OOC: City of the Spider Queen [Full]

Rayex

First Post
Looks great Ankh-Morpork Guard!
One thing though, Knowledge (Nature) is not a class skill for cleric, so how do you have 8 ranks in it?

HP: 68
Your defense bonus would be: +9
This does not stack with Armor bonus though.

Your special ability is OK
 
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Rayex said:
Looks great Ankh-Morpork Guard!
One thing though, Knowledge (Nature) is not a class skill for cleric, so how do you have 8 ranks in it?

HP: 68
Your defense bonus would be: +9
This does not stack with Armor bonus though.

Your special ability is OK
Education(Regional Feat for Sembia) makes all Knowledge skills class skills. I nearly finished statting him up before I noticed that, and then had to redo his skills/etc...far too much work. :)
 

DemonAtheist

First Post
Revised and Remarkable! Here it is



Hazrael Evanor


Male, Tiefling, Rogue/Ranger 5, Ranger 4, Level 9


AL: CG
Hair: brown
*skin: gray (added this)
Eyes: red
Height: 5'9''
Weight: 154 lbs
Age: 23
Deity: Mielikki


STR: 14 (+2)
DEX: 22 (+6)
CON: 18 (+3)
INT: 17 (+3)
WIS: 12 (+1)
CHA: 8 (-1)

Rolled: 13, 17, 16, 15, 12, 10 (in order of stats)



HP: 88 (9d8 + 36)


AC: 24 (10 + 6 + 6 + 2) / 18 / 22


Saves:
Fortitude: +11 (6 + 3 +2)
Reflex: +14 (6 + 6 +2)
Will: +6 (3 + 1 +2)


Init: +6


Base attack bonus: +9


Attacks:
Longbow: +19/+14 1d8+5 damage, Threat 20/x3
Sickle: +12/+7 1d6+2 damage, Threat 20/x2


Skills:
Skill points: 124
Max Rank: 12
Bluff: 1 (0 - 1 + 2 racial)
Disable Device: 20 (12 + 6 + 2 feat)
Handle Animal: 11 (12 - 1)
Hide: 20 (12 + 6 + 2 racial)
knowledge(geography): 11 (8 + 3)
listen: 13 (12 + 1)
move silently: 18 (12 + 6)
open lock: 20 (12 + 6 + 2 feat)
search 15 (12 + 3)
spot: 13 (12 + 1)
survival: 13 (12 + 1)
tumble: 14 (8 + 6)



Feats:
Lvl 1 - Point Blank Shot (1), Track (Ranger Bonus)
Lvl 2 - Rapid Shot (Combat Style)
Lvl 3 - Precise Shot (3), Endurance (Ranger Bonus)
Lvl 6 - Manyshot (Improved Combat Style), Weapon Focus (6)
Lvl 9 - Nimble Fingers (9)


Spells:
Class: Ranger
Spells per day: 2
DC: 10 + spell level + 1

Spells Prepared/Memorized
1: Alarm, Hide from Animals


Languages:
Common
Infernal
Elven
Draconic
Sylvan


Equipment:
+3 Darkwood Composite Longbow (+2 str) - 18555 gp
Boots of Speed - 12000 gp
Gloves of Dexterity +2 - 4000 gp
Cloak of Resistance +2 - 4000 gp
Bracers of Armor +2 - 4000 gp
Amulet of Health +2 - 4000 gp
Ring of Protection +1 - 2000 gp
Potion of Cure Moderate Wounds (x3) - 900 gp
Masterwork Sickle - 306 gp
Masterwork Thieves' Tools - 100 gp
Healer's Kit - 50 gp

backback - 2 gp
waterflask - 1 gp
caltrops x3 - 3 gp
crowbar - 2 gp
potion belt - 1 gp
sewing needle - .5 gp
hammer - .5 gp


79 gp


Race: Tiefling
Racial abilities
Darkness 1/day
Darkvision 60 ft
resist fire 5
resist electricity 5
resist cold 5
+2 bluff
+2 hide

Class: Rogue
Class features
sneak attack +3d6
uncanny dodge
evasion
trapfinding
trapsense +1

Class: Ranger
Class features
wild empathy
favored enemy: humans (+4)
favored enemy: undead (+2)
animal companion
woodland stride
swift tracker


Special Ability - Animal Friend: because of his extraplanar origins, he kept some of the telepathy that demons have naturally. However, this manifested itself as an ability to speak telepathically with ANIMALS within 100 feet, and to have them speak back if they choose, even if they cannot normally speak telepathically. This would function as a constant speak with animals spell with no verbal communication. He has to be aware of the animal and cannot simply speak out with his mind. The animal, however, has no choice on whether to hear the message, only whether to respond or not.


