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Rogues' Gallery - Drowquest
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<blockquote data-quote="CaBaNa" data-source="post: 4812390" data-attributes="member: 82643"><p>Djaar was the son of a (I'll change this to whomever Lolth happens to be for us...) priestess in a lesser house. This priestess had asked for a son who could incarnate chaos, and made a pact to choose the father at random, and give the boys soul to (I'll change this to whomever Lolth happens to be for us...). The father watched as the boy grew, spewing forth random magics. Sometimes on purpose, sometimes by accident, through dinner ware, into training daggers... But never did Djaar understand his gifts true power, so he did not relish in the arcane.</p><p>Eventually the soldier showed bravado to another house' soldier, by speaking of his chaos blessed son. The rival house snatched Djaar off the streets and performed a dark ritual, transferring his power into a child of the rival household.</p><p>Djaar's body was left weak, his father shamed, and sacrificed. His mother refused him for his weakness. </p><p></p><p></p><p></p><p>Djaar escaped his family into Abbil-Belern, where he was treated in much the same manner. Without the confidence to ply his way up the hierarchy, Djaar was again sent on missions of sure death, and continued to live.</p><p>Recently his patrol was ambushed, their fallen made into living dead. </p><p>Trapped in a small pocket of rubble with the few remaining survivors Djaar was again certain this would end in his death.</p><p>That was when the ritual that turned the captain into an undead horror triggered something in Djaar.</p><p></p><p>When the group final sat down to rest, Djaar had wild dreams of chaotic power coursing through his blood. One of his remaining patrol members came before him, and Djaar unthinkingly wicked the life from the unfortunate soul.</p><p></p><p>Upon awakening Djaar became more clumsy, his body felt... New! Full of something that had been missing. Upon finding arcane might at his disposal Djaar's self confidence was restored. Making him a charismatic and deadly sorcerer.</p><p></p><p>Djaar has set new goals for his life, finally free of the restraint of any authority, he doesn't plan to go back to being suicide-fodder.</p><p>With the new acquisition of a base of operation, Djaar hopes to create his own empire.</p><p></p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p>Djaar, level 2</p><p>Drow, Sorcerer</p><p>Spell Source: Wild Magic</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 9, Con 14, Dex 16, Int 10, Wis 12, Cha 18.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 9, Con 14, Dex 14, Int 10, Wis 12, Cha 16.</p><p></p><p></p><p>AC: 14 Fort: 13 Reflex: 14 Will: 17</p><p>HP: 31 Surges: 8 Surge Value: 7</p><p></p><p>TRAINED SKILLS</p><p>Arcana +6, Endurance +8, Diplomacy +10, Bluff +10, Thievery +9</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +4, Dungeoneering +2, Heal +2, History +1, Insight +2, Intimidate +7, Nature +2, Perception +2, Religion +1, Stealth +6, Streetwise +5, Athletics</p><p></p><p>FEATS</p><p>Level 1: Sorcerous Blade Channeling</p><p>Level 2: Sneak of Shadows</p><p></p><p>POWERS</p><p>Sorcerer at-will 1: Acid Orb</p><p>Sorcerer at-will 1: Chaos Bolt</p><p>Sorcerer daily 1: Chromatic Orb</p><p>Sorcerer encounter 1: Mists of Disarray</p><p>Sorcerer utility 2: Spatial Trip</p><p></p><p>ITEMS</p><p>Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Rope, hempen (50 ft.), Waterskin, Rations, Trail (2), Dagger (18), Cloth Armor (Basic Clothing) (2), Thieves' Tools</p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p></blockquote><p></p>
[QUOTE="CaBaNa, post: 4812390, member: 82643"] Djaar was the son of a (I'll change this to whomever Lolth happens to be for us...) priestess in a lesser house. This priestess had asked for a son who could incarnate chaos, and made a pact to choose the father at random, and give the boys soul to (I'll change this to whomever Lolth happens to be for us...). The father watched as the boy grew, spewing forth random magics. Sometimes on purpose, sometimes by accident, through dinner ware, into training daggers... But never did Djaar understand his gifts true power, so he did not relish in the arcane. Eventually the soldier showed bravado to another house' soldier, by speaking of his chaos blessed son. The rival house snatched Djaar off the streets and performed a dark ritual, transferring his power into a child of the rival household. Djaar's body was left weak, his father shamed, and sacrificed. His mother refused him for his weakness. Djaar escaped his family into Abbil-Belern, where he was treated in much the same manner. Without the confidence to ply his way up the hierarchy, Djaar was again sent on missions of sure death, and continued to live. Recently his patrol was ambushed, their fallen made into living dead. Trapped in a small pocket of rubble with the few remaining survivors Djaar was again certain this would end in his death. That was when the ritual that turned the captain into an undead horror triggered something in Djaar. When the group final sat down to rest, Djaar had wild dreams of chaotic power coursing through his blood. One of his remaining patrol members came before him, and Djaar unthinkingly wicked the life from the unfortunate soul. Upon awakening Djaar became more clumsy, his body felt... New! Full of something that had been missing. Upon finding arcane might at his disposal Djaar's self confidence was restored. Making him a charismatic and deadly sorcerer. Djaar has set new goals for his life, finally free of the restraint of any authority, he doesn't plan to go back to being suicide-fodder. With the new acquisition of a base of operation, Djaar hopes to create his own empire. ====== Created Using Wizards of the Coast D&DI Character Builder ====== Djaar, level 2 Drow, Sorcerer Spell Source: Wild Magic FINAL ABILITY SCORES Str 9, Con 14, Dex 16, Int 10, Wis 12, Cha 18. STARTING ABILITY SCORES Str 9, Con 14, Dex 14, Int 10, Wis 12, Cha 16. AC: 14 Fort: 13 Reflex: 14 Will: 17 HP: 31 Surges: 8 Surge Value: 7 TRAINED SKILLS Arcana +6, Endurance +8, Diplomacy +10, Bluff +10, Thievery +9 UNTRAINED SKILLS Acrobatics +4, Dungeoneering +2, Heal +2, History +1, Insight +2, Intimidate +7, Nature +2, Perception +2, Religion +1, Stealth +6, Streetwise +5, Athletics FEATS Level 1: Sorcerous Blade Channeling Level 2: Sneak of Shadows POWERS Sorcerer at-will 1: Acid Orb Sorcerer at-will 1: Chaos Bolt Sorcerer daily 1: Chromatic Orb Sorcerer encounter 1: Mists of Disarray Sorcerer utility 2: Spatial Trip ITEMS Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Rope, hempen (50 ft.), Waterskin, Rations, Trail (2), Dagger (18), Cloth Armor (Basic Clothing) (2), Thieves' Tools ====== Created Using Wizards of the Coast D&DI Character Builder ====== [/QUOTE]
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