About Drazek DarkholmeMax HP: 65 Current:65 STR 14(+2) DEX 16(+3) CON 14(+2) INT 12(+1) WIS 8(-1) CHA 18(+4) AC: 10+ 3(armor)+Dex 3+ Ring 1= 17
Spoiler:
+1 leather armor Speed: 30 Combat:
Initiative +3 Fort: +3 Reflex: +4 Will: +5 Special Abilities
Spoiler:
Hexblade's curse 1/day (DC 18) Eldritch Blast 3d6 Detect Magic Decieve Item DR 1/ Cold Iron Invocations (Least) Invocations
Spoiler:
Invocations Known: 4 Least: Eldritch Glaive, Spiderwalk, Baleful Utterance(DC 17), Voice of Madness(DC 17) Languages: Common, Infernal, Ignan Skills:
Spoiler:
Acrobatics 2 Bluff 8 Climb 2 Diplomacy 4 Intimidate 8 Knowledge Arcane 6 Knowledge Planes 7 Knowledge Religion 6 Linguistics 5 Perception 1 Ride 2 Sense Motive 3 Spellcraft 7 Stealth 4 Use Magic Device 11 Feats:
Spoiler:
Point Blank Shot, Ability Focus(Hexblade's Curse)Human bonus),Mortal Bane 5/day (+2d6 to all except undead, constructs and outsiders), Combat reflexes,Dreadful Wrath (DC 17) Racial
Spoiler:
+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.(Warlock) Equipment (45lbs)
Spoiler:
Scroll case Wand of ray of clumsiness CL3 (1d6+1 Dex) (50 charges) Scroll of blinding color surge +1 Ring of protection Cloak 10 days rations 2 potions eagle’s splendor poition of expeditious retreat 50ft silk rope Backpack Bedroll Waterskin 4 sunrods Belt pouch Explorer's outfit Whetstone 10 Tindertwigs Enduring Amulet (Continuous endure elements + 3 charges. 1 charge Fire&Cold resistance 10, 2 charges Fire&Cold resistance 15, 3 charges Fire&Cold resistance 20) Healing belt (1 charge 2d8, 2 charges 3d8, 3 charges 4d8; 3 charges per day total) Gauntlets of Eldritch Fire 3x/day convert blast to fire. Warlock's sceptre 5 charges/day Capacity:
Spoiler:
Light: 66lbs Medium: 133 lbs Heavy: 200lbs Overhead 200lbs Lift 400lbs Drag 1000lbs Background
Spoiler:
Born to a barbarian tribe during a solar eclipse, his fate seemed sealed when the shaman noticed that his cries terrified the horses and hunting dogs. He was fiend blooded. Sentenced to death by the elements, he was protected by his mother who, turning her back on her people’s ways, escaped with the child. Taken in as a servant by a wizard with a specialty for teaching sorcerors, the child was raised with a knowledge and understanding of the arcane world. But though he could grasp the concepts, every attempt at spell-casting erupted in blasts of pure unrefined mgical energy. A warrior herself, his mother trained him in the art of combat, especially the use of her specialty weapon, the glaive. His childhood was tumultuous, shunned by other children, derided by religious types, he developed a bitterness towards close knit communities, instead seeking out larger metropolitan areas as soon as he was able, searching for a place he would feel welcome, or at least be left to his own existence. His search led him to the culture of advnturers. Misfits who could not stomach a normal life, and existed on the fringes of law and civilization. On one adventure his party fell afoul of a powerful wizard and suffering the effects of a prismatic spray, he awoke to find himself in Sigil, the City of Doors. He has since made a living, and a bit of a name for himself as a mercenary, often accepting jobs about which others are squeamish. Description
Spoiler:
An eerie aura surrounds Drazek, as if all the warmth were sucked out of the room. His tall form stands imposing, seeming sharper and more in focus than everything else. Bedecked in black leather he seems to draw the darkness to him like a lover’s embrace. His long smoke grey hair seems made of the stuff of shadows, flowing into those of his cloak, his handsome features at once alluring and disturbing in their perfection. His eyes are rings of luminescent white in a sea of black, piercing, accusing, relentless. Personality
Spoiler:
Drazek takes pleasure in the uneasiness others experience in his presence, but can be suprisingly steadfast and loyal to those who choose to accept him. When angered he is prone to explosive violence and has been known to take rash and reckless action, dispensing with planning at times. Details
Spoiler:
"Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike Hideous Blow (Complete Arcane 134), you cannot combine your Eldritch Glaive with damage from a held weapon. "Furthermore, until the start of your next turn, you also threaten nearby
"If your base attack bonus is +6 or higher, you can (as part of the full-round
Mortalbane
Voice of Madness(DR332 p212)
Dreadful Wrath
Prerequisite: Human or planetouched
Contacts in Sigil
Spoiler:
Hagen- A bounty hunter Drazek has worked with in the past. Lady Shide- A halfling madam and owner of a gambling hall. One armed Errol- A retired ranger who has some interesting things for sale.
