City of the Spider Queen: The Crew


log in or register to remove this ad

Rayex

First Post
[size=+2]Jyren "BlueIce" Ensennell[/size]


Male water genasi Cleric 7 / Water Elemental Archon 2


AL: NG
Age: 26
Height: 5'11"
Weight: 154 lbs
Eyes: Sea Green
Hair: Ice Blue
Skin: Pale Blue
Deity: Istishia
Speed: 20 ft.
XP: 45000
Next Level: 55000


STR: 15 (+2)
DEX: 14 (+2)
CON: 13 (+1)
INT: 10 (+0)
WIS: 19 (+4)
CHA: 14 (+2)


HP: 68 (9d8 + 10Con)
AC: 26 (10 + 2dex + 10armor + 3shield + 1natural) / 12 / 24
AC penalty: -2
Init: +2 (2dex)
Base attack bonus: +6/+1


Saves:
Fortitude: +9 (8base + 1con)
Reflex: +4 (2base + 2dex)
Will: +12 (8base + 4wis)


Attacks:
+1 Icy Burst Shortsword: +9/+4 (+6base + 2str + 1enchantment), 1d6+2 damage + 1d6 cold damage, Threat 19-20/x2 + 1d10 cold damage


Skills:
Skill points: 24
Max Rank: 12
Concentration: 11 (10ranks + 1con)
Knowledge (Nature): 9 (8ranks + 1education)
Knowledge (Religion): 5 (4ranks + 1education)
Speak Language (Aquan)


Feats:
Lvl 1 - Education - This feat grants Jyren a +1 bonus to Knowledge(nature) and Knowledge(religion)
Lvl 3 - Martial Weapon Proficiency (Shortsword)
Lvl 6 - Elemtal Bloodline - This feat gives Jyren a +4 bonus on saves against poison, sleep, paralysis and stunning; It also grants him a 25% chance to turn a critical hit or sneak attack into a normal hit(as if he was wearing light fortification armor)
Lvl 9 - Elemental Healing - Jyren may spend a Rebuke Elemental attempt to heal Water Elementals of 4d8 damage


Special ability - Human Form: Because of his relative ignorance of being a Genasi for so long, he found ways to disguise himself and blend in. Though Jyren thinks he developed this on his own, it is actually just another small manifestation of the water marid in his bloodline. This allows Jyren to disguise his appearance as the Alter Self spell, but only as a Human and only for 1 hour per day.


Spells:
Domains:
Storm - Electricity Resist 5
Water - Turn/Destroy Fire creatures; Rebuke/Command Water creatures; 5/day
Spells per day: 6/5+1/5+1/4+1/3+1/1+1
DC: 10 + spell level + 4wis

Spells Prepared
0 (DC 14) - Detect Magic x2, Detect Poison, Light, Purify Food and Drink, Read Magic
1 (DC 15) - Bless, Bless Water, Divine Favor, Doom, Magic Stone, Obscuring Mist(Domain spell)
2 (DC 16) - Align Weapon, Bull's Strength, Delay Poison, Lesser Restoration, Resist Energy, Gust of Wind(Domain spell)
3 (DC 17) - Dispel Magic, Invisibility Purge, Prayer, Water Walk, Call Lightning(Domain spell)
4 (DC 18) - Control Water, Dismissal, Freedom of Movement, Sleet Storm(Domain spell)
5 (DC 19) - Summon Monster V, Ice Storm(Domain spell)


Languages:
Common
Chondathan
Aquan


Equipment:
+1 Icy Burst Shortsword [18,310gp]
+2 Mithral Full Plate [14,650gp]
+2 Light Steel Shield [4,159gp]
Amulet of Natural Armor +1 [8,000gp]
Backpack [2gp]
Wand of Cure Moderate Wounds (50 charges) [4,500gp]
Bedroll [1sp]
Trail Rations x5 [25sp]
Waterskin [1gp]
Sunrod x2 [4gp]

Money: 200pp 671gp 4sp


Race:
Swim speed 30 ft.
Darkvision 60 ft.
Create Water(Sp) - 1/day as a 5th level Druid
+2 bonus to Saves against water spells and effects
Water Breathing(Ex)
Electricity Resist 5


Class:
Turn Undead - 5/day
Aura
Mephit Underling - Jyren can summon up to 3 Mephits(Ooze or Water) to act as his servitors. These mephits are exactly the same as normal of their kind, however they have an Empathic Link with Jyren, gain Improved Evasion, and Share Jyren's Base Saving Throws
Power of Arrogance - Jyren gains a +2 bonus on attacks against creatures with the Fire subtype; On a successful attack, he also gains +2d6 damage


Proficiencies:

Simple Weapons
All kinds of armor
Shields (Not tower)


Looks:
Jyren is a somewhat tall, well built humanoid. He has deep set, sea green eyes and ice blue, scruffy and almost wet-looking hair hair. His skin is a pale blue colour and has a an almost watery sheen to it, though he does his best to wear simple clothes to cover this where he can. Generally, he wears a suit of soft blue coloured Full Plate armor, but wears a set of blue robes with a wave on the center of it. His shield also bears this symbol, that of his Patron Istishia.