Proficiencies:
all simple and martial weapons
hand crossbow
all light armor
non-tower shields


Animal Companion:
Erin, a hawk
hd: 3d8
ac: 20
saves: F3/R5/W5
abilities: evasion, share spells
tricks: attack, seek, heel, fetch, down
attack: +6 (1d6-1)
skills: spot +14, listen +2

Looks:
A gaunt man, who would be considered attractive if his skin wasn't gray and his eyes weren't a deep red. His dark brown hair is cut short, probably by knife or sword judging by its unevenness. Besides his eyes, his face is typically marked by its own lack of expression. On the rare occasions where there is expression, it is never a smile. The only way he finds to express contentment is an almost silent chuckle or, more rarely, closing his eyes and trusting that nothing near will harm him.

This does not mention his inability to cast shadows or reflections, a trait which, when noticed, is often followed by the purchasing of garlic. Mistaking this tiefling for a vampire is not uncommon, as these traits, combined with noticable fangs, small claws, and the lifeless tone of his skin, give a general impression of wrongness.

As for clothes, he invariably wears shades of brown, throwing the concept of contrast to the wind in favor of the chance to remain unseen. On his shoulder perches a hawk, flaring its golden-brown wings menacingly every few minutes. On his back is a bow, at his hip is a sword.

Most people try not to remember him.


Background:

Hazrael was not a welcome addition to the family.

His birth, a product of his mother's anxiety and a succubus's shapechanging cruelty, underpinned the rift between his mother and father. His father, having to work long months away from home to sell goods, blamed his mother's unfaithfullness; she in turn argued that he didn't put aside time for her. In the end, they both just blamed the child. So began the childhood and adolescence of Hazrael Conners.

It wasn't easy. Being mistaken for a vampire, a demon, combinations of the two. Even Hazrael didn't know which was true, if any. Nonetheless, he wasn't a liked member of the village. He was often physically attacked for the color of his skin or the shade of his eyes, by his 'friends' and sometimes his mother/step father.

At fourteen he had had enough. He ran from the town to the nearby woods, the Forest of Evanor. There he struggled to eke out an existence, and somehow succeeded. It did help that he wandered into a cleric of Mielikki. This cleric calmed the young boy's anger and rage, channeling it into a love of nature and a respect for life. He introduced him to the creatures of the forest, to trees, to dryads. In time, Hazrael learned the language of the forest, and made acquaintances with woodland spirits and protectors, acquiring new skills in addition to the ability to survive. His demonic heritage itself seemed to bend to his new life, as the ability to communicate telepathically manifested itself as a way to speak with animals.

However, a full transformation from misanthrope to druid never happened. The cleric was k1lled for trying to keep the citizens of another village from expanding their farms into the forest. While a noble sacrifice, his hardened Hazrael's heart to all creatures not of the forest, humans especially. He abandoned his training as a druid to protect Evanor from hunters that took more than what they truly needed and farmers that expanded their plots too far. If nothing else, this gave Hazrael a temporary purpose.

After a little less than a year of playing protector, Hazrael withdrew into the depths of the forest. He didn't want to deal with the uncorrectable cruelty of man. Instead, he traveled. After a few weeks in isolation, Hazrael went to explore the world outside of the forest; not the world of man, but everything outside of it. He named himself Hazrael Evanor in honor of his home, and took for companionship only a hawk, Erin, that had taken a liking to him.

After two years of travel, he returned to Evanor. His overt hatred of humans had subsided, replaced by constant distrust. He occasionally offers his services to wanderers of other races, such as elves and halflings. Humans and halfhumans (except for half-orcs) he tends to shy away from, for reasons he no longer finds the need to explain. He has resigned himself to protecting the forest with bow and blade, both from those that live and those that do not die.




Personality:
His painful childhood, followed by lonely years in the forest, have hardened Hazrael to people, humans in particular. He distrusts their motives, often no matter what they say or what their actions were. From his experience, humans have no respect for any race other than theirs, be it plants, animals, or tieflings. In turn, they are not to be trusted or respected. He has had some fun stalking humans that venture into his forest, and takes pride in knowing what he calls 'pain points' on their bodies, where a touch (or an arrow) can do the most harm. Undead, defilers of life, are also his sworn enemies, and he can dispatch them nearly as quickly.

