Witch

Hyir Akil's page

10 posts. Alias of Daedalus the Dungeon Builder.


Full Name

Hyir Akil

Race

Half-elf

Classes/Levels

Exploiter Wizard 1

Gender

Male

Size

Medium

Age

21

Special Abilities

Dimensional Slide

Alignment

NG

Deity

Thoth

Location

Wati

Languages

Ancient Osiriani, Azlanti, Elven, Kelesh, Necril, Osiriani, Taldane, Thassilonian

Occupation

Librarian/Scribe

Strength 10
Dexterity 15
Constitution 12
Intelligence 20
Wisdom 8
Charisma 7

About Hyir Akil

Half-Elf Wizard (Exploiter Wizard) 1
NG Medium Humanoid (elf, human)
Init +4; Senses low-light vision, darkvision 60 feet Perception +1 (-2 for sight-based)
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Defense
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AC 12, touch 12, flat-footed 10(+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1 (+2 v. enchantment)
Immune
Sleep
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Offense
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Speed 35 feet
Melee +0 dagger (1d4/19-20)
Ranged +2 light crossbow (1d8/19-20)
Special Attacks Arcane reservoir (3 points), dimensional slide,
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st— burning hands (DC 16), vanish, mage armor
. . 0 (at will)—ghost sound (DC 15), prestidigitation, mage hand
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Statistics
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Str 10, Dex 15, Con 12, Int 20, Wis 8, Cha 7
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Linguistics), Osirionology, Scribe Scroll,
Traits Eldritch Delver, Elven Reflexes, Oblivious, Trap Finder
Skills +9 Appraise, +7 Disable Device, +9 Knowledge (arcana), +10 Knowledge (dungeoneering), +9 Knowledge (engineering), +10 Knowledge (history), +9 Knowledge (local), +9 Knowledge (religion), +12 Linguistics, +1 Perception, -3 Sense Motive, +9 Spellcraft
Conditional modifiers: +3 on Linguistics checks involving Osirion and its people, +1 on all other intelligence-based skills involving Osirion and its people, -2 on sight-based perception checks, +2 to Knowledge (history or arcana) involving Ancient Osiriani history and magic while consulting his books
Languages Ancient Osiriani, Azlanti, Elven, Kelesh, Necril, Osiriani, Taldane, Thassilonian,
(Elven, Osirani, racial; Ancient Osirani, Azlanti, Taldane, Thassilonian, Necril bonus; Kelesh linguistics)
SQ Blended View, Arcane Reservoir, Arcane Exploits (dimensional slide),
Other Gear: dagger, light crossbow, wizard’s kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), spellbook, thieves’ tools, candle (10), chalk (20), silk rope, pitons (6), Book of Ancient Sands, Book of Ancient Lore, crossbow bolts (20), scrivener’s kit, parchment (20), scroll box, string (10), alchemist’s fire, 16 gp, 19 sp, 10 cp
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Special Abilities
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Alternate Racial Trait:

Blended View (2RP):
Prerequisite: low-light vision.
Halfdrow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.
Source: Blood of Shadows, a book sadly not on Archives of Nethys.

Favored Class bonus:

+1 skill point

Archetype:

Exploiter Wizard (Archetype)
Arcane Reservoir (Su): At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for the purpose of determining how many points he gains in his arcane reservoir points at each level. This ability replaces arcane bond.
Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.

Arcane Exploits:

Dimensional Slide (Su):
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Spellbook:

Level 0:
Resistance, acid splash, detect magic, detect poison, read magic, daze, dancing lights, flare, light, ray of frost, ghost sound, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation, spark, haunted fey aspect, scrivener’s chant, vacuous vessel, chameleon scales, detect fiendish presence, sotto voice
Level 1:
burning hands, vanish, mage armor, feather fall, floating disk, silent image, endure elements, grease

Feats:

Skill Focus (Linguistics): (Race bonus feat)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Osirionology: (Free Feat)
You have a broad interest in Osirion and are something of an authority in one specialized field.
Prerequisites: Knowledge (history) 1 rank, Knowledge (local) 1 rank, must be able to speak Osiriani and Ancient Osiriani.
Benefit: Pick one Intelligence-based skill. You gain a +3 bonus on all checks made using that skill in relation to Osirion or its people. In addition, you gain a +1 bonus on all other Intelligence-based skill checks made in relation to Osirion or its people.

