Shendakut

Raaz Al'Zuul DMPC's page

79 posts. Alias of Eric Swanson.


About Raaz Al'Zuul DMPC

Raaz Al'Zuul
Tiefling (Oni-Spawn) Cleric (Fiendish Vessel) 4
LE Medium Humanoid (Outsider)
Init +1; Senses: Perception +10, Darkvision 120 ft., Low-light vision.
Languages: Abyssal, Common, Infernal

STATISTICS
Str 17, Dex 13, Con 14, Int 12, Wis 16, Cha 8

DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +1 dex, +2 natural), CMD 16
hp 28/28
Fort +6, Ref +2, Will +7

OFFENSE
Speed 30/20 ft. in armor
BAB +3, CMB +6
Melee: Longspear +6 (1d8+4 /x3)
Cold Iron Cestus +6 (1d4+3 /19-20x2)
Cold Iron Morningstar +6 (1d8+3 /x2)

Ranged: Light crossbow +4 (1d8 /19-20x2)
Lightning Arc +4 ranged touched (1d6+2)

Skills: (12 points; 8 class, 4 INT)
*Acrobatics -3
Appraise +1
Bluff -1
*Climb -1
Diplomacy -1
Disguise +1
*Escape Artist -3
*Fly -3
Heal +3
Intimidate +9
Knowledge (religion) +8
Perception +12
*Ride -3
Sense Motive +3
*Stealth -3
Survival +3
*Swim -1

*ACP applies to these skills (-4, already applied above).

Feats:
*Armor of the Pit: You gain a +2 natural armor bonus.
*Fiend Sight: You gain low-light vision and your darkvision improves to 120 ft.

Traits:
*Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
*Omen: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
*Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
*Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This tell tale sign of wickedness cannot be concealed by misdirection, non-detection, or illusions, except those that also affect shadows (such as invisibility).

SPECIAL ABILITIES
*Aura (Ex)
*Channel Evil: 2d4 (DC 10) (Su)
*Darkvision, 60 feet
*Air Domain: Lightning Arc (Sp) : 1d6+2 electricity (6/day, 0 used)
*Devil Subdomain: Hell's Corruption (Su) (2 rounds, 6/day): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
*Fiendish Resistance (cold 5, electricity 5, fire 5)
*Prehensile Tail
*Spontaneous Casting (Inflict)
*Alter Self (1/day)

Spells:
Domains: Air, Devil (Law)
Cleric: Spells Memorized (CL 2nd; Concentration +4)
0th (at will): Bleed, Detect Poison, Guidance, Resistance
1st (4/1 per day; DC 14): Divine Favor, Infernal Healing, Magic Weapon, Shield of Faith, Obscuring Mist (D)
2nd (3/1 per day; DC 15): Boiling Blood, Ghostbane Dirge, Hold Person, Align Weapon (Law) (D)

GEAR/POSSESSIONS
Four-mirror armor 45 lbs
Explorer's outfit (Free)
Unholy symbol, iron (Baalzebul) 1 lb
Light crossbow 4 lbs
Longspear 9 lbs
Cold Iron cestus 1 lb
Cold Iron morningstar 6 lbs
10 Crossbow bolts 0.1 lbs
Wrist sheath, spring loaded (1 @ 1 lbs) 1 lb
Dagger <In: Wrist sheath, spring loaded (1 @ 1 lbs)> 1 lb
Backpack (9 @ 11 lbs) 2 lbs
Bedroll 5 lbs
Crowbar 5 lbs
Flint and steel -
Mess kit 1 lb
Mug/tankard 1 lb
Soap 0.5 lbs
Trail rations x3 3 lb
Waterskin 4 lbs
Spell component pouch 2 lbs
Belt pouch (1 @ 0.18 lbs) 0.5 lbs
w/ 1 GP 1 SP 7 CP

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 95 lb.

Background:

Winds howl across the frozen realm as thousands of creatures march through the frozen oceans and razored glaciers. Once the armies reach Cocytus in Hell's seventh layer, they drop to their knees and grovel towards His domain. At the head of a column of Oni-Spawn a dark male, dressed in black armor and white cloak throws himself before the feet of a tall, dark-skinned humanoid with compound eyes resembling a fly, "Lord of Flies, I heed your summons, Your WILL be done, Order and I Obey!"

Raaz Al'Zuul was bred and raised to join the ranks of the Infernal Armies of Oni Daimyo Akuma, the Horned King. He has never received a kind word, a vote of confidence nor a helping hand. Harsh discipline, endless hours of training and vicious whippings are all he knows.

When his Legion was sold to the Lord of Flies he exchanged one Master for another. The Legion was encouraged to demonstrate their loyalty to Baalzebul by joining his Cult and learn His doctrine. Raaz Al'Zuul excelled in this new training and quickly promoted to positions of leadership.

More recently he has been selected for a special mission, away from his comrades of arms, to join a small team charged with undermining the plans of the Demonic vermin, Orcus.

Appearance and Personality:

Raaz Al'Zuul like all hungerseed is endowed with brawny muscles and thick bones, and seems to be ready to explode into a larger, more powerful form. He has a voracious appetite for sensory pleasures and carnal delights.

He is extremely tall reaching nearly 7 ft., with dark, jet black scaly skin, red eyes, a thick tail and an ivory colored set of
horns. He shaves his head bald, and wears black four-mirror armor and a serrated longspear. A white cloak embroidered with a black border and an iron crown with a diamond on his breast.

Akkus the Imp:

Imp CR 2
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

DEFENSE
AC 19, touch 16, flat-footed 15 (+3 Dex, +1 dodge, +3 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
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)

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.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Fiendish Augury (Sp): At 3rd level, the fiendish vessel can ask the familiar whether a particular course of action will bring good or bad results for her in the immediate future. This ability acts like the augury spell, with a caster level equal to the fiendish vessel's level, with the familiar acting as the mouthpiece for the spell. This ability can be used once per day.