About Raaz Al'Zuul DMPCRaaz Al'Zuul
STATISTICS
DEFENSE
OFFENSE
Ranged: Light crossbow +4 (1d8 /19-20x2)
Skills: (12 points; 8 class, 4 INT)
*ACP applies to these skills (-4, already applied above). Feats:
Traits:
SPECIAL ABILITIES
Spells:
GEAR/POSSESSIONS
Carrying Capacity
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
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
OFFENSE
STATISTICS
SPECIAL ABILITIES
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.
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