Background:
Born on the northern coast of Sembia, Jyren was raised by a somewhat surprised human mother. Though she did not reject him, she kept him sheltered to the point that at a young age, he got out and left to explore the world on his own. Finding that he no matter where he went, he stayed near the water, Jyren decided to find out why.

He never saw himself as different, but soon learned how much different he truly was. This would have scared some his age, but he embraced his heritage. He found his way to the worship of Istishia, amazed at how this Deity seemed to call to him. Within the small sect of worship he had found, Jyren studied the ways of the Water God. The more he learned, the more he found himself pulled towards the water itself. Later in his travelling and study, Jyren gave into this calling, embracing the strength of the water itself.


Personality:
Unlike many of his kind(though he wouldn't know it), Jyren is a kind and caring individual. He follows his emotions, which flow strongly, almost like the waves of an ocean. When he sets himself to a path, he sticks to it to the end. Jyren is very curious when it comes to people of other places, and despite his knowledge of being different, he can't help but wonder why others aren't so drawn to the water as he is.
 
Last edited:

Rayex

First Post
[size=+2]Rashak Varin[/size]


Male Human Barbarian/Rogue1, Fighter/Bard1, Fighter/Favored Soul1, Fighter/Spirit Shaman1, Fighter/Cloistered Cleric1, Dervish5


AL: N
Age: 17
Height: 5'11"
Weight: 170 lbs
Eyes: Black
Hair: Black
Skin: Bronze
Deity: Tymora
Speed: 50 ft.
XP: 45000
Next Level: 55000


STR: 22 (+6)
DEX: 17 (+3)
CON: 16 (+3)
INT: 13 (+1)
WIS: 13 (+1)
CHA: 12 (+1)


HP: 105 (1d12 + 9d10 + 30Con)
AC: 25 (10 + 3dex + 9defense + 2dervish + 1deflection) / 25 / 25
AC penalty: 0
Init: +7 (3dex + 4imp.init.)
Base attack bonus: +10/+5


Saves:
Fortitude: +19 (14base + 3con + 2resistance)
Reflex: +17 (12base + 3dex + 2resistance) + 1vs traps
Will: +17 (14base + 1wis + 2resistance)


Attacks:
+2 Scimitar: +19/+14 (10base + 6str + 2enchantment + 1weapon focus), 1d6+10 damage, Threat 18-20/x2
+2 scimitar (Two-Handed): +19/+14 (10base + 6str + 2enchantment + 1weapon focus) 1d6+13 damage, Threat 18-20/x2,
+2 Scimitar (Two-Weapon Fighting): +17/+12 (10base + 6str + 2enchantment + 1weapon focus - 2TWF) 1d6+10 and 1d6+7 damage, Threat 18-20/x2
Composite Longbow (+6str bonus): +16 (10base + 3dex), 1d8+6 damage, Threat 20/x3, Range 110ft


Skills:
Skill points: 110
Max Rank: 13
Balance: +10 (5ranks + 3Dex, + 2syngery)
Bluff: +6 (5ranks + 1Cha)
Climb: +15 (7ranks + 6Str + 2kit)
Diplomacy: +12 (7ranks + 1Cha + 4synergy)
Hide: +13 (5ranks + 3Dex + 5Cloak)
Jump: +21 (5ranks + 6Str + 8speed + 2Synergy)
Listen: +15 (12ranks + 1Wis + 2alerntess)
Move Silently: +13 (5ranks + 3Dex + 5Boots)
Perform (dance): +13 (12ranks + 1Cha)
Sense Motive: +6 (5ranks + 1Wis)
Spot: +15 (7ranks + 1Wis + 5Eyes + 2alerntess)
Survival: +6 (5ranks + 1wis)
Swim: +7 (1ranks + 6Str)
Tumble: +18 (13ranks + 3Dex + 2Synergy)


