Vorrea Talminari

Median Zeroux's page

258 posts. Alias of Zanbabe.


Full Name

Median Zeroux

Race

Human

Classes/Levels

Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Gender

NG Female

Size

Medium

Age

25

Alignment

Neutral Good

Languages

English, Latin, Greek, French, Aramaic, Italian

Occupation

Warden, Magical Research

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 17

About Median Zeroux

Aberrant Bloodline Sorcerer 3 | HP 17/17 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

STR 12 (+1) [2 points]
DEX 14 (+2) [5 points]
CON 12 (+1) [2 points]
INT 14 (+2) [5 points]
WIS 12 (+1) [2 points]
CHA 17 (+3) [7 points, +2 racial bonus]

Special for this game: +1 attribute point per level, in addition to the bonus points at 4th, 8th, etc. (However, the special points are treated as the cost for point-buy, NOT the simple +1 of the level 4 bonus.)

HP: 17 [d6 base (full then half+1) +1 Con]
CMB +2 [BAB +Str Mod] / CMD +14 [10 +BAB +Str Mod +Dex Mod]
BAB +1 | Move 30

=== Weapons ===

Melee:

Masterwork Cold Iron Lantern Staff
Attack +3 | Damage 1d6 (+1 fire when lit) | x2 Critical | Bludgeoning / Fire

Shocking Grasp (melee touch)
Attack +2 (+3 if target is wearing metal armor) | Damage 3d6 (1d6 per caster level) | x2 Critical | Electric

Ranged:

Acidic Ray (Sp) (ranged touch)
Attack +3 | Damage 1d6+1 | x2 Critical | Acid | Range 30 feet | Limited to 6/day

Acid Splash (ranged touch)
Attack +3 | Damage 1d3 | x2 Critical | Acid | Range 30 feet (25 base +5 feet per 2 levels)

=== Armor ===

Silken Ceremonial Armor (+1 armor)

AC = 13 [10 +1 Armor +2 Dex Mod] / Touch 12 / Flat-Footed 11

=== Traits ===

Extremely Fashionable (Equipment) [Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.]
Seeker (Social) [You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.]
Unseen but Not Undone (magic) [Once per day, you can cast a bloodline spell as if you had the Still Spell feat. Using this trait does not modify the spell’s level.]

=== Drawback ===

Empty Mask [You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self.]

(For this story, this takes an interesting twist... I am thinking that she is hiding her new identity and just barely learning to have a sense of self, but same sort of situation. She is vulnerable to compulsions because they intrigue her... why does she want to do that? Is it something she knows / something she is good at? Who knows, let's try. That sort of thing, and she doesn't have a chance to learn what it is to be a sorcerer often, so she is eager to try things.)

Effect(s): You take a –1 penalty on Will saving throws against compulsions. This penalty increases to –2 against foes who know your true identity.

=== Feats ===
Special for this game: free teamwork feats at 1, 4, and every 4 thereafter.

Eschew Materials (bonus from class)
Fast Learner [When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.]
Improved Improvisation [Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.]
Improvisation [You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.]
Stealth Synergy (Teamwork) [While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.]

Racial Abilities:

Bonus Feat [Humans select one extra feat at 1st level.]
Favored Class Option (human) [Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.]
Skilled [Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.]

Class Abilities:

Acidic Ray (Sp) (Bloodline Power) [Acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage +1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.]
Bloodline Arcana [Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.]
Long Limbs (Ex) (Bloodline Power) [At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.]
Weapon and Armor Proficiency [Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).]

Unusual Anatomy (Ex): At 9th level
Alien Resistance (Su): At 15th level
Aberrant Form (Ex): At 20th level

Skills:

24 skill points [2 base +2 Int +1 Skilled +1 Favored Class +2 background = 8 per level]

