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Dawn Under Union of Darkness: characters
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<blockquote data-quote="trimeulose" data-source="post: 474446" data-attributes="member: 1527"><p><strong>Your Contact:</strong></p><p></p><p>Izicaus: male Kobold: Rog2/Sor5/Gld2/Sha5 CR14</p><p></p><p>HD 4d6 + 10d4 + 56; hp 104 Init +14 (+4 imp init +2 thug +8 dex); Spd 30; AC 38, ff 34, touch 25 (+8 dex, +6 Armor, +3 shield, +4 haste, +4 nat, +3 deflection); Attack +9/+4 (+3 short sword) or +7/+2 touch or +14/+9 ranged touch; SA sneack attack +2d6; SQ enhanced charisma, enhanced dexterity, Uncanny dodge (dex to AC); AL NE; Svs F +11/R +18/W+14; Str 8, Dex 20 (26), Con 16 (18), Int 16, Wis 12, Cha 22 (28); Height 4'3''</p><p></p><p>Skills and Feats: Balance +15, Bluff +18, Concentration +23, Diplomacy +20, Disguise +14, Forgery +5, Gather information +16, Hide +37, Innuendo +10, Intimidate +18, Knowledge (arcana) +11, Listen +6, Move Silently +23, Open Lock +9, Pick Pocket +9, Search +6, Sense Motive +6, Spell Craft +15, Spot +6, Tumble +13; Cosmopolitan (Concentration) (1st), Cosmopolitan (hide) (3rd), Shadow Weave Magic (6th), Shield Proficiency (9th), Still spell (bonus feat from Gld), Thug (12th), Insidious Magic (bonus), Pernicious magic (bonus), Tenacious Magic (bonus)</p><p></p><p>Spells per day: 6/9/8/14/12/5 </p><p>Save DC for spells: </p><p>18 + spell level universal</p><p>17 + spell level for tran and evo and spells w/ light descriptor</p><p>19 + spell level for ill, nec, and Ench and spells w/ dark descriptor</p><p></p><p>Sorcerer Spells known: Spray (arcane mark), bewilder (daze), Detect magic, detect poison, Ghost sound, Yoink (mage hand), Open/close, Disguise (change self), Run Away (expedious retreat),</p><p>geronimo (jump), ray of enfeeblement, Spider climb, Command Undead, False life, Spectral hand, Tasha's Hideous Laughter, Stay (Hold Person), Major Image, Vampiric Touch, Enervation, Improved Invisibility, Magic Jar</p><p></p><p>Posessions: Mask of Skull, Cloak of Charisma (+6) (also acts as cloak of elvenkind), Amulet of natural Armor (+4), Robe of resistance (+5), vest of protection (acts as ring of protection +3), Bracers or Armor (+6), Gloves of Dexterity (+6), Ring of wizardry III, Ring of Wizardry IV (intelligent), Giomund's belt (ask if interested)(also enchanted to give +2 to con), Boots of Elvenkind, +2 speed small mithral shield, rod of absorption (15 charges absorbed, 3 used up, 32 unused) +3 shortsword, 10 potions of cure moderate wounds.</p><p></p><p>Dayoulse: ring of wizardry IV: Int 12, Wis 11, Cha 9, Ego 4, AL NE, grants wielder improved initiative, casts heal 1/day.</p><p></p><p>Izicaus is as focused as he is ingenuitive. He successfully risked his life many times early on to further his career, then he discovered shar. Now he secretly sends others to do his bidding. He formed a Thieves guild by the instructions of the clergy of shar. For him the guild was a falsity. He had other thieves risk their lives to bring him wealth and magic items. He allowed members to "buy" their seats of power from him, and allowed others to do "reconaisence" for the equal seats of power. For him they were both equal, they both brought him more money, and more items. Eventually he left the guild without a trace. The guild members quickly began squabling for power and killed each other off. Izicaus made off with a fortune in massed wealth. He is now apparently second in command of a larger more appropriate guild.</p><p></p><p>His tactics are usually to appear in another's body using Magic Jar. He will usually pick the largest/strongest person in the group to gain control. He then chooses his targets in this order: healer (carries holy symbols or casting heal spells), arcane spell caster (little or no armor, casts arcane spells), anyone else that uses spells or spell like abilities, anyone else. He usually leaves the body right before it would normally die to gain control of another body. </p><p>When the group is worn down properly, he moves in with evervation and ray of enfeeblement spells. He usually hides his body before hand so he can get a quick sneak attack in before running out with spells. Izicaus rarely fights with his own body until he can properly move in for his kill. His more deadly spells involve necromancy, and he favors these in combat (when he does fight). If he has even a small suspician he might lose, he turns tail and runs away.</p></blockquote><p></p>
