Xaivanshee Rasivrein

Soryan Dirge's page

204 posts. Alias of Molech.


Full Name

Soryan Dirge

Race

LG Elf Wizard

Classes/Levels

HP:34/ AC: 12 || Fort: +4 Ref: +6 Will: +7 || CMD: 14 || Initiative: +2

Strength 6
Dexterity 14
Constitution 10
Intelligence 24
Wisdom 10
Charisma 16

About Soryan Dirge

Ancestry:
The first of his line born without visible evidence of the Infernal Bloodline of his great-grandmother, and the first male child of the line, Soryan Dirge is a symbol of Elven Light from tragic Darkness. But the young surname of the line remains, and Fiendish blood still flows through the Wizard's Soul.

His twice-great-Grandfather was one of a cadre of Warpriests of Calistria who, for their Goddess and Queen Telandia, brazenly stormed Arch-Devil Belial's Infernal court on the 4th Circle of Hell, along with Silver Dragons and Paladins of Iomedae & Ragathiel.

The gambit sadly failed, and Soryan Dirge's ancestor was enslaved. A brave rescue attempt was hastily planned, a suicide-mission in reality. But it met with some pyrrhic success. The Erinyes 'Mistress of Torture' was captured and it was discovered that she had violently impregnated herself with Elven seed-- Soryan Dirge's ancestor's. Destroying the Hellish Erinyes, they rescued the infant: Soryan Dirge's great-grandmother.

Required to live far away from Iadara or even a larger, cosmopolitan city such as Greengold, The Dirge line hails from western, rural Kyonin, in Lethaquel.

Background:
Born and raised in western Lethaquel, Soryan Dirge showed an immediate curiosity to scholarly magic, and was quickly deemed a prodigy.

He did not show any of his mother or grandmother's Tiefling traits, superficially appearing fully Elven. But the memory of Elves is long, and his Infernal heritage followed him like his name of lamentations. Luckily, Lethaquel was remote and small, and both Kitsune and Catfolk communities nearby meant Tiefling Elves could live among fewer prejudices than in more traditional Kyonin communities.

Soryan Dirge spent much of his youth in Avennara and in Siavenian, studying magic and the Elf Gates there. Lord Villastir of Siavenian, however, was not accepting of Soryan Dirge as a student, nor even as an Elf. Nonetheless, the powerful Diviner was something of an idol to the young wizard.

At 18 Soryan Dirge took an opportunity to study Wizardry in Ustalov for 18 months. It was both an eye opening, and eyes-squeezing-shut experience. But it broadened his knowledge and prepared him for an adventuring career in the service of his Queen, as cloistered life did not appeal to him.

Soryan Dirge took his early quests in Tanglebriar and Witchbole, of course, as well as in Ustalov, and even the dreaded WorldWound.

Now a far more accomplished, 26 year-old veteran of Arcane missions, Soryan Dirge was thrilled to visit Varisia, ancestor to the Ustalov people, and home of the lost Thassilonian Empire. And was eager to help The Lantern Bearer's in their quest to liberate Celwynvian -- for him it felt almost personal.

Moreover, finally Soryan Dirge has earned the respect and trust of Lord Villastir of Siavenian, and has joined The Lantern Bearer's.

Now, facing a mission in the Underdark, the Drow-infested Darklands beneath the ancient Elven home of Celwynvian, Soryan Dirge hopes he he chosen.

Soryan Dirge doesn't believe in suicide missions. He has fought monsters in Witchbole, terrors in Ustalov, and Demons in the WorldWound. He is ready for the Drow of Zirnakaynin!

Campaign Role:
As a Wizard in combat I'm definitely a "squishy" with a poor AC and low HP. My spells are a mix of blasting type (fireball, lighting bolt, magic missile), or area-control (Black Tentacles, Create Pit, Stoneshape), or mind-games (hold monster, charm, lots of illusions) -- what I do not have are Buff-Spells (NO Haste, Enlarge Person, Bull's STR).

And my PC really shines in out-of-combat arenas. My Bluff is a +26 and I love to talk my way into getting more and more information from my enemies. I also have a +17 Diplomacy so you can count on me to want to roleplay with the NPCs in order to gather information, gather information, and gather information.

