Thedan

Zullin Plak's page

2 posts. Alias of Stratos.


Full Name

Zullin Plak

Race

Half-elf

Classes/Levels

Instructor / 5th

Gender

M

Size

5'10

Age

37

Special Abilities

Craft Wand

Alignment

N

Deity

-

Location

Rahadoum

Languages

Taldane, Elven, Osirian, Orcish, Draconic, Dwaven, Celestial

Occupation

Teacher & conscript; former shopkeeper

Strength 10
Dexterity 12
Constitution 12
Intelligence 25
Wisdom 12
Charisma 12

About Zullin Plak

Statistics:
Male Half-elf Instructor 5
LN Medium Humanoid (Human, Elf)
Initiative +1; Senses Perception +11; Low-light vision 30’.
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 dex)
HP: 38 = (2 + (4+Con+FC)/lvl)
Fort +2, Ref +2, Will +5 ( +2 vs. illusions, enchantments, sleep)
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OFFENSE
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Speed 30 ft.

Telekinetic Fist (8/day)
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STATISTICS
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Str 10, Dex 12, Con 12, Int 25, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 14
Traits Extremely Fashionable, Transmuter
Feats Scribe Scroll , Spell Focus(Transmutation), Greater Spell Focus(Transmutation), Craft Wand, Elemental Commixture
Skills: 55 (11 points/lvl = 2 instructor + 7 INT + 2 Background Skills)
ACP 0
(5) Appraise +15
(1) Craft(Alchemy) 11
(5) Diplomacy +10
(1) Fly +5
(5) Know(Arcana) +15
(1) Know(Dungeoneering) +11
(1) Know(Engineering) +11
(1) Know(Geography) +11
(1) Know(History) +11
(1) Know(Local) +11
(1) Know(Nature) +11
(1) Know(Nobility) +11
(5) Know(Planes) +15
(5) Know(Religion) +15
(5) Linguistics +15
(5) Perception +11
(1) Profession(Merchant) +5
(4) Sense Motive +8
(5) Spellcraft +15
(1) Use Magic Device +5

Non-Standard Skill Bonuses
+2 Perception, Racial Bonus
+1 Bluff, Diplomacy, Intimidate - Trait Bonus (Extremely Fashionable)

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SPECIAL ABILITIES
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Arcane School:
(Transmutation) (Opposed: Enchantment, Illusion)A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools (enchantment, illusion) must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist:
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Apprentice:
At 1st level, an instructor acquires the services of a loyal apprentice. She functions similarly to a cohort, though your apprentice begins as a 1st-level commoner with Magical Aptitude as their 1st-level feat and NPC ability scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the instructor reaches 3rd level, if his Leadership score is at least 2, the apprentice becomes a 1st-level wizard of the same school specialization as the instructor, and she gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modifiers). The apprentice never gains item creation feats, but otherwise follows the normal rules for a cohort.

Each time the instructor gains a level, he may dismiss his existing apprentice as graduated (or expelled, depending on her performance), and gain a new cohort following the same rules. If an apprentice dies in service to the instructor, the instructor takes a –2 penalty to his Leadership score. This penalty is reduced by 1 for every level the instructor gains after the death, to a minimum of 0.

Because cohorts are most interested in the instructor’s magical ability, the instructor uses his Intelligence modifier, rather than Charisma, to determine his Leadership score. At 7th level, an instructor may select the Leadership feat—using his Intelligence modifier to determine his Leadership score—but doing so only provides followers, never a second cohort.

Trained Teamwork:
Starting at 5th level, the instructor can take a teamwork feat as his wizard bonus feat. As long as his apprentice is within 60 feet, the apprentice gains all such teamwork feats as bonus feats. The apprentice does not have to meet the feat’s prerequisites.

This ability modifies the bonus feats gained at 5th, 10th, 15th, and 20th level.

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GEAR/POSSESSIONS Wealth: 10,500 GP
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Carrying Capacity
Light 0-33 lb. Medium 34-100 lb. Heavy 101-200 lb.
Current Load Carried 21.5 lb.

Money 0 PP 2401 GP 0 SP 0 CP (~0 pounds)

Elvish Spellbook (15 GP) (3 lb.)

Elvish Spellbook Contents:
* = prepared
0th: (all)

  • Arcane Mark*
  • Detect Magc*
  • Light*
  • Prestidigitation*

1st (6/6):

  • Air Bubble
  • Alarm
  • Alter Winds
  • Ant Haul
  • Break*
  • Burning Disarm*
  • Crafter's Fortune
  • Endure Elements
  • Expeditious Excavation*
  • Floating Disk
  • Mage Armor*
  • Magic Missile*
  • Mount
  • Obscuring Mist
  • Protection from Evil
  • Shield
  • Swift Girding

2nd (5/5):

  • Blood Transcription
  • Bull's Strength*
  • Dust of Twilight
  • Levitate**
  • Pilfering Hand**
  • Spectral Hand
  • Staggering Fall
  • Twisted Space

3rd (3/3):

  • Haste**
  • Slow*


Headband of Intelligence +4 (4000 GP) (.5 lb)
Wand of True Strike (750 GP) (.5 lb.)
Wand of Endure Elements (750 GP) (.5 lb.)
Artisan's Outfit (4 GP) (1 lb.)
Handy Haversack (2000 GP) (5 lbs.)
Spellbook (15 GP) (3 lb.)
Hot Weather Outfit (8 GP) (1 lb.)
6 vials of Ink (48 GP) (1/2 lb.)
58 sheets of parchment (5.8 GP) (0 lb.)
6 quills (3 SP) (0 lb.)
2 scroll cases (2 GP) (1 lb.)
2 satchels (1 SP) (1/8 lb.)
1 days' rations (0.5 GP) (1 lb.)
Waterskin (1 SP) (l lb.)
Backpack (1 SP) (1 lb.)

