, Spellcraft +8
Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Kelish, Osiriani, Sylvan
SQ conjurer's focus (Summon Monster I, 1 minute), elf blood
Other Gear crossbow bolts (10), dagger, light crossbow, spear, backpack, bedroll, belt pouch, belt pouch, fishhook (2), flint and steel, ink, black (2), inkpen (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, thread (50 ft.), trail rations (7), waterskin, whetstone, 24 gp, 6 sp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (5/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, 1 minute) (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, Spellcraft, 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.
--------------------
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
--------------------
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 bussing tables. Always a smart lad with a gift for magic and talent for weaving a web of words, he caught the eye of a pathfinder who used 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. 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.
--------------------
Personality
Ziven 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.
--------------------
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.
--------------------
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.