I am also a massive Knowledge Skills guru, with most Knowledges well into the +20s. I like to know about the campaign around me, and learn all its secrets.

My Perception is not so great (+6), so I rely on my fellow Lantern Bearer's to notice when villainous Drow are sneaking up on me.

Wizard Features:

Wizard-6 (Exploiter Wizard) / Loremaster-2

Arcanist Reservoir Pool: 9 / 2

Arcanist Exploits:
Wizard School Understanding: Enchantment (Enchanting Smile > +3 Bluff, Diplomacy, Intimidate)
Flame Arc: 30' Line of Fire 3d6+3 (Ref DC 16)

Vital Statistics / Defense:

Hit Points: 34/

STR 6 -2 (20 pounds = light load)
DEX 14 +2
CON 10 +0
INT 24 +7 (Headband of INT +4)
WIS 10 +0
CHA 16 +3

Armor Class: 12
CMD: 14

Saves: (Cloak)
Fort: +4
Ref: +6
Will: +7

Spell Resistance: 14
Fire Resistance: 5
Immune to Sleep

Initiative: +2
Movement: 30'
Low Light Vision
Darkvision 120'
Light Blindness

Spell Penetration +12 (Race & Feat)
Concentration +17 (CL & Race & Ability Score mod)

Spells Prepared:

4th: Greater Invisibility
4th: Hold Person: 'Heightened'
4th: Acid Pit
Scrolls 4th:
Stone Shape
Greater Invisibility
Elemental Body I
Hallucinatory Terrain
Enervation
Shadow Projection
Wall of Blindness/Deafness
3rd: Major Image
3rd: Seek Thoughts
3rd: Fireball
3rd: Fireball
3rd: Spiked Pit
Scrolls 3rd:
Tongues
Dispel Magic
Dispel Magic
Seek Thoughts
Protection from Energy
Water Breathing
Invisibility Sphere
Gaseous Form
2nd: See Invisibility
2nd: Invisibility
2nd: Rope Trick
2nd: Hideous Laughter
2nd: Acid Arrow
Scrolls 2nd:
Detect Thoughts
Resist Energy
Rope Trick
Invisibility
See Invisibility
Alter Self
Ghostly Disguise
1st: Charm Person
1st: Expeditious Retreat
1st: Magic Missile
1st: Magic Missile
1st: Magic Missile
1st: Disguise Self
Scrolls 1st:
Ant Haul
Protection from Evil
Endure Elements
0: Detect Magic ; Dancing Lights ; Ghost Sound ; Prestidigitation ; Light
SP:
Darkness
Dancing Lights
Faerie Fire

POTIONS:
(2) Lesser Restoration
(2) Delay Poison
(2) Undetectable Alignment

WANDS:
Cure Light Wounds {50/ 2}

Spell Book:

1st> Charm Person ; Identify ; Interrogation ; Expeditious Retreat ; Disguise Self ; Color Spray ; Magic Missile ; Grease ; Protection from Evil ; Endure Elements ; Expeditious Excavation ; Ant Haul
2nd> Detect Thoughts ; See Invisibility ; Invisibility ; Hideous Laughter ; Acid Arrow ; Resist Energy ; Alter Self ; Darkvision ; Rope Trick ; Spider Climb ; Create Pit ; Minor Image ; Ghostly Disguise ; Blindness/Deafness
3rd> Deep Slumber ; Tongues ; Dispel Magic ; Hold Person ; Protection from Energy ; Suggestion ; Fireball ; Lightning Bolt ; Water Breathing ; Invisibility Sphere ; Major Image ; Ray of Exhaustion ; Fly ; Gaseous Form ; Vision of Hell ; Seek Thoughts ; Spiked Pit
4th> Charm Monster ; Greater Invisibility ; Phantasmal Killer ; Hallucinatory Terrain ; Black Tentacles ; Enervation ; Stone Shape ; Elemental Body I ; Rainbow Pattern ; Wall of Blindness/Deafness ; Acid Pit ; Shadow Projection
5th> Feeblemind ; Contact other Plane ; Passwall ; Wall of Force ; Summon Monster V ; Mage's Private Sanctum ; Firesnake ; Hungry Pit ; Phantasmal Web ; Acidic Spray ; Cone of Cold ; Teleport ; Break Enchantment
6th> True Seeing ; Chain Lightning ; Summon Monster VI

