Difference between revisions of "Salazar 3.5"

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'''BAB:''' +9/+4, Grap: +9; Melee +9/+4; Ranged +15/+10 <br>
 
'''BAB:''' +9/+4, Grap: +9; Melee +9/+4; Ranged +15/+10 <br>
 
'''Speed:''' 30', Fly 30' (good) <br>
 
'''Speed:''' 30', Fly 30' (good) <br>
'''Fort''' +12, '''Ref''' +14, '''Will''' +10 <br>
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'''Fort''' +12, '''Ref''' +14, '''Will''' +14 <br>
  
 
'''Attacks'''<br>
 
'''Attacks'''<br>

Revision as of 11:03, 24 May 2008

Name: Salazar Mercure
Gender: Male
Race: Human
Class: Warlock 10/Hellfire Warlock 3
XP: 78000
Alignment: Chaotic Good

http://www.wizards.com/dnd/images/ph2_gallery/97121.jpg
Salazar has a bad day...
Image from the WotC Image Gallery for the PHB2

Str: 10 [+0] (10 base)
Dex: 22 [+6] (15 base +3 level +4 Gloves)
Con: 19 [+4] (15 base +4 Amulet)
Int: 14 [+2] (14 base)
Wis: 10 [+0] (10 base)
Cha: 18 [+4] (18 base)

Hit Points: 100 (13d6+52)
AC: 24 (+6 Dex, +7 armour, +1 deflection), Touch: 17, Flat: 18
Init: +10
BAB: +9/+4, Grap: +9; Melee +9/+4; Ranged +15/+10
Speed: 30', Fly 30' (good)
Fort +12, Ref +14, Will +14

Attacks
Mercure Spear +10/+5 melee (1d6+1, x2)
Eldritch Blast +17 ranged touch 60' (8d6, x2)
Eldritch Glaive +9/+4 melee touch (8d6, x2)

Trained Skills:

  • Concentration +20 (16 ranks, +4 Con)
  • Use Magic Device +20, +22 scrolls (16 ranks, +4 Cha)
  • Knowledge: the Planes +18 (16 ranks, +2 Int)
  • Intimidate +10 (6 ranks, +4 Cha)
  • Spellcraft +18, +20 decipher scrolls (16 ranks, +2 Int, +2 synergy)
  • Speak Language (2cc ranks)
  • Knowledge: Arcana +8 (6 ranks, +2 Int)

Languages: Common, Infernal, Abyssal, Celestial, Gith

Feats
H Point Blank Shot
1 Precise Shot
3 Improved Initiative
6 Maximise Spell-Like Ability (Eldritch Blast) Max spell level 4th
9 Empower Spell-Like Ability (Eldritch Blast) Max spell level 4th
12 Quicken Spell-Like Ability (Eldritch Blast) Max spell level 2nd


Warlock Class Abilities

  • Eldritch Blast 6d6 (8d6)
  • Detect Magic (Sp) at will
  • Deceive Item
  • Fiendish Resilience 1
  • Resistance 5 to Cold and Electricity
  • DR 2/cold iron

Hellfire Warlock Class Abilities

  • Hellfire Blast +6d6
  • Hellfire Infusion
  • Resistance to Fire 10
  • Hellfire Shield

Invocations
Caster level 13th
Least

  • Eldritch Glaive (2nd, Blast Shape)
    • As a full-round action, take a full attack using your Eldritch Blast as a reach weapon with a duration of 1 round.
  • Entropic Warding (2nd)
    • 20% miss chance against ranged attacks (including magic); pass without trace; and cannot be tracked by Scent (though you can still be detected).
  • See the Unseen (2nd)
    • Gain see invisibility and darkvision to 60' for 24 hours.

Lesser

  • Fell Flight (3rd)
    • Flight at speed equal to land speed for 24 hours.
  • 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.
  • Brimstone 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.

Greater

  • Devour Magic (6th)
    • Use greater dispel magic with a touch; gain 5 temporary hp per spell level dispelled.
  • Vitriolic Blast (6th, Eldritch Essence)
    • Eldritch Blast deals acid damage, ignores SR and targets take 2d6 acid damage each round for 1 round per 5 levels.

Equipment (110000)

  • Vest of Resistance +4 and Dispelling Cord 17000
  • Gloves of Dexterity +4 16000
  • +3 Mithral Chain Shirt 10100
  • Ring of Protection +1 2000
  • Mercure Amulet (Greater Chasuble of Fell Power and Con +4) 34000
  • Wand of Lesser Restoration (25 charges) 2250
  • Wand of Lesser Vigour (20 charges) 300
  • Stone of Alarm 2700
  • Boots of Haste 12000
  • Mercure Spear (Warlock's Shortspear w/ Wand Chamber) 8401
  • Least Weapon Crystal of Return 300 (Mercure Spear)
  • Lesser Armour Crystal of Adaptation 1500 (Mithral Shirt)
  • Scroll of Comprehend Languages 25
  • Wand of Assay Spell Resistance (5 charges) 2100 (Mercure Spear Wand Chamber)
  • Scroll of Plane Shift (Astral Plane), CL10, divine 1250

74gp


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.

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.


Planescape 3.5: The Devourer of Faith