The Master of Heresy

Dorn Xizurth's page

202 posts. Alias of OmniChaos.


Full Name

Dorn Xizurth

Race

Chondathan Human

Classes/Levels

Apprentice

Gender

Male

Size

Medium

Age

16

Alignment

LN

Deity

Azuth and Oghma

Location

Zhentil Keep

Languages

Common, Chondathan, Draconic, Elven, Goblin, Giant, Orc

Occupation

Jeweler, Apprentice

Strength 8
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 14

About Dorn Xizurth

Dorn Xizurth
Male Chondathan Human Apprentice
LN Medium Humanoid (Human)
Init +6; Senses Normal; Perception +1
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Defensive
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AC 13, touch 12, flat-footed 11 (+1 AC, +2 dex)
hp 7
Fort +2, Ref +3, Will +3
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Offensive
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Speed 30 ft.
Melee Dagger -1 (1d4, 19-20/x2)
Range Dagger +2 (1d4, 19-20/x2)
Special Attacks
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Statistics
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Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Improved Initiative, Mercantile Background, Skill Focus (Spellcraft),
Traits Student of Philosophy, Quick Learner
Skills Bluff +2 (+4 to lie), Craft (Jewelry) +7**, Diplomacy +5**, Handle Animal +3**, Knowledge (Arcana) +8*, Knowledge (Local) +5**, Knowledge (Nature) +5** Knowledge (Planes) +8*, Linguistics +5**, Perception +1, Ride +3**, Spellcraft +11*, Use Magic Device +6*
Languages Common, Chondathan, Draconic, Elven, Goblin, Giant, Orc
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Magic
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Spells (Caster Level 1, Concentration +5)
0 (at will)- Detect Magic, Prestidigitation
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Psionic
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Sensing Eye
Free Action at will
Effect: Choose one square you can see that is within 25 feet of you. Until the end of your next turn, you can determine your line of sight from that square.
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Special Abilities
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Skilled
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Gear
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Explorer's Outfit, Traveler's Outfit, Scholar's Outfit, Cold Weather Outfit, Hot Weather Outfit, Spellbook, Wand of Sleep (CL 1st, 33 charges), Haramaki, Dagger, Spring Loaded Wrist Sheath (2), Ioun Torch, Thunderstone, Alchemist's Kindness (5), Bandolier (2), Book Lariat, Scroll Box, Grooming Kit, Scrivener’s Kit, Chronicler's Kit, Wizard's Kit, Masterwork Artisan's Tools, Potion of Cure Light Wounds (2), Scrolls (Disguise Self, Burning Disarm, Expeditious Retreat, Mage Armor), Zhentarim Token, Cloak of Resistance +1, 104 gp, 7 Sp

Rook the Guard Dog:

Blond Mastiff
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1;
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OFFENSE
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Speed 40 ft.,
Melee bite +3 (1d6+3 plus trip)
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STATISTICS
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
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SPECIAL ABILITIES
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Loyal Beyond Death (Ex)

If a Blonde Mastiff is fighting in direct defense of its master or its master’s family or property, the Blonde Mastiff will continue fighting even if its hit points fall below 0. The mastiff is staggered and loses 1 hp each round, and finally dies once its hit points reach a negative total equal to its Constitution score.

Tricks: Defend, Down, Flee, Guard, Hunt, Stay

Appearance:

Height: 5' 4"
Weight: 127 lbs.
Hair: Brown Black
Eyes: Green
Skin: Twany

Dorn still shows signs of his childhood, his lack of height the most apparent. He is skinny with some baby fat yet on his frame and face. Still his person is well groomed and maintained. His clothes while normally utilitarian are tailor made and well cared for.

Background:

Dorn was born in the Year of the Gate, 1341 DR, to a minor lord of Zhentil Keep. Norn Xizurth was a shrewd merchant, anything else did not survive the often literal cutthroat business done in Zhentil Keep. Still he was not without his own lines or as heartless as he made himself seem to his business rivals. He never joined the Zhentarim proper or resorted to bloody methods to maintain and thrive in his profession. He had no illusions that those he dealt with and his rivals held even a fragment of that restraint. So when he found his wife with child, he put plans in motion to guarantee their safety. He would not risk his first born son. By the time Dorn was born and old enough to travel, Norn took his family and left Zhentil Keep to expand his business outside the Moonsea. With the council's blessing after all, for the Xizurth family's reputation and craftsmanship with gems was both old and untarnished. Something that could not be disputed, a major factor as to the reason he had gained and maintained his position in the wider markets beyond the Moonsea.

