Qalare is a wizard of some renown, though his homeland is a mystery. He is known as an elementalist, an artificer, and a sage. Enigmatic and powerful, his tactics are as outlandish as they are effective. He fights tyranny and the wicked, yet is thought of as a troublemaker and an upstart. While usually a loner (he tends to be bossy and impulsive), those who understand his motives and methods don't hesitate to call upon his help, if they can find him.
He usually appears in a fine silver suit, appropriate to the region he is passing through. He prefers to go barefoot when possible (using Endure Elements when necessary), but always has a crimson red sash around his waist, a matching red mantle over his shoulders, and a polished by simple metal circlet. He wears various jewelry, with multiple rings on each hand (though only two are truly magical), ornate bracers, necklaces and earrings. He also carries a long metal staff, intricately embossed and shaped in gold and silver, with a flared, curving head. Qalare is tall, but not overly so, and has short black hair and blue eyes. Most striking, however, is his charcoal black skin.
Years ago, Qalare was not a nomadic do-gooder. He is from a small, distant nation not commonly known throughout the world. Apprenticed to a minor wizard, he was quite studious, though poorly respected. Once, he happened upon a text describing how to manufacture Flesh Golems. Zealous and headstrong, he immediately procured the materials and began work on the golems. So blinded by his zeal, he also had the pride to believe that he could control the necromantic magic involved in piecing together the rendered flesh of corpses. Detecting a powerful flow of evil magic, paladins came to his workshop and found Qalare in the midst of his animation. They assumed the worst and attacked Qalare, who was forced to defend himself. He killed the two paladins, and fled with his incomplete golems. He abandoned the creations in the wilderness, but in a fit of conscience, he returned to the paladin order for persecution. Seeing upon further analysis that Qalare was not an evil man, the paladins forgave him for slaying the paladins, but banished him forever from his home for his folly experiment. Seeing his penance as opportunity, Qalare became a man of the world. Seeing almost immediately that his martial training was not sufficient to brave the many dangers he faced, he resolved to finish his golems and use their evil magic as a force for good.
The golems accompany Qalare everywhere. They also have the charcoal-colored skin of Qalare, but they are dressed i less luxurious clothing. They wear gray studded leather hauberks trailing to their ankles, and steel pauldrons and bracers. He is also fond of using his magic to modify the magical auras of his possessions, making his magical items appear nonmagical and his other possessions appear to be quite powerful. The only actually magical item he carries that appears so is his staff (Rod of the Python), which radiates magic as a Staff of the Magi would.
*The following items he carries appear magical: One ring, one necklace, his clothing (which he uses Fabricate to change frequently), his staff, his sash, and one earring.
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PC Name : Qalare
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Player Name : nameless
Email : cnlmyou@yahoo.com
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Race : Human
Class : Wizard 8/Loremaster 6
Level : 14
XP's : 91,000
Age, gender : 25, Male
Alignment : Chaotic Good
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Strength : 9 (-1)
Dexterity : 12 (+1)
Constitution : 14 (+2)
Intelligence : 17 (+3) +3 level +6 Headband = 26 (+8)
Wisdom : 12 (+1)
Charisma : 8 (-1)
----Combat------------------------------------------------