Scribe Scroll: (Class bonus feat)
You can create magic scrolls.
Prerequisites: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Fleet:
You are faster than most.
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.

I decided to go with Fleet, to represent Hyir’s fleetness of foot and help represent the fact he’s usually moving fairly fast. If possible, I might retrain it later on, but for now, he’s fast. I decided on Fleet, as opposed to Run, because Hyir is usually bobbing through crowds at a decent jog, not sprinting across the desert at full speed.


Traits:

Trap Finder: (Campaign Trait)
Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. 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.
While it’s been nearly a decade since his thieving days, Hyir’s kept up on his trap-disabling skills through his regular (at least monthly) explorations.

Eldritch Delver: (Magic trait)
You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration schools of the teleportation subschool.
Yep. This is Hyir. It describes him perfectly, and summarizes his goals. He wants to keep learning, because it reminds him of his mother, but he also doesn’t want to hoard that knowledge, instead helping the oppressed and fighting slavery.

Oblivious: (Drawback)
Whether because you are an avid daydreamer or you are accustomed to everything being handed to you and spelled out for your benefit, you pay little attention to your surroundings and other people. You take a -2 penalty on Sense Motive and sight-based Perception checks.
Constantly lost in thought or reading, never watches where he’s going. Plus, he needs glasses. That alone should impose a penalty.

Elven Reflexes: (Racial Trait)
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick ref lexes. You gain a +2 trait bonus on initiative checks.
Hyir is actually really quick to react when paying attention, and his nervous demeanor also makes him slightly skittish.


Points of interest about Hyir:

It seems Hyir is always in a rush. Whether running to a library, running away from monsters, or sprinting to meet an exploration team. One would expect that with so much running, that the half-elf might actually be good at it, but this simply isn’t the case. It’s almost a guarantee that, at least once per run, the scholar will trip, scattering piles of papers and books everywhere, and he’ll scramble to pick them all up, make sure he has everything, and dash off again. His black hair is always ruffled, and his golden eyes are darting in every direction, gazing blankly into the distance, or fixed intently on a book or scroll.

He’s frequently chosen to be a part of exploration teams into the many ruins dotting the landscape. Why? Because he is fluent in no less than three ancient languages (Ancient Osirani, Azlant, and even Thassilonian), and regarded as something of an expert in all things language, is highly knowledgeable in matters of ancient and recent history, can identify magic from five paces away, can spot, circumvent, and disable traps (even magic ones) with ease, and never asks for payment beyond whatever texts, tablets, and scrolls can be found in the tombs he explores. Also, he’s fairly nimble when paying attention (an admitted rarity), so he’s quick to duck out of the way and escape unharmed.

He’s socially clueless and is hopeless when confronted with personal interaction, but anybody who talks to him will quickly see how brilliant he is. He just would rather be with his books than other people.

While he’s a fledgling wizard (having taught himself from ancient Osirani texts, and thus is studying rare and forgotten techniques), he is fully aware he is a novice, and is embarrassed at his lack of skill. Therefore, he doesn’t tell anyone he’s a wizard, instead, he merely pretends to be a scholar, with no magical ability. (That being said, if he thinks nobody is watching or won’t notice, he practices every chance he can get)

He hates slavery with a passion, especially when the master mistreats their servant, though he can do little about it. Much of the time, when he does accept payment for his skills, Hyir uses it to buy slaves that would otherwise go to abusive homes. While he still isn’t a fan of sentient beings as property, he’s more tolerant and lenient of masters who treat their slaves well, rewarding them for good behavior and even presenting a chance to earn their freedom. While he currently has no real confidence and always on edge, if presented with the chance, and with sufficient support, Hyir (though he doesn’t know it) will quickly grow into being a skilled and confident wizard, wielding powers not seen on Golrion for thousands of years.

From a modern perspective, Hyir is an INTP personality on the Meyer’s-Brigg scale and has a moderate case of Asperger’s.
Overall, if you’ve seen the movie, Newt Scamander (from Fantastic Beasts and Where to Find them) was something of a character inspiration, only with books instead of magical beasts.