Skills:

Total: .............. (in order> Ranks + Class Skill + Ability Score + Exploiter Wizard + Loremaster + Race + Feat + Trait)
+26 BLUFF (8+3+7+3+0+1+3+1)
+17 DIPLOMACY (8+3+3+3+0+0+0+0)
+6 INTIMIDATE (0+0+3+3+0+0+0+0)
+16 LINGUISTICS (6+3+7+0+0+0+0+0)
+6 PERCEPTION (6+0+0+0+0+0+0+0)
+7 SENSE MOTIVE (6+0+0+0+0+1+0+0)
+16 SPELLCRAFT* (6+3+7+0+0+0+0+0)
+12 USE MAGIC DEVICE (6+3+3+0+0+0+0+0)

+22 ARCANA KNOWLEDGE (8+3+7+0+4+0+0+0)
+22 DUNGEONEERING KNOWLEDGE** (8+3+7+0+4+0+0+0)
+11 ENGINEERING KNOWLEDGE (0+0+7+0+4+0+0+0)
+11 GEOGRAPHY KNOWLEDGE (0+0+7+0+4+0+0+0)
+20 HISTORY KNOWLEDGE (6+3+7+0+4+0+0+0)
+11 LOCAL KNOWLEDGE (0+0+7+0+4+0+0+0)
+22 NATURE KNOWLEDGE** (8+3+7+0+4+0+0+0)
+20 NOBILITY KNOWLEDGE (6+3+7+0+4+0+0+0)
+24 PLANES KNOWLEDGE (8+3+7+0+4+0+2+0)
+24 RELIGION KNOWLEDGE (8+3+7+0+4+0+2+0)
* +18 to Identify magical properties of Magic Items
** full Ranks from Headband of INT

Background Skills:
+24 Lore of Arch-Devils & Infernal Princes (8+3+7+0+4+0+2+0)
+24 Lore of Demon Lords and Abyssal Princes (8+3+7+0+4+0+2+0)

Equipment:

16000 GP: Headband of Vast INT +4 (Knowledge of Nature & Dungeoneering)
1000 GP: Cloak of Resistance +1
2000 GP: Handy Haversack
7140 GP: SpellBook Spells (9 2nd-Levels, 13 3rd-Levels, 8 4th-Levels, 13 5th-Levels, 3 6th-Levels)
4362 GP: Scrolls (3 1st-Levels, 5 2nd-levels, 8 3rd-Levels, 7 4th-Levels)
1800 GP: Potions (6 2nd-Levels)
750 GP: Wand of Cure Light Wounds { 2 of 50 }

Feats & Traits:

Scribe Scroll
Spell Focus: Enchantment
Scholar: Planes & Religion Knowledge
Heighten Spell
Skill Focus: Bluff (Loremaster Secret)
Spell Penetration
Split Slot

Traits:
Fiend Blood (Bluff)
Clever Wordplay (Bluff)

Elf Features:

+2 INT / +2 DEX / -2 STR

Medium; Normal 30' Move

Low-Light Vision

Elemental Resistance: 5 Fire (Alternate Racial Trait, replaces Elven Immunity to Sleep and the +2 Will Save vs Enchantments & Charms)

Elven Magic: +2 to overcome Spell Resistance and +2 to Spellcraft to Identify magic items

Wary (Alternate Half-Elf Racial Trait, replaces Keen Senses (+2 Perception) with +1 Bluff and +1 Sense Motive)

Arcane Focus (Alternate Racial Trait, replaces Weapon Familiarity with a +2 to Concentration checks to cast defensively)

Languages:

Elven
Drow Secret Language
Taldane
Infernal
Celestial
Abyssal
Aklo
Draconic
Sylvan
Giant
Thassilonian
Varisian
Caligni (Dark Folk)
Necril
Aboleth
Undercommon