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<blockquote data-quote="Wrahn" data-source="post: 2371590" data-attributes="member: 9191"><p>Okay here is what I have been working on (I talked this over with a friend, a lot of this is his idea or a synergy of his ideas)</p><p></p><p>I need to finish druid spells and finish spending money, but thought what I had in mind.</p><p>SanS = Sandstorm</p><p>RotW = Races of the Wild</p><p>BoVD = Book of Vile Darkness</p><p>CA = Complete Arcane</p><p>CD = Complete Divine</p><p>LM = Libris Mortis</p><p>CW = Complete Warrior</p><p></p><p>Name: Bashshar al’Abjari</p><p>Race: Medium Undead (Augmented Human)</p><p>Class: Sorcerer 4/Blackguard 3/Spellsword 2/Druid 3/Arcane Hierophant 8/Walker in the Waste 10</p><p>Alignment: Neutral Evil</p><p></p><p></p><p></p><p>Str 22 (15 Base +5 Inherent +2 Class)</p><p>Dex 24 (13 Base +5Inherent +6 Enhancement)</p><p>Con -</p><p>Int 16 (11 Base +5 Inherent)</p><p>Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)</p><p>Cha 44(18 Base +5 Inherent +7 Level +2 Class +12 Enhancement)</p><p></p><p>HD 30d12 + 540</p><p>HP 755</p><p></p><p></p><p>Feats:</p><p>Quicken Spell, Extend Spell, Endure Heat, Persistent Spell, Power Attack, Arcane Disciple (Mysticism), Divine Metamagic (Persistent Spell), Cleave, Sunder, Arcane Disciple (War), Arcane Strike, Automatically Quicken Spell (0-3), Automatically Quicken Spell (4-6)</p><p></p><p>Saves:</p><p>Fort: +40 (12 Base +18 Cha +5 Epic +5 Resistance)</p><p>Refl: +42 (5 Base +9 Dex +18 Cha +5 Epic +5 Resistance)</p><p>Will: +55 (17 Base +10 Dex +18 Cha +5 Epic +5 Resistance)</p><p></p><p>BAB 15</p><p></p><p>AC 51 (10 Base + 9 Armor, +12 Natural Armor, +5 Deflection, + 6 Shield + 9 Dex)</p><p></p><p>Racial Ability:</p><p>Human:</p><p>-Bonus Feat: Quicken Spell</p><p>-Exta Skill points +4 at level 1, +1 every level there after</p><p>Undead:</p><p>-No Constitution score.</p><p>-Darkvision out to 60 feet.</p><p>-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p><p>-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.</p><p>-Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.</p><p>-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).</p><p>-Uses its Charisma modifier for Concentration checks.</p><p>-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.</p><p>-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.</p><p>-Does not breathe, eat, or sleep</p><p>Dry Lich:</p><p>-Hit Dice: All former, current and future hit dice are d12</p><p>-Natural Armor increases by 5</p><p>-Aura of Despair (Su): 60ft Will Save (DC 43) or be shaken for 1d4 rounds</p><p>-Constitution Drain (Su): Creature hit by the Dry Liches natural attack must make a Fort save (DC 43) or take 1d6 Con Drain</p><p>-Turn Resistance +6</p><p>-Damage Reduction: 10/bludgeoning and Magic </p><p>-Fast Healing: 2 in dry conditions</p><p>-Immunity: immune to dehydration, heat, and polymorph</p><p>-Unholy Toughness: Cha mod x HD as a bonus to Hit Points</p><p>-Water weakness: treats all water as holy water</p><p>-Str +2 Wis +4 Cha +2</p><p>-Racial bonus +8 to Hide, Intimidate, Listen, Move Silently, Search and Spot</p><p></p><p>Class Abilities:</p><p>Sorcerer:</p><p>-Summon Familiar</p><p></p><p>Blackguard:</p><p>-Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.</p><p>-Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level </p><p>-Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.</p><p>-Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.</p><p>-Dark Blessing (Su): A blackguard applies his Charisma modifier as a bonus on all saving throws.</p><p>-Smite Good (Su): Once a day, a blackguard may attempt to smite good with one normal melee attack.</p><p>He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per class level. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.</p><p>Aura of Despair (Su): the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.</p><p>Command Undead (Su): Blackguard gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.