Deej
Senior Member
Posts: 342
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Post by Deej on Mar 5, 2010 8:26:52 GMT -5
Player name: Deej Character Name: Kelnozz Sarnorsu'aco Aliases: Race: Elf (drow) Classes: Archivist 7/Thaumaturgist 5/Malconvoker 6 Alignment: LN Deity: Boccob (but will pray to others, like Farlanghan for safe travel, etc...) Occupation: Extraplanar Naturalist, Collegiate Instructor
HP:108 AC: 38 (9 armor, 6 shield, 3 dex, 5 natural, 5 deflection) touch: 18, Flat-footed: 37 BAB: +8 (+18, persisted divine power)
Appearance: 6', 140lbs, normally disguised as a random high elf. Kelnozz is freakishly tall for a drow, leading some of his childhood 'friends' to think that he might have fiendish heritage in his background.
History: see backstory
Other notes:
STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 29 (+9) WIS: 18 [24] (+7) CHA: 20 (+5)
Fort: +10 (+2 vs. spells and SLAs) Reflex: +9 (+2 vs. spells and SLAs) Will: +18 (+4 total vs. enchantments, or +2 vs. spells and SLAs)
Feats: *scribe scroll, *augment summoning, *Skill Focus (Bluff), augment elemental, spell focus (conjuration), rapid spell, Imbued summoning, persistent spell, cloudy conjuration, summon elemental
Skills:
Bluff +29 concentration +24 decipher script +12 diplomacy +26 gather info +15 heal +7 know (arcana) +24 [+34] know (dungeoneering) +24 [+34] Know (religeon) +24 [+34] know (planes) +24 [+34] know (all others) +19 [untrained, can discharge spell to use] search +11 sense motive +17 speak language [4] spellcraft +30 spot +15 Listen +15
Abilities: spell slots per day: 175+bonus(61)=236 - Darkvision 120ft. - Immunity to magic sleep effects - +2 on saves vs. Enchantment spells and effects - +2 on saves vs. spells and SLA's - +2 to search, spot, listen, and crazy secret doors thing - Dancing lights, Darkness, Faerie Fire as SLA's, 1/day - SR 11+HD (34, with vest) - Racial Proficiencies: hand crossbow, rapier, short sword - light blindness - natural caster 1 (Stick) - natural caster 2 (Tenser's Floating Disc) - Master of the Arts (Arcane Sight)
Dark knowledge (Tactics, Puissance) 5/day, Lore mastery (Arcana, Planes), Still Mind, Improved Ally, Augment Summoning, Extended summoning, Contingent Conjuration, Planar Cohort, Deceptive Summons, unrestricted conjuration, Planar Binding, Deceptive summons (fury), Fiendish Legion, Deceitful Bargaining
Equipment Body: Breastplate (350) Head: Hat of Disguise (1800) Face: sundark goggles (10gp, RotD) Neck: Periapt of Wisdom +6 (36,000) Arms: Hands: Feet: Back: Torso: Daazzix's Vest (25,000 DMG2 p.267) Waist: Rings: Mighty Summons (14,000 CM p.127), shield other focus
Misc: Greater Metamagic Rod of Maximize (121,500), Tome of Clear Thought +5 (137,500), bag of marbles (1gp), rapier (20), Darkwood shield, (257) Boccob's Blessed Book (12,500), spell component pouch, various scrolls (71,575), foci for shield other (100)
(cohort requires an offering of 16,000)
Money: 5132gp
languages: Common, Elven, Drow Sign Language, Draconic, Celestial, Infernal, Abyssal, Terran, Ignan, Auran, Aquan
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Deej
Senior Member
Posts: 342
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Post by Deej on Mar 5, 2010 8:27:17 GMT -5
Ultherion - 16HD Planetar
HP: 16d8+80=208 Initiative: +8 Speed: 30ft. 90ft fly (good) AC: 32, touch: 13 ,Flat-footed: 28 BAB: +16 Grapple: +27 Attacks: +3 greatsword +26/+21/+16/+11 (3d6+14) or slam +23(2d8+11) Special Qualities: DR 10/evil, darkvision 60ft., lowlight vision, Immunity to Acid, Cold, and petrification, protective aura, regeneration 10, resistance to electricity 10, and fire 10, SR 30, tongues Fort: +15(+19 vs. poison) Ref: +14 Will: +16 STR: 26 DEX: 19 CON: 20 INT: 22 WIS: 23 CHA: 22 Skills: Concentration +24, Know [Arcana, Nature, Planes, Religeon] +25, Diplomacy +27, escape artist +23, Hide +19, Intimidate +25, Listen +25, Move Silently +23, Sense Motive +25, Search +25, Spot +25, use rope +4 (+6 with bindings) Feats: Blind-Fight, cleave, improved initiative, improved sunder, power attack, Quicken spell
Spell-like Abilities (CL17): At-will: continual flame, dispel magic, holy smite(DC 20), Invisibility, lesser restoration (DC18), remove curse, remove disease, remove fear, speak with dead 3/day: blade barrier (DC 22), flame strike (DC 21), polymorph, power word stun, raise dead, waves of fatigue 1/day: earthquake (DC 24), greater restoration, mass charm monster (DC 24), waves of exhaustion
Casts spells as per 17th level cleric (domains destruction and good)
Buffs maintained: Greater Spell Immunity, shield other (on Kelnozz)
Powerup suite: [righteous might, greater magic weapon, entropic shield, freedom of movement]