Hit Points : 71 = 4 +3*13 +28
Armor Class : 21 = 10 +1(Dex) +3(Deflection) +5(Armor) +2(Natural)
Initiative : +1
Melee attack : +6 = +7(Base) -1(Str)
Ranged attack: +8 = +7(Base) +1(Dex)
Speed : 30 feet
Saving Throws
Fortitude : +11 = +2(Wiz) +2(Lor) +2(Sec) +2(Con) +3(Resistance)
Reflex : +10 = +2(Wiz) +2(Lor) +2(Sec) +1(Ref) +3(Resistance)
Will : +15 = +6(Wiz) +5(Lor) +1(Wis) +3(Resistance)
Rod of the Python
Attack Bonus: +6/+1
Damage : 1d6
Critical : x2
Range : -
Type : Bludgeoning
Special : +1 magic weapon
----Feats & Special Abilities-----------------------------
Skill Focus - Knowledge (Arcana)
Empower Spell
Scribe Scroll
Craft Wondrous Item
Craft Arms and Armor
Craft Construct
Spell Penetration
Eschew Materials
Weapon Focus - Ray
Lore (Bardic Knowledge)
The Lore of True Stamina (+2 Fort Save)
Secret Knowledge of Avoidance (+2 Ref Save)
Greater Lore (Identify at will as (Ex))
Applicable Knowledge
Summon Familiar - Raven +3 Appraise, speaks Common
-Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells,
Speak with Master, Speak with Animals of its kind, +4 Natural Armor, Int 9
----Languages---------------------------------------------
Common
Elven
Draconic
Celestial
Anyssal
Sylvan
Giant
----Skills------------------------------------------------
Skill points per level : (2+4)*11 +5(int increase at 4) + (4+5)*6 +3(Int increase at 12) +15(Headband at 11)
Total (Ranks + Ability + Misc)
Listen (cc) : +7 ( 6 + 1 + 0) *+2 when Familiar near
Appraise : +11 ( 0 + 8 + 3) *+2 for jewelry or clothing
Spot (cc) : +9 ( 8 + 1 + 0) *+2 when Familiar near
Knowledge (Arcana): +21 (10 + 8 + 3)
Knowledge (Planes): +18 (10 + 8 + 0)
Knowledge (History): +18 (10 + 8 + 0)
Spellcraft : +27 (17 + 8 + 2)
Concentration : +19 (17 + 2 + 0)
Craft(Jewelry) : +13 ( 5 + 8 + 0)
Craft(Tailoring) : +13 ( 5 + 8 + 0)
Craft(Weaponry) : +13 ( 5 + 8 + 0)
Use Magic Device : +16 (17 - 1 + 0)
Heal : +6 ( 5 + 1 + 0)
Gather Information: +9 (10 - 1 + 0)
----Magic-------------------------------------------------
Spell DC = 18+Spell Level
----Spells Per Day----------------------
Level 0: 4
Level 1: 4 +2
Level 2: 4 +2
Level 3: 4 +2
Level 4: 4 +2
Level 5: 3 +1
Level 6: 3 +1
Level 7: 2 +1
----Spells Known------------------------
Level 0: Resistance, Acid splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1: Alarm, Protection from Evil, Shield, Mount, Shocking Grasp, True Strike, Magic Missile, Disguise Self, Nystul's Magic Aura, Feather Fall, Comprehend Languages, Endure Elements
Level 2: Scorching Ray, Glitterdust, Alter Self, Detect Thoughts, Shatter, Bull's Strength, Blindness/Deafness, Invisibility, Gust of Wind
Level 3: Lightning Bolt, Dispel Magic, Protection from Energy, Haste, Slow, Water Breathing
Level 4: Enervation, Polymorph, Dimension Door, Arcane Eye, Wall of Ice
Level 5: Summon Monster V, Teleport, Telekinesis, Cone of Cold, Fabricate, Overland Flight
Level 6: Chain Lightning, Flesh to Stone, Greater Dispelling, Contingency, Disintegrate
Level 7: Summon Monster VII, Control Weather, Greater Scrying, Bigby's Grasping Hand, Reverse Gravity
----Default Spells----------------------
Level 0: Detect Magic x3, Mage Hand
Level 1: True Strike, Disguise Self, Shocking Grasp x2, Magic Missile
Level 2: Scorching Ray x2, Glitterdust, Gust of Wind, Detect Thoughts, Invisibility
Level 3: Lightning Bolt x3, Dispel Magic, Haste, Protection from Energy
Level 4: Enervation x2, Polymorph, Dimension Door, Wall of Ice, Empowered Scorching Ray
Level 5*: Summon Monster V, Telekinesis, Overland Flight, Cone of Cold
Level 6*: Chain Lightning, Flesh to Stone+, Disintegrate+
Level 7*: Reverse Gravity+, Bigby's Grasping Hand, Control Weather
*Cast Overland Flight and Control Weather Daily
*Contingency cast when necessary: If I am attacked by an effect that deals energy damage, cast Protection from Energy against that type.
