Baron Galdur Vendikon

Thanquol's page

92 posts. Alias of Void Dragon.


Full Name

Thanqoul

Race

Human

Classes/Levels

Necromancer (Undead) 3

Health etc.:
Current HP 22/22 | AC 13 | Touch AC 12 | FF 11 | Fort +3 | Ref +3 | Will +3 | Int+2 | CMD 13 | Per +0

Gender

Male

Size

Medium

Age

17

Alignment

N

Languages

Alko, Celestial, Common, Draconic, Necril, Orc, Saurian

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Thanquol

Name: Thanquol
Sex: Male Race: Human Class: Necromancer (Undead) 3 Age: 17
N Medium Humanoid (Human)
Init +2; Senses ; Perception +0
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DEFENSE
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AC 16, touch 12, flat-footed 11 (+1 armor, +2 Dex)
HP 22
Fort +3, Ref +3, Will +3

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OFFENSE
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Speed 30 ft.
Melee Quarterstaff Attack +1 Damage 1d6/1d6 (x2) Type B
Ranged Light Crossbow Attack +3 (19-20x2) Damage 1d8 Type P Ammunition Bolts 9 Range 80 ft
Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13

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SPELLS
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Opposition Schools: Enchantment, Evocation

Spells per Day

0:4 (4 class) DC: 14 (15 if necromancy)

Prestidigitation
Mending
Detect Magic
Read Magic

1st:4 (2 class, 1 Int, 1 Specialization Spell) DC:15 (17 if Necromancy)
Ray of Enfeeblement* ()
Infernal Healing ()
Enlarge Person ()
Mage Armor ()

2nd: (1 class, 1 Int, 1 Specialization Spell) DC: 16 (18 if Necromancy)

Limp Lash* (x)
Knock ()
Limp Lash ()

*=specialization spell
( )=unused, (x)=used

Spells Known

0:All

1st:Ray of Enfeeblement, Mount, Enlarge Person, Mage Armor, Grease, Alarm, Shield, Identify, Infernal Healing, Feather Fall, Break, Gravity Bow, Ant Haul

2nd: Knock, Limp Lash

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SPECIAL ABILITES
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Arcane Bond: Familiar (Thanqoul hasn't needed a familiar, and doesn't want one for now.)

Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability. DC:11

Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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SKILLS
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Acrobatics +3 (1 rank, 2 Dex)
Bluff +6 (2 ranks, 4 Int); (+16 when lying)
Fly +6 (1 ranks, 3 class, 2 Dex)
K. (Arcana) +9 (2 ranks, 3 class, 4 Int)
K. (Engineering) +8 (1 rank, 3 class, 4 Int)
K. (Local) +9 (2 rank, 3 class, 4 Int)
K. (Planes) +8 (1 rank, 3 class, 4 Int)
K. (Religion) +8 (1 ranks, 3 class, 4 Int)
Linguistics +9 (2 ranks, 3 class, 4 Int)
Profession (Herbalist) +5 (2 rank, 3 class)
Stealth +9 (3 ranks, 3 class, 2 Dex, 1 trait)
Survival +6 (2 rank, 3 class, +1 trait)
Spellcraft +10 (3 ranks, 3 class, 4 Int)
Languages: Alko, Celestial, Common, Draconic, Necril, Orc, Saurian

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TRAITS & FEATS
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Traits:

Highlander (Hills or Mountains): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Nomadic: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

Feats:
Command Undead
Scribe Scroll
Spell Focus (Necromancy)
False Focus
Greater Spell Focus (Necromancy)