</p><p></p><p>Druid:</p><p>-Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. </p><p>-Bonus Languages: A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. </p><p>-Animal Companion (Ex): </p><p>-Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p>-Wild Empathy (Ex): A druid can improve the attitude of an animal. </p><p>-Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.</p><p>-Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p></p><p></p><p>Spellsword</p><p>-Ignore spell failure 10%</p><p>-Bonus Feat: Persistent Spell</p><p></p><p>Arcane Hierophant:</p><p>-Ignore Arcane Spell Failure: Ignore arcane spell failure in non-metallic Medium or Light armor</p><p>-Companion Familiar: Animal companion becomes familiar</p><p>-Channel Animal 4/day</p><p>-Channel Plant 1/day:</p><p></p><p>Walker in the Waste:</p><p>-Desiccating touch 5d6: DC 30 fort save for half</p><p>-Bonus Feat: Improved Heat Endurance</p><p>-The Wasting (Su): 1/day DC 30 reflex save or contract the Wasting disease</p><p>-Greater Drought (Su): Can produce extreme desert conditions within 100’</p><p>-Withered Toughness (Ex): +2 Natural Armor</p><p>-Pillar of Salt (Sp): Flesh to Salt 1/day CL 10</p><p>-Create Sand Golem (Ex): Understands the secret of Sand Golem creation</p><p>-Create Salt Mummy (Su): Gain the ability to create Salt Mummies</p><p>-Dry Lich: Dry lich template is applied to the character</p><p></p><p>Spells:</p><p>Sorcerer:</p><p>6/11/10/10/10/10/9/9/9/15 CL 21 DC 28 + spell level</p><p></p><p>Spells known</p><p>0. No Light (BoVD), Detect Magic, Read Magic, Mage Hand, Message, Prestidigitation, </p><p>1. Divine Favor, Magic Missile, Identify, Disguise Self, Charm Person </p><p>2. Web, See Invisible, Darkness, Mirror Image, Scorching Ray</p><p>3. Haste, Arcane Sight, Greater Magic Weapon, Sound Lance </p><p>4. Earth Reaver (SS), Greater Invisibility, Divine Power, Enervation</p><p>5. Righteous Might, Cacophonic Burst (SS), Teleport, Wall of Force, Improved Blink </p><p>6. Disintegrate, True Seeing, </p><p>7. Delayed Blast Fireball, Spell Turning, Avasculate (LM)</p><p>8. Polar Ray, Discern Location, Greater Anticipate Teleport (CA)</p><p>9. Greater Visage of Diety (CD), Mordenkainen’s Disjunction, Gate</p><p></p><p>Druid:</p><p></p><p>6/8/7/6/5/4/3 CL 11 DC 20 + spell level</p><p></p><p>0. Guidance (x6)</p><p>1. Long Strider, Speak with Animals, Entangle (x3), Detect Snares and Pits, Detect Animals and Plants, Faerie Fire</p><p>2. Animal Messenger, Spider Climb, Heat Metal (x2), Resist Energy (x2), Warp Wood</p><p>3. Daylight, Speak with Plants, Stone shape (x2), Meld into Stone, Greater Magic Fang</p><p>4. Blast of Sand (SanS), Rusting Grasp, Flamestrike, Icestorm, Spikestones</p><p>5. Flesh to Salt (SanS), Commune with Nature, Baleful Polymorph, Wall of Fire </p><p>6. Mummify (SanS), Stonetell, Antilife Shell</p><p></p><p>Blackguard:</p><p></p><p>4/3 CL 3 DC 20 + spell level</p><p></p><p>1. Corrupt Weapon (x2), Doom, Inflict Light Wounds</p><p>2. Inflict Moderate Wounds (x2), Shatter</p><p></p><p>Skills:</p><p></p><p>Concentration +51(33)</p><p>Diplomacy +43(23)</p><p>Heal +14(4)</p><p>Intimidate +59(33)</p><p>Knowledge (Arcana) +31(26)</p><p>Knowledge (Nature) +15(9)</p><p>Knowledge (Nobility) +11(5)</p><p>Knowledge (Religion) +12(6)</p><p>Listen +41(23)</p><p>Sense Motive +15(5)</p><p>Spell craft +39(33)</p><p>Spot +41(23)</p><p></p><p>Equipment:</p><p></p><p>205,350 Agruel: +1 Starmetal(CA), Necrotic(LM), Profane(LM), Magebane(CA) Greatsword of Wounding and Collision(Psi)</p><p>22,000 Charm of Turn Resistance: as Cloak of Turn Resistance +4 slotless (LM)</p><p>50,000 Charm of Resistance +5: as Cloak of Resistance, slotless</p><p>80,000 Charm of Freedom: as Ring of Freedom of Movement, slotless</p><p>72,000 Charm of Wisdom: as Periapt of Wisdom +6, slotless</p><p>687,500 +5 Stat Books (x5)</p><p>36,000 Belt of Strength +6</p><p>50,000 Amulet of Natural Armor +5</p><p>123,000 Nyrr’s Impervious Vestment</p><p>36,000 Gloves of Dexterity +6</p><p>1,440,000 Cloak of Epic Charisma +12</p><p>50,000 Ring of Protection +5</p><p>810,000 Ring of Wizardry IX</p><p>430,257 +5 Animated, Ghost Touch Dark Wood Heavy Shield of Universal Greater Resistance</p><p>200,000 Mirror of Mental Prowess</p><p>4,292,107</p><p></p><p>History:</p><p></p><p>Bashshar was born the son of the Sheik Hakem al’Abjari ruler of the great desert city of Chandhar. Though his mother died in childbirth and he was a sickly child, he was well loved by all and was a dutiful son. He became a member of the Shadalar order, dedicated to finding evil and destroying it, until it was learned that he had the gift of the janni, magic in his blood.