Acrobatics +6 |+2 Dex +4 improvisation
+Appraise +6 |+2 Int +4 improvisation
Artistry +6 |+2 Int +4 improvisation
+Bluff +10 |+3 Cha +3 ranks +3 class skill +1 Extremely Fashionable
Climb +5 |+1 Str +4 improvisation
+Craft +6 |+2 Int +4 improvisation
+Diplomacy +10 |+3 Cha +3 ranks +3 class skill +1 Extremely Fashionable
Disable Device* +6 |+2 Dex +4 improvisation
Disguise +7 |+3 Cha +4 improvisation
Escape Artist +6 |+2 Dex +4 improvisation
+Fly +6 |+2 Dex +4 improvisation
Handle Animal* +7 |+3 Cha +4 improvisation
+Heal +5 |+1 Wis +4 improvisation
+Intimidate +8 |+3 Cha +4 improvisation +1 Extremely Fashionable
+Knowledge: Arcana* +8 |+2 Int +3 rank +3 class skill
+Knowledge (Dungeoneering)* +8 |+2 Int +3 ranks +3 class skill
Knowledge (Engineering)* +6 |+2 Int +4 improvisation
Knowledge Geography* +6 |+2 Int +4 improvisation
Knowledge History* +6 |+2 Int +4 improvisation
Knowledge Local* +6 |+2 Int +4 improvisation
Knowledge Nature* +6 |+2 Int +4 improvisation
Knowledge Nobility* +6 |+2 Int +4 improvisation
Knowledge Planes* +6 |+2 Int +4 improvisation
Knowledge: Religion* +6 |+2 Int +4 improvisation
Linguistics* +6 |+2 Int +3 ranks (using +4 improvisation total since it is higher than rank total)
Lore +6 |+2 Int +4 improvisation
+Perception +8 |+1 Wis +3 ranks +3 class skill +1 Seeker
Perform: Oratory +7 |+3 Cha +4 improvisation
+Profession: Wyrd Warden/Magical Research +5 |+1 Wis +4 improvisation
Ride +6 |+2 Dex +4 improvisation
Sense Motive +5 |+1 Wis +4 improvisation
Sleight of Hand* +6 |+2 Dex +4 improvisation
+Spellcraft* +8 |+2 Int +3 ranks +3 class skill
Stealth +6 |+2 Dex +4 improvisation
Survival +5 |+1 Wis +4 improvisation
Swim +5 |+1 Str +4 improvisation
+Use Magic Device* +9 |+3 Cha +3 ranks +3 class skill

Note: Special DM Ruling "I don't like that you get worse at a skill when you put ranks into it, so you can use the improvisation bonus or your actual total, whichever is higher."

Spells:

Caster Level 3 | Concentration +6 (Caster level + ability mod)

=== Zero Level === (DC 13)
Spells per day: unlimited
Spells known: 8 (5 +3 favored class bonus)

Acid Splash
Detect Magic
Light
Mage Hand
Mending
Open/Close
Prestidigitation
Spark

=== First Level === (DC 14)
Spells per day: 6 (includes ability score bonus)
Spells known: 4 (3 +bonus bloodline spell)

Burning Hands
Enlarge Person (Bonus from bloodline)
Expeditious Excavation
Shocking Grasp

[note: get magic missile next level... need something more long range. either that or find a way to get proficiency for a bow or gun.]

[bonus spells from bloodline below, but keep in mind that there is a current limit of nothing past 3rd level as far as spells.]

see invisibility (5th)
tongues (7th)
black tentacles (9th)
feeblemind (11th)
veil (13th)
plane shift (15th)
mind blank (17th)
shapechange (19th)

Equipment:

Adventurer's Sash [20 gold]
Backpack [2 gold]
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt Pouch [1 gold]
Blankets (2) [1 gold]
Canteen [2 gold]
Earring (single earring -- crystal in a platinum bezel, designed to match the traveler's translator earring, so it looks like a normal set) [150 gold]
Explorer's outfit [free]
Gloves of Reconnaissance [2,000 gold]
Grooming kit [1 gold]
Ink pen [1 silver]
Ioun Torch [75 gold]
Journal [10 gold]
Masterwork Cold Iron Lantern Staff [330 gold]
Masterwork Manacles [50 gold]
Median the First's Spellbook (story item) [15 gold]
Oil Flask (9 pints) [.9 gold] (refills for staff)
Silk rope (100 feet) [20 gold]
Silken Ceremonial Armor [30 gold]
Sleeves of Many Garments [200 gold]
Thieves' Ring [300 gold]
Trail rations (1 week) [3.5 gold]
Traveler's Any Tool [250 gold]
Traveler's Translator [1,550 gold]
Vial of ink [8 gold]
Waterproof bag [1 gold]

