Zero Zodiac


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PBP Character Created:
7th Feb, 2016 - 4:25am

Last Updated:
24th Aug, 2016 - 4:30am

Player Member ID:

Member Name:

Character ID: 203

Character's Game Master:
Thomaslee using the Ponyfinder system

Thomaslee's Ponyfinder RPG Rules, Create Character

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Zero Zodiac

Character Title:

Character Class:

Character Status:


Character Alignment:
True Neutral

Marching Position:
Middle Rear

Rival: ?

The Foe of Zero Zodiac
Guardian: ?

The Vulnerable Keeps

Character Body
Base Theme / Style
Character Combat Info
AC: 16 (no Mage Armor)
HP: 28/31
Character Description
A colt with a black mane and dark grey hair. He has no cutiemark and wears a black cloak to cover his flank and head. A thin sheath pokes out from under the cloak.
Character History
Zero never knew his real parents. One day he was dropped off at an orphanage in Manehattan and spent the first 10 years of his life there. Not only was he was an easy target for the ponies at school to bully, but his coloration and subtle differences allowed him no respite at the orphanage.

He stumbled upon an ability to change his looks and even color with the swipe of his hoof, but the respite didn't last. When others found out, sure, they were amazed at first and Zero even got the chance to attend magic school. But he was still Zero and a blank flank. The meaner ponies used his abilities for mischief and even crime, and Zero bought into the peer pressure.

One day the authorities busted his "friends'" operation and Zero had to gallop as far as he could, taking his stolen goods. Surely they would reveal the secret to his disguise, so he had to move somewhere small and far from the law. Ponyville seemed perfect, right next to the aptly named Everfree Forest.

The forest was a good place for Zero, but far too dangerous. Under its dark canopy he discovered a talent for manipulating shadows but the rest of his magical studies were slipping away.

Barnard was a lucky find. Such a nice owl who had the amazing ability to talk! He looked out for Zero in the forest and led him to the library in the village. The owl acted as Zero's tutor using books either borrowed or stolen (with intent to return). Zero became skilled at avoiding other ponies and remaining unseen. He even followed the Mane Six in their occasional ventures into the forest, witnessing heroics but never being spotted himself.

He longed to be among them, but he was too young and still had no cutiemark. Finally he decided he had to earn that mark and confront his aversion to ponies (or ponies' aversion to him). He strode out through town towards the capital determined to find his destiny...
Character Magick / Spells / Powers
Spellbook (stored in Familiar, *=prepared, -=used):
0th: (4/day) [DC: 14]
Acid Splash
Detect Magic*
Detect Poison
Read Magic*
Dancing Lights
Ray of Frost*
Ghost Sound
Haunted Fey Aspect
Mage Hand*
Arcane Mark
1st: (3+1 Illusion/day) [DC: 15]
Mage Armor-
Comprehend Languages
Heightened Awareness
Magic Missile*
Silent Image
Feather Fall*
Liberating Command
2nd: (2+1 Illusion/day) [DC:16]
Summon Monster 2
Shadow Anchor*
Character Notes*
Keep anything here that you will like to remember without affecting other Character info.

* The content here is exposed unless you get a Guardian to protect it.
Deity / Allegiance / Cult
Familiar / Side Kick / Craft
Barnard the Wise Barn Owl (School Familiar level 5)
Character Equipment
Headband of Vast Intelligence +2 (Keyed to Knowledge Planes & Abyssal),4000,1
Cloak of Resistance +1,1000,1
+1 Living Steel Rapier,1820,2
Silver Dagger (-1 damage),22,1
Cold Iron Light Mace,10,4
4 Obsidian Javelins,2,6
winter blanket,0.5,0.75
10 candles,0.1,0
map case,1,0.5
5 pieces of chalk,0.5,0
fishhook and line???,0.1,0
flint and steel,1,0
8 days Rations,4,2
silk rope,10,5
sewing needle & thread,0.5,0
signal whistle,0.8,0
3 waterskins,3,3
Spring-loaded Wrist Sheath x2,10,0.5
Thieves' tools MW,100,2
Spell Component Pouch,5,2
Weapon Blanch Adamantine,100,0.5
Vermin Repellant x2,10,0
Antitoxin x2,100,0
Wand of Shield,750,0 (-1 charge)
Scroll of Sleep,25,0
Scroll of Resist Energy (CL3),150,0
Wand of Resist Energy Communal (CL5),375,0
Scroll of Obscure Object (Bard CL1),25,0
Scroll of Dispel Magic (CL5) x2,750,0