Background:

Hyir was born a slave in northern Garund, with a Keleshite father as his master and an Ekujae elven mother who was also a slave. While always bright, his master (father) would beat him for any little mistake he made, stepping out of line, or even speaking, and by the age of five, little Zelit (as he was called then) was quiet, ingoing, and never spoke. His mother loved him dearly, however, and she taught him many things, from the ancient languages of the world, to history, math, and more. However, when he was ten, his master killed his mother right in front of him in a fit of rage, and Zelit ran away, terrified, powerless, and helpless. He stowed away on a ship as it was leaving port, crawled in a hidey-hole, and didn’t come out for a week, when the ship landed in Sothis. He snuck ashore, and spent the next year on the streets, the nimble half-elf learning the basics of pickpocketing (a skill he has since forgotten), lock-picking, and other illicit talents. After a year of being a criminal, he tried to steal from a wizard.
While he did get away with a small fortune in goods (mostly magical jewelry “liberated” from nearby ruins), it didn’t take long for the wizard to track him down. Instead of turning him into the authorities, though, the wizard complimented him on bypassing all of the magical safeguards she kept on her chest, and offered him a job. Hyir (he had taken this name for himself upon arriving in Sothis, the first name he heard upon disembarking) accepted (not that he had any real choice), and he became the wizard’s trap breaker, capable of foiling even magical safeguards through mundane means, able to decipher ancient puzzles, and skilled enough to translate some text even the wizard struggled with. This went on for three years, until the wizard returned home from her expedition, leaving Hyir, now fourteen, in Wati. Hyir had learned much during this time, and began hiring himself out as a trap breaker, riddle solver, and translator to exploration teams (at this point, the Ruby Prince had only just opened up ruins for international exploration; the wizard was exploring illegally) as they began to flood into Osirion.
Before long, Hyir found that he cared less about the treasure and more about what new things he could learn. All of his new learning reminded him of his mother, and he swore to never stop learning, that he might always remember her. He also shares his knowledge freely, hoping that those he teaches will treasure the memories of his lessons as much as he treasures the memory of his mother’s lessons.
It was then that Hyir adopted the practice that made him so popular for exploration teams merely interested in gold. They could keep whatever shiny trinkets they found in the ancient ruins, but he got anything with information. It was with ancient tablets and scrolls barely held together by the magic that was woven into them that he bribed his way into a library in Midwife, where he has worked as a scribe, scholar, and librarian ever since (though he still goes on regular expeditions, eager to find some new bit of lore and keep on learning). Knowing how valuable knowledge could be, he started teaching street children in his spare time, hoping they would put his teachings to good use in bettering their place in life. It was only about a year ago that he started teaching himself magic, using an ancient scroll he found on an expedition. While he shows great promise, he’s far too embarrassed to admit to his power, and prefers that nobody knows he is learning the basics of wizardry.

Point by Point:

This is going over each of the points asked for in the recruitment, because some of them are easy to lose track of in my walls of text.

Detailed Description:
Hyir is a medium-height half-elf with black hair and golden eyes, seemingly of Keleshite descent. He seems incredibly nervous at all times, eyes darting back and forth, and with a timid slouch. He can never hold eye contact for longer than a second, before he looks elsewhere. No matter where he is, whether running down the street or exploring a dusty tomb, he always has a few books with him, clutched tightly to his chest or piled precariously as he tries to run without dropping his stack of manuscripts, scrolls, and texts. Whenever he talks personally, he always stutters a bit and never makes his point quickly, but when he talks about something he knows a lot about or is giving a lecture, he becomes incredibly confident, straitening his posture, talking rapidly and confidently, with incredible assurance in himself and almost reversing personalities.
He wears standard expedition gear, with tough but light linen and leather clothing showing very little of his deeply tanned skin, and a light hood, with sturdy sandals and baggy trousers. He has a backpack stuffed full of papers and books, and all kinds of adventuring gear. He also has a pair of glasses, with big round lenses framed in golden metal. While he does rather need his glasses, he rarely wears them while exploring or running, having broken numerous pairs in the past in his ever-common falls. [ooc] Gear-wise, imagine Jedi clothing.[ooc]