Chest with Merlin and Median I journals (for reading material on the trip)

Current Wealth: 1,177 gold

Starting Gold: 6,000 gold
Total Starting Equipment: 4823 gold

Potential purchases:

https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/vestment-mnemonic/
https://www.d20pfsrd.com/magic-items/rings/ring-of-spell-knowledge/
https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Quarterstaff%20of%20En twined%20Serpents
https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/circlet-of-persuasi on
hat of disguise?
Handy haversack (I mean, rather have portable hole, but big cost difference)
https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/gloves-of-shaping (just for fun... I like it but not sure why or exact use. goes with the formchanging idea though)

Background:

Median doesn't remember anything of her previous life, but she has journals. She wrote things down for her future self, and it is almost heartbreaking to read in parts... and other parts are just jaw-droppingly awful in a casual way, as though other people didn't matter at all, only her goal.

Apparently she had been a quite successful magical researcher, full of knowledge and with a lot of potential, access to the rarest materials, but barely able to dip her toe into actual practice. It made her envious of those with actual power rather than just the knowledge of it.

She used to have a moral compass, she mentions in one of the more lucid parts of the journal, and she may have been able to be satisfied with the few cantrips that she learned, but then someone dropped off a book for her, and she recognized it as one of the forbidden texts... rumored to be able to give the reader access to the higher powers, but the cost was your soul.

"... and they just get into your mind, and you aren't able to shake them, and you try something, and then you start looking at other people as spell components, and... I am gaining power, the ability to change shape, but the cost is too high, and all of it is wrong, and I can't live with myself on days when things are clear, and on days when they aren't... well that is when I do the unspeakable.

This project, creating the ultimate sorcerer... this is my life's work because it will fix me... no, you. It will destroy me, and allow you to be reborn... reborn in innocence and light. Reborn from blood and cruelty, yes, but normal births are like that sometimes too, and the child is not at fault, do you hear me out there? You are not at fault."

The journals were a rambling mash of so many things, good and bad, but finally finishing them a few days after she woke up in what was apparently her flat, without any knowledge of who she was, Median knew a couple of things... first, that she wasn't going to be the person that she just read about, and second, that she needed help. She just wasn't sure where to get it.

Over the few days that she remembered, she had found several useful items in the flat that would assist her, the primary one being a spellbook with several cantrips. (This was separate from the forbidden tomes, which she knew from the journals. Those she burned.) She found the simple spellbook was a good source of ideas, or perhaps her body remembered how to do these things, but she found that she could do several magical very simply, just based on the name of the spell, not really from reading it. She didn't need a pinch of this or that, she could just... do it. Light the fire in the hearth, clean things up, etc. And a lot of cleanup was needed, at least in her laboratory area. After she was done though, she was satisfied that there was no trace that she was not the person in the Journals, and settled in to reacquaint herself with her things. Some of her former wardrobe was just awful. Had Median the first really liked it, or suffered through it for societal reasons? There was no way to ask, but she pushed all of those things aside and started trying on other things to see what she liked.

Food was similar. She experimented. Awful, tolerable, delicious. She was discovering who she was and what she liked. It would take a lot longer to see what she was good at. Maybe anything... or everything.

After she was done reacquainting herself at least with the immediate area and the things that she owned, she again was reminded that she wasn't going to be able to do this without help, and she dove back into the journals, not reading this time, but just scanning for names, and she found the perfect person. In fact, even though she hadn't been paying attention to it the first time through, it seemed like her former self had perhaps known something like this would be needed. She made sure she was dressed appropriately for company, and sent a messenger.

With her confidante's help, she moved fairly seamlessly back into her life as a warden, going along with her old self's excuse of being absent due to a serious illness, which she was now mostly recovered from. She was careful to smile in the appropriate places and give no hint that she was different, talking little, and if anything came up that needed more than she knew, she pleaded exhaustion from her illness, and asked if she could get back with them later, which gave her the breathing room to find the answers... so much so that she started to know her job again, and after a time, she didn't need the excuse anymore.

Once she felt fully up to speed in her adopted life, and as her final farewell to her former self, she burnt the journals, watching as her former self died in the flames. She didn't even know the woman except from her words, and the body she had left for her, but still, strangely, a sense of peace settled over her. She was ready to move forward.