Background:
Not all adventures start with an adventurer.

In the rigid society of Osirion was born a boy who would defy this expectation. His parents of middling means were pleased to learn after a scant few years, their child was sound of body and quick of mind. They mustered all the influence they could to get him into the priesthood. Truth be told, they weren't picky about which diety, though Thoth was what they were happy to finally coordinate; his acolytes were highly-sought for their skill with writing - stable, safe work. In a superficial way now yet important later, Zullin also preferred this decision, for the valuable items in the temple drew his attention.

For years, he worked as a low-ranking clergyman, still an adolescent by his half-elf blood. His mother, Mylah, had aged substantially during this time, and her bones didn't allow her to work as well as she had in her youth, and she'd had a trying one; as a Yerbiran nomad, she came to Sothis as a shattered woman, much of her family captures by Susurex. Mylah eked-out a living as a tailor, but it wasn't until she'd met her husband-to-be, the trader Ekio, that she felt at home in the capitol. Unfortunately, many of the people still saw her as an old desert nomad despite her skill as a tailor (albeit waning). Zullin felt a great deal of guilt at how much work his parents had done for him; his father almost lost several business partners in his attempts to leverage influence in securing the clergy position for his son. This position was about to evaporate though.

Though the direction of learning at the temple were somewhat aligned to his talents, Zullin was a touch precocious. He pushed boundaries, bent rules, and questioned authority on an ever-increasing basis. This led him to exceptional talents in magic which made his own talents manifest in unique ways. His elders were impressed, though frustrated, though one day he crossed the line; Necromancy was a topic forbidden to those of his rank, and he'd altered a spell which should simply have altered the rigidity of flesh to one which caused it to decay. A formal hearing before the elder priests had been arranged for him, so Zullin, ever the innovator, hastily wrote a note to his family and paid a messenger to take it, then disappeared under the moonlight. After all, he reasoned, he couldn't be removed without a face-to-face meeting unless the high priest himself ordered it, and surely he wouldn't bother himself with a mere acolyte!

Unknowing of the outcome of that decision, he set-out West from the city into the arid land. Overconfident, he expected the journey with his scant supplies would be one of enjoyment and respite. Instead, it was nearly fatal. Steeping too close to the river nearly saw him devoured by a crocodile. Large scorpions almost slew him when he was careless one evening. Some weeks out, he didn't know what to do; his original plan was to trek to Eto, but he must have gotten lost. His supplies had depleted, and he was almost sure he'd meet his end in the desert. It was just then fortune smiled upon him. A half-orc wanderer encountered him from the South. The young man, Drokmor, had failed to show he could carry his own weight to his band of nomads, so he had been cast-out. He didn't make an expert hunter, though he was substantially better than Zullin in the wilds. Together, they agreed they wouldn't make for Eto, for it was too close to Drokmor's family, but rather head for Shiman-Sekh. Drokmor was, fortunately, well-provisioned for the journey. Though it was difficult, the near-death experiences dwindled.

As the two talked, they discovered they had a great deal in common. Both were half-breeds, and Drokmor was given to the pursuit of learning as well - something his family didn't value. Zullin taught him what he could on the journey of civilization and magic. After many more weeks, they finally reached the small city of Shiman-Sekh. The temple to Sarenrae reminded Zullin not all faiths were the same, and he had some homesickness before recalling they hardship he'd been through for what he saw as religion's fault for exile imposed on him (by himself notwithstanding). The pair secured passage on a trade route through Thuvia to Rahadoum.

The new land was refreshing, though they were both poor. Zullin worked as a scribe while Drokmor toiled as a cook. After some time, the pair pooled their resources for Zullin to open a business providing unorthodox magical solutions to minor problems at a barebones rate. In time, the revenue permitted an expansion into trading of merchandise and allowed Drokmir to put his skills as an apprentice to use there. As the talent became more noteworthy to the common people though, so too did it catch the eye of the military looking to send able-bodied citizens to be useful in the coming conflict...

Personality & Appearance:
Eccentric and innovative, Zullin always knows how to pull an ace from his sleeve or put exasperated looks on the faces of others. He takes particular delight in discarding norms of fashion, wearing mismatched colors, fabrics, and formalities, though he rarely passes on the opportunity to present jewels in overt places. His is sociable among those in which he's interested and kind to those he finds worthy of generosity, yet he is hard on himself, making few internal excuses for falling short of his standards.

His copper skin comes from his mother, and he keeps his back hair just short of his shoulders. Unfortunately, his studious occupations have kept him from developing much muscle, and when around his betters in the physical department, he often covers his torso to avoid feeling inferior.

Character Relations:

Drokmor (apprentice): This half-orc is currently enduring Zullin's training, however eccentric and erratic it may be.
Ekio (father): Zullin's elven father understands his son's need to escape the city more than his mother does, though he does not begrudge Mylah her opinion on the matter.
Mylah (mother): Unbeknownst to him, Zullin is not on good terms with his mother, a Yerbiran nomad working as a tailor in Sothis; she strongly disapproved of his departure from the clergy and fears she will not get to see her son again.
Susurex (antagonist): This dragon ensnared many of the tribe of Zullin's mother and as such has any mention of it met with his ire.