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New character sheet: [[Salazar]]
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'''Name:''' Salazar<br>
 
 
'''Name:''' Salazar Mercure<br>
 
 
'''Gender:''' Male <br>
 
'''Gender:''' Male <br>
 
'''Race:''' Human <br>
 
'''Race:''' Human <br>
'''Class:''' Warlock 13/Hellfire Warlock 3<br>
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'''Class:''' Warlock 10/Hellfire Warlock 3<br>
'''XP:''' 128528 '''Next:''' 136000<br>
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'''XP:''' 78000 <BR>
 
'''Alignment:''' Chaotic Good<br>
 
'''Alignment:''' Chaotic Good<br>
  
 
http://www.wizards.com/dnd/images/ph2_gallery/97121.jpg<br>
 
http://www.wizards.com/dnd/images/ph2_gallery/97121.jpg<br>
Salazar has a bad day...<br>
 
 
Image from the [http://www.wizards.com/default.asp?x=dnd/4art/20060529a&page=2 WotC Image Gallery for the PHB2]
 
Image from the [http://www.wizards.com/default.asp?x=dnd/4art/20060529a&page=2 WotC Image Gallery for the PHB2]
  
'''Str:''' 10 [+0] (10 base) <br>
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'''Str:''' 10 (0 pts) <br>
'''Dex:''' 22 [+6] (15 base +3 level +4 gloves)  <br>
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'''Dex:''' 22 (6 pts. +3 level +4 Gloves)  <br>
'''Con:''' 21 [+5] (15 base +6 amulet)  <br>
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'''Con:''' 19 (6 pts. +4 Amulet)  <br>
'''Int:''' 14 [+2] (14 base)  <br>
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'''Int:''' 14 (4 pts.)  <br>
'''Wis:''' 10 [+0] (10 base)  <br>
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'''Wis:''' 10 (0 pts.)  <br>
'''Cha:''' 25 [+7] (18 base +1 level +6 cloak) <br>
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'''Cha:''' 22 (14 pts +4 Cloak) <br>
  
'''Hit Points:''' 138 (16d6+80) <br>
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'''Hit Points:''' 100 (13d6+52) <br>
'''AC:''' 30 (+6 Dex, +9 armour, +5 deflection), Touch: 21, Flat: 24 <br>
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'''AC:''' 24 (+6 Dex, +7 armour, +1 deflection), Touch: 17, Flat: 18 <br>
 
'''Init:''' +6  <br>
 
'''Init:''' +6  <br>
'''BAB:''' +11/+6/+1, Grap: +11; Melee +11/+6/+1; Ranged +17/+12/+7 <br>
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'''BAB:''' +9/+4, Grap: +<br>
 
'''Speed:''' 30', Fly 30' (good) <br>
 
'''Speed:''' 30', Fly 30' (good) <br>
'''Fort''' +15, '''Ref''' +16, '''Will''' +16 <br>
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'''Fort''' +12, '''Ref''' +14, '''Will''' +10 <br>
  
'''Attacks'''<br>
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'''Melee''' +9/+4<br>
''Mercure Spear'' +18/+13/+8 melee (1d6+1, x2)<br>
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'''Ranged''' +15/+10<br>
''Eldritch Blast'' +18 ranged touch 60' (9d6, x2)<br>
 
''Eldritch Glaive'' +17/+12/+7 melee touch (9d6, x2)<br>
 
''Devour Magic'' +17 melee touch (''greater dispel magic'')
 
  
 
'''Trained Skills:''' <br>
 
'''Trained Skills:''' <br>
* Concentration +24 (19 ranks, +5 Con)
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* Concentration +20 (16 ranks, +4 Con)
* Use Magic Device +26, +28 scrolls (19 ranks, +7 Cha)
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* Use Magic Device +22, +24 scrolls (16 ranks, +6 Cha)
* Knowledge: the Planes +21 (19 ranks, +2 Int)
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* Knowledge: the Planes +18 (16 ranks, +2 Int)
* Intimidate +15 (6 ranks, +7 Cha, +2 synergy)
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* Intimidate +12 (6 ranks, +6 Cha)
 
* Spellcraft +18, +20 decipher scrolls (16 ranks, +2 Int, +2 synergy)
 
* Spellcraft +18, +20 decipher scrolls (16 ranks, +2 Int, +2 synergy)
 
* Speak Language (2cc ranks)
 
* Speak Language (2cc ranks)
 
* Knowledge: Arcana +8 (6 ranks, +2 Int)
 
* Knowledge: Arcana +8 (6 ranks, +2 Int)
* Bluff +13 (6 ranks, +7 Cha)
 
