About Drazan of PeklencDrazan
STATUS
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=2-handed weapon]1d20+9[/dice]
[dice=Lg 2-handed weapon]1d20+9[/dice]
[dice=1-handed weapon]1d20+9[/dice]
[dice=Lg 1-handed weapon]1d20+9[/dice]
Ranged
[dice=Rungu]1d20+6[/dice]
Spheres:
6 Talents Alteration: Elemental Transformation
Earth
Fire
Air
Water
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
Greater Transformation
Protean:
Vitality
War (Bane Axe):
Aggressive Momentum (momentum)
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
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
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
Encumbrance Light
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
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:
Quirks from his gladiator days:
Things people might know about Drazan from rumor or truths
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
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