Post by Orbak the Monster on Apr 19, 2013 20:00:20 GMT -5
Name: Rikdiirn Ssz'agh (Magic-Brother Silk-Breaker)
Race: Drow
Class: Wizard
Level: 1
Alignment: Lawful Evil
Homeland: Darklands
Languages: Elven, Undercommon, Common, Drow Sign Language, Draconic, Abyssal.
Str: 11 | +0
Dex: 18 | +4
Con: 12 | +1
Int: 18 | +4
Wis: 13 | +1
Cha: 16 | +3
HP: 7
BAB: +0
AC: 14 | 10 | 4 | 0
SR: 7
Fort: +5 | 0 | 1 | 0
Ref: +4 | 0 | 4 | 0
Will: +3 | 2 | 1 | 0
Special: +2 on Will saves vs. Enchantments.
Attack (Rapier): +0 to hit, 1d6 damage, 18-20/x2 critical. 2lbs.
Attack (Hand Crossbow): +1 to hit, 1d4 damage. 19-20/x2 critical. 30ft range. 2lbs.
Feats:
- Collegiate Wizard: You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks.
- Illusion Type Expertise (Glamor): You can choose to cast any spell from the chosen type (except 0-level spells) as if it were one level lower than it actually is.
B- Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Flaws:
- One-Eyed: The character’s depth perception is practically non-existent, resulting in -3 penalties to Acrobatics, ranged attacks, and visual-based Perception checks.
- Paranoid: When dealing with strangers, the character suffers a -3 penalty to Sense Motive, as they immediately assume the worst about others.
Racial:
- +2 Dexterity, +2 Charisma, and –2 Constitution.
- Type: Drow are humanoids with the elf subtype.
- Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Drow have a base speed of 30 feet.
- Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
- Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
- Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
- Keen Senses- Drow gain a +2 racial bonus on Perception checks.
- Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
- Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
- Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
- Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Class Abilities:
- Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
- Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
- Arcane Bond (Spellbook): Firstly, the wizard may copy any spell from a scroll or another spellbook into his spellbook as a standard action, without expending any additional resources. Spells copied from scrolls still destroy the scroll as part of the process. Secondly, the wizard's spellbook can magically hold any number of spells despite ordinary limits on page count. Finally, once per day by spending 10 minutes concentrating, the wizard may exchange a single spell he currently has prepared and which he has not yet cast today for another spell of the same level contained within his spellbook. lhis chosen spell is stored in his mind as though prepared in the normal fashion.
- Arcane School: Illusion.
- Barred Schools: Evocation, Necromancy.
- Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
- Face in the Crowd (Sp): At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.
This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.
Traits:
- Convincing Liar: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.
- Rich Parents: Your starting gold increases to 900.
Skills:
Appraise (Int): +4 | 4 | 0 | 0
Bluff (Cha): +8 | 3 | 1 | 4
Craft: Magic Inks (Int): +8 | 4 | 1 | 3
Disguise (Cha): +7 | 3 | 1 | 3
Fly (Dex): +4 | 4 | 0 | 0
Knowledge: Arcana (Int): +10 | 4 | 1 | 5
Knowledge: History (Int): +8 | 4 | 1 | 3
Knowledge: Geography (Int): +8 | 4 | 1 | 3
Knowledge: Engineering (Int): +8 | 4 | 1 | 3
Knowledge: Nobility (Int): +8 | 4 | 1 | 3
Knowledge: Nature (Int): +8 | 4 | 1 | 3
Knowledge: Dungeoneering (Int): +8 | 4 | 1 | 3
Knowledge: Planes (Int): +8 | 4 | 1 | 3
Linguistics (Int): +4 | 4 | 0 | 0
Profession (Wis): +1 | 1 | 0 | 0
Spellcraft (Int): +8 | 4 | 1 | 3
Stealth (Dex): +8 | 4 | 1 | 3
-------
Acrobatics (Dex): +1 | 4 | 0 | -3
Perception (Wis): +0 | 1 | 0 | -3 | 2
Sense Motive (Wis): -2 | 1 | 0 | -3
Equipment: 237g
- Rapier.
- Hand Crossbow.
- Adventurer's Outfit, Heavy Robe with Hood.
- Spidersilk Robes, Black and Crimson Coloration. Fine Belt, Beholder-Skin Boots. (Noble's Outfit).