Weight Carried: 31 lbs

Carrying Capacity:
Light 38 lbs.
Medium 76 lbs.

1011.27 gp
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Nice one ICon, your character is starting to take form, thank you for joining my game.

Last nag (warning): 24th Aug, 2016 - 4:30am

* The Game Master's notes to you are exposed, get a Guardian to protect it.
Character Item Location
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Zero Zodiac
Fetchling-pony Wizard (Familiar Adept) 3/Unchained Rogue 2
N Small Outsider(native)

Strength: 9 (-1)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 19 (+4)
Wisdom: 12 (+1)
Charisma: 18 (+4)

Speed: 30' (Bipedal 20'???)

Ability Mod+Base+Misc= Total
Fortitude 1+1+1= 3
Reflex 5+4+1= 10
Will 1+3+1= 5

Initiative: 5

AC: 20 (+5 Dexterity +4 Mage Armor +1 size)
Flat-Footed: 15
Touch: 16

BAB: 2
CMB: 0
CMD: 13

Basic Attacks
BAB+Ability mod+Misc
Melee 2+5+1[small] = 8
Ranged 2+5+1[small] = 8

+1 Rapier +9 (1d4/18-20)
Silver Dagger +8 (1d3-2/19-20)
Cold Iron Light Mace +8 (1d4-1/x2)
Sap +8 (1d4-1/x2, nonlethal)
Obsidian Javelin +8 (1d4-1, fragile)
Ray +8 (varies)

Racial traits:
Darkvision 60'
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any pony creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (Self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (Self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Class Features:
Sneak Attack +1d6
Trapfinding +1
Finesse Training
Rogue Talent (Fast Stealth)
School Familiar (Ex): At 1st level, a familiar adept must select a familiar for his arcane bond. His familiar automatically gains the school familiar archetype but it cannot use its lesser school power until 4th level. At 8th level, it gains access to its greater school power. (Owl)
Diminished Expertise
Arcane School (Illusion. Opposition: Necromancy, Enchantment, Abjuration)
Extended Illusions (Su): +1 round [1/2 level]. Only one at a time.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Familiar Spells (Ex)
Focused School (Ex): Blinding ray 1/day ???
[Eldritch Heritage] Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Favored Class: Wizard
+3 hit points

18+24 = 42 ranks
Ability mod+Ranks+CS bonus+Misc= Total
Acrobatics (Dex) 5+3+3+0= 11
Appraise (Int) 4+1+3+0= 8
Bluff (Cha) 4+1+3+0= 8
Climb (Str) -1+0+0+0= -1
Craft (Int) 4+0+0+0= 4
Diplomacy (Cha) 4+1+3+0= 8
Disable Device (Dex) 5+4+3+0= 12 (+2 MW Thieves' Tools. +1 Trapfinding)
Disguise (Cha) 4+1+3+0= 8
Escape Artist (Dex) 5+2+3+0= 10
Fly (Dex) 5+0+0+0= 5
Knowledge (arcana) (Int) 4+3+3+0= 10 (reroll 1/week)
Knowledge (dungeoneering) (Int) 4+1+3+0= 8
Knowledge (engineering) (Int) 4+1+3+0= 8
Knowledge (geography) (Int) 4+0+0+0= 4
Knowledge (history) (Int) 4+1+3+0= 8
Knowledge (local) (Int) 4+1+3+0= 8
Knowledge (nature) (Int) 4+0+0+0= 4
Knowledge (nobility) (Int) 4+0+0+0= 4
Knowledge (planes) (Int) 4+5+3+0= 10
Knowledge (religion) (Int) 4+1+3+0= 8
Linguistics (Int) 4+3+3+0= 10
Perception (Wis) 1+5+3+0= 9 (+1 Trapfinding. +3 on sight-based and opposed checks in shadows or darkness Owl within 1 mile. +2 Alertness Owl within arm's reach.)
Perform (Cha) 4+0+0+0= 4
Profession (Wis) 1+0+0+0= 1
Sense Motive (Wis) 1+1+3+0= 5 (+2 Alertness Owl within arm's reach.)
Sleight of Hand (Dex) 5+1+3+0= 9
Spellcraft (Int) 4+4+3+0= 11
Stealth (Dex) 5+1+3+7= 16
Swim (Str) -1+0+0+0= -1
Use Magic Device (Cha) 4+1+3+0= 8

