Dusk
Appearance:
Dusk is cloaked and armoured in shadows and wields a long, twisted polearm. His face is disconcertingly concealed in the depths of a cowl, as though it too were made of shadows. He treads easily through the air without an apparent source of locomotion, seemingly unaware that this is an unusual mode of transportation. (Still treated as Ex flight - if paralyzed, he falls.) Nobody recognizes his race, although speculation about an extraplanar origin is rampant.
Roleplaying/Mechanical notes:
- Spent one rank on Speak Language: intelligible hand-sign. Have the player try his best to communicate with non-verbal cues. If he's unsuccessful, let him explain freely by voice as long as he shares a language with the target.
- Dusk is reasonably adept at making origami creatures, and leaves them as calling cards. (think Bladerunner)
- I didn't spend all of his money, and purposely made some sub-optimal equipment choices. (like Gloves of Object Reading.. they're a little frivolous, but can be fun!)
- Modified flavour text for the race, he's *not* a raptoran!
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Dusk
Raptoran Duskblade 12
Init +2; Senses Listen +0, Spot +2, low-light vision
Languages Common, tribal tongue, intelligible hand-signing, Draconic, Sylvan
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AC 20, touch 12, ff 18; concealment 20%
hp 84 (12d8+24 HD)
Resistances Light Fortification 25%
Fort +14, Ref +10, Will +12
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Speed 30 ft. (6 squares), fly 40 ft. Good (8 squares)
Melee warped +1 adamantine heavy poleaxe of sundering and spell-storing
+15/+10/+5 (2d6+4/x3) or
+1 silver-spiked darkwood light shield of bashing and light fortification
+15/+10/+5 (2d6+2/x2)
Ranged MW composite +2 Str longbow
+15/+10/+5 (1d8+2/x3)
Base Atk +12; Grp +14
Atk options: Power Attack, Diving Charge, Flyby Attack, Arcane Channeling
Combat gear: potions, etc
Duskblade Spells Known (CL 12th)
3rd (7/day) - Crown of Might, Doom Scarabs, Dispelling Touch, Regroup
2nd (9/day) - Scorching Ray, See Invisibility, Swift Invisibility, Touch of Idiocy
1st (9/day) - Ray of Enfeeblement, Resist Energy, Shocking Grasp, Stand, True Strike
0th (6/day) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
Arcane Attunements (6/day) - dancing lights, detect magic, flare, ghost sound, read magic
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Abilities Str 15, Dex 14, Con 14, Int 16, Wis 10, Cha 10
SQ Pact with Wind Lords, Unerring Direction, Quick Cast (2/day), Spell Power +3
Feats: Power Attack, Flyby Attack, Improved Flight (CV 110), Combat Casting
Exotic WP Heavy Poleaxe (CW 154), Shield and Pike Style (DR 338)
Skills: Climb +3, Concentration +17 (+21 defensively), Craft (origami) +5, Diplomacy +2,
Gather Info +2, Jump +10, Knowledge (local) +10, Sense Motive +15, Spellcraft +18,
Spot +2, 1 rank in Speak Languages (intelligible hand-signing)
Posessions: combat gear plus shadowy +4 cloak of resistance,
warped +1 adamantine heavy poleaxe of sundering and spell-storing
shadowy +1 mithral breastplate of gleaming
+1 silver-spiked darkwood light shield of bashing and light fortification,
MW composite +2 longbow, lesser rod of metamagic enlarge, boots of speed,
gloves of object reading, Dusk's Deep Duffelbag,
60 pp, 97 gp
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Common tactics:
Usually has a Shocking Grasp stored in poleaxe
Usually has Crown of Might already cast (+2 str for 12 hours)
First round - fly up 20 ft, cast doom scarabs or scorching ray
Second round - quick cast True Strike, Flyby Attack diving charge with full power attack
at 5-10 ft reach overhead, Arcane Channel Shocking Grasp, release poleaxe's stored spell.
(Total attack is then typically Melee +27 (4d6+58/x3 piercing plus 2x 5d6 electricity))
Enemy at range - either use longbow or rod of enlarge with scorching ray.
Enemy too close - use boots of speed and bash repeatedly with spiked shield
Enemy has toys that need to be broken: Flyby Attack with adamantine poleaxe of sundering
EDIT: Source note:
Heavy Poleaxe: CW. 2d6/x3, slashing or piercing. 10' reach, set vs charge.
Gloves of object reading, Gleaming armor, Sundering weapon: XPH.
Shadowy and Warped signature traits: DMG2. (fluff only)