Faxon

Zorlen Brightstar's page

73 posts. Alias of Pancakes.


Race

Tiefling

Classes/Levels

Wizard (Thassilonian Specialist/Pact Wizard) 2 | HP 16/16 | AC 12 (16 with Mage Armor), T 12, FF 10, CMD 11 | F+2, R+2, W+5 | Per +4 | Init +2 | Spells: 1st: 2+2| Active: Mage Armor 2h

Gender

M

Size

M

Age

20

Alignment

CN

Deity

Desna

Strength 8
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 14
Charisma 8

About Zorlen Brightstar

Backstory:

Like many tiefling births, Zorlen's mother Amanda did not survive his birth - she managed to make her way to the town of Sandpoint, but perished shortly after giving birth, leaving Zorlen in the care of the town's Desnan church.

Zorlen's childhood wasn't easy, as his demonic heritage and a generally superstitious town meant he was frequently pointed as a curse upon the town and the cause for most of its misfortunes. This came to a point 5 years ago, with the fire that took down the church and killed the head priest and his daughter.

Devastated that he could do nothing as his home burned, and questioning why their goddess didn't intervene, Zorlen decided to leave the town behind and focus on bettering his knowledge of magic, so he would never feel ad helpless again.

As his magic progressed, he managed to make contact with a seemingly benevolent entity held by his mother's deep black ring. This entity proved extremely knowledgeable and helped him progress in his studies with remarkable speed.

As his magic power was growing though so did a sense of restlessness, compounded by frequent nightmares of the night of the fire. Worried that they could be some sort of omen, Zorlen set off towards Sandpoint, hoping to arrive in time for the year's Swallowtail festival.

---

Unbeknownst to Zorlen, his ring doesn't hold a benevolent entity, but a powerful demon his mother had managed to trap inside it years ago. Her mother had been part of a group of crusaders, along with her father, and this sealing was the only way they found to bring him down. With no other options available, the demon waited and subtly worked on Amanda's mind, first leading her to discover she could harness some of his power through her magic, and then convincing her to do it more and more often, corrupting her slowly but surely and weakening the seal placed on him.

When a particular set of reckless actions placed her squad in danger, she finally understood what was happening, and left the following day, focusing all her energy on resealing the demon, while making her way down to Magnimar, where her younger brother lived, hoping to find a way to destroy the demon for good. But she didn't manage to complete the journey, succumbing after giving birth to Zorlen in Sandpoint.

---

The demon was pleasantly surprised to find himself in the possession if another arcane caster, and is working on Zorlen in much the same way - amplifying his fears and need for power, hoping to lead him to undoing the seal . He has already helped Zorlen research the secrets of Thassilonian Sin magic, as well as shown him how to skirt some of its restrictions, and hopes the young tiefling will come to rely more and more on his power and knowledge as he grows.

Appearance and Personality:

Zolren is tall but thin, and usually dresses in simple traveller clothes - the less he stands out, the better. Which is why he normally has his hood down, as his horns and red skin would easily stand out otherwise. The only item of note on his person is the deep black ring on his left hand.

Zolren is a bit reserved and slow to trust, given how most people tend to mistrust or fear his demonic heritage.

As far as his personal goals go, Zolren is focused on acquiring more powerful magic through any means necessary, in the hopes that he'll be able to prevent tragedies like the ones that happened five years ago.

He might come off as detached and power hungry, but what he needs most is to be accepted and feel like he is being useful to those around him.

While he has distanced himself from his religion since he left town, doubting his faith since it didn't save the church or those who died in the fire, the rare moments he has turned back to praying have been the only time he feels at peace.

Concept and build plans:

My idea is to have Zolren realise how dangerous his reliance on the demonic influence trapped in his ring is, and move away from it (and eventually destroy the demon, if possible). Mechanically, this would be done by prestiging out of Pact Wizard after getting the oracle curse at level 5 (to represent the damage already done to him), preferably into a Desnan inspired class - with him returning to his religious roots. The Giant Halfling's idea for a "theurgy wizard" fits perfectly with what I had in mind , so that's what I'll be aiming for.