Skill Focus (Stealth)
Eldritch Heritage (Shadow)
Weapon Finesse [bonus]
Boon Companion (Familiar 4 levels higher up to character level)

Hit points: 31 (2d8+3d6+8)

Magical Knack
Early Education (Arcana)

Common, Abyssal, Auran, Changeling, Cloven, Draconic, Old Equestrian, Terran

Barnard the Wise Barn Owl
N Tiny Magical Beast
Init: +3; Senses: low-light vision; Perception +14

AC: 18 (+3 Dex, +2 size, +3 natural)
Flat-footed: 15
Touch: 15
HP: 15 (5d8)
Ability Mod+Base+Misc= Total
Fortitude 0+2+0= 2
Reflex 3+4+0= 7
Will 2+3+0= 5

Speed: 10', Fly 60' (average)
Melee: 2 talons +7 (1d4-2)
Ranged: Ray +7 (Blinding ray 1/day and 1 per 2 uses/day from wizard)
Space: 2.5'
Reach: 0'

Str: 6; Dex: 17; Con: 11; Int: 8; Wis: 15; Cha: 6
BAB: +2; CMB: +3; CMD: 11
Feats: Weapon Finesse
Acrobatics (Dex) 3+3+3+0= 9
Appraise (Int) -1+1+0+0= 0
Bluff (Cha) -2+1+0+0= -1
Diplomacy (Cha) -2+1+0+0= -1
Disable Device (Dex) 3+4+0+0= 8
Disguise (Cha) -2+1+0+0= -1
Escape Artist (Dex) 3+2+0+0= 5
Fly (Dex) 3+1+3+0= 7
Knowledge (arcana) (Int) -1+3+0+0= 3
Knowledge (dungeoneering) (Int)-1+1+0+0= 0
Knowledge (engineering) (Int) -1+1+0+0= 0
Knowledge (history) (Int) -1+1+0+0= 0
Knowledge (local) (Int) -1+1+0+0= 0
Knowledge (planes) (Int) -1+5+0+0= 4
Knowledge (religion) (Int) -1+1+0+0= 0
Linguistics (Int) -1+3+0+0= 2
Perception (Wis) 2+5+3+4= 14
Sense Motive (Wis) 2+1+0+0= 3
Sleight of Hand (Dex) 3+1+0+0= 4
Spellcraft (Int) -1+4+0+0= 3
Stealth (Dex) 3+1+3+12= 19
Use Magic Device (Cha) -2+1+0+0= -1

Familiar Abilities
Alertness (master only)
Improved evasion
Share spells (Illusion only [School Link (Su)])
Store spells
Empathic link (1 mile)
School Cantrip (Sp): Ghost Sound
Specialty Stowaway (Sp or Su): Blinding Ray uses 2 uses/day
Deliver touch spells (Illusion only [School Link (Su)])
Speak with Master
Lesser School Power-Illusory Maestro (Su): As a move action, the familiar's master can transfer control of any illusion spell that requires concentration to the familiar. The familiar's affinity for illusions also enhances the quality of the illusion, increasing the illusion's save DC (if any) by 1 for as long as the familiar concentrates on the spell.



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