Kingmaker - As the Ravens Gather
Xorit the Astounding
Xorit wears the latest fashions from Oppara, favoring greys and blues with a splash of color for effect. Thick black hair cut in a bang is kept short in back and obscures his light blue eyes. Not handsome nor personally enaging he does dress for success.
Male Human (Taldan) Wizard 9
N Medium Humanoid (human)
Init + 1; Senses Perception + 2
AC 13, touch 11, flat-footed 12 (+ 1 Dex, + 2 natural)
hp 23 (9d6 – 6)
Fort + 2, Ref + 4, Will + 8
Speed 30 ft., shift (20’) (5/day)
Melee + 1 Dagger + 5 (1d4 + 1/19-20/x2)
Wizard Spells Prepared (CL 9):
5 (1/day) Teleport, Teleport
4 (2/day) Dimension Door, Sheet Lightning, Height (DC 16), Acid Arrow, Empow
3 (3/day) Ice Spears (DC 16), Summon Monster III, Summon Monster III, Sheet Lightning (DC 15)
2 (5/day) Summon Monster II, Summon Monster II, Web (DC 15), Acid Arrow, Acid Arrow, Summon Monster I, Height
1 (5/day) Shield, Expeditious Retreat, Summon Monster I, Disrupt Undead, Enlrg, Disrupt Undead, Enlrg, Corrosive Touch
0 (at will) Disrupt Undead, Acid Splash, Detect Magic, Dancing Lights
Str 11, Dex 12, Con 9, Int 15, Wis 14, Cha 11
Base Atk + 4; CMB + 4; CMD 15
Feats Dimensional Agility, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Point Blank Shot, Scribe Scroll, Spell Focus (Conjuration)
Skills Craft (alchemy) + 7, Fly + 5, Knowledge (arcana) + 14, Knowledge (dungeoneering) + 7, Knowledge (engineering) + 8, Knowledge (geography) + 8, Knowledge (history) + 10, Knowledge (local) + 6, Knowledge (nature) + 8, Knowledge (nobility) + 12, Knowledge (planes) + 10, Knowledge (religion) + 7, Linguistics + 8, Sense Motive + 3, Spellcraft + 12
Languages Common, Draconic, Dwarven, Hallit, Skald, Varisian
SQ arcane bonds (object [wand of summon monster iii [cl 7]] [1/day]), dimensional steps (270’/day) (54 5-ft inc/day), opposition schools (enchantment, illusion), specialized schools (teleportation), summoner’s charm (+ 4 rds)
Combat Gear Potion of cure moderate wounds (2), Scroll of Dancing Lantern (x3) (CL 8), Teleport (x, Wand of acid arrow, Wand of Summon Monster III (CL 7); Other Gear + 1 Dagger, Amulet of natural armor + 2, Adventurer’s sash (empty), Noble’s outfit (2), Scroll case (empty), Spell component pouch, Travelling spellbook, Waterskin, 2500gp in pp and gems
Arcane Bond (Wand of Summon Monster III [CL 7]) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Steps (270’/day) (54 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Empower Spell Numeric effects of a spell are increased 50%. + 2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enlarge Spell Increase spell ranges. + 1 Level.
Extend Spell Spell duration lasts twice as normal. + 1 Level.
Heighten Spell Increases spell level to effective level desired.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Point Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scroll of Dancing Lantern (x3) (CL 8), Teleport (x2) (CL 8), Blink (x3) (CL 9), Wall of Ice (CL 8), Add this item to create a scroll with spells on it.
Shift (20’) (5/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have + 1 to their save DC.
Summoner’s Charm (+ 4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Wand of Extended Summon Monster III (CL 7) Add this item to create a wand of a chosen spell.
Xorit the Astounding doesn’t exist, at least not until a decade ago. Previous to that there was only Felurk Blethin the Struggling. Felurk was born and raised on a hog farm in Taldor by an abusive father and a Lamashtu-worshipping mother. Mud, fear and poverty were the only things that the boy experienced until he discovered his magical talent and before his mother could sacrifice him or induct him into her cult or his father beat the Strangeness out of him he fled.
Years of homelessness and questionable choices found Felurk as a servant in a Opparan wizard’s home. The wizard found the boy studying his apprentice’s books he beat him. Felurk continued to do his work and stufy in secret. The wizard continued to beat him for his impudence but the beatings lessened as time went by. Felurk also saw how a man with means could live. Homes, servants, power, and protection; everything that Felurk dreamed of. Felurk knew what he wanted and when the wizard tested the young man alongside his other apprentices Felurk passed with flying colors outshining most of the group. Apprentices left with spellbooks and recommendations or defeated and with nothing. Felurk returned to the kitchens looking forward to a hopeful future. The wizard visited the young man in the dead of that night laughing at Felurk’s hubris. The temerity in believing that a hog boy could aspire to something meaningful was mocked by the mage. Felurk found himself stumbling through the rain and mud burnt and afraid. Felurk had attacked the wizard and avoided the household grabbing a spellbook in the process as magic burned and wounded him.
Two days later on a road to flee Taldan as far as possible Felurk the Abyssmal Failure died and Xorit was born. A new life, a new identity and through hard work, avoiding questions, and running at the first sign of danger Xorit has become a mage for hire helping transport goods and the rich for a fee but his empty spellbook needs more flexibility so Xorit seeks to expand his knowledge in order to be even more useful and if things go wrong his power allows him to run as far as he can imagine.