So the Xizurth family left Zhentil Keep with a caravan, a small army of personal guards atop the Zhentilar sent to protect it. They took the Black Road across Anauroch, pass the High Forest, and up the Sword Coast until they arrived at Waterdeep. Having already established a small shop years ago and purchased a property or two aside. The family was settled quickly in a new, and more importantly to Norn, safer city. He soon went to work improving and expanding the gem business that was his ancestors pride and their descendants craft of choice ever sense.

Dorn grew up well in Waterdeep. While his earliest years saw at most the street beyond his home's gate or window. He learned much at the feet of his mother and at times outside tutors. A surprisingly well behaved boy, he had a keen mind and understated charm about him. While other children his age were playing outside or learning their letters. Dorn was debating sages about the subjects they taught him and learning his family's craft of carefully cutting, setting, and working precious gemstones. It was one such scholar which was also a mage that found Dorn's understanding of magic to be far more advanced then it should be. He shared his surprise and impression of this with Dorn's parents. Considering his talent and never one to pass up an opportunity, Norn with the blessing of his wife sought out a proper tutor for Dorn.

Thinking of no better place to inquire about a magic tutor, Norn visited the House of Wonder. Managing to get a meeting with Meleghost Starseer, the temple's master, in which the mage priest recommended his good friend Maaril the Dragon Mage. After Norn had made a generous donation of finely cut gems of course. Norn made arrangements through Meleghost for his son to be tutored by the great mage, at no small cost.

From the moment Dorn laid eyes on Maaril's dragon shaped tower he was not only thrilled but deeply interested in what he was going to learn. While Maaril was not the best teacher, yet his knowledge was vast and detailed. Especially when it came to dragons, no surprise if the tower was not enough. He shared his home with one of the impressive beings to Dorn's delight upon being introduced. Sadly that time came to an end as Maaril felt he had learned as much as he could without becoming an actual apprentice mage.

Once back at home Dorn took it upon himself to improve his studies. While he visited the House of Wonder, their libraries were largely focused on the religious and magical. So he sought out the temple of Oghma, the lord of knowledge. Their he found tomes on just about every subject you could think of. As well as those that knew just as much if not more then what was written on their pages.

Soon enough Dorn was splitting his time between absorbing knowledge and learning the family business in greater detail. For one of his name days his feather even got him a guard dog, Dorn had taken to moving about the city on his own, as both a gift and safety precaution. Yet all good things come to an end, Norn had been absent from Zhentil Keep for to long. Soon he started to receive reports of his businesses suffer small but growing set backs. He had kept the gold flowing towards Zhentil Keep, yet as always their was someone who placed their own personal interest above the larger picture. Norn could not address the issue from Waterdeep. He and his family would have to return to Zhentil Keep.

With in a few short weeks they were ready to depart. To his shame and credit he could not spare Dorn the realities of the world much less Zhentil Keep. Not if he wanted his son to live to become a man and father himself. So he taught and explained the ways of the Moonsea and Zhentil Keep to Dorn as they traveled. Giving him all his knowledge, surprised at how indifferent Dorn was to it all.

Dorn was an intelligent child, rather to intelligent in some respects. His intelligence out paced the development of any morality. As a result he became a logical thinker at an early age. Waterdeep had it's own rules and Dorn followed them for no other reason then that they were rules that served him. As his father spoke of Zhentil Keep, the Moonsea, and their ways. He would simply adjust as needed.

Before they even reached Zhentil Keep, Dorn asked his father if their were any mages he could study magic under. He explained that he enjoyed learning about it and would like to do more then simply become well versed in it's workings. Also mages were both respected and better able to protect themselves in Zhentil Keep, Norn considered his son's words, Zhentil Keep had no shortage of mages. The problem was finding both one willing and trustworthy enough not to harm his son.

Soon enough the family was back in Zhentil Keep, settled, and Norn's would be rival both repelled and at the mercy of the council for forcing the flow of gold from Waterdeep to lessen by their interference. Norn had not forgotten his son's words, he had found a teacher for Dorn. One of the higher lords whose interest were mercantile as well as magic, Lord Aumraeven. A merchant mage that placed Zhent interest before all else, he was also without heir or successor. Placing him in the perfect position to take on an apprentice, the greatest obstacle was getting the old mages approval. Which Norn had, some how meeting whatever requirements the old mage had.

With that Dorn began his apprenticeship under Lord Taradril Aumraeven.

Relationships, Status, and Associates:

Dorn has not been in Zhentil Keep long enough to make true enemies or rivals. None the less he has had interactions with more then a few groups and individuals.

