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About Drogan, Dark Prince IncarnateDrogan,The Dark Prince Incarnate
Heavy Mace +8 1d8+5 x2
Javelin +4 1d6+5 x2 --------------------
Skills: 25Ranks
Languages Common, Infernal, Abyssal, Goblin, Giant, Celestial ---------------------
+2Str,+2Wis,-2Int +2 Escape Artist, +2 Survival •Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. •Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. ---------------------
Fire Domain 7/day
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire. Channel Evil (Su) 6/day, DC 16
Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel's class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel's level + the fiendish vessel's Charisma bonus. Neutral creatures are unaffected by this burst of evil energy. A fiendish vessel may channel this energy a number of times per day equal to 3 + her Charisma modifier. Doing so is a standard action that does not provoke attacks of opportunity. A fiendish vessel can choose whether or not to include herself in this effect. A fiendish vessel must present her unholy symbol or use her familiar as the divine focus for this ability. For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level fiendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage). This ability replaces channel energy. ----------------
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Prepared
Background:
Some say Drogan fulfills a prophecy. The writings told of a boy being born. This boy would be the vessel of the Dark Prince. Through this boy his will would be done. Drogan was not born. It has been said Drogan was found upon the dark alter one day. The priest was a bit taken back to have found a child, it was not until upon inspection that he realized what the boy meant. The priest was quick to inform the temples that the boy had arrived. The High Priest of Asmodeus called for the boy and took him as his own, to raise and train. Drogan matured quickly and soaked up the training with ease. Right around this time Markadian IV took the throne and started his hunt. The priests pulled their collective power to hedge and protect Drogan. The magic worked and help suppress the boys fiendish heritage. Drogan still had little power at this time and could do nothing but watch as his mentors were captured and slain around him. In this an immense hate filled his heart, a hate for mankind.
With this new hate Drogan was born again in a manner of speaking. A wave of power washed over him and when done his human like appearance was washed away. Drogan found himself bearing a great resemblance to the Dark Prince. A great set of black horns now protrude from his brow. His feet hooved and his skin a deep crimson red. Drogan was delighted in his new form, but knew he would be hunted for it. The High Priest had told him of a friend to the north. Lord Valsted had lived many centuries in the Savage North. Drogan made the journey north, developing his skills in the woods and his love of hunting and hurting mankind. Valsted was happy to see the prophecy had now came full circle. Though he too was sad the Temples of Asmodeus were all but gone. Valsted became Drogan’s new teacher. He rounded out his training and gave the boy his final gift. Valsted embraced the boy drinking of his fiendish blood. Valsted told Drogan with this gift he would serve the Dark Prince forever. Only a few years passed before Valsted and Drogan learned that the High Priest had not been slain. It seemed he too had got away for a while, but was recently captured. Drogan felt an obligation to find and help his old friend. With this he left Lord Valsted, thanking him for the gifts and time. Drogan returned to find the Heartland of Talingarde a much different place then he remembered. The place now had yet another king, Markadian V. All the temples burned. Just being in the lands was hard enough, but all the humans around became too much to handle. Drogan decided to embrace his hate. He could not strike out at the man that caused his hardships, so he went for the next best thing. He too heard the rumors of the new king not having a son. A perfect time to strike, Drogan would end the Markadian line by slaying the king. Unfortunately the hate clouded his vision. He struck at the king in anger without a plan. This landed him Branderscar. He has been charged with Attempted Murder of the King, High Treason, and Murder. He will be beheaded and drawn and quartered. His only solace is he was able to meet back up with High Priest Tadoris, as he too found himself at Branderscar.
Zull the Imp Familiar:
LE Tiny outsider (devil, evil, extraplanar, lawful) Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7 Defense AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size) hp 16 (3d10); fast healing 2 Fort +4, Ref +7, Will +7 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 Offense Speed 20 ft., fly 50 ft. (perfect) Melee sting +8 (1d4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 6th) Constant—detect good, detect magic At will—invisibility (self only) 1/day—augury, suggestion (DC 15) 1/week—commune (6 questions, CL 12th) Statistics Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14 Base Atk +3; CMB +1; CMD 15 Feats Dodge, Weapon Finesse Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7 Languages Common, Infernal SQ change shape (boar, giant spider, rat, or raven, beast shape I) Ecology Environment any (Hell) Organization solitary, pair, or flock (3–10) Treasure standard Special Abilities Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus. Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death. Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds. One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.
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