Difference between revisions of "Salazar 3.5"

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THIS PAGE IS A WORK IN PROGRESS, FORMATTING STOLEN FROM JOHN_C'S [[Crysophraxis]]. I WILL UPDATE IT AS I GO.
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New character sheet: [[Salazar]]
  
Name: Salazar<br>
+
'''Name:''' Salazar Mercure<br>
Gender: Male <br>
+
'''Gender:''' Male <br>
Race: ) <br>
+
'''Race:''' Human <br>
Class: Warlock 10/Hellfire Warlock 3<br>
+
'''Class:''' Warlock 13/Hellfire Warlock 3<br>
XP: 78000 <BR>
+
'''XP:''' 128528 '''Next:''' 136000<br>
Alignment: Chaotic Neutral<br>
+
'''Alignment:''' Chaotic Good<br>
  
Str: 10 (0 pts) <br>
+
http://www.wizards.com/dnd/images/ph2_gallery/97121.jpg<br>
Dex: 18 (6 pts. +3 level)  <br>
+
Salazar has a bad day...<br>
Con: 17 (6 pts. +2 Amulet)  <br>
+
Image from the [http://www.wizards.com/default.asp?x=dnd/4art/20060529a&page=2 WotC Image Gallery for the PHB2]
Int: 14 (4 pts.)  <br>
 
Wis: 10 (0 pts.)  <br>
 
Cha: 22 (14 pts +4 Cloak) <br>
 
  
Hit Points: 87(13d6+39) <br>
+
'''Str:''' 10 [+0] (10 base) <br>
AC: 14 (+4 Dex), Touch: 14, Flat: 20 <br>
+
'''Dex:''' 22 [+6] (15 base +3 level +4 gloves)  <br>
Init: +4 <br>
+
'''Con:''' 21 [+5] (15 base +6 amulet) <br>
BAB: +7/+2, Grap: +7 <br>
+
'''Int:''' 14 [+2] (14 base) <br>
Speed: 40'/ Fly 40' (good) <br>
+
'''Wis:''' 10 [+0] (10 base) <br>
Fort +15, Ref +9, Will +11  <br>
+
'''Cha:''' 25 [+7] (18 base +1 level +6 cloak) <br>
  
+9/+4 Melee, +1 Flaming Dagger, 1d3+1d6 fire, 19-20/x2, Piercing/Slashing <br>
+
'''Hit Points:''' 138 (16d6+80) <br>
 +
'''AC:''' 30 (+6 Dex, +9 armour, +5 deflection), Touch: 21, Flat: 24  <br>
 +
'''Init:''' +6  <br>
 +
'''BAB:''' +11/+6/+1, Grap: +11; Melee +11/+6/+1; Ranged +17/+12/+7 <br>
 +
'''Speed:''' 30', Fly 30' (good) <br>
 +
'''Fort''' +15, '''Ref''' +16, '''Will''' +16  <br>
 +
 
 +
'''Attacks'''<br>
 +
''Mercure Spear'' +18/+13/+8 melee (1d6+1, x2)<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 +19 (16 ranks, +3 Con)
+
* Concentration +24 (19 ranks, +5 Con)
* Use Magic Device +22 (16 ranks, +6 Cha)
+
* Use Magic Device +26, +28 scrolls (19 ranks, +7 Cha)
* Knowledge: the Planes +18 (16 ranks, +2 Int)
+
* Knowledge: the Planes +21 (19 ranks, +2 Int)
* Intimidate
+
* Intimidate +15 (6 ranks, +7 Cha, +2 synergy)
* Knowledge: Arcana
+
* Spellcraft +18, +20 decipher scrolls (16 ranks, +2 Int, +2 synergy)
 +
* Speak Language (2cc ranks)
 +
* Knowledge: Arcana +8 (6 ranks, +2 Int)
 +
* Bluff +13 (6 ranks, +7 Cha)
  
Languages: Common, Kobold, Draconic <br>
+
Languages: Common, Infernal, Abyssal, Celestial, Gith<br>
  
