About Vedic Boreal
Male Elf Wizard 1 (Spellbound Admixture Evoker)
All he had of his mother was a book.
He was told by is adopted mother, Haleen, that his mother had been a friend, a kindred spirit. Like Haleen, his mother had been a woman who had gotten in over her head and owed the wrong things to the wrong people. Haleen 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. Prayers to the gods of knowledge and secrets. Every one of them written in a cypher.
Vedic 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 attempt life-threatening magics on the chance he could figure out the process for himself. The spells unlocked even more of the cyphers. Letters only detectable by magic were written across the others. Lines and drawings. Maps.
The mysteries were maddening. The information revealed was nearly worse. In the revealed fragments he was able to decrypt his mother spoke of a pact that kept her from ever seeing the sun again. It spoke of 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 keep her child safe. A strange, impossible gamble for the life of her son.
At the first set of coordinates he deciphered he found a box containing three pages of the book. It detailed other coordinates, a series of cryptic notes about "frozen key" and the "capture of winter", and one other word. The name of a small village on the border of Issen, half a world away. He spent the last of his money sending explorers out to places he thought might give him answers. One ragtag group finally returned with what he sought. He thought that would be all he needed to unlock the mystery, but the key and the new cypher only uncovered more questions.
A whole other book was found. Where the first one had been about riddles in ice, this one contained riddles of fire. His mother had hidden one mystery inside another.
So, more than a year later, Vedic found himself returning home in Katapesh to his adopted family, only to find that Haleen was missing.
He'd already lost one mother. He was lucky enough to have a second. He wasn't about to lose her as well.
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 northern barbarians. Beneath the coat he wears criss-crossing layers of black silk and cotton in the fashion of desert nomads. His head is kept shaved and his eyes are a startling blue.
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. He holds a particular contempt for those who are too simple to understand the complexity around them.
HP: 8 (1d6 HD, +2 con)
14 AC (+2 dex, +2 haramaki+ armor kilt)
+1 Fort (+1 con)
Sling +2, 1d4-2, x2 crit, 50' range
Combat Net, -2 Touch Attack, Entangle
=====Traits and Feats=====
Skill Points: (2-wizard, 5 int), 7 total
+9 Appraise (1 rank, +5 int, +3 class)
DC 15+ spell level
Ray of Frost x
-1st- 3 per day, DC 16
Burning Hands x
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.
Favored Class: +1/2 Versatile Evocation
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.
Armor: haramaki+armor kilt
Mother's Book, the tome of cyphers. A seemingly endless and layered coded message more than 600 pages long. Only about a tenth complete.
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