Zynkal, the "Ubabomber"  

Details
Class: Race: Alignment: Deity:
Wizard Sar'gaen Chaotic Evil Sargaea
Level: Size: Age: Gender:
3 Medium 254 Male
Height: Weight: Eyes: Hair:
8'2" 163lb Black Blue

Abilities
STR 11 0
DEX 20 +5
CON 14 +2
INT 20 +5
WSD 11 0
CHA 9 -1
 
Hit Points
TOTAL wounds subdual
18 0 0
Initiative
TOTAL dex other SPEED
+5 +5 0 50'
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
15 10 0 0 +5 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
+1 +1 0 0 0
RANGED = base + dex + magic + other
+6 +1 +5 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +3 +1 +2 0 0
REFL +6 +1 +5 0 0
WILL +3 +3 0 0 0

Weapons
No Weapons Assigned.

Armor
No Armor Assigned

Feats & Special Abilities
Feat / Ability Description/Notes
Steam Magic You need to make a Spellcraft check to successfully cast spells or use spell-like abilities with the fire subtype in water.
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. (This sucks balls compared to the 3.0 version :()
Sargaen Racial Traits ~ +4 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Sar'gaeans are incredibly dexterous as they spend much of their lives swimming. They are very well-traveled, and gain much knowledge from it. Being nimble and lean, they have a somewhat frail build. Because they tend to be stealthy and secretive, their social skills tend to be somewhat lacking. ~ Medium-size: As Medium-size creatures, Sargaeans have no special bonuses or penalties due to their size. ~ A Sargaean’s base land speed is 20 feet. A Sargaean’s base swim speed is 50 feet. ~ Immunities (Ex): A Sargaean is immune to magic sleep spells and effects. ~ Racial Bonuses: A Sargaean has a +2 racial bonus on saves against enchantment spells and effects and a +2 racial bonus on Spot, Search, and Listen checks. ~ Low-light Vision: A Sargaean has low-light vision four times better than that of a human. ~ Spell Resistance: A Sargaean has spell resistance equal to 11 + class level. ~ Spell-like abilities: A Sar'gaean with an Intelligence score of 13 or higher can use the following spell-like abilities: 1/day - Concealing Mist, Dancing Lights. Caster level equals Sargaean’s class level. ~ Weapon Proficiency: A Sar'gaean receives Martial Weapon Proficiency (short spear), Martial Weapon Proficiency (long spear), Exotic Weapon Proficiency (trident), and Exotic Weapon Proficiency (net) as bonus feats. ~Cold Resistance 5 ~Vulnerable to fire and electricity; double damage unless successful save ~Automatic Languages: Aquan and Undercommon. ~Bonus Languages: Common, Elven (Grey or High dialect), and Sylvan. ~ Favored Class: Cleric or Rogue. ~ Level Adjustment: +2.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Knowledge (Arcana) Int +11 +5 6
Knowledge (Religion) Int +11 +5 6
Spellcraft Int +11 +5 6
Concentration Con +8 +2 6
Craft (Bombs and Explosives) Int +11 +5 6
Decipher Script Int +11 +5 6
Escape Artist Dex +8 +5 3

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Headband of Intellect Head 1lb +2 Enhancement bonus to Intelligence.
Necklace of Fireballs Neck 1lbs Necklace holds 5 beads, each of which can be thrown up to 70’ to cause a Fireball (DC 14). Bigger beads do more damage. Beads: one 6d6, two 4d6, and two 2d6.

Treasure/Money
No Treasure Assigned.

Experience
Current Next Level
10000 15000

Description
Far larger than most Sar'gaens, Zynkal is considered something of a freak and outcast in the seculsive underwater societies of his people. His lean body is pockmarked with dozens of scars and cuts from the cruel games a group of sailors had forced onto him during his captivity. Desperate to erase them, Zynkal turned to magical experimentation which ended badly for him. His skin now has a permanently glossy feel and his teeth had sharpened to a set of small jagged fangs, not so unlike the predators of the deep which he counts himself among.

Personality
Zynkal is a troubled soul whose past was cruelly robbed by a twist of fate. Left traumatised by his experiences, he tries to find a measure of redemption through religion and magical experimentation. Unfortunately for him, both practises further ostracises him from his people, who view him as an abomination and freak of nature. With no other place to turn to, Zynkal becomes an easily manipulated figure, whose hatred for humanity manifests through acts of terrorism, rape and murder. His inability to communicate his feelings of adequacy and fear only pushes him further towards extremist ideologies and an inflated sense of power to compensate for his otherwise timidity and social inepitude.

He is said to work Sar'gea but there seems to be something darker, far more murderous that is influencing his actions.

Background
No Background Assigned.