A Chronoshift: Spelljammer Character

ZZYYM LEVEL 8

Zif esoteric 6/academy sorcerer 2

NG Medium aberration

Init +1+1 Dex; Senses Perception +7

 DEFENSE

AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 natural)

hp 50 (8d6+166d6 esoteric, 2d6 academy sorcerer, +0 Con, +8 Favored Class, +8 Toughness feat)

Fort +2+2 base, +0 Con, Ref +3+2 base, +1 Dex, Will +11+6 base, +5 Wis

Flaws tactless

 OFFENSE

Speed 20 ft.20 ft. base, -0 ft. armor (4 squares)

Melee

balanced masterwork dagger +2BAB plus -3 Str plus +1 enhancement (1d4-2-3 Str plus +1 enhancement/19-20)

Ranged

masterwork sighted light crossbow +6BAB plus +1 Dex plus +1 enhancement (1d8+0 enhancement/19-20; increments 105 = thrown/early firearm | 10 = projectile; range 10080 ft. plus 25% sighted ft.)

Esoteric Spells Known (CL 8th; concentration +14esoteric 6 plus academy sorcerer 2 plus 6 Cha [+18 casting defensively or grappled])

4th (4/day)—dimension door

3rd (6/day)—extended chargeM, snakeball (DC 19)

2nd (8/day)—curse of impending blades, flurry of snowballs (DC 18), molten orb

1st (8/day)—alarm, cultural adaptation, magic missile, mudball (DC 17), speak local language, windy escape

0 (at will)—acid splash, detect magic, guidance, mage hand, message, read magic, spark, stabilize

M Requires costly material component to cast.

 STATISTICS

Str 58 base, -2 race, +0 level, -1 age, Dex 1211 base, +0 race, +0 level, -1 age, +2 belt of incredible dexterity, Con 1112 base, +0 race, +0 level, -1 age, Int 1613 base, +2 race, +0 level, +1 age, Wis 2016 base, +2 race, +1 level, +1 age, Cha 2218 base, +0 race, +1 level, +1 age, +2 enhancement headband of alluring charisma

Base Atk +4; CMB +1+4 BAB, +0 size, -3 Str; CMD 1210 +4 BAB, +0 size, -3 Str, +1 Dex, +0 deflection, +0 dodge, -0 armor check penalty (16 vs. bull rush or trip)

Traits Calculated Bribe, Magic Crafter

Feats Armor Proficiency (light), Combat Casting, Craft Wand, Extend Spell, Forge Ring, Scribe ScrollB, Seeking SpellB, Simple Weapon Proficiency (club, dagger, light crossbow, quarterstaff), Still SpellB, ToughessB

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +32 ranks, +1 Dex, -0 armor, Appraise +147 ranks, +3 Int, +3 class skill, +1 Magic Crafter trait, Bluff +40 ranks, +6 Cha, -2 Tactless flaw, Climb +10 ranks, -3 Str, +4 racial, -0 armor, Craft (jewelry) +157 ranks, +3 Int, +3 class skill, +2 competence arcane thesis, Diplomacy +40 ranks, +6 Cha, -2 Tactless flaw, Disguise +60 ranks, +6 Cha, Escape Artist +10 ranks, +1 Dex, -0 armor, Fly +10 ranks, +1 Dex, -0 armor, Heal +72 ranks, +5 Wis, Intimidate +60 ranks, +6 Cha, Knowledge (arcana) +137 ranks, +3 Int, +3 class skill, Knowledge (space) +137 ranks, +3 Int, +3 class skill [from inborn knowledge ability], Perception +127 ranks, +5 Wis, Profession (merchant) +137 ranks, +3 Wis, +3 class skill, Ride +10 ranks, +1 Dex, -0 armor, Sense Motive +50 ranks, +5 Wis, Spellcraft +137 ranks, +3 Int, +3 class skill, Stealth +10 ranks, +1 Dex, -0 armor, Survival +50 ranks, +5 Wis, Swim -30 ranks, -3 Str, -0 armor, Use Magic Device +167 ranks, +6 Cha, +3 class skill (+20 use scroll or activate wand or spell trigger item); Racial Modifiers +4 Climb assign 7 points to any skill you want; no more than 8 ranks in any one skill
assign an additional 2 points background skills of your choice: Craft, Knowledge, Linguistics, Perform, and Profession skills; no more than 8 ranks in any one skill