[QUOTE="trimeulose, post: 474446, member: 1527"] [b]Your Contact:[/b] Izicaus: male Kobold: Rog2/Sor5/Gld2/Sha5 CR14 HD 4d6 + 10d4 + 56; hp 104 Init +14 (+4 imp init +2 thug +8 dex); Spd 30; AC 38, ff 34, touch 25 (+8 dex, +6 Armor, +3 shield, +4 haste, +4 nat, +3 deflection); Attack +9/+4 (+3 short sword) or +7/+2 touch or +14/+9 ranged touch; SA sneack attack +2d6; SQ enhanced charisma, enhanced dexterity, Uncanny dodge (dex to AC); AL NE; Svs F +11/R +18/W+14; Str 8, Dex 20 (26), Con 16 (18), Int 16, Wis 12, Cha 22 (28); Height 4'3'' Skills and Feats: Balance +15, Bluff +18, Concentration +23, Diplomacy +20, Disguise +14, Forgery +5, Gather information +16, Hide +37, Innuendo +10, Intimidate +18, Knowledge (arcana) +11, Listen +6, Move Silently +23, Open Lock +9, Pick Pocket +9, Search +6, Sense Motive +6, Spell Craft +15, Spot +6, Tumble +13; Cosmopolitan (Concentration) (1st), Cosmopolitan (hide) (3rd), Shadow Weave Magic (6th), Shield Proficiency (9th), Still spell (bonus feat from Gld), Thug (12th), Insidious Magic (bonus), Pernicious magic (bonus), Tenacious Magic (bonus) Spells per day: 6/9/8/14/12/5 Save DC for spells: 18 + spell level universal 17 + spell level for tran and evo and spells w/ light descriptor 19 + spell level for ill, nec, and Ench and spells w/ dark descriptor Sorcerer Spells known: Spray (arcane mark), bewilder (daze), Detect magic, detect poison, Ghost sound, Yoink (mage hand), Open/close, Disguise (change self), Run Away (expedious retreat), geronimo (jump), ray of enfeeblement, Spider climb, Command Undead, False life, Spectral hand, Tasha's Hideous Laughter, Stay (Hold Person), Major Image, Vampiric Touch, Enervation, Improved Invisibility, Magic Jar Posessions: Mask of Skull, Cloak of Charisma (+6) (also acts as cloak of elvenkind), Amulet of natural Armor (+4), Robe of resistance (+5), vest of protection (acts as ring of protection +3), Bracers or Armor (+6), Gloves of Dexterity (+6), Ring of wizardry III, Ring of Wizardry IV (intelligent), Giomund's belt (ask if interested)(also enchanted to give +2 to con), Boots of Elvenkind, +2 speed small mithral shield, rod of absorption (15 charges absorbed, 3 used up, 32 unused) +3 shortsword, 10 potions of cure moderate wounds. Dayoulse: ring of wizardry IV: Int 12, Wis 11, Cha 9, Ego 4, AL NE, grants wielder improved initiative, casts heal 1/day. Izicaus is as focused as he is ingenuitive. He successfully risked his life many times early on to further his career, then he discovered shar. Now he secretly sends others to do his bidding. He formed a Thieves guild by the instructions of the clergy of shar. For him the guild was a falsity. He had other thieves risk their lives to bring him wealth and magic items. He allowed members to "buy" their seats of power from him, and allowed others to do "reconaisence" for the equal seats of power. For him they were both equal, they both brought him more money, and more items. Eventually he left the guild without a trace. The guild members quickly began squabling for power and killed each other off. Izicaus made off with a fortune in massed wealth. He is now apparently second in command of a larger more appropriate guild. His tactics are usually to appear in another's body using Magic Jar. He will usually pick the largest/strongest person in the group to gain control. He then chooses his targets in this order: healer (carries holy symbols or casting heal spells), arcane spell caster (little or no armor, casts arcane spells), anyone else that uses spells or spell like abilities, anyone else. He usually leaves the body right before it would normally die to gain control of another body. When the group is worn down properly, he moves in with evervation and ray of enfeeblement spells. He usually hides his body before hand so he can get a quick sneak attack in before running out with spells. Izicaus rarely fights with his own body until he can properly move in for his kill. His more deadly spells involve necromancy, and he favors these in combat (when he does fight). If he has even a small suspician he might lose, he turns tail and runs away. [/QUOTE]
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