</p><p></p><p>Those so gifted were instructed in a wing of the great magic university, learning to understand and control their gift so they could better serve the city. There he met Nawar a beautiful girl of common birth. Though those learning were kept separate, the two fell in love. Secretly they married.</p><p></p><p>A few months later, his father announced he had arranged marriage for his son to Rana al’Sauqel, the daughter of the leader of the Sulmat, the kingdom to the south. Bashshar was then forced to reveal his marriage to Nawar to his father. While his father was upset, it was not a horrible diplomatic blunder, as polygamy was commonly practiced by their people. Rana would become his first wife and Nawar his second.</p><p></p><p>Rana and he married in a grand ceremony, but Rana was his wife in name only, he spent his time with Nawar and she soon grew jealous. Two seasons past and it was announced that Nawar was pregnant. Rana became so jealous that she began poisoning Nawar. She grew sick and after a long struggle lost the baby. Heartbroken she soon followed her child in death.</p><p></p><p>Bashshar was inconsolable, he left Chandhar to wander the wastes to find answers that the clerics could not provide. After days and near death he encountered a mysterious stranger who lead him to a cave with water. The stranger left him there</p><p></p><p>He lived off lizards, small fish in the cave and a kind of cactus, he sought answers within his heart, but found none, what had seemed so important to him, seemed lost in the desert, lost with Nawar. A year passed and the stranger returned to him. He sat with him, in his cave, unmoving, watching him, then he left. Another year past and again the stranger returned, never speaking. Finally after the fifth year, the stranger spoke in a dull rasp when he observed him using his sorcery. He asked several piercing questions about what he was doing. Then once again, the stranger left.</p><p></p><p>Over the next year he contemplated what the stranger had asked him. He began to learn about how his magic and the magic of the desert were the same, he grew powerful, his spirit awoken to the world around him. He turned his back on the world of man and became one with the desert.</p><p></p><p>When the stranger returned the next year, he took Bashshar with him and they walked the waste together. Over two years he learned the secrets of the Waste walker and eventually began to walk the great wastes alone.</p><p></p><p>A thing came to him one night, an evil thing. It smelled of death and destruction. Bashshar stood his ground as the thing approached, ready for battle, but instead of attacking it only laughed at him. It told him of a woman who had summoned him, so that she could make a poison to eliminate her rival, her rival who had been pregnant. He told him that Rana had poisoned his only love.</p><p></p><p>Something inside him died, pain and anguish took its place. The storm rose with him as he descended on Chandhar, the desert rose up and consumed the city and all of it’s inhabitants. The Dusty Conclave was impressed by the extinction of the artificial blight on their desert that they allowed him to go through the Sere rite and he rose again as a Dry Lich.</p><p></p><p>He has established a home in the sand covered, undead infested ruins of Chandhar, in the palace.