  
 
Languages: Common, Infernal, Abyssal, Celestial, Gith<br>
 
Languages: Common, Infernal, Abyssal, Celestial, Gith<br>
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H Point Blank Shot <br>
 
H Point Blank Shot <br>
 
1 Precise Shot<br>
 
1 Precise Shot<br>
3 Weapon Finesse<br>
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3 Spell Penetration<br>
6 Maximise Spell-Like Ability (Eldritch Blast) Max spell level 6th<br>
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6 Maximise Spell-Like Ability (Eldritch Blast) Max spell level 4th<br>
9 Empower Spell-Like Ability (Eldritch Blast) Max spell level 6th<br>
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9 Quicken Spell-Like Ability (Eldritch Blast) Max spell level 2nd<br>
12 Quicken Spell-Like Ability (Eldritch Blast) Max spell level 4th<br>
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12 <br>
15 Arcane Mastery<br>
 
 
----
 
----
 
'''Warlock Class Abilities''' <br>
 
'''Warlock Class Abilities''' <br>
* Eldritch Blast 7d6 (9d6)
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* Eldritch Blast 6d6
 
* Detect Magic (Sp) at will
 
* Detect Magic (Sp) at will
 
* Deceive Item
 
* Deceive Item
* Fiendish Resilience 2
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* Fiendish Resilience 1
 
* Resistance 5 to Cold and Electricity
 
* Resistance 5 to Cold and Electricity
* DR 3/cold iron
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* DR 2/cold iron
* Imbue Item
 
  
 
'''Hellfire Warlock Class Abilities''' <br>
 
'''Hellfire Warlock Class Abilities''' <br>
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* Hellfire Infusion
 
* Hellfire Infusion
 
* Resistance to Fire 10
 
* Resistance to Fire 10
* Hellfire Shield (DC 25)
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* Hellfire Shield
  
 
'''Invocations''' <br>
 
'''Invocations''' <br>
Caster level 16th<br>
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Caster level 13th<br>
 
''Least''<br>
 
''Least''<br>
* Entropic Deflection (2nd)
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* Eldritch Glaive (2nd, Blast Shape)
: Ranged attacks suffer a 20% miss chance (as ''entropic shield''); you leave no trail (as ''pass without trace'') and cannot be tracked by scent, although scent can still detect you.
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** As a full-round action, take a full attack using your Eldritch Blast as a reach weapon with a duration of 1 round.
 
* Eldritch Spear (2nd, Blast Shape)
 
* Eldritch Spear (2nd, Blast Shape)
: Eldritch Blast has a range of 250' instead of 60'.
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** The range of your Eldritch Blast is 250'.
 
* See the Unseen (2nd)
 
* See the Unseen (2nd)
: Gain ''see invisibility'' and darkvision to 60' for 24 hours.
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** Gain ''see invisibility'' and darkvision to 60' for 24 hours.
 
''Lesser''<br>
 
''Lesser''<br>
 
* Fell Flight (3rd)
 
* Fell Flight (3rd)
: Flight at speed equal to land speed for 24 hours.
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** Flight at speed equal to land speed for 24 hours.
 
* Seven League Stride (4th)
 
* Seven League Stride (4th)
: Teleport yourself and anything you are carrying up to 100' + 10' per invocation caster level, as ''dimension door''. You can't take other creatures with you.  
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** Teleport yourself and anything you are carrying up to 100' + 10' per invocation caster level, as ''dimension door''. You can't take other creatures with you.  
* Brimstone Blast (3rd, Eldritch Essence, DC 20)
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* Hellrime Blast (3rd, Eldritch Essence)
: Eldritch Blast deals fire damage and target must make a Reflex save or take catch on fire, taking 2d6 points of fire damage per round for 1 round/5 levels or until it takes a full-round action to extinguish the flames.
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** Eldritch Blast deals cold damage and target must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes.
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*
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**
 
''Greater''<br>
 
''Greater''<br>
* Devour Magic (6th, DC 23)
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* Devour Magic (6th)
: Use ''greater dispel magic'' with a touch; gain 5 temporary hp per spell level dispelled.
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** Use ''greater dispel magic'' with a touch; gain 5 temporary hp per spell level dispelled.
* Vitriolic Blast (6th, Eldritch Essence)
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* Vitriolic Blast (6th)
: Eldritch Blast deals acid damage, ignores SR and targets take 2d6 acid damage each round for 1 round per 5 levels.
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** Eldritch Blast deals acid damage, ignores SR and targets take 2d6 acid damage each round for 1 round per 5 levels.
* Eldritch Line (5th, DC 22, Blast Shape)
 
: Your Eldritch Blast is a 60' line. You don't make attack rolls, but a Reflex save halves damage.
 