Feats:
Bonus Human - Combat Expertise
Lvl 1 - Dodge
Fighter 1 - Mobility
Fighter 2 - Weapon Focus (Scimitar)
Lvl 3 - Two-Weapon Fighting
Spirit Shaman lvl 1 - Alerntess
Fighter 4 - Weapon Specialization (Scimitar)
Lvl 6 - Improved Initiative
Dervish 3 - Spring Attack
Lvl 9 - Improved Two-Weapon Fighting


Special Ability - Keensight and Blindsense 60': Rashak sees four times as well as a human in shadowy illumination and twice as well in normal light, and has darkvision out to 120'. When Rashak concentrates he gains Blindsense 60', When using blindsense, Rashak does not need to make Spot or Listen checks to pinpoint creatures within 60'. Opponents Rashak cannot see still have total concealment against him. Rashak can use his blindsense ability 2/day (wisdom modifier x2), and it lasts 10 rounds (character level).


Spells:

Bard Spells:
Spells per day: 2
DC: 10 + spell level + 1 Cha
Spells Known:
0 (DC 11): dancing lights, lullaby, mage hand, prestidigitation

Favored Soul Spells:
Spells per day: 5/4
DC: 10 + spell level + 1 Wis
Spells Known:
0 (DC 11): cure minor wounds, detect magic, detect poison, resistance
1 (DC 12): lesser vigor (CD 186), obscuring mist, wieldskill (MoF 134)

Spirit Shaman Spells:
Spells per day: 3/3
DC: 10 + spell level + 1 Cha
Spells Retrieved:
0 (DC 11): cure minor wounds, know direction, purify food and drink
1 (DC 12): lesser vigor (CD 186)

Cloistered Cleric Spells:
Spells per day: 3/2+d
DC: 10 + spell level + 1 Wis
Spells Prepared:
0 (DC 11): create water, light, message
1 (DC 12): comprehend languages, entropic shield (d), unseen servant


Languages:
Common
Elven
Undercommon
Drow Sign


Equipment:
+2 scimitar [8,315gp]
+2 scimitar [8,315gp]
Alchemical silver scimitar [105gp]
Alchemical silver scimitar [105gp]
Cold Iron silver scimitar [105gp]
Cold Iron silver scimitar [105gp]
Composite Longbow (+6str) [700gp]
Arrows (40) [2gp]
Alchemical Silver Arrows (20) [21gp]
Cold Iron Arrows (20) [2gp]
Hand Crossbow
Hand Crossbow Bolts (20)
Eye of the Eagle [2,500gp]
Cloak of Elvenkind [2,500gp]
Vest of Resistance +2 [4,000gp]
Belt of Giant Strength +3 [9,000gp]
Gloves of dexterity +3 [9,000gp]
Ring of Deflection +1 [2,000gp]
Boots of Elvenkind [2,500gp]
Explorer's Outfit
Signal Whistle [8sp]
Backpack [2gp]
Bedroll [1sp]
Silk Rope (50 ft) [10gp]
Rations x4 [20sp]
Sack [1sp]
Waterskin x4 [4gp]
Sunrod [2gp]
Climber's Kit [80gp]
Chain
Padlock (Good quality)
Black tabard with silver spiderweb insignia

Scroll of Align Weapon (3rd) [150 gp] x2
Scroll of Delay Poison (1st) [25 gp] x2
Scroll of Restoration, Lesser (1st) [25 gp] x2
Scroll of Spider Climb (3rd) [150 gp] x2
Potion of CLW (1st) [50 gp] x3
Antitoxin [50 gp] x2

Money: 140pp 774gp


Race:
Bonus feat at 1st level
4 bonus skill points at 1st level
1 bonus skill point each level


