Baron Galdur Vendikon

Oscurid Kompros's page

2 posts. Organized Play character for Jeremy Packer.


Full Name

Oscurid Kompros

About Oscurid Kompros

Male human evoker (wizard) 2
LN Medium humanoid (human)
Init. +3; Senses Perception +0
-----Defense-----
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (2d6+6)
Fort +2; Ref +2; Will +3
-----Offense-----
Speed 30 ft.

Melee:
mw quarterstaff +2 (1d6+1 bludgeoning)
cold iron dagger +2 (1d4+1 piercing or slashing/19-20)
melee touch attack +2 (varies)

Ranged:
cold iron dagger +3 (1d4+1 piercing or slashing/19-20) [thrown 10 ft]
ranged +3 (varies)

Special Attacks intense spells +1
Wizard Spell-like Abilities (CL 2nd; concentration +7)
7/day–force missile
Wizard Spells Prepared (CL 2nd; concentration +7)
1st–burning hands (DC 16, x2), ear-piercing scream (DC 16), shield
0 (at will)–detect magic, light, mending, ray of frost
Prohibited Schools Enchantment, Necromancy
-----Statistics-----
Str 12, Dex 14, Con 14, Int 18, Wis 8, Cha 10
Base Attack +1; CMB +2; CMD 14
Feats light armor proficiency, scribe scroll, spell focus (evocation)
Skills Acrobatics +3, Craft (armor)+9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Perception +0, Ride +3, Spellcraft +9
Languages Common, Dwarven, Halfling, Necril, Varisian
SQ arcane bond (staff), arcane school (evocation), bonus feat, skilled
Traits Arcane Temper, Bastard
Combat Gear wand of magic missile (CL 1, 15 charges), potion of cure light wounds (CL 1, 2); Other Gear leather armor, cold iron dagger, masterwork quarterstaff, ioun torch, masterwork backpack, belt pouch, flint and steel, vial of ink, inkpen, spell component pouch, spellbook, waterskin, 350 gp, 5 cp
Combat Trained Light Horse leather barding, bit and bridle, feed (5), riding saddle, saddlebags, bedroll, mess kit, common pot, trail rations (5)
Consumable & Uses:
  • Wand of Magic Missile ⬛⬛⬛⬛⬛ (+10)
  • Potion of Cure Light Wounds ⬛⬛
  • Arcane Bond ⬛
  • Force Missile ⬛⬛⬛⬛⬛⬛⬛
  • Trail Rations ⬛⬛⬛⬛⬛
  • Feed ⬛⬛⬛⬛⬛

Class Abilities:
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score.
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.

Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Spellbooks A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own.
1st Level burning hands, crafter’s fortune, ear-piercing scream, grease, heightened awareness, magic missile, monkey fish, shield, unseen servant
0-Level acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, grasp, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark

Appearance:
  • Age 31
  • Height 5 ft. 9 in.
  • Weight 139 lbs.
  • Skin pale
  • Hair deep brown with early graying
  • Eyes light green
  • Unique Features Oscurid left arm and hand bears ritual scars branded into his flesh, a sign of his devotion to Nethys. These are traditional brands given to members of The Servants of the Frostfire Spirits. The brands show signs of originating from both fire and frost, and they incorporate a holy symbol of Nethys.
  • Rough Background:
    Oscur was born in Numeria, the only son of exiles who fled from Brevoy. His mother was well educated and manner, but his father was a solider. Both his parents instill in his their own passions, research and combat. In his reading though, Oscur found his own passion, magic.

    Neither of his parents knew anything of magic, but they encouraged his pursuit of the subject. As he grew into a young man, fortune arrived in the form of a new job for his father. A small faction of the church of Nethys had need for guards as they built a new shrine at Castle Urion. As the shrine was finished, Oscur’s father sought out an audience with the faction’s priest, and after meeting Oscur, the priest agreed to take in Oscur as the first new acolyte of the shrine.

    The faction was name the Servants of the Frostfire Spirits and they pledged their devotion to the servitor race, the burleev. The Servants saw their charge as being observers of all things magical and they all strived to master both the arcane and the divine. High Priest Crulon was himself a mystic theurge, as were his two assistants. Oscur felt immediately that the shrine was where he belonged.

    Training was hard but Oscur was dedicated to learning as quickly as he could. The arcane arts came easier for him but no matter how he prayed, the divine spark eluded him. His faith was never shaken though, and his teachers assured him that Nethys favored him because Oscur was becoming a great wizard. He just needed more time. Unfortunately, he was destined to never get the time he was supposedly in need of.

    Tragedy struck his family, and his mother fell ill. His father summoned him home immediately, as his mother did not have long. He arrived the next day, but she had already become weak and she would not last much longer. She asked for him to sit with her as she had a tale to tell him.

    ”My beloved Oscur,” she said weakly. ”I am proud of who you have become. A grand wizard. You grandmother would be delighted.”

    His mother looked at Oscur and smiled at his confusion. His parents never spoke specifically about her family, just telling him that they provided an education and a loving home. He knew nothing else, not even his family name. Now as she spoke though, he felt a secret was being revealed.

    ”Yes, your grandmother would be most proud you took to magic. She herself practiced magic, even though I never understood it. Not for a lack of trying though. You see Oscur, your ancestors were often associated with magic and we were respected as wardens of the wilderness and scholars of the beasts that were encounter there.”

    Oscur continued to be confused and his mother sensed this. ”You are the grandson of Lord Medvyed of Brevoy, and I am his daughter. Your father served as a house guard. We began a clandestine relationship, a scandalous thing considering I had been betrothed to another man since I was a young girl. We kept the secret for more than a year, but I became pregnant and we knew neither your father nor the child would be safe if we remained. We fled one night and did not stop until we settled here, in Numeria.”

    Into the night Oscur’s mother told him more. The child she carried when they fled had not survived but a year after they settled she found herself pregnant with Oscur. The three of them lived a peaceful life. Now though, she knew that keeping the truth from Oscur was unfair.

    After a few hours it became clear that her strength was waning. She asked Oscur to look in her chest for a book he had never seen, and bring it to her. ”This book my son is the last connection I have to our family. It was a journal which I was given when I came of age, in the hope that it would become my book of magic. I kept notes of the things I learned, but I never could understand magic. Look at the etching of the inner cover, this is the secret signs of our families magic. It should prove who you are if you wish to contact the family.”

    With that said, his mother’s strength gave out. She passed in less than an hour. After her memorial, he returned to the Shrine but not for long. He met with High Priest Crulon and gave notice that he would need to leave the church. He felt he had learned all he could and he could not serve the Frostfire Spirits properly as he was unable to harness the power of the divine. The High Priest was sadden but understood. ”Oscur, you always have a home here. The Servant only ask that you strive to master all magic, and Nethys clearly favors you as you are among the most skilled wizard in our ranks. But I understand you must follow your own path.”

    Oscur set out as soon as he could, planning to travel to the manor of House Medvyed and seek an audience with the lord there. His optimism was great but the reality of what was to happen was another tragedy of sorts. He presented the journal to the head of the house staff and eventually to the lord. This turned out to be his Uncle, whose memory of the scandal his mother had caused still burned in his heart. His uncle summoned the town guard and insisted that they take Oscur into custody.

    Oscur was held prisoner for two years. He begged to be released and even pleaded to see if other families could help. A chance presented itself and his plight made its way to House Aldori. The offered to free him on the condition that he leave Brevoy, and he could choose to settle in one of the new kingdoms, assuming they will welcome a “grand” wizard.