''Dark''<br>
 
* Impenetrable Barrier (7th)
 
: Create a ''wall of force'' as the spell, except that it is opaque and blocks all forms of sight, and if it is destroyed you take 1d10 damage. You can only have one Impenetrable Barrier at a time; if you use the invocation for a second time before the duration of the first expires, the previous wall disappears.
 
  
 
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'''Equipment'''
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'''Equipment (110000)'''
*Spellproof Vest (Resistance +5 and Dispelling Cord)
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* Cloak of Perfection (Cha +4, Resistance +4) 32000
*Gloves of Dexterity +4
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* Gloves of Dexterity +4 16000
*+5 mithral Chain Shirt
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* +3 Mithral Chain Shirt 10100
*Ring of Protection +5
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* Ring of Protection +1 2000
*Mercure Amulet (Greater Fell Chasuble and Constitution +6)
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* Warlock's Sceptre 8302
*Stone of Alarm
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* Family Amulet (Greater Chasuble of Fell Power and Con +4) 34000
*Boots of Haste
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* Wand of Lesser Restoration (50 charges) 4500
*Mercure Spear (Warlock's Sceptre [shortspear] and Rod of Least Eldritch Power [Eldritch Glaive], with wand chamber)
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* Wand of Lesser Vigour (50 charges) 750
*Lesser Weapon Crystal of Return (attached to Mercure Spear)
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2348gp
*Lesser Armour Crystal of Adaptation (attached to chain shirt)
 
*Cloak of Charisma +6
 
*Wand of Lesser Restoration (24 charges)
 
*Wand of Lesser Vigor (16 charges)
 
*Wand of Assay Spell Resistance (20 charges, in Mercure Spear wand chamber)
 
*Wand of Shield, CL10 (14 charges)
 
*Scroll of Comprehend Languages
 
*Scroll of Tongues
 
*Scroll of Sending (divine)
 
*Scroll of Plane Shift, CL10 (divine)
 
*Planar Crystal (other held by Marak-Thuum)
 
1149gp
 
 
 
Debt: 20000gp
 
  
 
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Salazar is a cursed man. He doesn't know why or how, but at some point in the past one of his ancestors performed some prodigious thaumaturgical ritual which irreversibly fused his soul with a mote of infinite magic. The titanic energies involved welded themselves to Salazar's progenitor and unintentionally to all of his descendants, always burning but never burning out.
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Background
 
 
This power, as all power, came with a price. It is too much, too effervescent, too tempting to be simply ignored. Each scion of the line has exhibited and developed the same unique powers, but each time they are used the magical energy that infuses their souls takes another step toward consuming them completely.
 
 
 
No member of Salazar's family line sine the ritual has lived to the full age expected of their race. The magic inside them cannot be denied, but burns through their soul energy slowly but surely.
 
 
 
Born into this family and this curse, Salazar had further misfortune when his father, attempting to undo the ritual, failed and accidentally bound the spark of magic and thus the entire line into the service of a king on a Material Plane. Salazar adventured with the young king for a while, chafing against this new, artifical bond, until he was able to escape via a planar portal to the Astral Plane, the bond of servitude broken by the planar boundary.
 
 
 
In the Astral, Salazar found that the tax on his soul from the burning magic spark was not as strong as he was used to. The infinite, timeless realm of the Astral Sea calmed and contained the spark, and for a while Salazar travelled with a small band of renegade Githyanki pirates, pushing his powers further than ever before. Eventually the Githyanki were hunted down and slain by their own kin in service to the Lich-Queen, but Salazar escaped and made his way to Sigil.
 
 
 
As an individual of some personal power, he has made a living for himself in Sigil as a hire-on adventurer, guard and escort. Although his tactics are a little too 'scorched earth' for the truly subtle, he has always been happy to excercise himself and scratch the burning itch that claws away at him. He has been careful not to leave himself too many enemies... but who doesn't have enemies? He has lived in Sigil now for several years, and visited many places from the City of Doors.
 
 
 
He's a rash, brash young man who knows that his curse is his saviour. His generally easygoing nature and devil-may-care attitude is tempered by the truly towering temper that is, he tells himself, a side effect of his condition.
 
  
 
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[http://forum.rpg.net/showthread.php?t=355934 Planescape 3.5: The Devourer of Faith]
 
[http://forum.rpg.net/showthread.php?t=355934 Planescape 3.5: The Devourer of Faith]

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