----Equipment--------------------------------
Boccob's Blessed Book (12500)
Flesh Golem (x2) (21000 + 1560)
-Masterwork Studded Leather for each golem
Circlet of Intellect +6 (18000 + 1440)
Ring of Shooting Stars (25000 + 2000)
Ring of Protection +3 (18000)
Rod of the Python (13000)
Bracers of Armor +5 (25000)
Amulet of Natural Armor +2 (8000)
Mantle of Resistance +3 (9000)
8 Sunrods
4 Smokesticks
----Coins on Hand------------------------
Platinum :
Gold : 400
Silver :
Copper :
EDIT: Forgot the human skill point bonus
He usually appears in a fine silver suit, appropriate to the region he is passing through. He prefers to go barefoot when possible (using Endure Elements when necessary), but always has a crimson red sash around his waist, a matching red mantle over his shoulders, and a polished by simple metal circlet. He wears various jewelry, with multiple rings on each hand (though only two are truly magical), ornate bracers, necklaces and earrings. He also carries a long metal staff, intricately embossed and shaped in gold and silver, with a flared, curving head. Qalare is tall, but not overly so, and has short black hair and blue eyes. Most striking, however, is his charcoal black skin.
Years ago, Qalare was not a nomadic do-gooder. He is from a small, distant nation not commonly known throughout the world. Apprenticed to a minor wizard, he was quite studious, though poorly respected. Once, he happened upon a text describing how to manufacture Flesh Golems. Zealous and headstrong, he immediately procured the materials and began work on the golems. So blinded by his zeal, he also had the pride to believe that he could control the necromantic magic involved in piecing together the rendered flesh of corpses. Detecting a powerful flow of evil magic, paladins came to his workshop and found Qalare in the midst of his animation. They assumed the worst and attacked Qalare, who was forced to defend himself. He killed the two paladins, and fled with his incomplete golems. He abandoned the creations in the wilderness, but in a fit of conscience, he returned to the paladin order for persecution. Seeing upon further analysis that Qalare was not an evil man, the paladins forgave him for slaying the paladins, but banished him forever from his home for his folly experiment. Seeing his penance as opportunity, Qalare became a man of the world. Seeing almost immediately that his martial training was not sufficient to brave the many dangers he faced, he resolved to finish his golems and use their evil magic as a force for good.
The golems accompany Qalare everywhere. They also have the charcoal-colored skin of Qalare, but they are dressed i less luxurious clothing. They wear gray studded leather hauberks trailing to their ankles, and steel pauldrons and bracers. He is also fond of using his magic to modify the magical auras of his possessions, making his magical items appear nonmagical and his other possessions appear to be quite powerful. The only actually magical item he carries that appears so is his staff (Rod of the Python), which radiates magic as a Staff of the Magi would.
*The following items he carries appear magical: One ring, one necklace, his clothing (which he uses Fabricate to change frequently), his staff, his sash, and one earring.
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PC Name : Qalare
----------------------------------------------------------
Player Name : nameless
Email : cnlmyou@yahoo.com
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Race : Human
Class : Wizard 8/Loremaster 6
Level : 14
XP's : 91,000
Age, gender : 25, Male
Alignment : Chaotic Good
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Strength : 9 (-1)
Dexterity : 12 (+1)
Constitution : 14 (+2)
Intelligence : 17 (+3) +3 level +6 Headband = 26 (+8)
Wisdom : 12 (+1)
Charisma : 8 (-1)
----Combat------------------------------------------------
Hit Points : 71 = 4 +3*13 +28
Armor Class : 21 = 10 +1(Dex) +3(Deflection) +5(Armor) +2(Natural)
Initiative : +1
Melee attack : +6 = +7(Base) -1(Str)
Ranged attack: +8 = +7(Base) +1(Dex)
Speed : 30 feet
Saving Throws
Fortitude : +11 = +2(Wiz) +2(Lor) +2(Sec) +2(Con) +3(Resistance)
