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Wizard

Vedic Boreal's page

202 posts. Alias of Doomed Hero.


Race

HP 8/8, AC 14, Fort +1, Ref, +2, Will +3, Energy Change 9/9

Special Abilities

Low-Light Vision, Cold Resist 5, Fire Resist 5

Languages

Elven, Common, Draconic, Auran, Terran, Aquan, Ignian, Infernal, Abyssal, Celestial

Strength 7
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 12
Charisma 8

About Vedic Boreal

Male Elf Wizard 1 (Spellbound Admixture Evoker)

=====Background=====

Spoiler:

All he had of his mother was a book and a key.

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 his mother 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. Some referred him to places, leading him on a wandering blind treasure hunt fraught with danger. It was thrilling and maddening.

Along the way 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 risk his life to understand secrets. The spells unlocked even more of the cyphers. Letters only detectable by magic were written across the others. Lines and drawings. More 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 the next place the strange list of deciphered clues led him. Perhaps this one would finally lead him to the lock his mother's key would open.

=====Appearance=====

Spoiler:

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.

=====Personality=====

Spoiler:

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.

=====Defense=====

Spoiler:

HP: 8 (1d6 HD, +2 con)

14 AC (+2 dex, +2 haramaki+ armor kilt)

CMD 10

+1 Fort (+1 con)
+3 Ref (+2 dex, +1 trait)
+3 Will (+2 class, +1 wis)

=====Offense=====

Spoiler:

Init: +2

BaB +0

CMB +0

Sling +2, 1d4-2, x2 crit, 50' range
Dagger -2, 1d4-2, 19-20 x2 crit

Combat Net, -2 Touch Attack, Entangle

=====Traits and Feats=====

Spoiler:

-Traits-
Magical Lineage (fireball): Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Mother's Task: The key came at a high price. It sat on a pedestal that triggered a terrible series of traps. Tiny darts from the walls, pitfalls, pendulums, retracting walkways. The works. By the time he got out into the desert, he'd learned the value of fast reflexes and a working knowledge of enchanted objects. +1 Use Magic Device and Reflex saves.
Attached (mother's book, drawback) The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
Trapfinder:You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

-Feats-
Scribe Scroll
Spell Focus Evocation

=====Skills=====

Spoiler:

Skill Points: (4-wizard, 10 int, 2 favored class), 16 total

+9 Appraise (1 rank, +5 int, +3 class)
+9 Knowledge: Arcana (1 ranks, +5 int, +3 class)
+9 Knowledge: Dungeoneering (1 rank, +5 int, +3 class)
+9 Linguistics (1 ranks, +5 int, +3 class)
+4 Perception (1 rank, +1 wis, +2 racial)
+9 Spellcraft (1 ranks, +5 int, +3 class)
...+12 Identify magic properties
+7 Disable Device (1 rank, +2 dex, +3 class, +1 trait)
+4 Use Magic Device (1 rank, -1 cha, +1 trait, +2 equipment)

=====Spells=====

DC 15+ spell level

Spoiler:

-Spellbook-
bold indicates Evocation
Italics indicates Enchantment and Illusion (opposition schools)
x - Indicates memorized

Cantrips
4 per day, at will

Ray of Frostx
Create Water
Drench
Detect Magic x
Read magic
Dancing Lights x
Light
Acid Orb
Spark
Mage Hand
Mending Message
Open/Close
Arcane Mark
Prestidigitation x

-1st- 3 per day, DC 16
Magic Missile
Burning Hands x
Snowball x
Sleep
Shield
Mount
Unseen Servant
Identify
Charm Person
Feather Fall x
Color Spray

-Scrolls-
Mount
Charm Person

-Wands-

=====Class Abilities=====

Spoiler:

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.

=====Racial Abilities=====

Spoiler:

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.

=====Equipment======

Spoiler:

-Weapons-

  • Sling, in belt pouch
  • Net, in snap-pouches on bandoleer
  • Dagger, sheathed on belt
  • Spellbook, chained to belt

Armor: haramaki+armor kilt
Shield:
Head:
Eyes:
Neck:
Cloak:
Waist:
Body:
Vest:
Wrist: Spring Loaded Wrist Sheathes
Hands:
Ring:
Ring:
Feet:

Worn/Belted
Traveler's Any-Tool
Silk Rope 50'
Ulfen signal horn
Reinforced spellbook, chained to belt, ring in center of spine allows book to hang on hip like a weapon.

In pouches:
Jar of Brown Mold
Tindertwig x10 (5 gp)
Twine, 50'
Fishhooks x50
Marbles x50
Caltrops x50
Chalk

Satchel
Trapbreaker's tools
Scrollcase w/ paper and charchol pencil
Quills and ink

In pack:
2 bear traps
desert tea
Books and papers (reference documents, Masterwork Knowledge tools)

Mother's Book, the tome of cyphers. A seemingly endless and layered coded message more than 600 pages long. Only about a tenth complete.
Metal bound, waterproof, masterwork lock, weapon cord chains it to Vedic's belt.
The waterproof leather dust-cover has:
Mounts for 4 Pearls of Power along the spine
4 potion slots on the face.
Two wand sheathes and a scroll case built into the spine.

Progression:

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


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