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Deej
Senior Member
Posts: 342
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Post by Deej on Mar 5, 2010 8:27:37 GMT -5
Spell Slots per day: 236
Daily Buffs: magic vestment x2, [ironwood>lasts for days] Daily persisted spells: Divine Power, Lore of the gods, Monstrous regeneration (regeneration 4), shield of faith, barkskin
236-11-10-8-8-7-3-3= 186 remaining spell slots per day
Spells Known
lvl 0 amanuensis create water cure minor wounds detect magic detect poison guidance inflict minor wounds light mending purify food and drink read magic resistance virtue lvl 1 (*imbuable spell) identify lesser restoration Resurgence shillelagh burning hands Babau Slime* Comprehend Languages* Ebon Eyes* Endure Elements* Magic fang* Protection from C/E/G/L* Sanctuary* Shield of Faith* Silvered Claws* Lesser Vigor* Cure light wounds Summon Monster I Summon Nature's Ally I lvl 2 barkskin close wounds summon swarm knight's move magic missile Cure moderate wounds Aid* Align Fang* Barkskin* Bull's Strength* Bear's Endurance* Cat's Grace* Eagle's Splendor* Resist Energy* Spider Climb* Summon Monster II Summon Nature's Ally II lore of the Gods lvl 3 circle dance know vulnerabilities sonorous hum Bestow Curse anyspell displacement* haste Mass Align Fang greater magic weapon* fireball lightning bolt fly* Vigor* Charge of the Triceratops* Girallon's Blessing* Magic Circle vs.C/E/G/L* Greater Magic Fang* Mass Lesser Vigor Cure serious wounds Summon Monster III Summon Nature's Ally III Magic vestment lvl 4 break enchantment restoration dimension door Summon clockwork mender swarm flame strike Holy Sword greater Blindsight Dampen magic Cure Critical wounds Lesser Planar Ally Summon Monster IV Summon Nature's Ally IV lvl 5 Baleful Polymorph Heal Mass Cure Light Wounds Teleport Plane Shift Raise Dead Revivify Righteous Might true Seeing Greater Invisibility Greater Vigor Monstrous regeneration Spell Resistance Call Lightning Storm Druid Lesser Planar Binding* Summon Undead V Summon Monster V Summon Nature's Ally V lvl 6 fire seeds heal harm greater dispel magic ironwood revive outsider Banishment tortoise shell greater restoration Mass Cure Moderate Wounds Vigorous Circle Planar Binding* Planar Ally Antimagic Field Summon Monster VI lvl 7 Disintegrate greater teleport Limited wish Mass Cure serious Wounds regenerate Summon Aspect of Bahamut Summon Monster VII lvl 8 polymorph any object foresight Mass Cure Critical Wounds Greater Planar Binding Greater Planar Ally Summon Monster VIII lvl 9 Disjunction Time Stop miracle wish Hellish horde Energy Drain shapechange summn elemental monolith end to strife Mass Heal Elemental Swarm Gate Summon Monster IX
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Deej
Senior Member
Posts: 342
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Post by Deej on Mar 5, 2010 8:27:56 GMT -5
[ooc] Credit for most of this first section goes to Nate, but I did take liberties with a few details [/ooc]
Centuries ago, all elves were one race. At least on my plane, they were. Like elves most places, they were also rather skilled at magic. Eventually, though, there was a cultural split, and a people called the 'Drow' emerged. The Drow believed themselves superior to the rest of the races that walked the earth, especially the Dwarves. Some of the rest of the Elves may have agreed, but they were simply content to keep to them selves, and let the others be. Not the Drow. They wanted to remove those they deemed unworthy from the land, so they clashed with them many times. Time and time again, they would try to sway their brethren to fight with them, but they never would. Instead, they eventually sided with the others. This was viewed as the worst possible travesty. In response, a powerful Drow necromancer and crafter of what are now deemed 'artifacts' put a curse on those elves who sided with the other races, reducing their birth rates, among other things. They were to die out as a people, slowly. The Drow might have eventually succeeded after that, were it not for The Great Stone Dragon - the deity of the afflicted elves and most other races on the continent. That epic curse was the last straw for Her. She placed a curse upon them, "May their skin be marked by the blackness of their sins, and may they never again embrace the warmth of the sunlight as my children do." Thus, the skin of all Drow was darkened, light was made to be painful to them, and they were banished to beneath the namesake mountains of the Great Stone Dragon, never to see the surface again. Until one day, centuries later, when the surface had all but forgotten about them, one Drow managed to find a way out.