Class:
Barbarian:
Fast Movement - +10 speed
Whirling Frenzy - +4 bonus to Strength, a +2 dodge bonus to AC, +2 dodge bonus on Reflex saves, for up to 8 rounds (3 + newly improved Con modifier). While in a whirling frenzy, Rashak may make one extra attack in a round at his highest base bonus, but this attack takes a -2 penalty. Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter
Fighter:
Bonus feats
Rogue:
Sneak Attack - Rashak's attack deals +3d6 extra damage any time his target is denied a Dexterity bonus to AC or when he flanks his target. Ranged attacks can count as sneak attacks if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Rashak can make a sneak attack that deals nonlethal damage instead of lethal damage.
Trapfinding - Rashak can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and can use the Disable Device skill to disarm magic traps.
Bard:
Bard Spells: A bard casts arcane spells from the Bard spell list without preparation. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Bardic Knowledge: Rashak may make a special bardic knowledge check with a +3 bonus (bard level + cloistered cleric level + his Int mod) to see whether he knows some relevant
information about local notable people, legendary items, or noteworthy places.
Bardic Music: Once per day (1/bard level), a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrollls), or activate magic items by magic word (such as wands).
Countersong: A bard with 3 or more ranks in a Perform skill can counter magical effects that depend on sound. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical effect may use the bard's Perform check result in place of its saving throw if the Perform check result is higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Inspire Courage: A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Favored Soul:
Favored Soul Spells: A favored soul casts divine spells which are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a favored soul must have a Charisma score of 10 + the spell's level. The DC is 10 + the spell's level + the favored soul's Wisdom modifier.
Spirit Shaman:
Spirit Shaman Spells: A spirit shaman casts divine spells which are drawn from the druid spell list. He can cast any spell he has retrieved without preparation. To retrieve or cast a spell, a spirit shaman must have a Wisdom score of 10 + the spell's level. The DC is 10 + the spell's level + the favored soul's Charisma modifier.
Spirit Guide: All spirit shamans have a spirit guide. Unlike a familiar, a spirit guide is not a separate entity from the spirit shaman. He is the only one who can perceive or interact with her guide. It exists only inside his own mind and soul. Rashak's spirit guide is a hawk, representing awareness.
Wild Empathy (Ex): A spirit shaman can improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The spirit shaman rolls 1d20 and adds his spirit shaman level and his Charisma modifier to determine the wild empathy check result.
Cloister Cleric:
Aura (Ex): Chaos. A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Lore: This cloistered cleric ability is identical to the bard's bardic knowledge class feature.
Cloistered Cleric Spells: A cloistered cleric casts divine spells which are drawn from the cleric spell list. He must choose and prepare his spells in
advance. To prepare or cast a spell, a cloistered cleric must have a Wisdom score of 10 + the spell's level. The DC is 10 + the spell's level + the favored soul's Wisdom modifier. Clerics of Tymora pray for their spells in the morning.
Cloistered Cleric Spell List: As a cloistered cleric, Rashak gains the following spells to his cleric spell list: 0 - message; 1 - erase, identify, unseen servant
Deity, Domains, and Domain Spells: Rashak worships Tymora, and has chosen the Luck and Travel domains. Cloistered clerics also gain the Knowledge Domain.
Knowledge Domain Granted Power: Rashak casts divination spells at +1 caster level.
Luck Domain Granted Power (Ex): Once a day, Rashak can reroll one roll he just made. He must take the result of the reroll, even if it's worse than the original roll.
Travel Domain Granted Power (Su): For a total time per day of 1 round per cleric level, Rashak can act normally regardless of magical effects that impede his movement as if affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time (a cure spell is any spell with "cure" in its name).
Turn or Rebuke Undead (Su): A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. Rashak may attempt to turn undead a 4 times per day (3 + Cha mod).
Dervish:
Dervish AC Bonus - Rashak gains a +2 bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when Rashak is flat-footed.
Dervish Dance (Ex) - Rashak can perform a dervish dance three times a day, for 6 rounds (1 round for every two ranks of Perform (dance)), but only once per encounter. He gains a +3 bonus to attack and damage (+1 at 1st level and +1 every odd-numbered level thereafter) while in a dervish dance. While in this dervish dance, Rashak can take a full attack action (melee attacks with slashing weapons only) and still move up to his speed. Rashak must move a minimum of 5 feet between each attack when using this ability, and he cannot return to a square he just exited. Rashak is subject to attacks of opportunity while dancing, but may tumble normally as part of his move. Rashak cannot perform a dervish dance in armor heavier than light or if using a shield. While dancing, Rashak cannot use skills or abilities that involve concentration or require him to remain still. Rashak cannot perform a dervish dance while under the effect of a rage or frenzy ability. Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.
Movement Mastery (Ex) - Rashak takes 10 on Jump, Perform (dance), and Tumble checks, even if stress and distraction would normally prevent him from doing so.
Slashing Blades - Rashak treats the scimitar as a light weapon.
Dervish Fast Movement (Ex) - Rashak gains a +10 ft enhancement bonus to his speed. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load.
Dance of Death - Rashak gains the benefit of the Cleave feat while performing a dervish dance. He does not have to move 5 feet before making the extra attack granted by this ability.