The Church of Bane in Zhentil Keep
Dorn actively avoids the local priest of the black lord. He does not personally worship the god, he is not overly devout to those he does. Nor does he seek to, making any interactions those of necessity. He is as always professional and respectful, but not overly friendly. Unfortunately due to his master he is often approached by priest to curry favor or exert influence by proxy with his master. So far Dorn has avoided or sidestepped these attempts.

The Naug-adar (Devil Dogs)
For becoming the apprentice of Lord Taradril, Dorn was immediately a potential asset or thorn for the naug-adar. As such their approach can be one of friendship or thuggery with no middle ground. Being a group of individuals concerned with their own self interest, their is rarely any consistency. As such Dorn avoids them as a rule, their lowly position only adding to it. Incidentally his master's reputation keeps most from pursuing him once his avoidance becomes clear.

The Naug-orls (Devil Worms)
Dorn has little to no interaction with the naug-orls as far as he knows. Once Rook mauled a would be thief that was quickly recovered and swept away by half a dozen rogues. Dorn suspects that at the very least, due to his ties to both his family and master, he is being watched to a degree by the group. But otherwise knows little of them, not very interested to find out ether.

Lady Alicia
As any apprentice does, Dorn attends to his master. Sense his master is a member of the ruling council, that means that by extension Dorn will come into orbit of other lords. In this case a lady, the only woman on the council, Alicia did not fail to notice Dorn. A young and beautiful woman she sought to make an impression on even younger Dorn. She both succeeded and failed. Dorn was young but no fool, her allure did not get to him as he was sure she hoped. But he did walk away with an impression that she was cunning and not to be underestimated, if that was not clear enough already.

Notes:

Zhentarim Skymage Conversion

Requirements
To qualify to become a Zhentarim Skymage, a character must fulfill all the following criteria:

Skills: Diplomacy 2 ranks, Handle Animal 2 ranks, Ride 2 ranks, Spellcraft 4 ranks.
Feats: Combat Casting, Mounted Combat.
Spellcasting: Must be able to cast detect thoughts, invisibility, and suggestion, plus one summon monster spell of 3rd level or higher.
Special: Member in good standing of the Zhentarim.

The Zhentarim skymage's class skills are Bluff, Craft, Diplomacy, Handle Animal, Knowledge (arcana), Knowledge (geography), Profession, Ride, Spellcraft, and Survival.

Skill Points at Each Level: 2 + Int modifier.

Class Features

Spells per Day: A skymage continues training in magic while developing a bond with a flying monster and making political advances within the Black Network. Thus, when a new skymage level is gained, the character increases his spellcasting ability as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of skymage to the level of some other spellcasting class the character has, then determines spells per day, spells known (if appropriate), spells added to his spellbook, familiar abilities, and caster level accordingly.

Bonus Scrolls (Ex): At each level of Zhentarim skymage gained, the Zhentarim awards the character a scroll of two spells of any level he could cast. If the character has a spell book, he may instead add these spells to his spellbook immediately at no cost or time spent.

Flying Mount (Ex): A Zhentarim skymage can call a flying monster to serve as his personal mount. The mount cannot have more Hit Dice than the Zhentarim skymage's class level + his Charisma modifier + 1. The mount serves the skymage loyally as if it were a druid's or ranger's animal companion, and carries the skymage into combat if desired (if the creature is strong enough to carry the skymage).

Flying Feat (Ex): The skymage gains one of the following feats: Flyby Attack, Mounted Archery, Ride-by Attack, Spirited Charge, or Trample. The skymage must meet all prerequisites for the feat before it can be selected.

Craft Wand (Ex): The skymage gains the Craft Wand feat.

Spell Focus (Ex): The skymage gains the Spell Focus feat.

Share Spells (Su): The skymage can share spells with his flying mount as if the mount were his familiar. This ability only works if the skymage is riding the mount, and a shared spell ends for the mount instantly if the skymage is no longer riding it.

Skill Focus (Ex): The skymage gains the Skill Focus feat, which must be applied to one of the Zhentarim skymage class skills.

Enlarge Spell (Ex): The skymage gains the Enlarge Spell feat.

Zhentarim Skymage---Hit Die: d6
CL---BAB---Fort---Ref---Will---Special---Spells per day
1st---+0---+2---+0---+0---Bonus scrolls, flying mount---+1 level in existing class
2nd---+1---+3---+0---+0---Bonus scrolls, flying feat, Craft Wand---+1 level in existing class
3rd---+2---+3---+1---+1---Bonus scrolls, Spell Focus, share spells---+1 level in existing class
4th---+3---+4---+1---+1---Bonus scrolls, Skill Focus, flying feat---+1 level in existing class
5th---+3---+4---+1---+1---Bonus scrolls, Enlarge Spell---+1 level in existing class

Gem Mage- You are a rare and gifted arcanist skilled at attuning precious gemstones with your magic. You gain the Attune Gems feat as a bonus feat (which functions identically to and replaces the Scribe Scroll feat). Instead of placing your spells on paper, you imbued them in valuable gemstones for later use. Attuned gems work in every way like arcane spell scrolls (the cost of the gem is subsumed in the cost to make it attuned). In addition, you may replace the material component of any arcane spell with gems of the same value.

