Seltyiel

Zirul Aevell's page

11 posts. Alias of Blue Drake.


About Zirul Aevell

Background and History:
Connac Aevell was a famed adventurer and explorer. Traveling across the lands, he found himself in the middle of chaos and conflict, though he was usually the start of it. At one point he was even the leader of the legendary 'Band of the Black Banner', a group of heroes whose exploits were sung by campfires, in taverns, and even in royal courts, and Connac was the author of most of those little ditties as well. His titles varied depending on the occasion, from the Stealer of the Amber Bead of Magnimar, to Seducer of the Samsaran Princess of Nambutu, to Tamer of Dragons. Connac was a legend among legends.

After one last adventure with the group, the 'Band of the Black Banner' separated, but Connac continued to travel, singing and adventuring as he went. Nothing seemed able to keep him down, until his moon met her sun. The princess of Kyonin, Faunra Edasseril's talent and beauty swept him away. With long, flowing golden hair and a voice that could melt anyone's heart, Connac's attention was instantly turned to the elf.

Charming his way past her mother, Connac soon wormed his way into her heart, and leaving behind all her traditions, Faunra ran off with Connac to explore the world of humans. Sure they had to lay low for a while, but their love was what mattered, right?

Finally settling down in a modest estate with all the wealth Connac had obtained over the years, Connac and Faunra began a life together, human and elf. A year down the road and their first, and only, child was born, but at a great price. After the birth, Faunra grew weak and soon became sick. No magic, arcane or divine, seemed to help alleviate her, and soon, she passed. Connac was left to raise their son alone.

Zirul Aevell had grown up under his father's tales of adventures and meyham, and many of those were centered around the 'Band of the Black Banner'. Born without any of the magical vocal talent of his father or mother, Zirul dived into the arts through literature instead. Several stories under his belt, his greatest and largest of them was his precious tome called 'The Band of the Black Banner', a collection of their history and connection. It had but one story left to place within to be finished.

Of course, it might never get finished, as his father never did speak of that last adventure. After defeating the Red Priest of the Windswept Wastes, the group disbanded, parting to seek their own paths. No question, no matter how direct, was answered when it came to this. Perhaps the most major event in their journeys was a complete mystery.

Then again, Zirul himself was a mystery. Son of a human adventurer and a elven princess, Zirul found himself an oddity compared to those around him. His father taught him how to overcome this, though, through the power of words. Though he couldn't carry a tune, at all, Zirul had his father's knack for twisting and combining words to convince anyone of anything.

Though Zirul had most of his father's features, he favored his mother in both build and magical talent. Spinning magic like that of the elves, Zirul worked them into his martial practices, combining steel and spell into a deadly combination. His father would always comment that he would be a great adventurer one day.

Zirul often wondered what life would have been like had his mother survived. However, Connac raised Zirul well, giving him more attention than he had anything else. A confidant and a friend, Connac was always there for Zirul, and he couldn't ask for more.

It wasn't until that faithful day that Zirul truly realized just how blessed he had been. He can still remember that evening as he came to his father's study, ready to announce that dinner had been prepared. Opening the door, the fire was out, the window open. The windows swept up for a moment with a sudden gust of wind, and there, lying in the middle of the floor, was Connac.

A pool of blood already seeping out from under him, Connac's right hand held his namesake sword while his left hand rested on a dagger sticking out of his chest, its hilt ugly and evil looking. The curtains blow up once more, and a flash of a figure swept by, escaping through the window before one could blink.

Zirul knelt by Connac, not knowing what to do, how to help. His throat was constricted shut as he saw his father dead before him. Then, Connac raised his hand and touched him. It took a moment for Zirul to realize that Connac was muttering something. Leaning in close, he heard his father's lasts words:
"The Band. You must...get the Band back together. The Band of the Black Banner. You must...you must tell them. Tell them that I was wrong. It has come...it is here. Take Black Blade...and get the Band, Zirul."

The clerics came the next day to revive him, but found that their magic had no effect. The dagger had done something that even magic couldn't fix, much as his mother had gone. His father was truly dead for good.

