Nickold Starweather

Keith Flint's page

62 posts. Alias of FangDragon.


Full Name

Keith Flint

Classes/Levels

Wizard (Admixture) 2 | HP 14/14 | AC 11 (10ff 11tch) +4 w/Mage Armor | +2 fort +1 ref +3* will | init +1 perc+0 | Resource Tracker

Gender

M

Size

5' 8"

Age

25

Alignment

LE (played as necessary evil)

Languages

Azlanti, Common, Draconic, Dwarven, Elven

Strength 8
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Keith Flint

In combat Keith will have a mix of blast spells mixed with some crowd control (likely via rime spell from level 3 onward). Out of combat he's got some useful knowledge skills and social skills. Keith will be very loyal to the group and the mission, however he has a ruthless streak and if given the legal opportunity to use his new found magical powers, he will do so with a zeal others may find unnerving...

Background:
Charming, urbane, witty, at least on the outside. Keith Flint was borne 25 years ago, the son of a noted magistrate. From an early age Keith found he had two passions in life, Law and Punishment. It wasn't until rather later that Keith discovered his talent for magic. His original plan had been to join the clergy of Abadar, like his father, but for whatever reason he was politely but firmly rebuffed. Perhaps the high priest saw some essential flaw in his character, but the reasons where never revealed although his father became increasingly distant ever after the testing. But where the clergy of Abadar where indifferent, Quiznab the Munificent was enthusiastic.
Quiznab, a onetime colleague of his father, was a semi-retired court mage and had been keeping an eye on the young Keith for years with the suspicion he was talented, and so he was. In the older Quiznab, Keith found a kindred soul, a man utterly and ruthlessly dedicated to law or at least convictions. Unfortunately Quiznab was the worst kind of tutor the young Keith Flint could have had, with many traits that Keith would later share: outwardly law abiding and respectable yet manipulative, twisting the letter of the law for his own advantage.

Quiznab was a secret worshiper of Asemodeus (although the boy never found out, even if he did have suspicions) and was rather too free with dangerous esoteric knowledge and filled the boy's head with all manner of notions. For example, the great nations of the world are built on the backs of the masses, mortared with law. Each individual element, each person, is individually worthless but together they build something greater than the sum of it's parts: society. Of course according to Quiznab, society is precarious ever beset with scroungers and the lawless who must be expunged.

Under Quiznab's diligent tutelage Keith soon found he could summon all four elements and that he liked using them. At first on animals and later on unfortunates Quiznab was questioning in his private facilities for the criminally insane.

Not so long ago Quiznab had his comeuppance when half the asylum burnt down, during one of the periodic riots, and was lynched by a mob. Realizing he would likely share the same fate, Keith decided a spell in the country would do him some good. He caught wind of the good Baron Lumont's problems and decided to help bring some law to the unwashed masses...

Crunch:

Keith Flint
Human wizard 2
LE Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (2d6+4)
Fort +2, Ref +1, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Wizard Spells Prepared (CL 2nd; concentration +6)
. . 1st—burning hands (DC 16), burning hands (DC 16), enlarge person (DC 15), grease
. . 0 (at will)—detect magic, detect poison, light, ray of frost
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 11
Feats Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits friend in every town, keeper of the veil, magical lineage
Skills Acrobatics -2 (-6 to jump), Appraise +9, Bluff +8, Diplomacy +8, Disguise +3, Knowledge (arcana) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (planes) +9, Spellcraft +9
Languages Azlanti, Common, Draconic, Dwarven, Elven
SQ arcane bond (ring), power-hungry, versatile evocation
Combat Gear blunt arrows (50), flight arrows (50), scroll of mage armor, scroll of mage armor, scroll of shield, scroll of silent image; Other Gear light crossbow, - arcane bond ring -, bedroll, belt pouch, flint and steel, ink, black, inkpen, masterwork backpack, mess kit, pot, soap, spell component pouch, waterskin, 14 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Magical Lineage (Burning Arc) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Scroll of mage armor Add this item to create a scroll with spells on it.
Scroll of mage armor Add this item to create a scroll with spells on it.
Scroll of shield Add this item to create a scroll with spells on it.
Scroll of silent image Add this item to create a scroll with spells on it.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Spellbook:

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