Player Questionnaire:

1. What time zone are you in? GMT+0
2. How long have you been playing TTRPGs? Technically about 20 years, but never managed to play much at a real table besides a few one shot adventures, and a Rise of the Runelords campaign that only got near the end of book 1. I joined my first PbP game here in 2016, and have been playing in a number of games since then.
3. What's your favorite part about playing TTRPGs? Building a story together with the other players, and the freedom with which you can do it. Sure, a campaign has the plot more or less laid out already, but the most interesting parts usually come from the interactions between characters and the way their motivations interact with the main plot and with each others '.

4. What do you expect from this game? Fun for everyone involved (but that should go without saying)!
5. What do you expect out of your fellow players? Willingness to work together to craft a great story. And to make sure the game stays enjoyable for everyone.
6. What do you expect out of me? Mostly the same as the other players, plus running the game - and thank you for doing it, as it's quite a lot of effort.
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? No additional redlines besides the obvious.

Stat Sheet:

Zorlen
Tiefling Wizard (Thassilonian Specialist/Pact Wizard)) 2
Chaotic Neutral Medium Outsider
Init: +2 Senses: Darkvision, Perception +4

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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 16 (6 + 2con +1 fcb, 4 + 2con +1 fcb)
Fort +2, Ref +2, Will +5
Resistance 5 cold, 5 electricity, 5 fire
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OFFENSE
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Speed 30 ft.
Melee Cestus +2, 1d4-1, 19-20

Ranged Acid Splash +3 vs touch, 1d3+1

Spell-Like Abilities: Darkness 1/day

Wizard spells prepared (CL 2; concentration +7)

1st (4+2/day)- Bonus: Enlarge Person (DC 16)x2; Ear-Piercing Scream (DC 16); Grease (DC 16); Mage Armor (DC 16) x2;

0th (at will)- Acid Splash (DC 15); Detect Magic (DC 15); Prestidigitation (DC 15); Ghost Sound (DC 15)

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STATISTICS
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Str 7+1, Dex 14, Con 14, Int 20, Wis 14, Cha 8
Base Atk +1; CMB 0; CMD 12
Feats New Thassilonian Magic
Traits Transmuter of Korada, Clever Wordplay (Use Magic Device), Scholar of the Ancients, Cunning Liar
Drawback Helpless
Languages: Common; Abyssal, Thassilonian, Draconic, Celestial, Infernal, Elven, Varisian, Giant
Class Abilities Arcane Bond(Ring), Arcane School (Transmutation (Enchancement)), Forbidden Schools: Enchantment, Necromancy, Patron: Deception

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Skills (14 ranks, 4 background ranks)
Appraise +9 (1 background rank, 5 int, 3 class)
Bluff +5/+9 (0 rank, 5 int, 4 race to lie);

Knowledge (Arcana) +11 (2 rank, 3 class, 5 int, 1 trait);
Knowledge (Dungeoneering) +9 (1 rank, 3 class, 5 int);
Knowledge (engineering) +9 (1 background rank, 3 class, 5 int);
Knowledge (geography) +9 (1 background rank, 3 class, 5 int);
Knowledge (history) +10 (1 background rank, 3 class, 5 int, 1 trait);
Knowledge (local) +9 (1 rank, 3 class, 5 int);
Knowledge (nature) +9 (1 rank, 3 class, 5 int);
Knowledge (planes) +9 (1 rank, 3 class, 5 int);
Knowledge (religion) +10 (2 rank, 3 class, 5 int);

Perception +4 (2 rank, 2 wis);
Spellcraft +10 (2 rank, 3 class, 5 int));
Use Magic Device +7 (2 rank, 5 int)