Proficiencies:
Simple Weapons
Martial Weapons
Hand Crossbow
All Armor
Shields


Looks:
Rashak is a well-muscled, darkly handsome man. His hair is the darkest black, almost blue. His skin is strangely bronzed, much like that of a deeply tanned southerner. And his eyes are as black as any you've seen. Most of his clothing is also black. Even the pommels of his scimitars are wrapped in black cloth. Rashak wears no armor. Weapons, mostly scimitars, are strapped all over him. In the early dawn or darkest twilight, you might catch him spinning in the black night, slashing his scimitars through the night air, perfecting his deadly choreography.


Background:
Rashak was born a slave in the Underdark. He learned of Tymora as a young child from his fellow slaves, and started worshipping her early. He was a spirited child, and often struggled or fought with his drow captors. The drow did not kill him, however, as he was a young child and he had the physical potential to be a good slave. He just needed to be broken in. As punishment, he was often kept in complete darkness. In the utter blackness of the Underdark, Rashak started to develop extraordinary senses. Perhaps he has some dragon blood in him. Whatever the reason, Rashak gained the Keen Senses, and when he concentrates, the Blindsense, of a dragon.

When the slavemasters were not around, Rashak would practice his skills, training his body to be strong, fast, and evasive. His moment came one day while laboring in the mushroom fields. A raging umber hulk broke through the cavern walls. The distraction was enough for Rashak to escape. Rashak was fast, faster than his pursuers. And to the slavemaster's surprise, Rashak kept going, into the deep darkness. It was Rashak's enhanced senses, combined with his great speed, that enabled him to escape and survive.

With nowhere else to go, Rashak circled around and went back to the drow city of his masters. Hiding amongst the masses, Rashak survived and continued to train. Fearing he might be spotted, he travelled to another drow city as soon as he could. Then another, and another, moving further from his former slavemasters. Along the way he continued to practice his skills and developed a combat style that combined his assets - strength, speed, and quickness. Rashak left his life as an escaped slave/street urchin, and took up a career as a mercenary. He has an abiding hatred for slavery, but has learned to disguise his feelings when dealing with the denizens of the Underdark.

After a time, Rashak's curiousity about the surface world got the better of him. Wanting to learn more about his human heritage, Rashak has been travelling across the earth of the Flanaess, seeing the great civilizations of the sunlit world.
 
Last edited:

Rayex

First Post
[size=+2]Hazrael Evanor[/size]


Male Tiefling Rogue/Ranger 5 / Ranger 4


AL: CG
Age: 23
Height: 5'9"
Weight: 154 lbs
Eyes: Red
Hair: Brown
Skin: Gray
Deity: Mielikki
Speed: 30 ft.
XP: 45000
Next Level: 55000


STR: 14 (+2)
DEX: 22 (+6)
CON: 18 (+4)
INT: 17 (+3)
WIS: 12 (+1)
CHA: 08 (-1)


HP: 88 (9d8 + 36Con)
AC: 24 (10 + 6dex + 6defense + 1deflection + 1natural) / 23 / 18
AC penalty: 0
Init: +6 (6dex)
Base attack bonus: +9/+4


Saves:
Fortitude: +12 (6base + 4con + 2resistance)
Reflex: +14 (6base + 6dex + 2resistance)
Will: +6 (3base + 1wis + 2resistance)


Attacks:
+3 Composite Longbow (2str bonus): +21/+16 (9base + 6dex + 3enchantment + 1weapon focus), 1d8+5 damage, Threat 20/x3, Range 100ft
MW Sickle: +12/+7 (9base + 2str + 1MW), 1d6+2 damage, Threat 20/x2


Skills:
Skill points: 124
Max Rank: 12
Disable Device: 20 (12ranks + 6dex + 2nimble)
Handle Animal: 11 (12ranks - 1cha)
Hide: 18 (12ranks + 6dex)
Knowledge (Geography): 11 (8ranks + 3int)
Listen: 13 (12ranks + 1wis)
Move Silently: 18 (12ranks + 6dex)
Open Lock: 20 (12ranks + 6dex + 2nimble)
Search: 15 (12ranks + 3int)
Spot: 13 (12ranks + 1wis)
Survival: 13 (12ranks + 1wis)
Tumble: 14 (8ranks + 6dex)


Feats:
Lvl 1 - Point Black Shot
Ranger 1 - Track
Ranger 2 - Rapid Shot
Lvl 3 - Precise Shot
Ranger 3 - Endurance
Lvl 6 - Weapon Focus (Longbow)
Ranger 6 - Manyshot
Lvl 9 - Nimble Fingers


Special Ability - Animal Friend: because of his extraplanar origins, he kept some of the telepath that demons have naturally. However, this manifested itself as an ability to speak telepathically will 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.