Notes
Spoiler:
OK, I thought I would post a bit of a primer for those new to the Cage. The Cage is a giant ring, so at night when you look up you see an arch lit by distant fires, like a ribbon of stars. Kind of like Larry Niven's Ringworld series. The edges are lined with buildings, and if you climb to their roof and jump off ...well you never show up again so no one really knows what happens. The old Dragon comic Downer has a funincular running along the edge of Sigil, which I thought was a fun concept, but I haven't figured out how to work it in yet ... Money: Sigilian money is the provenance of the Lady's Mint, which is near the Hall of Records in the Clerk's Ward. All official transactions in Sigil (buying property, getting documents, etc.) MUST be in offical Sigil coinage. Otherwise, most cutters take whatever's being dealt. It is a major crossroads after all. Denominations: Copper (Greens): Called this because most of them acquire a rich verdegrised color from the Sigil air and the acidic sweat of the Lower Planar beings that handle them. Silver (Stingers): Called this because silver stings certain Lower Planar folk. Not a good idea to palm them off to a fiend at any rate, akin to giving someone a bouquet of poison ivy... Gold (Ladies): Called this because they have a stylized face of the Lady of Pain upon them. It doesn't look too lifelike, cause her Pointyness might take exception to the coins as 'worship'. Platinum: (Merts): Knicknamed after Mertion, the Platinum Heaven level of Mt. Celestia. Mithril: (Hammers): These are actually forged in the Dwarven complex of Undermountain out in the Outlands. They sport the hammer of Moradin on them. Most of the Outlands burgs keep their coinage the same weight as Sigil's to facilitate trade. Most high-volume transactions are handled through magically-warded letters of credit, many issued by the temples of major powers. Temples have a lucrative sideline as bullion repositories and safety-deposit vaults for their parishoners. After all, most major temples have a proxy of their god living on the premises.... Time: Sigil has no sun or moon or stars (though it does have the arch effect, which kinda looks like stars at night (when you can see them). Sigils time is measured in four blocks: Before Peak: 6am-12pm (first dim light begins right at 6am)
The light of Sigil's Day just appears, sourcelessly. It is dim most of the day, with the hours of 10am-2pm the only time that light-sensitive cutters and critters need hide. Noon is called Peak, midnight Antipeak. Antipeak is the darkest point, Peak the brightest. As Sigil is often wrapped in fog and gloom, it is hard to tell the difference sometimes. Weather: Sigil never experiences actual cold or hot weather. It remains between 40-60 degrees always, a very wet and dank 40-60 degrees. It often rains, and is usually foggy. You can count the clear days in Sigil on one hand in a year. It usually rains at least every other day, and the rain is usually fairly acidic. Fortunately, Sigil has many fountains and wells fed by small portals to the Elemental Plane of Water, because the rainwater is foul to the taste. Flora and fauna: No trees grow wild in Sigil. There are cultivated trees, most notably in the Nobles' and Forest Districts, but they require massive amounts of care to survive. There are certain vines and weeds that do grow in Sigil, most notably razorvine. Razorvine is the kudzu of Sigil, growing on every exposed surface. It is a native of the Abyss, and is a black-leafed sharp-edged nuisance. Fortunately though, once cut it becomes harmless to the touch, and is actually used as a wood source by many of the poorer denizens. Coal is also shipped in massive quantities, which adds to the acidic smog. All manner of vermin infest Sigil. Corpsestink Roaches, Spider Octopi, Cranium Rats and Jump Slugs to name a few. There are a lot of pigeons, and several other birds. The Ditch is home to many fiendish aquatic flora, like Baatorian Rock Octopus, Devil Squid or Death Eels. Sigil has a massive underground complex known officially as UnderSigil, but more commonly as either The Darks, or The Catacombs. No one knows the extent, since Sigil has an unknown thickness, and no one has managed to tunnel down through the Cage's bottom to see what happens. There are many levels of buildings that have been paved over during the many millenia of the Cage's existence, and entire civilizations' remains are hidden below the busy streets. Most accesible entrances are in the Hive, but the Lower Ward neighborhood of Gurincraag has extensive underground complexes for its many dwarven residents. Many older homes and businesses in the Cage have a locked grate in the cellar connecting to the massive sewer complexes. Above Sigil is the aerial places known as OverSigil. There are a few actual floating buildings, but the owners rarely like company. The flying races keep their own style of residences high above the groundling's heads.
Wealth Spoiler:
Coin 0p 271g 72s 33c Gems 0 |