Hazrael does have the capacity to trust others. It would take time filled without lies or half-truths for this to happen, and it is unlikely that this experience would make him trust humans in general. Trust and friendship are most likely to be directed towards those that are close to nature and respect it, such as elves and druids, or to other outcasts, such as half-orcs or the few other planetouched he has met. As most tieflings, Hazrael has an instinctive distrust of Aasimar, whether or not he would trust them if they were of another race
 
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Rayex

First Post
Ankh-Morpork Guard said:
Education(Regional Feat for Sembia) makes all Knowledge skills class skills. I nearly finished statting him up before I noticed that, and then had to redo his skills/etc...far too much work. :)

Aaah, ok! Then its fine.
 


Dakkareth

First Post
I made a couple of custom spells I'd like to use, if that's okay. They're not supposed to be end-all spells of ultimate destruction, but to add a little flavor I found missing in the necromancy spells I found.
If you don't like them, I'll send them back to eternal rest ;).

Merion’s negative disruption
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will for half
Spell Resistance: Yes

This spell, one of Merion’s own designs, disrupts all structures of negative energy within its area of effect. Undead creatures must make a will save or suffer 3d6+ 1 point/level of damage (magical) to a maximum of 3d6+10.

Merion’s undead sight
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One undead creature under the caster’s control
Duration: 1 min./level (D)
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This spell, one of Merion’s own designs, allows the caster to see through one of his servants eyes and hear through its ears at will for its duration. The spell provides no means to give orders at a distance or improve on mindless undeads’ mental capabilities; the caster is not subject to gaze attacks affecting the undead. If the servant leaves the range of the spell, it ends. Intelligent creatures can detect the presence of the watcher as they would a scrying spell.

Merion’s Possess Undead
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Special
Target: One undead creature under the caster’s control
Duration: 10 min./level (D)
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This spell, one of Merion’s own designs, switches the caster´s mind with that of an undead under his control. He can act freely employing all natural and extraordinary abilities of the creature as well as his own (limited by the creature’s stats and the availability of spell components, etc). The mind of the undead (usually a skeleton or zombie) resides within the casters body for the duration of the spell and continues to be under his control, following the caster’s orders. In the case of the undead vessel’s destruction the spell ends and the caster’s mind is instantly transferred back to his body unless other forces intercede. If the caster isn’t within one mile of his true body, when the spell ends, his mind is unable to retake possession of his body and dissipates. The caster is aware of his being within the one mile range or not. Intelligent creatures can detect the presence of the possessor as they would a scrying spell.

Merion’s Deathless Inquiry
Necromancy [Language dependant]
Level: Sor/Wiz 4

As the cleric spell speak with dead.

Merion’s Spirit Spike
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Special
Saving Throw: Fortitude for half
Spell Resistance: Yes

This spell, one of Merion’s own designs, is not one he likes to employs, but sometimes there’s simply no choice. When cast it sends a spike of magical energy right into a living target’s soul, brutally tearing through the subtle fabric of life. Even if the unfortunate person survives the onslaught, she’d have to be of remarkable resilience or be possessed of an inhuman capability for concentration to be able to act despite the agony left by the gaping hole in her spiritual body leaking life into the void. Whoever seeks to make use of such magics, had better be firm in his beliefs and ready to deal with the consequences, for not only does the power over life and death corrupt the strongest of characters, but she will have made a mortal enemy of any survivors of this sorcery.
Merion’s Spirit Spike causes 1d6 points/level of magical damage (max. 15d6) and leaves the target in terrible pain for one round/two levels, enforcing concentration checks vs. the DC to cast spells and making the target sickened (as per the rules).
-----------------------------

About the last one I'm not sure on balance, what do you think?
 
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silentspace

First Post
In terms of region, Rashak will be from the Drow Elf region, which gives him Elven and Undercommon as automatic languages. He'll take Drow Sign as his bonus language. His bonus equipment, stolen from a inattentive drow guard, will be a Hand crossbow and 20 bolts.

I'm not sure what deity to choose, do you have any suggestions of who might fit Rashak's background?
 

Rayex

First Post
Dakkareth said:
I made a couple of custom spells I'd like to use, if that's okay. They're not supposed to be end-all spells of ultimate destruction, but to add a little flavor I found missing in the necromancy spells I found.
If you don't like them, I'll send them back to eternal rest ;).

About the last one I'm not sure on balance, what do you think?

They look fine, but the last one should probably have some kind of material component hard to come by.
 

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