Evil campaign character.

Nov 01, 2007 15:37



Name: Alath'razon Race: Githyanki Alignment: Lawful Evil

Gender: Male Class: Warmage 1/Fighter 1

Hit Points: 20 Experience: 1,000

AC: 14
Touch: 11 Flat-Footed: 13

ATTRIBUTES
STR: [13] +1

DEX: [13] +1 [11 (+2)]

CON: [18] +4 [16 (+2)]

INT: [18] +4

WIS: [13] +1 [15 (-2)]

CHA: [16] +3

BASE ATTACK BONUS: +1

Melee: +2

Ranged: +1

Initiative: +1

SAVING THROWS
Fortitude Save: +6

Reflex Save: +1

Will Save: +2

Weapon Bonus Damage
Greatsword +3 2d6+1 (19-20 x2)

LANGUAGES: Githyanki, Common, Draconic, Undercommon

RACIAL TRAITS
Psionics: 3/Day: Daze (DC 9), 3rd Level can Blur 3/Day, 6th Level can Dimention Door 3/Day.

Spell Resistance: 5 + Character Level

Red Dragon Pact: +4 Racial bonus on Diplomacy Checks when dealing with red dragons.

Class Traits
Armored Mage: A Warmage is not subject to Arcane Spell Failure while wearing light armor.
Warmage Edge: A Warmage adds his Intelligence Bonus to any damage inflicted by his arcane spells.
Advanced Learning: At 3rd, 6th, 11th and 16th level, a warmage can select an additional spell from the Wizard/Evocations list.
Warmage Spells: A warmage automatically has access to all spells on the Warmage Spell List within his level.

FEATS
Simple Weapon Proficiency
Light Armor Proficiency
Shield Proficiency
Combat Casting (+4 on Concentration checks for defensive casting)
Martial Weapon Proficiency: Greatsword (Background: Githyanki heritage)
Weapon Focus: Greatword (Fighter Bonus Feat)

SKILLS (24 Skill Points, +6 from Fighter)

Skill Total Rank Bonus
Climb 3 2 +1

Concentration 7 3 +4

Craft (Leatherworking) 7 3 +4

Craft (Swordsmithing) 7 3 +4

Decipher Script 6 2 +4

Diplomacy 5 2 +3

Intimidate 5 2 +3

Knowledge (Arcana) 6 2 +4

Knowledge (History) 6 2 +4

Spellcraft 7 3 +4

Spot 3 2 +1

Inventory
Studded Leather (+3 AC, Armor Check Penalty -1, 30ft, 20lbs.)
Greatsword Alat'riel ('Radiant Edge')
45 Gp.

Background: Far too young to remember the ravages of the Illithid Empire, most Githyanki are vigorously and emphatically taught
the history of the war and cataclysm that birthed the Githyanki and Githzerai. One of the more profound results of this event
was the evolution of the Githyanki into a warlike race.

Alath'razon was born into a warcamp. His parents were skilled warriors long before his conception. His mother, Tyianara was an adept bladeswoman, and his father was a warlock¹, though he saw very little of his father during his upbringing.

When he was of age, Alath'razon was inducted into the Warmage camp, so that he honed his skills both as a combat caster at academy, and as a warrior under tutelage by his mother.

After several years of training both martial and arcane, his mother gave him her warblade Alat'riel, and bade him to travel with her on a raid into the Prime Material to assault the keep of a mind-flayer in the Underdark. She said,

"Take this and prove yourself. The Mind-flayer will be a very formidable foe, and I look forward to mounting its head on my wall."

Victory was bitterly won. Almost all of the warparty were slain in the attack, and the illithid, in its dying moment severed the ability for the survivors to astral shift ever again.

These three Githyanki, Alath'razon, his mother and an academy graduate named Verethinai struck out on their own as mercenaries, bound to this world against their will, and have lost tangible contact with the Lich Queen.

Alath'razon is intrigued about this new land, and seeks to hone his prowess further than he may have imagined.

Alath'razon is often clad in beautifully-decorated black studded leather, with the greatsword (which has a curvy edge not unlike a flamberge) strapped across his back.

Alath'razon is often planning his next step toward personal power, and his personality is very impersonal and calculative. Though his actions are predominantly self-serving, he does understand cause and effect, and is more than happy to extend "favors", which always carry some sort of price.

There are certain contacts that Alath'razon will not accept, such as any form of wanton slaughter involving children or pacifists. Though he is callous, he is not entirely amoral.

¹ Common translation of the Githyanki term for a Wizard.

Personal Laws:
I. Never involve or harm noncombatants directly.
II. Never lie (Diplomacy is not lying, of course).
III. Never break your word (though it is perfectly reasonable to have a comrade do it for you).
IV. Repay your debts. A favor taken is a favor owed.
V. Do not suffer incompetence.

Spell slots:
0-Level: 5
1st-Level: 3
2nd-Level: 0

SPELLS (Warmage spells, Complete Arcane, Pg. 90)
0-Level:
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 Damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Deals 1d3 Cold damage.

1st-Level:
Accuracy: Doubles weapon's range incriment
Burning Hands: 1d4/Level fire damage (max 5d4)
Chill Touch: One touch/Level. Inflicts 1d6 damage and possibly 1 Str.
Fist of Stone: Gain +6 Str and natural Slam attack.
Hail of Stone: 1d4 damage/Level (max 5d4)
Magic Missile: 1d4+1 Damage, +1 missile for every two levels above 1st (max 5).
Orb of Acid, Lesser: Ranged touch attack deals 1d8 Acid damage, +1d8/every two levels beyond 1st. (max 5d8)
Orb of Cold, Lesser: Ranged touch attack deals 1d8 Cold damage, +1d8/every two levels beyond 1st. (max 5d8)
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 Electricity damage, +1d8/every two levels beyond 1st. (max 5d8)
Orb of Fire, Lesser: Ranged touch attack deals 1d8 Fire damage, +1d8/every two levels beyond 1st. (max 5d8)
Orb of Sound, Lesser: Ranged touch attack deals 1d8 Sonic damage, +1d8/every two levels beyond 1st. (max 5d8)
Shocking Grasp: Touch delivers 1d6/level electricity damage.
True Strike:+20 on your next attack roll.

2nd-Level:
Blades of Fire: Your melee weapons deal +1d6 Fire damage for 1 round.
Continual Flame: Makes a permanent, heatless torch.
Fire Trap: Opened object deals 1d4+1/Level Fire damage.
Fireburst: Adjacent subjects suffer 1d8 Fire damage + 1d8 Fire damage/Level.
Flaming Sphere: Rolling ball of fire deals 2d6 Fire damage, lasts 1 Round/Level.
Ice Knife: Magical ice shard 2d8 Cold damage + 2 Dex damage, or deals 1d8 Cold damage in a 10' Rradius.
Melf's Acid Arrow: Ranged touch-attack, deals 1d4 damage/3 Rounds, +1 Round/three Levels.
Scorching Ray: Ranged touch-attack deals 4d6 Fire damage, +1 ray/4 Levels (max 3)
Whirling Blade: Hurling a slashing weapon magically attacks all foes in a 60ft. line.

d&d, gaming, roleplaying

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