- Spellbook: Iron Cover, Silk Pages, (Bonded).
- Material Component Pouch.
- Inkpen and 2 vials of ink.
- Messenger Bag.
- Reusable Scroll of 'Sleep'.
- Pouch of Preparedness (3 uses)
- 2 First-Level Devouring Scrolls.
Background:
*Additional Class Skill: Spellcraft
*Bonus Skill Ranks: +1 Spellcraft, +1 Knowledge (arcana)
*Ability Score Modifiers: INT 13+. Only the most intelligent children are accepted for training.
*Bonus Feat: Spell Focus (any)
*Additional Equipment: spellbook, inkpen and 2 vials of ink, noble’s outfit, 1d4 gp savings
*Occupational Knacks: Choose one of the following as an occupational knack.
- Superior Telekinesis: When you cast Mage Hand, you can manipulate objects weighing up to 15 lbs.
Spellbook: 3+S/2+S
-Cantrips: 53 Known.
Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, *Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, *Prestidigitation, Cleanse of Alchohol, Create Ice, Guardian Mote, Quill, Summarize, Pause, Dancing Shadows, Dark Baubles, Dim, Alter Taste, Clandestine Conversation, Gnome’s Gold, Overlook, Blossom, Double Take, Rigged Coin, Simple Bed, Smoke Image, Tie/Unfasten, Minor Glamor.
!SPECIAL!: *Disguise Self, Ventriloquism, *Glamor, Vanish, Magic Aura.
-1st Level: 10 from Level, 1 from Scroll.
***Color Spray, Deep Shadows, Haunting Phantasm, Illusion of Calm, Negative Reaction, Disguise Self, Ventriloquism, Glamor, Vanish, Magic Aura, Rainfall, Sleep
----
Age: 124
Height: 5'3"
Weight: 126lbs.
Hair Color: Deep Red (dyed)
Eye Color: Blue
Appearance:
About as short as a human male, the dark grey-skinned male drow strikes an impressive figure. He lacks the muscles and strong jaw of a conventional attractive man, but makes up for it with an air of confidence and dangerous sophistication. Breaking away from drow tradition, he's dyed his hair a deep red color, which has grown slightly past his shoulders. It is straight, and flows like silk in the wind. He wears a set of wizard's robes clearly tailored to his body, which only serves to improve upon his looks. Soft of shoulder, with flexible and dextrous hands born of arcane gestures, it's clear the man is some sort of spellcaster. His right eye is closed, a great scar sealing it shut and making it useless.
Backstory:
Born the second son of the archmage of his city's magic academy and one of the matriarchs of the same city, Rikdiirn grew up privileged. While his older brother trained for military service, he was given the best education possible. Life was good: he had free reign to choose whichever school of magic he desired... and he chose illusion. A perfect knack for deception and a clever, imaginative mind gave him a bit more respect than his fellows. The 'unfortunate accidents' of those above him: walking off of a building, executed for attacking a superior (thinking the superior was an illithid), running into a duergar ambush... none of which able to be pinned back to Rikdiirn, of course. It seemed as if he was on a pretty good track to high drow society, and possibly even a little respect.
That is, until his parents began to fight: the matriarch's sister died by magic, and the matriarch blamed the archmage. Both began to see Rikdiirn as a memory of something foul, and began to imagine each other using him as a weapon. One by one, Rikdiirn's advantages were taken from him, leading to him being placed among the other male drow in the military, directly under his brother, who gave Rikdiirn no mercy. After a showing weakness in a sparring match against a slave, Rikdiirn was "re-educated", obtaining quite a few scars and the permanent loss of his right eye. When the army was set to assault the surface world, Rikdiirn saw his chance and deserted, keeping safe with his illusions, hidden from the surface world beneath a heavy cloak. Nothing kept him going like the thought of vengeance, but how? He had no strength on his own... perhaps a few of these surfacers? They've held off drow for this long, so they must be strong enough to be worth something to him.
Favorite Food: Darklands Lobster.
Favorite Color: Red.
Life-Goals: Obtain 'Patriarch' rank (and thus be the first male drow leader), master his illusions, obtain praise.
Fears: Abrupt light exposure, being found by loyalist drow, illithid, surface elves.