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Equipment
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Spellbook (Written in Necril) (0 GP)
Scholar's Outfit (0 GP)
Spell Component Pouch (5 GP)
MWK Backpack (50 GP)
Bedroll (5 SP)
Belt Pouch (1 GP)
Flint and Steel (1 GP)
Ink (8 GP)
Inkpen (1 SP)
Mess Kit (2 SP)
Soap (1 CP)
Trail rations 5 days (2.5 GP)
Canteen (filled) (2 GP)
Holy Symbol of Urgotha Gold w/Flask (Filled with Holy Water) (135 GP)
Journal (10 GP)
Mask of Stony Demeanor (500 GP)
Silken Ceremonial (30 GP)
Scroll of Mage Armor (25 GP)
Scroll of Grease (25 GP)
Scroll of Identify (25 GP)
Scroll of Infernal Healing (25 GP) (used and destroyed)
Scroll of Gravity Bow (25 GP)
Scroll of Ant Haul (25 GP)
Quarterstaff (0 GP)
Scribing Infernal Healing, Break, Gravity Bow, Ant Haul into Spellbook (40 GP)
Light Crossbow (35 GP)
Bolts x10 (1 GP)
28 GP 6 SP 9 CP

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Background
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Spoiler:

Thanquol was born in the small village. He was born to the town drunk and never knew who his mother was. He was an only child, but never got to be a child as whenever his father got drunk (every night) Thanquol would get kicked out and be forced to live on the streets. It was during one of these outing that Thanquol met a strange man out in the hills of his homeland. The man introduced himself as Salizan and he would completely change Thanqouls life forever.

When Thanqoul was only 7 he ran away from his father to live with Salizan, and he never looked back. He became Salizan's apprentice and was forced to do menial labor for years, but while he was doing this labor Salizan taught him what he needed to know about being a mage. It was during this time that Thanqoul learned that not only did he have a magical talent, but he was amazing at arguing points of philosophy to convince people of his outlook. Not only that, but his skill with herbalism was amazing as well. He made a tidy profit using his medicinal skills with herbs to full advantage. His apprenticeship ended when he was 14 and that was when he finally heard the news about his father. Apparently his father had drunk himself into a stupor the night Thanquol had left and had been in a coma ever since. Nobody really wanted to care for him so it fell to Thanquol to do it.

Thanquol's next 2 years were spent cleaning up after his father and trying to find a cure for his coma. He tried several dark rituals of Urgotha found in his master's library. He made sure that Salizan knew nothing about this, but always got the feeling that somehow Salizan knew. Thanquol finally had success on his 17th birthday, though he had to dedicate some of himself to Urgotha. His father opened up his eyes and looked at Thanqoul with new eyes. Before he could even speak Thanqoul hugged him and began to cry. It was a heartbreaking scene, which is probably why a god decided to have that particular Tyrannosaurus step into the room killing Thanqoul's father instantly. Thanqoul was knocked back, and pinned under a beam and could only watch in horror as his father was eaten right in front of him. After the creature was done it looked at Thanquol and he thought his life was to end there and then.

Luckily, Thanqoul's life didn't end that day as Salizan appeared and unleashed spell after spell at the beast. He pulled the beam off of Thanquol and told him to run. As Thanquol did he looked back for only an instant. In that instant he saw his master fighting five Saurians priests/mages? Thanqoul realized two things then. The first was that Salazin had been hiding something from Thanqoul. Secondly, that Thanqoul had come to see Salizan as a second father, and knew he had probably just lost both of them. Thanqoul ran until he couldn't see anymore and then ran some more. He only stopped when dawn came.

In this new and strange world Thanqoul knew that he only wanted two things in this world. One, was the time he had lost with his father. Thanqoul wasn't a priest, so he decided on necromancy to try and bring his father and Salazin back at least. Two, was that he was going to kill every Saurian he met. Thanqoul knew he couldn't do this alone, and so went in search of others of his mindset to hopefully destroy these abominations that should have never evolved past lizards.

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Personality
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Spoiler:

Thanqoul is bitter about his revenge for his village and family. He doesn't care for jokes, or playing around. He is determined to destroy the Saurians and views necromancy as the best answer for this. He only cares about what others think about him if they could help his cause and is cold to all other people. He does have one soft spot for children though, and would gladly sacrifice himself for any child no matter the race.