Crowe

Drazan of Peklenc's page

662 posts. Alias of ToxicDragon.


Race

| HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56

Classes/Levels

| Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Gender

CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme

About Drazan of Peklenc

Drazan
Suli (human and outsider-native), Male 20
Warrior 1, Bloodrager 1, Inquisitor 3
Chaotic Good
Init +10; Senses Perception +10 (low light)

STATUS
Rage +4 str; +4 con; +2 Wil vs mind; +20thp
Nonactive-
+2 Str size
-2 Dex size
-1 AC size
Reach 10'
Str +4 enhancement
Elemental Water Large
DR 3/silver
Large Elemental Transformation Water
30 ft swim speed
+2 CON
Resistance to cold 3
(CMD @ 30)

DEFENSE:

AC 16, touch 13, flat-footed 15 (leather armor)
Energy Resistance all 5 + caster level to any 1 if transformed
HP 56 (d10+d12+3d8 (27) + 2 x lvl (con) +3+ 1 x lvl
Fort +10
Ref +4
Will +6

OFFENSE:

Speed 50ft.
Melee
[dice=Bane Ax]1d20+9[/dice]
[dice=Bane Ax dmg]1d12+7[/dice]

[dice=Enlarged Bane Ax]1d20+10[/dice]
[dice=Bane Ax dmg]3d6+9[/dice]

[dice=2-handed weapon]1d20+9[/dice]
[dice=2-handed weapon dmg]1dX+6[/dice]

[dice=Lg 2-handed weapon]1d20+9[/dice]
[dice=2-handed weapon dmg]1dX+8[/dice]

[dice=1-handed weapon]1d20+9[/dice]
[dice=1-handed weapon dmg]1dX+4[/dice]

[dice=Lg 1-handed weapon]1d20+9[/dice]
[dice=1-handed weapon dmg]1dX+5[/dice]

Ranged
[dice=Spear]1d20+6[/dice]
[dice=Spear dmg]1d8+4[/dice]

[dice=Rungu]1d20+6[/dice]
[dice=Rungu dmg]1d6+4[/dice]

Spheres:

6 Talents
Alteration:

Elemental Transformation
You may spend an additional spell point to grant the form of an elemental with your shapeshift. As an elemental’s body is mutable, additional limbs or natural attacks cannot be added to this form through traits. The target gains a 30 ft move speed and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%. The target gains 2 slam attacks (Primary, 1d6, 1d4 small), natural armor equal to 2 +1 per 5 caster levels, and one of the following packages depending on which elemental is being mimicked:

Earth
You gain Darkvision 60 ft, a 30 ft burrow speed, and Earth Glide. You also gain a +2 Strength bonus, and Resistance to acid equal to your caster level.

Fire
You gain Darkvision 60 ft, a +2 bonus to Dexterity, and the Burn special quality (1d4, increases by 1 die size per 5 caster levels). You also gain Resistance to fire equal to your caster level.

Air
You gain a flight speed of 30 ft with Perfect maneuverability, which increases by 30 ft per 5 caster levels. You also gain Resistance to electricity equal to your caster level and the ability to create a Whirlwind (as an air elemental of the same size).

Water
You gain waterbreathing and a 30 ft Swim speed which increases by 30 ft per 5 caster levels. You also gain Resistance to cold equal to your caster level, a +2 Constitution bonus, and the ability to create a Vortex (as a water elemental of the same size).
You may also grant the following traits to your forms:

Elemental Resistance to either cold, electricity, fire, or acid equal to your caster level. You can take this trait multiple times, but Resistance to the same element does not stack with itself.

Size Change
As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).

Greater Transformation
Increase the number of traits you may apply with your shapeshift by 1.

Protean:
Belated Shift: You may spend an additional spell point to leave one trait option unassigned. You may assign any valid trait to this slot at any time as a swift action, or spend a spell point to do so as an immediate action. Once assigned, the trait persists for 1 minute and cannot be changed again until 1 minute after expiring.
Close Wounds: The target gains the ability to end any ongoing bleed effects it suffers from as a swift action.
Lycanthropic Hide: The target gains DR 3/silver. This improves by +1 per 5 caster levels.
Shift Organs: The target gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 10 caster levels, to a maximum of 100%.

Vitality
Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels.
Glow of Health: The target gains a +2 racial bonus on saves versus death effects, negative energy, poison, and disease, increasing by +1 per 10 caster levels.
Sleepless: The target gains immunity to magical sleep effects as the elf racial ability.

War (Bane Axe):
Totem of War
You and your allies gain a +2 circumstance bonus to all weapon damage rolls. This bonus increases by 1 for every 5 caster levels.

Aggressive Momentum (momentum)
As a swift action, any ally may spend 3 points of momentum to grant themselves an additional attack made at their highest base attack bonus for that round. This stacks with effects that grant extra attacks as part of a full-round action.