Reflex : +10 = +2(Wiz) +2(Lor) +2(Sec) +1(Ref) +3(Resistance)
Will : +15 = +6(Wiz) +5(Lor) +1(Wis) +3(Resistance)
Rod of the Python
Attack Bonus: +6/+1
Damage : 1d6
Critical : x2
Range : -
Type : Bludgeoning
Special : +1 magic weapon
----Feats & Special Abilities-----------------------------
Skill Focus - Knowledge (Arcana)
Empower Spell
Scribe Scroll
Craft Wondrous Item
Craft Arms and Armor
Craft Construct
Spell Penetration
Eschew Materials
Weapon Focus - Ray
Lore (Bardic Knowledge)
The Lore of True Stamina (+2 Fort Save)
Secret Knowledge of Avoidance (+2 Ref Save)
Greater Lore (Identify at will as (Ex))
Applicable Knowledge
Summon Familiar - Raven +3 Appraise, speaks Common
-Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells,
Speak with Master, Speak with Animals of its kind, +4 Natural Armor, Int 9
----Languages---------------------------------------------
Common
Elven
Draconic
Celestial
Anyssal
Sylvan
Giant
----Skills------------------------------------------------
Skill points per level : (2+4)*11 +5(int increase at 4) + (4+5)*6 +3(Int increase at 12) +15(Headband at 11)
Total (Ranks + Ability + Misc)
Listen (cc) : +7 ( 6 + 1 + 0) *+2 when Familiar near
Appraise : +11 ( 0 + 8 + 3) *+2 for jewelry or clothing
Spot (cc) : +9 ( 8 + 1 + 0) *+2 when Familiar near
Knowledge (Arcana): +21 (10 + 8 + 3)
Knowledge (Planes): +18 (10 + 8 + 0)
Knowledge (History): +18 (10 + 8 + 0)
Spellcraft : +27 (17 + 8 + 2)
Concentration : +19 (17 + 2 + 0)
Craft(Jewelry) : +13 ( 5 + 8 + 0)
Craft(Tailoring) : +13 ( 5 + 8 + 0)
Craft(Weaponry) : +13 ( 5 + 8 + 0)
Use Magic Device : +16 (17 - 1 + 0)
Heal : +6 ( 5 + 1 + 0)
Gather Information: +9 (10 - 1 + 0)
----Magic-------------------------------------------------
Spell DC = 18+Spell Level
----Spells Per Day----------------------
Level 0: 4
Level 1: 4 +2
Level 2: 4 +2
Level 3: 4 +2
Level 4: 4 +2
Level 5: 3 +1
Level 6: 3 +1
Level 7: 2 +1
----Spells Known------------------------
Level 0: Resistance, Acid splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1: Alarm, Protection from Evil, Shield, Mount, Shocking Grasp, True Strike, Magic Missile, Disguise Self, Nystul's Magic Aura, Feather Fall, Comprehend Languages, Endure Elements
Level 2: Scorching Ray, Glitterdust, Alter Self, Detect Thoughts, Shatter, Bull's Strength, Blindness/Deafness, Invisibility, Gust of Wind
Level 3: Lightning Bolt, Dispel Magic, Protection from Energy, Haste, Slow, Water Breathing
Level 4: Enervation, Polymorph, Dimension Door, Arcane Eye, Wall of Ice
Level 5: Summon Monster V, Teleport, Telekinesis, Cone of Cold, Fabricate, Overland Flight
Level 6: Chain Lightning, Flesh to Stone, Greater Dispelling, Contingency, Disintegrate
Level 7: Summon Monster VII, Control Weather, Greater Scrying, Bigby's Grasping Hand, Reverse Gravity
----Default Spells----------------------
Level 0: Detect Magic x3, Mage Hand
Level 1: True Strike, Disguise Self, Shocking Grasp x2, Magic Missile
Level 2: Scorching Ray x2, Glitterdust, Gust of Wind, Detect Thoughts, Invisibility
Level 3: Lightning Bolt x3, Dispel Magic, Haste, Protection from Energy
Level 4: Enervation x2, Polymorph, Dimension Door, Wall of Ice, Empowered Scorching Ray
Level 5*: Summon Monster V, Telekinesis, Overland Flight, Cone of Cold
Level 6*: Chain Lightning, Flesh to Stone+, Disintegrate+
Level 7*: Reverse Gravity+, Bigby's Grasping Hand, Control Weather
*Cast Overland Flight and Control Weather Daily
*Contingency cast when necessary: If I am attacked by an effect that deals energy damage, cast Protection from Energy against that type.
----Equipment--------------------------------
Boccob's Blessed Book (12500)
Flesh Golem (x2) (21000 + 1560)
-Masterwork Studded Leather for each golem
Circlet of Intellect +6 (18000 + 1440)
Ring of Shooting Stars (25000 + 2000)
Ring of Protection +3 (18000)
Rod of the Python (13000)
Bracers of Armor +5 (25000)
Amulet of Natural Armor +2 (8000)
Mantle of Resistance +3 (9000)
8 Sunrods
4 Smokesticks
----Coins on Hand------------------------
Platinum :
Gold : 400
Silver :
Copper :
EDIT: Forgot the human skill point bonus
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