Fighter

Xor'zel Zer'lam's page

17 posts. Alias of Joshua Hirtz.


Full Name

Xor'zel Zer'lam

Race

Drow Noble

Classes/Levels

Magus (Bladebound/Kensai)

Gender

Male

Size

5'6"

Alignment

Neutral

Languages

Elven, Undercommon, Abyssal, Aklo, Aquan, Auran, Common, Draconic, Drow Sign Language, Ignan, Infernal, Terran

Strength 13
Dexterity 20
Constitution 13
Intelligence 21
Wisdom 13
Charisma 10

About Xor'zel Zer'lam

Combat Details:

Current HP/Total HP 39/39

Experience Points 0/-

Initiative +5 (+5 Dex)

AC 23 (10, +2 BoA, +5 Dex, +5 Int, +1 Dodge)
Flat-Footed AC +12 (10, +2 BoA)
Touch AC 21 (10, +5 Dex, +5 Int, +1 Dodge)

Fort +6 (+5 Magus, +1 Con)
Reflex +7 (+2 Magus, +5 Dex)
Will +6 (+5 Magus, +1 Wis)

CMB +1 (+0 BAB, +1 Str)
CMD 16 (+0 BAB, +1 Str, +5 Dex)

BAB +4
Melee +9 (+4 BAB, +5 Dex)
Ranged +9 (+4 BAB, +5 Dex)

Melee Weapon/s

  • +2 Wakizashi +12 (1d6, 18-20/x2)

Ranged Weapon/s

Character Details:

Goal (Former) To be free of the restrictions placed upon him by his birth.

Description

  • Height 5'6"
  • Weight 106 lbs.
  • Eye Color Gold with a Red tint
  • Hair Stark White
  • Skin Tone Ebony

Background Xor'zel started off well, or as well as a drow could. Born into as a noble, he was afforded benefits that most drow were not, among them was the resources to hone his abilities to the best degree possible.

From an early age, he showed prowess in both light blades and magic. Seemingly capable of weaving both into a new art as if both had been but an incomplete portion of the other. With glee his mother nurtured his abilities seeing the benefits it could afford her. Even to the point of blessing him with a headband that opened up unused portions of his brain, a headband he wore till the day he died.

Unfortunately for Xor'zel, gifts were not given without want in his world. A lesson he would learn many times over, some with higher prices than others.

For the headband and the protection of his house, Xor'zel was turned towards a life of assassinations and murder. A life helped bring him to the gift that would ultimately cost him his life.

With death a constant in his life, Xor'zel found his faith in Azrael. Ever the dedicated disciple, he would always say a prayer as he sent the spirits of his victims to his deity. In return, he was gifted a black wakizashi of unusual make and quality. Not only magical by nature, the blade held a sentience loyal the "The Keeper of the Underworld."

However, once again he would find this gift held a price. The blade was a messenger as much as a gift and to keep its benefits he was required to kill the targets put forth by his deity. Not fully understanding the implications at that time, Xor'zel accepted the contract and lived a happy life alongside his blade, that was till the day he was told to take the life of his mother.

while the thought of his mother dying at his hands was not a horrible one, the thought of the consequences were. No one escaped the world of drow when it turned its fangs upon you and a traitor willing to take down his own matron mother would quickly find himself between a rock and a hard place.

Thusly, Xor'zel for the first time in his life would find himself turning a contract down. Unfortunately for him, the blade would not allow a contract merely turned away and in return wrested Xor'zel's control of his own body from him and turned itself upon him so that his soul might take the place of his mother's.

Personality While possessing the beauty his race is reknown for, Xor'zel is rather off-putting in conversation as his topics tend to be limited to magic, swordplay, and death.

Nationality TBA

Ethnicity TBA

Traits

  • Focused Mind

    Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.

    Benefit: You gain a +2 trait bonus on concentration checks.

    Magic Trait - APG (pg. 328)

  • Highlander (hills or mountains)

    You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands.

    Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

    Regional Trait - APG (pg. 332)

Skills:

Max Ranks 6 (+2 Magus, +4 Int)

  • Craft (Alchemy) +14 (+6 Rank, (HoVI), +3 Class Skill, +5 Int)
  • Knowledge (Arcana) +14 (+6 Rank, +3 Class Skill, +5 Int)
  • Knowledge (Dungeoneering +14 (+6 Rank, +3 Class Skill, +5 Int)
  • Knowledge (Planes) +14 (+6 Rank, +3 Class Skill, +5 Int)
  • Linguistics +11 (+6 Rank, +5 Int)
  • Perception +9 (+6 Rank, +1 Wis, +2 Racial)
  • Stealth +15 (+6 Rank, +3 Class Skill, +5 Dex, +1 Trait)

Feats:

  • Weapon Finesse

    You are trained in using your agility in melee combat, as opposed to brute strength.

    Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

    Special: Natural weapons are considered light weapons.

    Pathfinder Core Rulebook pg. 136

  • Combat Casting

    You are adept at spellcasting when threatened or distracted.

    Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

    Pathfinder Core Rulebook pg. 119

  • Dodge

    Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Pathfinder Core Rulebook pg. 122

  • Weapon Focus (Wakizashi)

    Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

    Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

    Pathfinder Core Rulebook pg. 136

  • Craft Wondrous Item

    You can create wondrous items, a type of magic item.

    Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.

    You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

    Pathfinder Core Rulebook pg. 120

Magus:

1st - Arcane Pool, Spell Combat, Canny Defense, Weapon Focus (Wakizashi)
2nd - Spellstrike
3rd - Black Blade
4th - Perfect Strike
5th - Craft Wondrous Item
6th - Magus Arcana (Enduring Blade)

Spells:

Spells Per Day
0 - 4
1st - 5
2nd- 3

Spells Known:
0 -

  • Acid Splash
  • Arcane Mark
  • Dancing Lights
  • Daze
  • Detect Magic
  • Disrupt Undead
  • Flare
  • Ghost Sound
  • Light
  • Mage Hand
  • Open/Close
  • Prestidigitation
  • Ray of Frost
  • Read Magic
  • Spark

1st -

  • Burning Hands
  • Chill Touch
  • Expeditious Retreat
  • Magic Missile
  • Obscuring Mist
  • Ray of Enfeeblement
  • Shield
  • Shocking Grasp
  • Silent Image
  • True Strike
  • Vanish

2nd -

  • Blood Transcription
  • Blur
  • Cat's Grace
  • Darkness
  • Invisibility
  • Mirror Image

Equipment:

Gear
  • +2 Black Blade Wakizashi Bladebound Archetype 1 2 lbs.
  • Head of Vast Intellect +2 4,000 gp 1 lb. (Back)
  • Bracers of Armor +2 4,000 gp 1 lb.
  • Ring of Sustenance 2,500 gp -

Currency

  • 0 pp
  • 0 gp
  • 0 sp
  • 0 cp

Carrying Capacity
Currently Carrying 4 lbs.

  • Light Load 50 lbs.
  • Medium Load 100 lbs.
  • Heavy Load 150 lbs

Black Blade:

Enhancement Bonus +2

Intelligence 12
Wisdom 8
Charisma 8

Ego 8

Abilities

  • Alertness
  • Black Blade Strike
  • Telepathy
  • Unbreakable
  • Energy Attunement