Public Background:
Everybody knows Hyir as the brilliant, quiet, and kind (if somewhat quirky) scholar. While his knowledge of Ancient Osiriani lore is commendable, his language skills are peerless, and his knowledge of ancient curses is excellent, he’s also quite happy to share his knowledge, never losing patience with those who ask him questions, and loves when people give him riddles to solve. He also has an informal school set up for the street children, and teaches them reading and writing, math, history, and even tidbits of magic theory (while not a spellcaster, he is rather knowledgeable on the subject) once a week. In fact, he’s helped more than one of his students get a job as a scribe, or some upper-class employment. He’s even had a few of his students go on to become wizards and other spellcasters, with all of them giving him credit for getting them started.
However, everyone also knows that he’s also a bit odd, never looking you in the eyes while talking, and running around in crowded streets with his arms piled high with books.
He always falls at least once per run, sending his books flying everywhere, and most people are willing to give the kind scholar a hand when picking his books up as he runs back and forth between the library at which he works in Midwife, expeditions into ancient ruins, and his makeshift school in Asp. Regardless of where he goes, he’s never seen without at least one book, and rumor has it that, when he’s not running (which, in and of itself, many people doubt actually happens), he walks reading a book, walking into people and objects as he studies the subject, be it noon in a crowded market street or while exploring lightless and dusty caves (another rumor has it that he doesn’t even need a light to read, but everybody knows that’s not true). When asked about his past, however, he always quiets down (even more than usual, that is) and changes the subject. There are so many different rumors and theories as to who he is and where he comes from that it’s almost become a local joke. Hyir never comments on any of them, no matter how outlandish or scandalous, merely nodding his head thoughtfully, and, should they persist, he politely asks they change the subject.

Background points:

Essential: Hyir is a quiet soul, who hates slavery (especially abusive masters, kind slave owners he’s more tolerant of), and loves knowledge. Specifically, he loves learning, and then sharing that knowledge, as his fondest memories of his mother are of her lessons.

Goals: Hyir would like to gain a bit more confidence and power, learn everything there is to know, and then teach the entire world everything…. He dreams big. More realistically, he wants to become a stronger wizard, to the point where he’s no longer a novice with the arcane. He wants to leave his mark on the craft, whether making some great discovery on the nature of magic, or uncovering an ancient secret lost since the days of Ancient Osirion.

People he may know: Hyir knows a range of people. His quiet, quirky personality can be quite endearing, but it takes time and effort to get used to him, and his lack of a forceful personality, combines to give him a low charisma, despite being decently likeable. But anyway, the people he knows include the (twenty or so) street children he teaches weekly, his co-workers at the library, and the odd exploration team, though most of them aren’t local.

Memory of something important: This is simply Hyir’s memories of his mother. It encourages him to fight against slavery, learn more, teach others, and master magic (so that he would never be helpless ever again).

Two points of personality: Well, may as well repeat it. Hyir delves into Osirion tombs because that’s his job, and he loves finding new bits of lore and knowledge. While he rarely wants “shinies”, if he finds something valuable and practical (such as scrolls, magical items, and so on), he has no qualms accepting them. He’s, at his core, a hero, he just hasn’t had the chance to shine yet. With some pressure applied and the appropriate support, he’s likely to show quite a heroic side.

Gold: While Hyir has something of a steady source of income between his jobs as a scribe, librarian, and teacher (with a steady and quick hand, he’s occasionally hired to pen letters, and once in a while, a well-to-do family will pay him to teach a lesson to their children), most of his wealth goes to freeing slaves and buying books. (This will change, mind you, should he be selected for the AP. In this case, he’ll realize he needs to keep some money for himself as his new high-risk job as professional thrill seeker.). However, his current influx of wealth came from a recent dungeon delve, in which he found a Lesser Book of Extended Summoning. Recognizing it for what it was only after the expedition was done, he sold it for a moderate lump of gold to a novice conjurer, and after freeing a number of slaves, he decided to invest in himself, buying a decent amount of gear for his next delve.