Gems of Faerun
-Alexandrite: Focus for magic items of good luck, favor, or protection.
-Amber: Focus for warding off disease.
-Blue Quartz: Focus for Gems of Seeing.
-Chalcedony: Focus for magical items that ward undead.
-Emerald: Used in spell ink formulae, as a spell component, and in items concerned with fertility, health, and growth.
-Fire Opal: Focus for Helm of Brilliance.
-Greenstone: Focus in Greenstone Amulets.
-Hematite: Favored by fighters, often used in magical periapts.
-Hydrophane: Focus for water oriented items.
-Irtios: Favored on sword scabbards and wizard staves.
-Moonstone: Focus for magic items concerned with lycanthropy.
-Peridot: Focus for items of protection against spells and enchantments.
-Phenalope: Focus for flame protection items.
-Sapphire: Focus for making magic swords and other items related to magical prowess, the mind, and the element of air.
-Sardonyx: Focus for spells and magical items effecting wisdom.
-Star Sapphire: Focus for magical items that protect against hostile magic.
-Topaz: Focus for protective magical items and Gem of Brightness.
-Turquoise: Focus for magical items of flight and sky related spells.
-Water Opal: Focus for magical scrying items.

Wand Gems of Faerun
-Amaratha: An amaratha included in any wand whose effect provides resistance or immunity to acid, cold, electricity, fire, or sonic energy adds +2 to the effective caster level of the effect.
-Beljuril: A beljuril included in any wand with the electricity descriptor adds +2 DC or to the effective caster level.
-Black Opal: A black opal included in any wand with the force descriptor adds +1 DC or to the effective caster level.
-Black Sapphire: A black sapphire included in any wand with the darkness descriptor adds +2 DC or to the effective caster level.
-Diamond: A diamond included in any wand with the conjuration (healing) descriptor adds +2 to the effective caster level.
-Emerald: A emerald included in any wand with the enchantment descriptor adds +2 DC or to the effective caster level.
-Fire Opal: A fire opal included in any wand with the fire descriptor adds +1 DC or to the effective caster level.
-Jacinth: A jacinth included in any wand with the fire descriptor adds +2 DC or to the effective caster level.
-Jasmel: A jasmel included in any wand that grants an enhancement bonus to weapons or armor adds +1 to the effective caster level.
-King's Tear: A king's tear included in any wand with the divination descriptor adds +2 DC or to the effective caster level.
-Moonbar: A moonbar included in any wand with the conjuration (calling) descriptor adds +1 DC or to the effective caster level.
-Opal: A opal included in any wand with the enchantment (charm) descriptor adds +1 DC or to the effective caster level.
-Orblen: A orblen included in any wand with the conjuration (creation) descriptor adds +1 DC or to the effective caster level.
-Orl: A orl included in any wand with the chaos descriptor or grants a luck bonus, adds +1 DC or to the effective caster level.
-Ravenar: A ravenar included in any wand with the sonic descriptor adds +1 DC or to the effective caster level.
-Red Tear: A red tear included in any wand with the transmutation descriptor adds +1 DC or to the effective caster level.
-Rogue Stone: A rogue stone included in any wand with the choas or teleportation descriptor adds +2 DC or to the effective caster level.
-Ruby: A ruby included in any wand with the envocation descriptor adds +2 DC or to the effective caster level.
-Sapphire: A sapphire included in any wand with the conjuration (summoning) descriptor adds +1 DC or to the effective caster level.
-Star Ruby: A star ruby included in any wand with the illusion descriptor adds +2 to the effective caster level.
-Star Sapphire: A star sapphire included in any wand with the abjuration descriptor adds +2 DC or to the effective caster level.
-Tomb Jade: A tomb jade included in any wand with the enchantment (compulsion) descriptor adds +1 DC or to the effective caster level.
-Water Opal: A water opal included in any wand with the divination descriptor adds +1 DC or to the effective caster level.
-Zendalure: A zendalure included in any wand with the necromancy descriptor adds +1 DC or to the effective caster level.

Dorn's Soul Warden, Minor- Craft Wondrous Item, speak with dead; Cost 15000 gp