About Vedic Boreal
Male Elf Wizard 2 (Spellbound Admixture Evoker)
All he had of his mother was a book.
He was told by his foster mother that she had been a friend, a kindred spirit, a woman who had gotten in over her head and owed the wrong things to the wrong people. His foster mother was fulfilling a mutual promise, that if anything had happened to either of them, the other would care for the children.
The book, penned in his mother's hand, seemed full of endless mysteries. Half finished notes. Spells. Explorations. Maps. Every one of them written in a cypher.
Every time he discovered the secrets to one page, it would unlock mysteries in another. New messages. New magics. New clues to who she had been and where she had come from. Some puzzles referred him back to old ones, to uncover new questions from the answers he thought he'd discovered. It was thrilling and maddening.
He took to magic like a bird to flight. No formal education. No master. Just the half-deciphered formulas of a dead woman and a willingness to attempt life-threatening magics on the chance he could figure out the process for himself. The spells unlocked even more of the cyphers. Letters only detectable by magic were written across the others. Lines and drawings. Maps.
The mysteries were deep and relentless. The information revealed was nearly worse. In the revealed fragments he was able to decrypt she spoke of a pact that kept her from ever seeing the sun again. A child meant to be given as price for some terrible bargain. A spell cast to create a double of herself, a Simulacrum created to give birth for her. An empty vessel to get around the wording of her terrible bargain to try to save the life of her son.
The book was interspersed with metal pages that locked to others, blocking out entire sections, each one engraved with a symbol of elemental magic. Finally, after years of uncovering the secrets of the tome, learning the secrets of Fire first, then beginning to move on into the sections regarding the nature of Ice, traveling all over the world ceaselessly to find the answers to the clues inside, the book made reference to what may be a hidden key and the place where it might be found.
And so he found himself in a foreign town trying (and failing) to join or start an expedition into an abandoned place in hopes of finding a key that his mother may have hidden there.
Vedic is a strange elf. He dresses oddly with a long white hooded coat of canvas and hide, cut and embroidered in the style of the Ulfen. Beneath the coat he wears criss-crossing layers of black silk and cotton in the fashion of Osirian desert nomads. His head is kept shaved and his eyes are a startling blue.
Magic, like any puzzle is about following a cryptic set of instructions to turn one thing into another. It is an exercise in apparent contradictions.
Vedic embodies this concept like few others. He seems to have no middle ground between dispassionate calculation and manic emotional intensity. he lacks nearly all of the elven stereotypes of poise, grace and patience. Instead he's been described as possessing the direct forcefulness of an Orc's spirit and the incomprehensible tangles of a gnome's mind.
That being said, he is a genius. To him, life is a puzzle to be solved and few are his equal in the realm of cyphers. His leaps of logic and of faith are sometimes difficult to understand, winding through areas that seem tangential at best, but his conclusions and results are difficult to fault.
He has the rare gift of being able to see the world from seemingly paradoxical points of view and work out the best combination of both to achieve his goals. To him, this is the only way the world makes sense. As such, he has a great deal of difficulty relating to people who ascribe to rigid belief systems that judge or block out opposing ideas. and with those who are too simple to understand the complexity around them.
HP: 14 (2d6 HD, +2 con)
14 AC (+2 dex, +2 haramaki+ armor kilt)
+1 Fort (+1 con)
Sling +3, 1d4-2, x2 crit, 50' range
Combat Net, -1 Touch Attack, Entangle
=====Traits and Feats=====
Skill Points: (4-wizard, 10 int, 2 favored class), 16 total
+9 Appraise (1 rank, +5 int, +3 class)
DC 15+ spell level
Ray of Frostx
-1st- 3 per day, DC 16 (pearl of power)
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Spell Bond (Su) At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.
Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell's level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level.
This ability replaces arcane bond.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. +1/2 to this, favored class bonus.
Elemental Resistance x2: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities and elven weapons.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Armor: haramaki+armor kilt
Mother's Book, the tome of cyphers. A seemingly endless and layered coded message more than 600 pages long. Only about a tenth complete.
Wizard: Scribe Scroll (and Alertness)
Level 1: Spell Focus (Evocation)
Level 3: Rime Spell
Level 5: Preferred Spell (Fireball)
Bonus 5: Heighten Spell
Level 7: Spell Penetration
Level 9: Dazing Spell
Bonus 10: Selective Spell
Level 11: Greater Spell Focus (Evocation)
Level 13: Quicken Spell
Level 15: Spell Perfection (Fireball)
Bonus 15: Intensified Spell
Level 17: Greater Spell Penetration
Level 19: Focused Spell
Bonus 20: Lingering Spell
From People of the North (no included in SRD yet)
1. Deluxe Dungeoneering Kit, Climber’s Kit, and a grappling hook. – 24 lbs.
2. Mwk. Survival Kit, Cooking Kit, and Fishing Kit – 24 lbs.
3. Antidote Kit, Healer’s Kit, and Surgeon’s Kit – 9 lbs.
4. Pyrography Kit, Chronicler’s Kit, and magnifying glass. 6 ½ lbs.
5. Thieve’s tools, Grooming Kit, Gear Maintenance Kit, 1 vial of acid, 1 vial of alchemist’s fire, and 4 empty vials. 7 lbs.