 
'''Feats''' <br>
 
'''Feats''' <br>
# Spell Penetration
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H Point Blank Shot <br>
# Greater Spell Penetration
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1 Precise Shot<br>
# Maximise Spell-Like Ability (Eldritch Blast)
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3 Weapon Finesse<br>
# Quicken Spell-Like Ability (Eldritch Blast)
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6 Maximise Spell-Like Ability (Eldritch Blast) Max spell level 6th<br>
#
+
9 Empower Spell-Like Ability (Eldritch Blast) Max spell level 6th<br>
 +
12 Quicken Spell-Like Ability (Eldritch Blast) Max spell level 4th<br>
 +
15 Arcane Mastery<br>
 
----
 
----
'''Racial Traits''' <br>
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'''Warlock Class Abilities''' <br>
*  
+
* Eldritch Blast 7d6 (9d6)
 +
* Detect Magic (Sp) at will
 +
* Deceive Item
 +
* Fiendish Resilience 2
 +
* Resistance 5 to Cold and Electricity
 +
* DR 3/cold iron
 +
* Imbue Item
  
'''Class Abilities''' <br>
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'''Hellfire Warlock Class Abilities''' <br>
* Breath Weapon: 8d6 Fire, 30' Cone or 60' Line, DC 25 Ref. for half.
+
* Hellfire Blast +6d6
* Scales: +4 Natural Armor
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* Hellfire Infusion
* Dragonkin: +4 Diplomacy with Dragons, reacts as dragon to Draconic Presence.
+
* Resistance to Fire 10
* Damage Reduction 2/Magic
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* Hellfire Shield (DC 25)
  
 
'''Invocations''' <br>
 
'''Invocations''' <br>
* Least
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Caster level 16th<br>
** Beguiling Influence
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''Least''<br>
*** +6 to Bluff, Diplomacy, and Intimidate for 24 hours.
+
* Entropic Deflection (2nd)
** Endure Exposure
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: 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.
*** As the [http://www.d20srd.org/srd/spells/endureElements.htm spell], and grants immunity to user's Breath effects for 24 hours.
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* Eldritch Spear (2nd, Blast Shape)
 +
: Eldritch Blast has a range of 250' instead of 60'.
 +
* See the Unseen (2nd)
 +
: Gain ''see invisibility'' and darkvision to 60' for 24 hours.
 +
''Lesser''<br>
 +
* 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, DC 20)
 +
: 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''<br>
 +
* Devour Magic (6th, DC 23)
 +
: 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.
 +
* 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.
  
* Lesser
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----
** Draconic Flight
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'''Equipment'''
*** Flight at speed equal to land speed for 24 hours, +4 on Con checks when forced "marching".
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*Spellproof Vest (Resistance +5 and Dispelling Cord)
** Charm (DC: 21 Will)
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*Gloves of Dexterity +4
*** As [http://www.d20srd.org/srd/spells/charmMonster.htm Charm Monster], with 60' range.  Only one target at a time; charming another will prelease previous victim.
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*+5 mithral Chain Shirt
** Enthralling Voice (DC: 23 Will)
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*Ring of Protection +5
*** All foes within 40' with HD equal to or less than user must make Will save or become fascinated for as long as user speaks plus an additional 5 rounds.  Those affected have their attitude shifted one step towards friendly for the next 24 hours.
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*Mercure Amulet (Greater Fell Chasuble and Constitution +6)
** Frightful Presence (DC: 20 Will)
+
*Stone of Alarm
*** As a Swift action when attacking/breathing, forces enemies within 30' to be make a Will save or become Shaken for 10 minutes.
+
*Boots of Haste
 +
*Mercure Spear (Warlock's Sceptre [shortspear] and Rod of Least Eldritch Power [Eldritch Glaive], with wand chamber)
 +
*Lesser Weapon Crystal of Return (attached to Mercure Spear)
 +
*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
  
* Greater
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Debt: 20000gp
** Chilling Fog
 
*** As [http://www.d20srd.org/srd/spells/SolidFog.htm Solid Fog], but inflicts 2d6 cold on creatures in area at the start of their turn.
 
** Draconic Toughness
 
*** You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).
 
  
 
----
 
----
'''Equipment (110000)'''
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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.
*
 
  
----
+
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.
Crysophraxis is, to his mind, a dragon. Dammit. <br>
 
  
Short, yes. <br>
+
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.
  