Spells:
Spells per day: 2
DC: 10 + spell level + 1wis

Spells Prepared
1 (DC 12) - Alarm, Hide from Animals


Languages:
Common
Infernal
Elven
Draconic
Sylvan


Equipment:
+3 Darkwood Composite Longbow (+2 str) [18555gp]
Boots of Speed [12000gp]
Gloves of Dexterity +2 [4000gp]
Cloak of Resistance +2 [4000gp]
Amulet of Health +2 [4000gp]
Ring of Protection +1 [2000gp]
Wand of Cure Moderate Wounds (50charges) [4500gp]
Potion of Cure Moderate Wounds [300gp]
Masterwork Sickle [306gp]
Masterwork Thieves' Tools [100gp]
Healer's Kit [50gp]
Backpack [2gp]
Waterflask [1gp]
Caltrops x3 [3gp]
Crowbar [2gp]
Potion belt [1gp]
Sewing needle [5sp]
Hammer [5sp]
Quiver x2
Arrows x40[2gp]
Elbane arrows x5 [700gp]

Money: 130pp 177gp


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


Class:
Rogue:
Sneak attack - Hazrael's attack deals +3d6 extra damage any time his target is denied a Dexterity bonus to AC or when he flanks his target. Ranged attacks can count as sneak attacks if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Hazrael can make a sneak attack that deals nonlethal damage instead of lethal damage.
Trapfinding - Hazrael can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and can use the Disable Device skill to disarm magic traps.
Evasion (Ex) - If Hazrael makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Hazrael is wearing light armor or no armor.
Trap Sense (Ex) - Hazrael has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) - Hazrael retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker.
Ranger:
Favored Enemies - Humans +4, Undead +2
Wild Empathy
Combat style
Endurance
Animal Companion
Woodland Stride
Swift Tracker


Proficiencies:
Simple Weapons
Martial Weapons
Light Armor
Shields (Not tower)


Animal Companion:
Erin, a hawk
hd: 3d8
hp: 18
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
 
Last edited:

Rayex

First Post
[size=+2]Merion "Greystreak" Sinfad[/size]


Male human necromancer10


AL: LN
Age: 26
Height: 6'2"
Weight: 168 lbs
Eyes: Brown
Hair: Brown-blonde
Deity: None (respects Wee Jas for what she represents, but doesn’t worship her)
Speed: 30 ft.
XP: 45000
Next Level: 55000


STR: 09 (-1)
DEX: 10 (+0)
CON: 14 (+2)
INT: 24 (+7)
WIS: 12 (+1)
CHA: 13 (+1)


HP: 48 (10d4 + 20Con)
AC: 15 (10 + 5defense) / 15 / 15
AC penalty: 0
Init: +0
Base attack bonus: +5


Saves:
Fortitude: +8 (3base + 2con + 3resistance)
Reflex: +6 (3base + 3resistance)
Will: +11 (7base + 1wis + 3resistance)
+2 against necromantic effects


Attacks:
Light Crossbow: +5 (+5base), 1d8 damag, Threat 19-20/x2, Range 80 ft.


Skills:
Skill points: 94
Max Rank: 13
Concentration: 15 (13ranks + 2con)
Knowledge (Arcana): 18 (11ranks + 7int)
Knowledge (Necromancy): 18 (11ranks + 7int)
Knowledge (The Planes): 10 (3ranks +7int)
Spellcraft: 22 (13ranks + 7int + 2synergy)
Decipher Script: 12 (5ranks + 7int)
Heal: 9 (8ranks + 1wis)
Bluff: 6 (5ranks + 1cha)
Diplomacy: 10 (5ranks + 1cha + 4synergy)
Sense Motive: 6 (5ranks + 1wis)


Feats:
When Ticho is within 5 ft. - Alertness
Bonus Human - Empower Spell
Wizard lvl 1 - Scribe Scroll
Lvl 1 - Spell Penetration
Lvl 3 - Spell Focus (Necromancy)
Wizard lvl 5 - Craft Wonderous Item
Lvl 6 - Greater Spell Focus (Necromancy)
Lvl 9 - Improved Counterspell
Wizard lvl 10 - Greater Spell Penetration


Special Ability - Spirit sight: Since his unpleasant encounter with a greater shadow (see below) Merion is blind on his left eye. Through some strange twist of fate he has gotten a different kind of sight, though: If Merion closes his right eye, he can see the auras of creatures living or undead and can avoid running into walls even in total darkness. Details of his surroundings are very fuzzy or not visible at all, but to a necromancer the knowledge of another beings aura is something quite useful indeed ...
(This works very much like the third round of detect living/undead with the same limitations.) Can be used a number of times equal to Merions Intelligence modifier.