Languages Aklo, Celestial, Common, Hurwaeti, Rastipede

SQ academy resources, arcane thesis (enhancement), cooperative study +2, inborn knowledge (space), metamagic pool (6esoteric level points), mystic talents (spell sage), odd anatomy, primary spell list (sorcerer/wizard), protective shell (DR 135 plus character level/—)

Combat Gear oil of nondetection, potion of blur, potion of cure light wounds, potion of cure serious wounds (2), potion of fly (2), potion of gaseous form, potion of neutralize poison, potion of resist energy (fire) (2), scroll of lightning bolt (2; CL 7th), scroll of protection from energy (electricity) (CL 10th) (750 gp), scroll of vampiric touch (2; CL 7th), tangle bolt (2), wand of invisibility purge (5 charges), wand of molten orb (CL 6th; 50 charges), dung grenade (4), shadow paste, shriek bomb (3), tangleburn bag, tanglefoot bags (2), thunderstone, tindertwigs (5)

Other Gear balanced masterwork dagger, masterwork sighted light crossbow with 80 bolts, amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +2, gloves of the keen evaluator, headband of alluring charisma +2, robe of infinite twine, vest of endure elements, canteen, cold-weather outfit, flint and steel, manacles with simple lock and key, noble's clothes (worth 100 gp), rope (50 ft.), scroll case, spell component pouch, 1,742 pp, 6 gp, 2 sp, 2 cp

 SPECIAL ABILITIES

Academy Resources (Ex) Spend half year in Academy or other institution training other sorcerers and arcane research and item creation takes half normal time.

Calculated Bribe 1/day—When haggling with a merchant or striking a bargain with an intelligent creature, spend gp equal to your level x 10 to reroll a Diplomacy check you just rolled before results are revealed. Must take results of second roll, even if worse than first.

Cooperative Study (Ex) Increases bonus provided by Aid Another actions made to help with Craft (alchemy), Knowledge (arcana), Spellcraft, or Use Magic Device. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check; total bonus may not exceed +10.

Equipment Descriptions

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

dung grenade Any creature directly hit or in splash radius takes 1d6 fire damage and is covered in guano becoming sickened for 1d4 rounds. A DC 15 Reflex save halves damage and sickened duration. Thrown as splash weapon with range of 10 feet.

gloves of the keen evaluator Gain +4 competence bonus on Appraise checks to determine value of an item and may use that check as the result of a Diplomacy check to haggle over the price.

manacles Can bind Medium creature, DC 30 Escape Artist, or break (DC 26 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.

robe of infinite twine 1/round—As standard action, draw up to 30 feet of twine or up to 10 feet of hemp rope from robe without harm. As immediate action, draw up to 150 feet of twine or up to 50 feet of hemp rope from robe but gives robe broken condition and suppresses powers until repaired. Twine or rope remains connected until cut or torn but is treated as common material rather than part of a magic item. Pieces removed become normal twine or rope.

scroll case As move action, retrieve scroll. Hold 4; if more crammed inside retrieval becomes full-round action. Case must be destroyed to damage contents (hardness 2 for leather or 5 for wood; 2 hp; break DC 15). Not watertight.

shadow paste Take 1 minute to apply to skin, clothes, or armor and gain +4 alchemical bonus to Stealth checks for 1 hour and can make Stealth checks in normal or bright light (though not when already observed).