</p><p></p><p>Spells usually Cast:</p><p>(Divine Metamagic Persistent) Greater Visage of the Deity (9th)</p><p>(Divine Metamagic Persistent) Righteous Might (5th)</p><p>(Divine Metamagic Persistent) Divine Might (4th)</p><p>(Persistent) Divine Favor (7th)</p><p>Greater Magic Weapon on Agruel</p><p></p><p>Changes to Stats:</p><p></p><p>Str 40 (15 Base +5 Inherent +6 Enhancement +2 Class +8 Size +4 Unnamed)</p><p>Dex 28 (13 Base +5Inherent +6 Enhancement +4 Unnamed)</p><p>Con -</p><p>Int 16 (11 Base +5 Inherent)</p><p>Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)</p><p>Cha 46 (18 Base +5 Inherent +7 Level +2 Class +12 Enhancement +2 Unnamed)</p><p></p><p>BAB +30/+25/+20/+15</p><p></p><p>Agruel: +55/+50/+45/+40 (30 BAB +15 Str +6 Luck +5 Enhancement, -1 Size) 3d6 + 38 (+22 Str + 6 Luck +5 Enhancement +5 Collision) + 1 Con Damage +1d6 Con Damage (DC43 to negate) +1d6 versus Outsider + 1d6 versus Mages +1d6 versus Living</p></blockquote><p></p>
[QUOTE="Wrahn, post: 2371590, member: 9191"] Okay here is what I have been working on (I talked this over with a friend, a lot of this is his idea or a synergy of his ideas) I need to finish druid spells and finish spending money, but thought what I had in mind. SanS = Sandstorm RotW = Races of the Wild BoVD = Book of Vile Darkness CA = Complete Arcane CD = Complete Divine LM = Libris Mortis CW = Complete Warrior Name: Bashshar al’Abjari Race: Medium Undead (Augmented Human) Class: Sorcerer 4/Blackguard 3/Spellsword 2/Druid 3/Arcane Hierophant 8/Walker in the Waste 10 Alignment: Neutral Evil Str 22 (15 Base +5 Inherent +2 Class) Dex 24 (13 Base +5Inherent +6 Enhancement) Con - Int 16 (11 Base +5 Inherent) Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement) Cha 44(18 Base +5 Inherent +7 Level +2 Class +12 Enhancement) HD 30d12 + 540 HP 755 Feats: Quicken Spell, Extend Spell, Endure Heat, Persistent Spell, Power Attack, Arcane Disciple (Mysticism), Divine Metamagic (Persistent Spell), Cleave, Sunder, Arcane Disciple (War), Arcane Strike, Automatically Quicken Spell (0-3), Automatically Quicken Spell (4-6) Saves: Fort: +40 (12 Base +18 Cha +5 Epic +5 Resistance) Refl: +42 (5 Base +9 Dex +18 Cha +5 Epic +5 Resistance) Will: +55 (17 Base +10 Dex +18 Cha +5 Epic +5 Resistance) BAB 15 AC 51 (10 Base + 9 Armor, +12 Natural Armor, +5 Deflection, + 6 Shield + 9 Dex) Racial Ability: Human: -Bonus Feat: Quicken Spell -Exta Skill points +4 at level 1, +1 every level there after Undead: -No Constitution score. -Darkvision out to 60 feet. -Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). -Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. -Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. -Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). -Uses its Charisma modifier for Concentration checks. -Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. -Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. -Does not breathe, eat, or sleep Dry Lich: -Hit Dice: All former, current and future hit dice are d12 -Natural Armor increases by 5 -Aura of Despair (Su): 60ft Will Save (DC 43) or be shaken for 1d4 rounds -Constitution Drain (Su): Creature hit by the Dry Liches natural attack must make a Fort save (DC 43) or take 1d6 Con Drain -Turn Resistance +6 -Damage Reduction: 10/bludgeoning and Magic -Fast Healing: 2 in dry conditions -Immunity: immune to dehydration, heat, and polymorph -Unholy Toughness: Cha mod x HD as a bonus to Hit Points -Water weakness: treats all water as holy water -Str +2 Wis +4 Cha +2 -Racial bonus +8 to Hide, Intimidate, Listen, Move Silently, Search and Spot Class Abilities: Sorcerer: -Summon Familiar Blackguard: -Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields. -Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level -Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell. -Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. -Dark Blessing (Su): A blackguard applies his Charisma modifier as a bonus on all saving throws. -Smite Good (Su): Once a day, a blackguard may attempt to smite good with one normal melee attack. He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per class level. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day. Aura of Despair (Su): the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws. Command Undead (Su): Blackguard gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. Druid: -Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. -Bonus Languages: A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. -Animal Companion (Ex): -Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. -Wild Empathy (Ex): A druid can improve the attitude of an animal. -Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. -Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Spellsword -Ignore spell failure 10% -Bonus Feat: Persistent Spell Arcane Hierophant: -Ignore Arcane Spell Failure: Ignore arcane spell failure in non-metallic Medium or Light armor -Companion Familiar: Animal companion becomes familiar -Channel Animal 4/day -Channel Plant 1/day: Walker in the Waste: -Desiccating touch 5d6: DC 30 fort save for half -Bonus Feat: Improved Heat Endurance -The Wasting (Su): 1/day DC 30 reflex save or contract the Wasting disease -Greater Drought (Su): Can produce extreme desert conditions within 100’ -Withered Toughness (Ex): +2 Natural Armor -Pillar of Salt (Sp): Flesh to Salt 1/day CL 10 -Create Sand Golem (Ex): Understands the secret of Sand Golem creation -Create Salt Mummy (Su): Gain the ability to create Salt Mummies -Dry Lich: Dry lich template is applied to the character Spells: Sorcerer: 6/11/10/10/10/10/9/9/9/15 CL 21 DC 28 + spell level Spells known 0. No Light (BoVD), Detect Magic, Read Magic, Mage Hand, Message, Prestidigitation, 1. Divine Favor, Magic Missile, Identify, Disguise Self, Charm Person 2. Web, See Invisible, Darkness, Mirror Image, Scorching Ray 3. Haste, Arcane Sight, Greater Magic Weapon, Sound Lance 4. Earth Reaver (SS), Greater Invisibility, Divine Power, Enervation 5. Righteous Might, Cacophonic Burst (SS), Teleport, Wall of Force, Improved Blink 6. Disintegrate, True Seeing, 7. Delayed Blast Fireball, Spell Turning, Avasculate (LM) 8. Polar Ray, Discern Location, Greater Anticipate Teleport (CA) 9. Greater Visage of Diety (CD), Mordenkainen’s Disjunction, Gate Druid: 6/8/7/6/5/4/3 CL 11 DC 20 + spell level 0. Guidance (x6) 1. Long Strider, Speak with Animals, Entangle (x3), Detect Snares and Pits, Detect Animals and Plants, Faerie Fire 2. Animal Messenger, Spider Climb, Heat Metal (x2), Resist Energy (x2), Warp Wood 3. Daylight, Speak with Plants, Stone shape (x2), Meld into Stone, Greater Magic Fang 4. Blast of Sand (SanS), Rusting Grasp, Flamestrike, Icestorm, Spikestones 5. Flesh to Salt (SanS), Commune with Nature, Baleful Polymorph, Wall of Fire 6. Mummify (SanS), Stonetell, Antilife Shell Blackguard: 4/3 CL 3 DC 20 + spell level 1. Corrupt Weapon (x2), Doom, Inflict Light Wounds 2. Inflict Moderate Wounds (x2), Shatter Skills: Concentration +51(33) Diplomacy +43(23) Heal +14(4) Intimidate +59(33) Knowledge (Arcana) +31(26) Knowledge (Nature) +15(9) Knowledge (Nobility) +11(5) Knowledge (Religion) +12(6) Listen +41(23) Sense Motive +15(5) Spell craft +39(33) Spot +41(23) Equipment: 205,350 Agruel: +1 Starmetal(CA), Necrotic(LM), Profane(LM), Magebane(CA) Greatsword of Wounding and Collision(Psi) 22,000 Charm of Turn Resistance: as Cloak of Turn Resistance +4 slotless (LM) 50,000 Charm of Resistance +5: as Cloak of Resistance, slotless 80,000 Charm of Freedom: as Ring of Freedom of Movement, slotless 72,000 Charm of Wisdom: as Periapt of Wisdom +6, slotless 687,500 +5 Stat Books (x5) 36,000 Belt of Strength +6 50,000 Amulet of Natural Armor +5 123,000 Nyrr’s Impervious Vestment 36,000 Gloves of Dexterity +6 1,440,000 Cloak of Epic Charisma +12 50,000 Ring of Protection +5 810,000 Ring of Wizardry IX 430,257 +5 Animated, Ghost Touch Dark Wood Heavy Shield of Universal Greater Resistance 200,000 Mirror of Mental Prowess 4,292,107 History: Bashshar was born the son of the Sheik Hakem al’Abjari ruler of the great desert city of Chandhar. Though his mother died in childbirth and he was a sickly child, he was well loved by all and was a dutiful son. He became a member of the Shadalar order, dedicated to finding evil and destroying it, until it was learned that he had the gift of the janni, magic in his blood. Those so gifted