Spells:
Spells per day: 5/7/7/6/5/4
DC: 10 + spell level + 7int
To overcome SR: 10 + 4 + 1d20
Barred schools: Enchantment & Illusion

Spellbook:
0: all except enchantment & illusion
1: Alarm, mage armor, identify, magic missile, ray of enfeeblement, enlarge person, protection from evil/good/law/chaos, spirit worm*, summon undead I*, dead man’s eyes**
2: Darkvision, protection from arrows, resist energy, see invisibility, locate object, scorching ray, shatter, false life, command undead, rope trick, shroud of undeath*, Merion’s negative disruption**, Merion’s undead sight**
3: Dispel Magic, explosive runes, protection from energy, arcane sight, fireball, daylight, fly, halt undead, vampiric touch, undead torch*, summon undead III*
4: Stoneskin, Evard’s black tentacles, fire shield, globe of invulnerability, animate dead, enervation, fear, summon undead IV*, Merion’s deathless inquiry**, Merion’s possess undead**, Merion’s spirit spike**
5: Break enchantment, dismissal, teleport, contact other plane, prying eyes, cone of cold, sending, magic jar, kiss of the vampire*, summon undead V*

Spells Prepared
0 (DC 17) - read magic, detect magic(2), disrupt undead, prestidigitation
1 (DC 18) - mage armor, magic missile (x2), ray of enfeeblement, protection from evil, spirit worm, silent message
2 (DC 19) - protection from arrows, see invisibility, scorching ray (x2), command undead, false life, Merion’s negative disruption
3 (DC 20) - dispel magic, fireball(x2), fly, halt undead summon undead III
4 (DC 21) - stoneskin, globe of invulnerability, Evard’s black tentacles, enervation, animate dead
5 (DC 22) - cone of cold, empowered fireball, magic jar, kiss of the vampire


Languages:
Common
Undercommon
Draconic
Infernal
Celestial


Equipment:
Blackfire Cloak (7charges) [5,900gp]
Ring of Counterspells (fireball) [4,000gp]
Wand of Cure Light Wounds [750gp]
Stola of Resistance +3 (360XP) [4,500gp]
Headband of Intellect +4 (640XP) [8,000gp]
Heward’s Handy Haversack (80XP) [1000]
4x Potions of Cure Moderate Wounds [300gp]

1x Miscellaneous equipment (bedroll, blanket, torches, parchment, candle, chalk, rope, etc)
2x comfortable travel clothes
3x Elven Ice Spirit (alcohol)
2x Healer’s Kit
Dagger
Quarterstaff
Light Crossbow

Folded letter in draconic.
1x Protection from Evil: 12,5 & 1XP
1x Protection from Chaos: 12,5 & 1XP
1x Dead Man’s Eyes: 12,5 & 1XP
1x Shatter: 75 & 6XP
3x False Life: 225 & 18XP
2x Rope Trick: 150 & 12XP
1x Shroud of Undeath: 75 & 6XP
1x Merion’s Undead Sight: 75 & 6XP
1x Merion’s Negative Disruption(10): 500 & 20XP
1x Dispel Magic(10): 375 & 30XP
1x Dispel Magic(5): 185 & 15XP
2x Protection from Energy: 375 & 30XP
1x Arcane Sight: 185 & 15XP
1x Gaseous Form: 185 & 15XP
1x Undead Torch: 185 & 15XP
1x Fear: 350 & 28XP
1x Globe of Invulnerability: 350 & 28XP
1x Summon Undead IV: 350 & 28XP
1x Merion’s Deathless Inquiry: 350 & 28XP
1x Merion’s Undead Possession: 350 & 28XP
1x Merion’s Spirit Spike(10): 625 & 50XP
1x Break Enchantment(10): 625 & 50XP
1x Teleport: 560 & 45XP
1x Dismissal(10): 625 & 50XP
1x Summon Undead V: 560 & 45XP

Components for scroll scribing [1000gp]
3500gp worth of spell components (including at least 6 doses of diamond dust for stoneskin, an assortment of onyx gems for animate dead and two nails for spirit spike)

Money: 10pp 80gp


Race:
Bonus feat at 1st level
4 bonus skill points at 1st level
1 bonus skill point each level