A little...sickly, perhaps, by draconic standards? Fine, yes, very well. <br>
+
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.
  
Still and all. He's a dragon. He flies, he breathes fire, he can inspire terror or adoration in lesser mortals with nothing more than the sound of his voice. <br>
+
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.
  
Is Crysophraxis outclassed, perhaps, here in Sigil? Not to hear him tell it. He doesn't really understand the place, per se, but does that really matter? He's got power, and plenty of it, and that's enough. <br>
+
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.
  
Or so he devoutly hopes.... <br>
+
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.
  
 
----
 
----
 
[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]

Latest revision as of 19:17, 9 January 2010

New character sheet: Salazar

Name: Salazar Mercure
Gender: Male
Race: Human
Class: Warlock 13/Hellfire Warlock 3
XP: 128528 Next: 136000
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: 21 [+5] (15 base +6 amulet)
Int: 14 [+2] (14 base)
Wis: 10 [+0] (10 base)
Cha: 25 [+7] (18 base +1 level +6 cloak)

Hit Points: 138 (16d6+80)
AC: 30 (+6 Dex, +9 armour, +5 deflection), Touch: 21, Flat: 24
Init: +6
BAB: +11/+6/+1, Grap: +11; Melee +11/+6/+1; Ranged +17/+12/+7
Speed: 30', Fly 30' (good)
Fort +15, Ref +16, Will +16

Attacks
Mercure Spear +18/+13/+8 melee (1d6+1, x2)
Eldritch Blast +18 ranged touch 60' (9d6, x2)
Eldritch Glaive +17/+12/+7 melee touch (9d6, x2)
Devour Magic +17 melee touch (greater dispel magic)

Trained Skills:

  • Concentration +24 (19 ranks, +5 Con)
  • Use Magic Device +26, +28 scrolls (19 ranks, +7 Cha)
  • Knowledge: the Planes +21 (19 ranks, +2 Int)
  • Intimidate +15 (6 ranks, +7 Cha, +2 synergy)
  • Spellcraft +18, +20 decipher scrolls (16 ranks, +2 Int, +2 synergy)
  • Speak Language (2cc ranks)
  • Knowledge: Arcana +8 (6 ranks, +2 Int)
  • Bluff +13 (6 ranks, +7 Cha)

Languages: Common, Infernal, Abyssal, Celestial, Gith

Feats
H Point Blank Shot
1 Precise Shot
3 Weapon Finesse
6 Maximise Spell-Like Ability (Eldritch Blast) Max spell level 6th
9 Empower Spell-Like Ability (Eldritch Blast) Max spell level 6th
12 Quicken Spell-Like Ability (Eldritch Blast) Max spell level 4th
15 Arcane Mastery


Warlock Class Abilities

  • Eldritch Blast 7d6 (9d6)
  • Detect Magic (Sp) at will
  • Deceive Item
  • Fiendish Resilience 2
  • Resistance 5 to Cold and Electricity
  • DR 3/cold iron
  • Imbue Item

Hellfire Warlock Class Abilities

  • Hellfire Blast +6d6
  • Hellfire Infusion
  • Resistance to Fire 10
  • Hellfire Shield (DC 25)

Invocations
Caster level 16th
Least

  • Entropic Deflection (2nd)
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.
  • Eldritch Spear (2nd, Blast Shape)
Eldritch Blast has a range of 250' instead of 60'.
  • 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, DC 20)
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, DC 23)
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.
  • 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

  • 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.

Equipment

  • Spellproof Vest (Resistance +5 and Dispelling Cord)
  • Gloves of Dexterity +4
  • +5 mithral Chain Shirt
  • Ring of Protection +5
  • Mercure Amulet (Greater Fell Chasuble and Constitution +6)
  • Stone of Alarm
  • Boots of Haste
  • Mercure Spear (Warlock's Sceptre [shortspear] and Rod of Least Eldritch Power [Eldritch Glaive], with wand chamber)
  • Lesser Weapon Crystal of Return (attached to Mercure Spear)
  • 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


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