That Drow, was me. ---------------------------------------------
My childhood was a bit harsh, but that's true of most Drow. What makes me stand out, is that for whatever reason, I have always been freakishly tall for a drow, enough that I was a source of ridicule - at least until I beat my mockers to a pulp. I never really did figure out for certain why I'm so tall, but I have almost wondered if I'm not of fiendish heritage. After all, there are openings to the lower planes in the Dragon's Gullet, and matings between fiends and mortals are not unheard of, but I digress. Eventually, I did show potential in the magical arts, as well as an interest in the planes. My mother managed to pair me with an eccentric mentor, who taught me the arts I still practice today. He also taught me about 'those despicable Dwarves' on occasion. Being the brash 100-year-old that I was, I got the idea to try and find a way out. My mentor advised against it, saying that we were cursed to remain here, but I went anyway. I wandered the caves for weeks. I faced many dangers, but my magical training and summoned companions helped me survive. Eventually, on a stroke of luck, I found a passage out.
I'm glad that I had enough sense to keep a low profile when I first emerged onto the surface. If I would have sought out fights with dwarves immediately, I'd have been a hunted man. I also wouldn't have had my eyes opened to a new line of thought. One of the racial slurs that I tended to let slip drew the ire of a very outspoken Dwarven evangelist. There was something unusually compelling about his speech, and something changed in me. I left that night thinking about what he said. I completely agreed with him at first, but eventually came to realize that his view was just as slanted as mine was, simply in the other direction. I came to the conclusion that neither race was totally in the right, therefore, were equals in that regard. I also realized that the histories that I had been taught might not have been completely accurate. I then set out to learn the truth of just what my race had done, and what had happened to put them where they were now.
I eventually found some companions, with whom I explored some drow ruins. They were rather...interesting company. I also was eventually able to find some diaries that answered a few of my questions. After learning about my people's history, I decided that I no longer wanted to be a part of them. I also knew that my disguise would not hold out forever. The solution that I came up with was to seek out a new life on another world, pursuing my old interest in the planes and their inhabitants. So I ended up here, and found a ritual to attune myself to this plane; I have no intentions of returning to where I came from. I have even recently found a niche at a Wizard's college as an instructor of planar knowledge.
--------------------------------- [ooc] the dwarf that converted Kelnozz had levels in the evangelist prestige class. His alignment shifted from NE to LG, then the later deep thought represented the shift to his current alignment of LN. The ritual he did when he got to this plane changed him so that it now counts as his native one.
His 'code' as asked for, is as follows:
- all humanoid races are to be regarded as equals, unless there is sufficient reason to regard one otherwise - Keep deceit to a minimum; it is to be used primarily to manipulate summoned or called minions. - If you make an agreement, make all effort to keep it. - Never put yourself or a close friend in unneccessary danger, if avoidable. (typically means send a summoned creature in first instead) - All gods are deserving of some measure of respect. Each of them does a vital duty in the grand scheme of things, even the ones regarded as 'evil'. (Kelnozz still primarily worships Boccob, but might pray to other gods in appropriate situations)
[/ooc]
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lonewolf2017
Senior Member
The Truth lies not in the Light, nor the Dark; But within the Shadows.
Posts: 263
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Post by lonewolf2017 on Mar 13, 2010 22:59:35 GMT -5
Ok a couple quick questions and one request. Are you a surface drow or an underdark drow (I know your backstory is underdark but I am not sure how long you plan on having been on the surface.)?
I also need a d4 Roll posted.
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Post by Cadic's Devoted on Mar 14, 2010 0:07:15 GMT -5
Just one little thing Deej, I don't see how you have a +10 Armor bonus. +5 (from breastplate) And then +4 from Magic Vestments. For a total of +9. Do you have something that bumps your caster level by 2 to give you the full max from Magic Vestments? Just curious.
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Deej
Senior Member
Posts: 342
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Post by Deej on Mar 14, 2010 14:54:21 GMT -5
He's an underdark drow. He's been on the surface for a couple of years now, but he uses sundark goggles to compensate for sunlight. Though I'm not sure that it matters as much for this world with the whole eclipse thing?
My d4 roll is a 3
And the armor thing was definitely a typo. My shield bonus was wrong too. Both have been adjusted accordingly.
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