Loves: Being shown appreciation for his talents, talk about magic theory, higher standards of living, studying in dark solitude.
Race: Drow
Class: Wizard
Level: 1
Alignment: Lawful Evil
Homeland: Darklands
Languages: Elven, Undercommon, Common, Drow Sign Language, Draconic, Abyssal.
Str: 11 | +0
Dex: 18 | +4
Con: 12 | +1
Int: 18 | +4
Wis: 13 | +1
Cha: 16 | +3
HP: 7
BAB: +0
AC: 14 | 10 | 4 | 0
SR: 7
Fort: +5 | 0 | 1 | 0
Ref: +4 | 0 | 4 | 0
Will: +3 | 2 | 1 | 0
Special: +2 on Will saves vs. Enchantments.
Attack (Rapier): +0 to hit, 1d6 damage, 18-20/x2 critical. 2lbs.
Attack (Hand Crossbow): +1 to hit, 1d4 damage. 19-20/x2 critical. 30ft range. 2lbs.
Feats:
- Collegiate Wizard: You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks.
- Illusion Type Expertise (Glamor): You can choose to cast any spell from the chosen type (except 0-level spells) as if it were one level lower than it actually is.
B- Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Flaws:
- One-Eyed: The character’s depth perception is practically non-existent, resulting in -3 penalties to Acrobatics, ranged attacks, and visual-based Perception checks.
- Paranoid: When dealing with strangers, the character suffers a -3 penalty to Sense Motive, as they immediately assume the worst about others.
Racial:
- +2 Dexterity, +2 Charisma, and –2 Constitution.
- Type: Drow are humanoids with the elf subtype.
- Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Drow have a base speed of 30 feet.
- Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
- Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
- Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
- Keen Senses- Drow gain a +2 racial bonus on Perception checks.
- Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
- Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
- Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
- Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Class Abilities:
- Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
- Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
- Arcane Bond (Spellbook): Firstly, the wizard may copy any spell from a scroll or another spellbook into his spellbook as a standard action, without expending any additional resources. Spells copied from scrolls still destroy the scroll as part of the process. Secondly, the wizard's spellbook can magically hold any number of spells despite ordinary limits on page count. Finally, once per day by spending 10 minutes concentrating, the wizard may exchange a single spell he currently has prepared and which he has not yet cast today for another spell of the same level contained within his spellbook. lhis chosen spell is stored in his mind as though prepared in the normal fashion.
- Arcane School: Illusion.
- Barred Schools: Evocation, Necromancy.
- Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
- Face in the Crowd (Sp): At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.
This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.
Traits:
- Convincing Liar: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.
- Rich Parents: Your starting gold increases to 900.
Skills:
Appraise (Int): +4 | 4 | 0 | 0
Bluff (Cha): +8 | 3 | 1 | 4
Craft: Magic Inks (Int): +8 | 4 | 1 | 3
Disguise (Cha): +7 | 3 | 1 | 3
Fly (Dex): +4 | 4 | 0 | 0
Knowledge: Arcana (Int): +10 | 4 | 1 | 5
Knowledge: History (Int): +8 | 4 | 1 | 3
Knowledge: Geography (Int): +8 | 4 | 1 | 3
Knowledge: Engineering (Int): +8 | 4 | 1 | 3
Knowledge: Nobility (Int): +8 | 4 | 1 | 3
Knowledge: Nature (Int): +8 | 4 | 1 | 3
Knowledge: Dungeoneering (Int): +8 | 4 | 1 | 3
Knowledge: Planes (Int): +8 | 4 | 1 | 3
Linguistics (Int): +4 | 4 | 0 | 0
Profession (Wis): +1 | 1 | 0 | 0
Spellcraft (Int): +8 | 4 | 1 | 3
Stealth (Dex): +8 | 4 | 1 | 3
-------
Acrobatics (Dex): +1 | 4 | 0 | -3
Perception (Wis): +0 | 1 | 0 | -3 | 2
Sense Motive (Wis): -2 | 1 | 0 | -3
Equipment: 237g
- Rapier.
- Hand Crossbow.
- Adventurer's Outfit, Heavy Robe with Hood.
- Spidersilk Robes, Black and Crimson Coloration. Fine Belt, Beholder-Skin Boots. (Noble's Outfit).
- Spellbook: Iron Cover, Silk Pages, (Bonded).