Equipment
Items: Acid Flask; Backpack, common; Holy symbol, wooden (Desna); Outfit, Traveler's; Pouch, spell components; Scroll of Obscuring Mist; Waterskin;

Money: 21 gp

Spellbook
1st Level Break; Ear-Piercing Scream; Enlarge Person; Grease; Liberating Command; Mage Armor; Monkey Fish; Silent Image;
0th Level: All minus Enchantment and Necromancy

Alternate Race Options
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Incomplete 20 Deep Questions:

1. What emotion best describes your character? Fear of being helpless and losing someone important again.
2. What emotion does your character evoke in others? Fear or at least mistrust. Something seems off, if the spectre of something evil constantly looms over him.
3. What does your character need most? A home and friends or family who accept him, despite his appearance (and recent life choices)
4. What is your character's goal in life? Be someone everyone else can rely on to save them - be looked upon as a saviour and not as a doombringer
5. How does your character believe this goal can be accomplished? Powerful magic. With enough magic, anything should be possible. Gaining more power and through any means possible.
Background
6. Where did your character come from? Sandpoint
7. When did you grow up? When the old church burnt down - prompting a crisis of faith and leading him to seek more power for himself.
8. What values does your character hold? Firm believer that the ends justify the means - as long as those ends are for the greater good - thus his focus on gaining power through any means at his disposal. But that same power should be used to help those who can't help themselves, not for one's selfish needs.
9. How does your character dress? Simple traveller clothes - the less he stands out, the better. Which is why he normally has his hood down, as his horns and red skin would easily stand out otherwise.
10. What are your character's means?
Details
[B]11. What are your character's personal tastes?

12. What are your character's opinions?
13. What is your character's comfort zone?
14. Who has had the biggest impact on your character's life?
15. What are some of your character's unexpected quirks?
Player.
[B]16. What kind of story does your character belong in?
"The road to Hell is paved with good intentions" - that pretty much sums up where he is right now. The idea is, however, that he realises it during the campaign and manages to turn away from his dark pact - possibly after it becomes clear how it can bring harm to those he cares about - turning the rest of his story into a wuest for redemption and to fix whatever damage he might have caused in his carelessness.
17. What role does your character fill? The typical wizard roles - Arcane magic specialist, knowledgeable guy. Will have a decent Bluff score as well if it's needed
18. What should the other players know about your character? The idea is for him to turn away from being a power hyngry wizard willing to make a pact with an unknown evil force just for more power, and eventually get back to his religious roots. He's going to need some help turning from his current path. He'll be a bit more reserved and slower to trust others at the start, given how much of the population viewed him as he was growing up.
19. What is your play style?
20. How do you want your character to die

Twenty Questions:

What is your character's name?
Zorlen Brightstar
How old is your character?
20
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Zolren is tall but thin, and usually dresses in simple traveller clothes - the less he stands out, the better. Which is why he normally has his hood down, as his horns and red skin would easily stand out otherwise. The only item of note on his person is the deep black ring on his left hand.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Zolren is a bit reserved and slow to trust, given how most people tend to mistrust or fear his demonic heritage.
Where was your character born?
Sandpoint
Where were you raised?
Sandpoint
By who?
The Desnan clergy
Who are your parents?
Amanda and Cyas Brightstar
Are they alive?
Amanda died giving birth to Zorlen. Cyas is alive and does not know the fate of Amanda or Zorlen.
What do they do for a living?
Cyas is a paladin, and was part of a squad of demon slayers with Amanda. But he has set out to look for her, but never found her or learn about her fate.
Do you have any other family or friends?
An uncle living in Magnimar (Amanda's younger brother), although Zorlen doesn't know about him.
What is your character's marital status?
Single
Kids?
None
What is your character's alignment?
I've placed him as CN, as I feel it's closer. TN could fit, and the idea is that he would be moving towards the CG as the adventure goes on (if all goes well.)
What is your character's moral code?
Doesn't have any strong moral code, for now at least. Zorlen wants to have enough power to save anyone from tragedies like the Cathedral fire five years ago. How he comes by that power doesn't matter to him, as long as he gets it.
Does your character have goals?
Zolren is focused on acquiring more powerful magic through any means necessary, in the hopes that he'll be able to prevent tragedies like the ones that happened five years ago.
Is your character religious?
It's complicated? ;). He has distanced himself from his religion since he left town, doubting his faith since it didn't save the church or those who died in the fire, the rare moments he has turned back to praying have been the only time he feels at peace.
[B[What are your character's personal beliefs?[/b]
Well, the strongest one right now is that he shouldn't rely on anyone but himself, as even the gods can fail their followers. But he doesn't push this on others, on the contrary - he wants power exactly to be able to be ghere for others who don't have it.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Nothing that would usually be noticeable, besides being a bit reserved and slow to trust, and maybe a bit too desperate about increasing his knowledge and magical power. His fear of losing people and being unable to do anything about it, however, can lead him to be overwhelmed when someone is on danger, and is his main drive to seek more power.
Why does your character adventure?
It's mostly been a journey throughout Varisia trying to learn as much as possible about magic from whatever sources he can.
How does your character view his/her role as an adventurer?
Zorlen doesn't exactly view himself as an adventurer. Still, he's someone who tries to help others as much as he can, and knows his best contribution is usually his extensive knowledge and his arcane magic.
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Horns, red skin, yellow eyes. A flexible tail he tries to keep rolled around his waist, disguised as a belt, when he's trying to get by unnoticed.
How does your character get along with others?
As stated, he's a bit reserved, slow too trust, and assumes most will look to him in fear or mistrust for his appearance. He can more easily reach out to others that are viewed in the same way, and won't hold back on giving help or sharing his knowledge with anyone just because of that - he'll always offer to help, it's up to the others if they trust him and let him.
Is there anything that your character hates?
Hate is a strong word. But he dislikes superstitious people, those that would judge him only based on his appearance, and not his actions.
Is there anything that your character fears?
Being helpless and losing someone important again.

Previous Stat Sheet:

Zorlen
Tiefling Wizard (Thassilonian Specialist/Pact Wizard)) 1
Chaotic Neutral Medium Outsider
Init: +4 Senses: Darkvision, Perception +3

=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10
hp 7 (6 + 2con)
Fort +2, Ref +2, Will +4
Resistance 5 cold, 5 electricity, 5 fire
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee
Dagger +2 (1d4-1 19-20)

Ranged Crossbow +2 (1d8)

Spell-Like Abilities: Darkness 1/day

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STATISTICS
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Str 8, Dex 14, Con 14, Int 18, Wis 14, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats New Thassilonian Magic
Traits Reactionary, Practical Activator, Clever Wordplay (Bluff), Scholar of the Ancients
Drawback Helpless
Languages: Common; Abyssal, Thassilonian, Draconic, Celestial, Infernal, Elven,
Class Abilities Arcane Bond(Ring), Arcane School (Conjuration (Teleportation)), Forbidden Schools: Enchantment, Neceomancy, Patron: Trickery

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Skills (6 ranks, 2 background ranks)
Bluff +4/+8 (0 rank, 5 int, 4 race to lie);

Knowledge (Arcana) +9 (1 rank, 3 class, 4 int, 1 trait);
Knowledge (history) +9 (1 background rank, 3 class, 4 int, 1 trait);
Knowledge (local) +8 (1 rank, 3 class, 4 int);
Knowledge (nature) +8 (1 rank, 3 class, 4 int);
Knowledge (religion) +8 (1 rank, 3 class, 4 int);

Perception +3 (1 rank, 2 wis);
Spellcraft +8 (1 rank, 3 class, 4 int));
Use Magic Device +5 (1 rank, 4 int);

Equipment

Money:
Items: Backpack, common; Outfit, Traveler's; Waterskin; spell Component Pouch, Spellbook,

Costs:

Alternate Race Options
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.