Dexinis

Azzra'el's page

106 posts. Alias of JAF0.


Full Name

Azzra'el Kewadin

Race

drow noble magus/3

Classes/Levels

skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

Gender

hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5

Size

5'8" 118 lbs

Age

152

Alignment

N

Languages

drow, undercommon, common, drow sign language, Aklo, abyssal

Strength 10
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Azzra'el

racial abilities:

stat adjustments +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Keen Senses Drow gain a +2 racial bonus on Perception checks.
Spell-Like Abilities (Su): Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

traits:

Magical Lineage Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. - shocking grasp

Inspired by Greatness Benefit: Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. - shocking grasp

Power-Hungry (drawback) You’re addicted to power. Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Arcane Graduate You graduated from a famous arcane academy, and the rigorous program of study has honed your mind. Benefit: You gain a +2 trait bonus on concentration checks when casting arcane spells.

feats:

Weapon Finesse Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Dervish Dance Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

magus class features:

Weapon and Armor Proficiency A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

magus arcana known:

Arcane Accuracy (Su) Benefit: The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

bladebound features:

Black Blade (Ex) At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Black Blade Basics A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.

equipment:

+1 leather armor
Oblivion (blackblade scimitar) +6 1d6+4 18-20/x2
hand crossbow 20 normal bolts, 10 silvered, 10 cold iron
clothing
disguise kit
flint & steel
soap
pearl of power lvl 1
cracked magenta prism ioun stone (+2 to one skill, can change once per day)

Oblivion:

Oblivion is a blackblade scimitar. Current stats are:

Int 11, wis/cha 7
Ego 5

Oblivion is a proud blade, with all the bloodthirsty tendencies that might be expected of a blade that will someday be a souldrinker. It often is disdainful of Azzra'el's reluctance to fight unless he must, though he does enjoy sparring, fighting in earnest is not something he enters into lightly. O is not at all reluctant to voice its opinions to Azzra'el, urging him pretty regularly to be more violent in his responses to even minor slights. O despises Rifana, mostly because Azzra'el is submissive to her at least in public. The blade does have a sort of wickedly dark sense of humor and laughs in Azzra'el's head at the most inopportune moments. Despite their differences, O is oddly protective of Azzra'el, and somewhat possessive as well.

spells known:

lvl 1 - color spray, expeditious retreat, frostbite, grease, infernal healing, ray of enfeeblement, shield, shocking grasp, true strike, vanish

spells memorized:

4 - lvl 0 - dc 13 - prestidigitation, acid splash, arcane mark, mage hand

3 - lvl 1 - dc 14 - shocking grasp, shield x, ray of enfeeblement

background:

Azzra'el was born of house Kewadin, but being a lowly male, his mother, Neithe (daughter of the House Matron), never expected much of him. <name inserted here>, elder brother, was old enough not to take much notice of him, which was fine with him. His younger half-brother, Calas, half-dhampir, like himself, was treated like the second-class folk they were, while his sisters were raised like royalty. Still there was little love lost between Calas and himself, though you'd think they might have bonded over their shared woes.

For some reason, Azzra'el did form one bond when he was young, with the Matron herself... her own interest in him waned when he grew out of babyhood, but to him she will always be 'Grandmama', though he'd never call her that in public or to her face any more.

While it was clear early on that he had a talent for the arcane arts, he was not a natural caster like his sorcerer father. He was sent away to the Academae Tower and he proved to be an apt, if not terribly attentive student.

But he wanted to practice swordplay, so on the sly, he visited his grand-uncle Feziel, a master with all blades. Feziel agreed to teach him, for a price. Azzra'el became a courier for Feziel, transmitting vital information in his uncle's clandestine network of spies.

But his arcane masters didn't want him wasting his time on physical pursuits. They beat Azzra'el whenever he was caught fighting, whether it was simple practice or something more real. He tolerated the punishments stoically and without complaint, and continued with his practical studies in both arts.

Nearing his 120th birthday, he graduated from the Academae. Azzra'el was ecstatic, thinking he was finally free to practice with his uncle. He spent many happy hours mastering the use of the scimitar, a weapon his uncle put in his hands to compensate for his lack of strength.

When his mother found out he was practicing with Feziel, she decided if he was going to be a swordsman, he might as well help guard the house, and she set him to be a liveried guard on the grounds of the main house. While he grumbled about his post, moreso than most other guards, as he considered himself their better, being born of the house.

After serving the house for 2 years as a guard, his mother sent for him and told him it was time for him to marry and provide the house with daughters. He was wed to his cousin Rifana. While there was no love lost between them, they tolerated each other well enough, and he fathered three children by her... two boys and a girl.

Disgusted by the disparity in the treatment of his sons and daughter, he began to wander during the long 'nights' in the underdark, taking his chances beyond the safety of the confines of the House. He had many chances on these walkabouts to practice both with his sword and his magic, learning by doing to blend the two together.

After a particularly bad night, Rifana summoned a healer to patch him up. While he recuperated, she demanded that he stop his wanderings and be submissive to her will. She wanted more daughters and threatened to kill their sons if he didn't comply.

To save the lives of his sons, he agreed to her demands and stayed with her another ten years, during which she had two more daughters and a stillborn son, which he never believed the truth of, believing instead that the midwife killed his third son at Rifana's request. He took his two sons to Feziel and begged him to take them on as young pupils, knowing they'd never get decent treatment from his wife and her servants.

When he returned to her, he feigned no knowledge of what happened to the boys, and whether she believed him or not, she let the matter drop, happy enough to have three daughters to shower her attention on. She paid little mind to Azzra'el after this, and he was free to do pretty much as he pleased as long as the courtesies were observed and all believed him to be under his wife's will.

He attends court functions, is civil when required, observes and absorbs all the intrigues of the court without entangling himself in them personally. Rifana seems content with his outward behavior and as long as he is discreet, he is free to follow his own desires.

family connections:

Vantgree - Matron of House Kewadin - grandmother 'grandmama'
Severance -eldest daughter of house kewadin - aunt
Neithe - mother, second daughter of house kewadin
Ventrag - fifth daughter of house kewadin, aunt, alchemist
Nopos - eldest son of house kewadin - uncle, head of mages academy.. dead?
Feziel - granduncle, swordmaster of house Kewadin (brother of Vantgree?)
? - older brother
Calas - younger brother, half dhampir
Hakk'Vidaro - cousin, son of Severance, half demon (draegoth)

Rifana - wife
Tyrnal - eldest daughter
Sindrag - middle daughter
Kelvantri - youngest daughter
Mikkran - eldest child, son "missing" (with uncle Feziel)
Etras - second child, son "missing" (with uncle Feziel)

other folk of import:

Phaenox d'Shraen (PC) - part of a minor bloodline which supports House Kewadin. Super dedicated to Lolth.
Tajila d'Shraen - Phaenox's older sister. Priestess of Lolth.
Xar d'Shraen - Phaenox's older brother. Head of house security.
Vicalan shal'Tludeint (PC) - draa'zekyl (half-shadow dragon drow) mage from Sshamath, studying under Nopos.

Saeras Illthyr (PC) - flamboyant commoner who manages the house's slaves
Xinafae - female, a captain of the house guard
Mourn'draxil (PC) - commoner, elite member of the house guard. Having romantic dalliance with Xinafae
Nathaniel the Bull (PC) - half-orc slave of the house, mainly serving Severance.