Taking up his father's blade, the Black Blade, Zirul decided to follow his father's last wishes and seek out those other members and bring them back. But as soon as he finished that, he knew his next goal. He would not rest until his father was avenged.

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Personality and Motives:
Zirul has learned much from his laidback father, carrying much the same wit and charm that the legend had. Though not able to sing like his father, Zirul could certainly manipulate a conversation or two, and he is already known for his works of fiction.

Zirul is easygoing and is much more of a human in actions than his appearance gives off. He has longed for an adventure to come upon him much like his father, but he would have learned the most mudane of existances if he had known the cost.

Zirul simply seeks to find his father's old companions, keeping his ear out for another about his father's killer, for that is definitely next on his list.

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Appearance and Mannerisms:
Zirul wears the fanciful clothing of his father, though not a performer himself. His few elvish features accent it, giving him an unintended regal look. Lithe of form with pointed ears, most of his other features are from his father, including his shoulder length silver hair. A startling heritage, though, is his one blue eye and one yellow, one from each of his parents.

Zirul often takes notes and jots down seemingly random things, as he likes to incorporate things into his stories. He also still has some 'glory' ideas from his father's stories, as well as thoughts of epic 'heroism' to perform.

Zirul's main attire is that of a flowing blue cloak with red garments underneath. However, he likes to be presentable in any situation, and stays ready to change outfits in a moment's notice.

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Black Blade:
At first, Connac's silly name for the magical sword he had found in a dragon's horde was just a joke among the 'Band of the Black Banner'. Because the leader of such a group needed a blade to match, right? It wasn't until a few months down the road that the sword truly revealed its abilities. Becoming intelligent, the sword turned to Connac as its master, referring to itself as Black Blade from then on.

Black Blade became Connac's signature weapon, guiding him through many a fight. The sword was vaguely in the shape of a scimitar, though it had definite differences. Of a perfect balance, the sword's surface was of some strange obsidian black material that was strong enough to slide through gems without damage.

It was this blade that Connac left Zirul. Though never having used Black Blade before, the sword immediately attached to Zirul, claiming that he was his new master as they sought to finish Connac's last request. The blade, an entity all its own, desired to see Connac's wish through to the end no matter what. So, Zirul and Black Blade have formed a partnership of sorts as they fight together for their lost loved one.

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Stat Block:
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Zirul Aevell
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Male [http://www.d20pfsrd.com/races/core-races/half-elf]Half-Elf[/url] [http://www.d20pfsrd.com/classes/base-classes/magus]Magus[/url] [http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound](Bladebound)[/url] Level 5; Age 30
NG Medium humanoid (human, elf)
Init +2; Senses Perception +12

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Defense
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AC 17, touch 15, flat-footed 13 (+4 Armor, +2 Dex, +1 Deflection)
HP 43
Fort +7, Ref +4, Will +4

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Offense
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Speed 30ft
Melee Black Blade +10 (1d6+6/18-20)

Special Option
Arcane Enhancement (Su) - +2 to enhancement (or add dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal)
Black Blade Strike (Sp) - (+2 damage)
Energy Attunement (Su) - change damage to cold, fire, electricity, sonic, or force
Power Attack - -1 attack (+3 damage)

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Statistics
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Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 8 (-1), Cha 10 (+0)
Base Atk +3; CMB +6; CMD 18

Alternate Racial Options
Fey Thoughts - Perception and Diplomacy are class skills

Traits
Magical Lineage (Shocking Grasp) - Magic - Metamagic cost one less to add
Clever Wordplay - Social - Use Int for Diplomacy

Feats
Alertness - +2 Perception and Sense Motive while holding Black Blade
Combat Reflexes - Extra AoO equal to Dex
Power Attack - -1 Att per 4 Base Atk and +3 Dam per 4 Base Atk
Scribe Scroll - Make scrolls for 1/2 price
Skill Focus (Perception) - +3 for Perception, +6 if 10 ranks obtained
Toughness - +1 hp/lv