sighted mastercraft template Increase range increment by 25%.

shriek bomb As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3-1 rounds (0 means end of your turn) dealing 2d6 sonic damage in 10-ft.-radius burst (Fortitude DC 15 half). Thrown as splash weapon with range of 10 feet.

tangle bolt As +1 seeking bolt and entangles target hit as tanglefoot bag.

tangleburn bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground. Direct hit also deals 1d6 fire damage and target must save (DC 20 Reflex) or catch fire. For 2 rounds, extinguishing these flames is a DC 25 Reflex save, and using water in the attempt causes a burst of flames like alchemist's fire making a direct hit plus splash damage. After 2 rounds, DC 15 Reflex save and water works normally.

tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.

vest of endure elements Wear is protected as if by endure elements spell suffering no harm in conditions -50° to 140°F and not need to make Fortitude saving throws; also protects equipment. Must be worn 24 hours to take effect.

Magic Crafter Gain +1 trait bonus on Appraise checks (factored into Skills section) and +1 bonus on any Craft checks attempted while making magic items.

Metamagic Feats Apply metamagic feat on the spot during casting, increasing standard action time to cast to full-round action (not the same as 1-round casting time). For spell with longer duration, it takes an extra full-round action to cast the spell. Does not change level of the spell, so the DC for saving throws does not increase. Does not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Extend Spell Duration is doubled. Cannot affect spell with duration of concentration, instantaneous, or permanent. Uses spell slot one level higher than spell's actual level.

Seeking Spell Cast a spell and either define route to target yourself or unambiguously identify a target with spell range as target and allow spell to determine its own path; any ranged attacks are not subject to cover or concealment. Selected spell must have range greater than touch and either target one or more creatures or required ranged touch attack. Uses spell slot two levels higher than spell's actual level.

Still Spell A stilled spell can be cast with no somatic components. Uses spell slot one level higher than spell's actual level.

Metamagic Pool (Ex) When casting a spell, may expend one metamagic pool point for each extra level of spell slot a metamagic feat would require to use and not use a higher level spell slot to cast; must have sufficient pool to reduce entire cost of all applied metamagic feats. Total added spell levels still may not exceed maximum level spell you can cast. Spells thus augmented have normal casting time rather than the increased casting time normally required to enhance known spells with metamagic. Refresh metamagic pool when regaining spells for day.

Odd Anatomy (Ex) Cannot equip items in feet slot as you have not feet; however, you can wear one additional belt.

Protective Shell (Ex) As standard action, pull entire body into shell. While inside, blind, paralyzed, and gain DR x/—, where x equals 5 + character level. Only action you can take in shell is standard action to come out of shell, which ends above effects.


Height 4 ft.; Weight 160 lbs.; Hair Slime; Eyes Black; Skin Pea Green (like vomit); Age 80; Religion None; Homeland Krynnspace; Favored Class Academy Sorcerer, Esoteric

Defeated Enemies Drow Freebooter, Drow Raider, Drow Scout (2), Gray Scavver, Void Turtle-Shark

Defining Characteristic Intelligent to almost a detriment. This makes me appear socially awkward, because I am trying to take the most efficient and effective path in everything I do in life.

History Zzyym Zider the Zif was "born" from his parent Zif when they needed more hands around to help with the chores at the Academy of Sorcery on Krynn, their home planet. Zzyym dreamed for a brighter future, above menial chores, as they grew up at the Academy. They studied day and night, any spare time they could get. Not only did they want to be the most powerful spellcaster that Krynnspace has ever known, they wanted to take their talents to help those in the world, plagued by ignorance. Zzyym, in all his glorious snillorg form, wants to set out to prove to the entire universe, just how intelligent they really are. They are more than just the gloup of slime plucked from their hosts body.

Future Level-Up Plans: Consider ability score bonus at level 8 going to Charisma to improve spellcasting.


SESSION NOTES
Spelljammer Logo