were instructed in a wing of the great magic university, learning to understand and control their gift so they could better serve the city. There he met Nawar a beautiful girl of common birth. Though those learning were kept separate, the two fell in love. Secretly they married. A few months later, his father announced he had arranged marriage for his son to Rana al’Sauqel, the daughter of the leader of the Sulmat, the kingdom to the south. Bashshar was then forced to reveal his marriage to Nawar to his father. While his father was upset, it was not a horrible diplomatic blunder, as polygamy was commonly practiced by their people. Rana would become his first wife and Nawar his second. Rana and he married in a grand ceremony, but Rana was his wife in name only, he spent his time with Nawar and she soon grew jealous. Two seasons past and it was announced that Nawar was pregnant. Rana became so jealous that she began poisoning Nawar. She grew sick and after a long struggle lost the baby. Heartbroken she soon followed her child in death. Bashshar was inconsolable, he left Chandhar to wander the wastes to find answers that the clerics could not provide. After days and near death he encountered a mysterious stranger who lead him to a cave with water. The stranger left him there He lived off lizards, small fish in the cave and a kind of cactus, he sought answers within his heart, but found none, what had seemed so important to him, seemed lost in the desert, lost with Nawar. A year passed and the stranger returned to him. He sat with him, in his cave, unmoving, watching him, then he left. Another year past and again the stranger returned, never speaking. Finally after the fifth year, the stranger spoke in a dull rasp when he observed him using his sorcery. He asked several piercing questions about what he was doing. Then once again, the stranger left. Over the next year he contemplated what the stranger had asked him. He began to learn about how his magic and the magic of the desert were the same, he grew powerful, his spirit awoken to the world around him. He turned his back on the world of man and became one with the desert. When the stranger returned the next year, he took Bashshar with him and they walked the waste together. Over two years he learned the secrets of the Waste walker and eventually began to walk the great wastes alone. A thing came to him one night, an evil thing. It smelled of death and destruction. Bashshar stood his ground as the thing approached, ready for battle, but instead of attacking it only laughed at him. It told him of a woman who had summoned him, so that she could make a poison to eliminate her rival, her rival who had been pregnant. He told him that Rana had poisoned his only love. Something inside him died, pain and anguish took its place. The storm rose with him as he descended on Chandhar, the desert rose up and consumed the city and all of it’s inhabitants. The Dusty Conclave was impressed by the extinction of the artificial blight on their desert that they allowed him to go through the Sere rite and he rose again as a Dry Lich. He has established a home in the sand covered, undead infested ruins of Chandhar, in the palace. Spells usually Cast: (Divine Metamagic Persistent) Greater Visage of the Deity (9th) (Divine Metamagic Persistent) Righteous Might (5th) (Divine Metamagic Persistent) Divine Might (4th) (Persistent) Divine Favor (7th) Greater Magic Weapon on Agruel Changes to Stats: Str 40 (15 Base +5 Inherent +6 Enhancement +2 Class +8 Size +4 Unnamed) Dex 28 (13 Base +5Inherent +6 Enhancement +4 Unnamed) Con - Int 16 (11 Base +5 Inherent) Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement) Cha 46 (18 Base +5 Inherent +7 Level +2 Class +12 Enhancement +2 Unnamed) BAB +30/+25/+20/+15 Agruel: +55/+50/+45/+40 (30 BAB +15 Str +6 Luck +5 Enhancement, -1 Size) 3d6 + 38 (+22 Str + 6 Luck +5 Enhancement +5 Collision) + 1 Con Damage +1d6 Con Damage (DC43 to negate) +1d6 versus Outsider + 1d6 versus Mages +1d6 versus Living [/QUOTE]
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