Momentum (6): As a standard action by spending a spell point. This gives them a momentum pool. This pool lasts 1 hour per caster level, and holds a number of points of momentum equal to the war caster’s caster level plus their casting ability modifier . Allies within 30 ft. of the War caster can spend points of momentum from this pool to activate any ability from any of the caster’s (momentum) talents. A War caster can only have one pool of momentum, and all of their (momentum) talents draw from the same pool. Using a (momentum) talent refills the momentum pool to its maximum value (any surplus momentum generated is lost). Using momentum is not a sphere ability and does not draw attacks of opportunity. The caster level of any momentum ability used is determined by the caster level of caster when they last filled their momentum pool. Being knocked unconscious or made helpless makes the momentum pool inaccessible until the caster is conscious again.

Spell Caster:

Tradition: Prepared Caster, Magical Signs, Somatic, Verbal, Lycanthropic, Beast form
Spell Points: 7 (1 (base) + 1 (drawback) + 2 (wis)+1 x Caster level)

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 9

Stat mods:
+2 Str, -2 Int, +2 Cha, +1 Str (4th lvl)

Base Attack +5; CMB +9; CMD 26

Racial Traits:

Elemental assault: Swift action to deal 1d4 fire/acid/cold/electric damage. Duration 1 rd lvl/day
Sense Motive +2
Low light vision

Class Abilities:

Rage 4+Con mod+3; +2 atk, dmg, & Wil sav; -2 AC, +2 Hp/HD
Fast Movement
Simple, Takanyan, weapon proficiency
*Greataxe weapon proficiency*
Light, Medium, Heavy armor proficiency
Shields (any) proficiency
Domain (Su): Travel
Agile Feet (Su): x3/day as a free action for the next round, you ignore all difficult terrain and do not take any penalties for moving through it.
Judgment Destruction: x1/day swift action grant +1 to damage for combat
Monster Lore (Ex): Additional wisdom modifier on monster lore
Stern gaze: Add ½ Inq level to Intimidate and Sense Motive
Solo tactics
Spells
Cunning initiative
+1 spell talent (replaces detect alignment)
track
Weapon Attunement +1
Armor Attunement +1
Deflection +1

Feats:

Feats
Power Attack
Toughness
Improved Initiative
teamwork feat (Shake It Off)

Traits
Exile: +2 initiative
Berserker: +3 rage rounds

Skills:

3 Acrobatics (Dex) +8
1 Climb (Str) +7
1 Craft Weapons (Int) +6
1 Diplomacy +3
2 Fly (Dex) +4
0 Handle Animal (Cha)
3 Intimidate (Cha) +5
0 Knowledge (nature) (Int)
1 Knowledge (tactics) (Int) +1
5 Perception(Wis) +10
1 Profession Gladiator (Wis) +6
1 Ride (Dex) +6
1 Sense Motive (Wis) +8
1 Survival (Wis) +8
1 Swim (Str) +7
Languages3 Common, Abyssal (Tribal, Mountain), Darohm, Mynath

Equipment:

Bane Ax
This masterwork ancient axe attunes itself to fearsome fighters, reveling in their carnage as much as their bearers. This weapon is treated as if it is a masterwork greataxe. The true power of the Baneaxe is activated once its bearer kills a foe with a critical hit. Once the bearer kills a foe with a critical hit, the Baneaxe gives one spell point per character level to the bearer of the axe. The bearer of the axe has a caster level equivalent as a mid-caster, based off his the bearer's total character level, regarding the activation and effects of the axe's abilities. The Baneaxe uses wisdom as its casting stat.

Fearsome: The axe's bearer gains a +2 bonus on intimidate checks. If the bearer of the axe can rage as the barbarian class ability, he gains an additional number of rounds of rage per day equal to the spell points the axe provides, but these rage rounds must be powered by spending a spell point for each round the character remains in a rage (free action to spend the spell point).

War Leader: The bearer of the Baneaxe gains the War sphere, the base power of which can be powered using spell points from the axe, as well as any other spell points the bearer possesses. If the bearer already has the War sphere, or takes it later with a feat or class ability, the bearer of the Baneaxe can chose a talent from the War sphere as a bonus talent. This talent can be retrained.

King of Kings: The Baneaxe is a fearsome weapon, and the bearer of the Axe is fearsome to their followers. The axe's bearer gains the intimidating prowess feat, and can use intimidate in place of the diplomacy skill for any subject of his/her race and cultural group (in Drazan's case, this would be Mountain Men).