Class:
Familiar
Bonus Feats


Proficiencies:
Club
Dagger
Heavy Crossbow
Light Crossbow
Quarterstaff

Familiar:
Ticho (bat, magical beast)
Hit Dice: 10HD (24 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 21 (+4 size, +2 Dex, +5 familiar), touch 21, flat-footed 19
Base Attack/Grapple: +7/–10
Special Qualities: Blindsense 20 ft., low-light vision, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
Saves: Fort +3, Ref +5, Will +9
Abilities: Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: Alertness, Improved Evasion


Looks, Background and Personality:
Broad shouldered and healthy looking as he is, few consider Merion a wizard at first sight, much less one dealing with the arts of necromancy – those are supposed to be pale, gaunt and reek of death, right? Well, Merion cheerily proves these tales to be the stereotypes they are. Wearing his long brown hair in a warrior’s braid and wearing comfortable cloth-and-leather clothes instead of the usual robe he’s been mistaken for a swordsman more than once. He might even be called handsome, the red-golden circlet in his hair complimenting his green eyes and his finely trimmed beard (here Merion conforms with the common image of a wizard). The only outward indicator of his less than renowned trade is the tattered black cloak he wears, which under scrutiny seems to play with the onlookers eye, once dissolving into ragged strips of black flowing in a non-existant breeze, once being just a plain old cloak.

The most striking aspect of his appearance are his scars however. Three long, grey scars as if from a clawed hand mar the left side of Merion’s face running from the forehead past his left eye down to the chin. On a closer look, on scar runs right through the eye, leaving in it the same strange, grey traces as on skin. The blinded eye doesn’t seem to inconvenience Merion, though. Another interesting point are the three grey streaks in his red-brown beard, seemingly continuing the course of the scars. Friends may call Merion “Greystreak” because of this.

Merion showed his aptitude for the magical arts early in life and due to the sponsoring of a rich uncle was allowed to attend the famous University of Free Sciences and Thaumaturgy in Thure. After his basic studium of the Art, his abilities earned him a stipend allowing him to attend the less known Grey Academy, a place, where mages of all convictions pursued the study of life and death. Though a harsh place for the lazy, it was as sheltered as a school of necromancy can be with an archmage holding the less stable and blatant sociapaths in line. Finally after another 7 years of study Merion took the final test and was declared a full-grown adept of the grey arts, though not without losing an eye to the greater shadow he had to contain during the test.

In the two years to follow Merion travelled with a variety of adventuring groups, putting his skills to practise, making valuable experiences and discoveries and even defeating a mad ‘brother in the art’, trying to take over a valley with a pyramid scheme of spawning undead. Luckily Merion recognized the full danger behind this plan together with his companions of the Red Blade proceeded to remove the head behind the scheme, turning the organized squads of wights into an in-fighting horde easily scattered and defeated. It was there, that he recovered his second greatest prize beside the headband of intellect he’d spent four years of spare time as the Academy creating: The Blackfire Cloak, that protects the wearers life-force from all kinds of dangers – priceless to a necromancer.

Among those he has no reason to distrust Merion is easy-going and cheerful, if sometimes a little rude in his jokes. Most people he meets have never reason for suspicions about his. On the other hand Merion is very aware of the (often not unfounded) sentiments against his trade and the strange behaviours governing the interactions between wizards. Among necromancers for example attempted murder (and if successful few leave it at that) is considered almost as normal as wrestling among swordsmen. Conjurers often send their message by way of creatures well suited to violence ‘just in case’ and illusionist or even enchanters can’t be trusted at all. Maybe he’s just met the wrong kind of people so far, but among practitioners of the Arts Merion is wary by default. Travelling with groups of adventurers is the probably the best compromise there is – hardened folks like them take less offense at his methods and usually are more trustworthy than the average sorcerer or hedge wizard.

As for his moral inclinations Merion is bored by most debates of conventional ethics. It is the nature of all sentient life to live in the grey between the absurd ideals of pure good or pure evil. He tries to avoid harming other people, where possible and would rather be on good terms with them, but he can be quit ruthless, when threatened. In his eyes there’s nothing wrong with using a person’s body to further his own understanding, once the soul is departed – what better use could there be for an empty husk like that? Even in his enthusiastic pursuit of knowledge Merion has set himself rules he keeps to – too vivid the visions of madness he glimpsed at the Academy, when the archmage was away for a time.


Custom Spells

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, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
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, 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.
Arcane Focus: A piece of a gravestone carved into the likeness of an eye

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).
Material Component: A nail, that has been used to crucify a sentient being.

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.
Material Component: An onyx gem worth 25gp placed on the forehead of the target.

Merion’s Deathless Inquiry
Necromancy [Language-Dependent]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No

As per the speak with dead spell.
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top