Born in the city of Janderhoff to a small clan of Gnomes, Zexil's life started out like any other. Born to the Fizzlebop clan his childhood was full of curiosities, but he soon found himself bored of Jandefhoff and at the young age of 38 he set out to explore the land of Nidal to the south. The adventuring life suited him well, as everyday new things were found to explore. Considering himself somwhat of an alchemist the new world around him was full of great new plants to experiment with. His fun was not ment to last unfortunately.
As his travels took him south Zexil found the only way to Nidal was to go threw the dangerous Bloodsworn Vale. Not to be detered he pushed forward headstrong. As he traveled though he couldn't escape the feeling he was being watched and on the 4th day of travel a very unfortunate occurance happened. Traveling down a grown up path he failed to notice the trap awaiting him until it was too late. Snared his mind raced about his future outcome and soon it was clear as a pair sinister look Dryads appraoched and took him. Life would never be the same again.
After years of being a slave to the evil fey Zexil's mind began to change. He began to hate the world around him for allowing this, to hate his clan for never searching for him, and most of all to hate his captors. For they admistered all sorts of tortures and nastiness upon him. He had all but givin up when a voice in his head spoke, "Worship Me and I shall provide an escape from your tormentors and the ability destroy them not only in life, but in death". Their was but one response Zexil could give, "Tell me thy name, so that I might praise it for eternity". A lone respone came, "Baalzebul". Zexil screamed his name and the ground around him erupted in flames, everything in the area was instantly destroyed, save Zexil. But the work was not finished.
As he stood, an unholy want to destroy the living and make them puppets of their former selfs entered his soul, blackening his heart. And so Zexil Blackheart was born. A vision came to him of a fortress atop the Aspodell Mountains. A name came with the vision, Dagor Morthis.. With all the information laid out before him, he set out to meet Dagor Mothis and fulfill his new master's bidding.
Zexil is roughly 3' in height, with darker skin and a look of sinister intellect the majority of the time. Occasionally you can see some of his old gnomish curiosity return, but never his niceness..
Zexil Blackheart:
Zexil Blackheart
Male Gnome Wizard 3 (Necromancer)
NE Small Humanoid (Gnome)
Init +6; Senses Perception +7, Darkvision
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Defense
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AC 15, touch 13, flat-footed 13 (+2 Dex, +2 Dodge, +1 Size)
hp 23 (3d6+9)
Fort +4, Ref +4, Will +4
+2 vs poison
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Offense
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Speed 20 ft.
Melee Hooked Hammer +2 (1d8-1)20x3
Ranged Lt. Crossbow +5 (1d8)19-20x2
1/day—bleed, chill touch, detect poison, touch of fatigue
Wizard Spells Prepared (CL 3): Conc. +11: Ranged Touch +3
0 (At Will) Detect Magic, Read Magic, Acid Splash, Prestidigitation
1st (4/day) Mage Armor, Snowball(DC 14) x2, Ray of Enfeeblement(DC 16)
2nd (3/day) False Life, Blindness/Deafness(DC 17}, Invis.
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Statistics
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Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 12
Base Atk +2; CMB +0; CMD 10
Feats Spell Focus(Necro), G.Spell Focus(Necro), Scribe Scroll, Command Undead(6/day, DC 12)
Traits Highlander, Fallen
Skills Know(Arcana) +8, Know(Nature) +8, Know(Planes) +7, Know(Local) +7, Stealth +12/+13(mountains), Spellcraft +9, Craft(alchemy)+12/+14 poison, Perception +5
Languages Common, Infernal, Gnome, Sylvan, Elven, Necril
SQ/SA Arcane Bond(Familiar), School(Necromancy)(Opp. Ench/Evoc.)
Bolster 6/day(+1 hit and saves/+1hp per hd/+2channel resist)
Knack with Poison: +2 saves vs poison/+4 if accident poison, +2 craft alchemy when crafting poisons
Bond to the Land: +2 Dodge in Mountain Terrain
Fell Magic: +1DC to Necromancy School, plus SLA's
Combat Gear/Gear Gnome Hook Hammer, Lt. Crossbow(20bolts), +1 Cloak of Resistance, Mwk Backpack, Potion of Cure Lt. x2,Silver Holy Symbol, Spell Component Pouch, Spellbook, Portable Alchemist Lab, 100gp Paper/Pen/Ink for Scrolls, Scroll of Invis, Scroll of Mage Armor x2, Scroll of Spider Climb, Scroll of Silent Image, Scroll of Mount, Scroll of Grease, Scroll of Disguise Self, Scroll of Expiditious Retreat, Blue Whinnis Poison x3, Drow Poison x2, Bloodroot x5, Greensting Poison x10, Belladonna x3, Materials to make 1 Bloodroot, 1 Belladonna, 1 Blue Whinnis, 20gp
Itchy:
Itchy
Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 11 (1d8)
Fort +3, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee sting +7 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +10, Stealth +16
The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
Spellbook:
59/100 pages left
Includes all memorized plus:
0-All Minus Evocation and Enchantment
1st-Enlarge Person, Expeditious Retreat, Interrogation, Silent Image, Disguise Self, Color Spray, Mount, Grease, Alarm, Spiderclimb, Unseen Servant
2nd-Mirror Image, Blood Transcription, Command Undead