- Material Component Pouch.
- Inkpen and 2 vials of ink.
- Messenger Bag.
- Reusable Scroll of 'Sleep'.
- Pouch of Preparedness (3 uses)
- 2 First-Level Devouring Scrolls.
Background:
*Additional Class Skill: Spellcraft
*Bonus Skill Ranks: +1 Spellcraft, +1 Knowledge (arcana)
*Ability Score Modifiers: INT 13+. Only the most intelligent children are accepted for training.
*Bonus Feat: Spell Focus (any)
*Additional Equipment: spellbook, inkpen and 2 vials of ink, noble’s outfit, 1d4 gp savings
*Occupational Knacks: Choose one of the following as an occupational knack.
- Superior Telekinesis: When you cast Mage Hand, you can manipulate objects weighing up to 15 lbs.
Spellbook: 3+S/2+S
-Cantrips: 53 Known.
Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, *Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, *Prestidigitation, Cleanse of Alchohol, Create Ice, Guardian Mote, Quill, Summarize, Pause, Dancing Shadows, Dark Baubles, Dim, Alter Taste, Clandestine Conversation, Gnome’s Gold, Overlook, Blossom, Double Take, Rigged Coin, Simple Bed, Smoke Image, Tie/Unfasten, Minor Glamor.
!SPECIAL!: *Disguise Self, Ventriloquism, *Glamor, Vanish, Magic Aura.
-1st Level: 10 from Level, 1 from Scroll.
***Color Spray, Deep Shadows, Haunting Phantasm, Illusion of Calm, Negative Reaction, Disguise Self, Ventriloquism, Glamor, Vanish, Magic Aura, Rainfall, Sleep
----
Age: 124
Height: 5'3"
Weight: 126lbs.
Hair Color: Deep Red (dyed)
Eye Color: Blue
Appearance:
About as short as a human male, the dark grey-skinned male drow strikes an impressive figure. He lacks the muscles and strong jaw of a conventional attractive man, but makes up for it with an air of confidence and dangerous sophistication. Breaking away from drow tradition, he's dyed his hair a deep red color, which has grown slightly past his shoulders. It is straight, and flows like silk in the wind. He wears a set of wizard's robes clearly tailored to his body, which only serves to improve upon his looks. Soft of shoulder, with flexible and dextrous hands born of arcane gestures, it's clear the man is some sort of spellcaster. His right eye is closed, a great scar sealing it shut and making it useless.
Backstory:
Born the second son of the archmage of his city's magic academy and one of the matriarchs of the same city, Rikdiirn grew up privileged. While his older brother trained for military service, he was given the best education possible. Life was good: he had free reign to choose whichever school of magic he desired... and he chose illusion. A perfect knack for deception and a clever, imaginative mind gave him a bit more respect than his fellows. The 'unfortunate accidents' of those above him: walking off of a building, executed for attacking a superior (thinking the superior was an illithid), running into a duergar ambush... none of which able to be pinned back to Rikdiirn, of course. It seemed as if he was on a pretty good track to high drow society, and possibly even a little respect.
That is, until his parents began to fight: the matriarch's sister died by magic, and the matriarch blamed the archmage. Both began to see Rikdiirn as a memory of something foul, and began to imagine each other using him as a weapon. One by one, Rikdiirn's advantages were taken from him, leading to him being placed among the other male drow in the military, directly under his brother, who gave Rikdiirn no mercy. After a showing weakness in a sparring match against a slave, Rikdiirn was "re-educated", obtaining quite a few scars and the permanent loss of his right eye. When the army was set to assault the surface world, Rikdiirn saw his chance and deserted, keeping safe with his illusions, hidden from the surface world beneath a heavy cloak. Nothing kept him going like the thought of vengeance, but how? He had no strength on his own... perhaps a few of these surfacers? They've held off drow for this long, so they must be strong enough to be worth something to him.
Favorite Food: Darklands Lobster.
Favorite Color: Red.
Life-Goals: Obtain 'Patriarch' rank (and thus be the first male drow leader), master his illusions, obtain praise.
Fears: Abrupt light exposure, being found by loyalist drow, illithid, surface elves.
Loves: Being shown appreciation for his talents, talk about magic theory, higher standards of living, studying in dark solitude.