Skills (40 Ranks - 10 Class, 10 Background, 20 Int)
Artistry (Literature) +9 (2 rank, 3 class, 4 Int)
Climb +7 (1 rank, 3 class, 3 Str)
Diplomacy +12 (5 rank, 3 class, 4 Int)
Intimidate +4 (1 rank, 3 class)
Knowledge (Arcane) +11 (4 rank, 3 class, 4 Int)
Knowledge (Dungeoneering) +8 (1 rank, 3 class, 4Int)
Knowledge (Engineering) +5 (1 rank, 4 Int)
Knowledge (History) +5 (1 rank, 4 Int)
Knowledge (Local) +7 (3 rank, 4 Int)
Knowledge (Nobility) +5 (1 rank, 4 Int)
Knowledge (Planes) +8 (1 rank, 3 class, 4 Int)
Lore (Adventuring Parties) +10 (3 rank, 3 class, 4 Int)
Perception +14* (5 rank, 3 class, 2 Keen Senses, 3 Skill Focus, -1 Wis, 2 Alertness)
Sense Motive +3* (2 rank, -1 Wis, 2 Alertness)
Sleight of Hand +4 (2 rank, 2 Dex)
Spellcraft +12 (5 rank, 3 class, 4 Int)
Swim +7 (1 rank, 3 class, 3 Str)
Use Magic Device +4 (1 rank, 3 class)
*-2 if Black Blade is gone

Favored Class Bonuses
Elf - Magus - +1/6 New Arcana (x5)

Languages
Common, Elven, Goblin, Halfling, Draconic, Dwarven

Archetype
[http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound]Bladebound[/url]

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Magic
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Spellcaster Level 5th
Concentration +9; DC10 + Spell Lv + Relevant Mod

SPD
0 - 4
1 - 5
2 - 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
1 - Color Spray, Expeditious Retreat, Feather Fall, Grease, Long Arm, Shield, Shocking Grasp, Silent Image, True Strike
2 - Bear's Endurance, Frigid Touch, Invisibility, Mirror Image

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Possessions
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Inventory
Carried/Worn
Black Blade, mithral shirt, hat of disguise, sleeves of many garments, handy hoversack, belt pouch, waterskin (filled), spell component pouch

Handy Hoversack Contents
spellbook, bedroll, flint and steel, ink, inkpen, iron pot, a mess kit, rope, soap, torches (2), trail rations (5 days), Tome of Epics, journal (x3)

Scrolls in Hoversack
Expeditious Retreat, Feather Fall, Grease, Silent Image

Emcumberance
Current Load - 38 lbs (Light)
Loads - 76 Light, 153 Medium, and 230 Heavy

Magic Item Slots
Head - Hat of Disguise
Wrists - Sleeves of Many Garments

Wealth
8 sp

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Black Blade
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Base - +2 Intelligent Scimitar

NG - Int - 12 Wis - 8 Cha - 8 Ego - 8

Purpose - Fulfill Connac's last request.

Languages - Common, Elven Knowledge (Arcana) - +2

Arcane Pool - 1 + Int Mod

Alertness (Ex) - While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp) - As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su) - While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex) - As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su) - At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

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Special Abilities
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Arcane Pool (Su) - The arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

Elven Immunities - Half-Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses - Half-Elves receive a +2 racial bonus on Perception checks.

Spell Combat (Ex) - At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellcasting - A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. A magus 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 magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus 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 magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

Spellstrike (Su) - At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Spell Recall (Su) - At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

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Prepared Spells:
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Magic
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Spellcaster Level 5th
Concentration +9; DC10 + Spell Lv + Relevant Mod

SPD
0 - 4
1 - 5
2 - 3

Spells Prepared
0 - Detect Magic, Mage Hand, Light, Prestidigitation
1 - Color Spray, Shield, Shocking Grasp (x2), True Strike
2 - Frigid Touch (x2), Mirror Image

Other Spell Sources
Scrolls
None

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