Spears x3
Branch x1
Kukri x2
Earthbreaker x1
Javelin x1
Club
Rungu
backpack
bedroll
belt pouch
flint
rope
spell component pouch
torches (10)
trail rations (5 days)
waterskin,
wooden holy symbol
Enlarge potion x2
Antitoxin
CLW potion x2
Weapon craftsman's tools
Armor craftsman's tools
Blacksmiths craftsman's tools
Locked box with crank

Encumbrance Light
Coin 4

Bio:

Despite his origins from the mountain people of Fire Peaks, Drazan has little left in common with his brothers. Though he speaks the common tongue (or whatever passes for common) well enough, it would be a mistake to think him civilized because of it: Drazan learned his manners as a slave in the gladiator schools. Battle and bloodshed have been his only purpose in life up until recent.

When the jann blood in Drazan manifested the mountain people of Fire Peak mistook him for a divine spirit of the great volcano they venerated. In turn, Drazan’s Suli heritage earned him salvation from slavery. The people granted him freedom, power and influence in his community, but Drazan wanted only revenge against his former masters. He abused his power to kill his old masters which upset the most powerful and influential people of the community. The backlash was sudden, and swift: the elders banished Drazan from his homeland. Drazan has no love toward his people, but then again love is mostly an alien concept to him.

‘The only good slave trader is a dead slave trader’ is Drazan’s credo and it is the reason Drazan has settled into Three People. During the course of his travels he “stepped in” when foreign slavers were taking victims from the well traveled roads in and out of the valley, and while his original intention was not necessarily to save anyone, one of the consequences was having saved a prominent figure. Ever since the gracious family of the victim has taken to ensuring he stays in Three People providing food, lodging, and ample supply of activities.

Drazan is happy to serve in a slave free society, though the rigid caste system does have one too many similarities with Fire Peaks so it has, on occasion rubbed him wrong. The community tolerates him, but only because he hasn't caused a terrible deal of harm, and seems eager to lend a hand in fending off threats. The organized government, the family previously mentioned is closely tied to, provides well for its people and makes a useful tool when used properly. However, Drazan’s past leaves him ever wary of the power the people at the top have and how easily it can be abused.

Peklenc? The title affixed to Drazan's name is the pit fighter school he was raised in. The Peklenc school took after the name of its owner, which Drazan killed. Any slaves that remained slaves took up their new school's name, and the name Peklenc became synonymous with misfortune from the divine encouraging any remaining slaves to drop it entirely.

NPCs of note
Helaya: All but the promised bride to be, Helaya is the eldest daughter of the influential family Drazan spared from slavers, though she is just shy of becoming whatever is considered “of age”. Drazan and Helaya are friends, but neither are romantically mature enough to be a good match, or really interested in pursuing such on their own accord despite Helaya’s father’s best wishes.

Lijart: Helaya’s father and owes his life to Drazan, Lijart is very grateful and is largely responsible for Drazan leaning towards trying to be a better man than his upbringing would normally have allowed. Lijart is a veteran hunter for Three People, organizing, and overseeing the operation.

Sarre: Child of Damballah, but an Anaisa Pye faithful and close friend of Drazan. She is slightly older than Drazan and she has a complex relationship involving mentorship, friendship, and an agenda involving converting Drazan to her following’s fold.

Rheumy: Mountain man defeated in battle but his life spared. Now he has dedicated his service to Drazan. Even though the perception is servant and master, Drazan let's the relationship continue in hopes of eventually exposing Rheumy to a lifestyle more fulfilling than the ways of the Mountain tribes.

Fulton: The boy from Cornucopia that Drazan has sort of taken under his wing like a little brother. Fulton is an apprentice weaponsmith, potentially mnore skilled than Drazan.

Jalaya: Drazan's fast friend because of their common roots, and Jalaya's friendliness.

Drazan’s traits:
Uninhibited
Ambitious
Decisive

Quirks from his gladiator days:
Sleeps sitting up
Interested in the end of things and his own death
Prone to showing off

Things people might know about Drazan from rumor or truths
He is a foreigner
Disappears into the woods for days at a time
Quick to anger
Used to be a slaver or might be a slaver scout
He's an escaped slave from a neighboring territory
States opinion as fact
Does not use "I," "Me," or any other pronoun referring to one's self.

A New Faith?:

The Heretical Faith of the Flame
Symbol: Flame
Domains: Fire, Protection (purity), Destruction, War (tactics), Travel (trials?), Fate**, Transformation**

[i]Even when our war banners sit idle, mankind foments strife. Choice is a luxury we earn through peace. Struggle is our fundamental nature. I do not pray for strife, I pray for the wisdom to resolve it quickly. I do not wish for war, but when it inevitably must be fought, I find discipline, efficiency, and excellence. Let the fire guide me. Let the fire transform me. Let the fire purify me. Let the fire consume me.

* : Earned ability through gameplay
**: 3rd party resource material