Valafar The Black |
Valafar the Raven
Neutral Evil
Strength 27 (+8)
Dexterity 20 (+5)
Constitution 14 (+2)
Intelligence 25 (+7)
Wisdom 19 (+4)
Charisma 23 (+6)
Size: Medium
Height: 7' 0"
Weight: 430 lb
Skin: Black
Eyes: Red
Hair: Black Wavy; Average Beard
Domains: Death Evil
Energy: Negative [Harmful / Rebukes Undead]
Total Hit Points: 85
Speed: 30 feet [armor] [barbarian]
Armor Class: 24 = 10 +3 [hide] +2 [heavy wooden] +4 [dexterity in armor] +4 [half-dragon] +1 [half-fiend]
Touch AC: 14
Flat-footed: 24 [uncanny dodge]
Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +15 = 13 [base] +2 [constitution]
Reflex save: +9 = 4 [base] +5 [dexterity]
Will save: +17 = 13 [base] +4 [wisdom]
Attack (handheld): +15/+10 = 7 [base] +8 [strength]
Attack (unarmed): +15/+10 = 7 [base] +8 [strength]
Attack (missile): +12/+7 = 7 [base] +5 [dexterity]
Grapple check: +15/+10 = 7 [base] +8 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
346 lb. or less
347-693 lb.
694-1040 lb.
1040 lb.
2080 lb.
5200 lb.
Languages: Abyssal Celestial Common Draconic Druidic Illithid (Mind Flayer) Hengeyokai Spiritfolk Shadowswyft Elven Dark_Elf_Silent Goblin Ignan Infernal Orc Sylvan
Javelin [1d6, crit x2, range inc 30 ft., 2 lb, piercing]
Glaive [1d10, crit x3, 10 lb., two-handed, slashing]
Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]
Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.; arcane spell failure 20%] ; arcane spell failure 15%
Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]
Raven familiar
Feats:
Combat Casting
Fiendish Summoning Specialist
Shadow Heritage
Spell Focus (Abjuration)
Spell Focus (Conjuration)
Spell Focus (Necromancy)
Track [free to rangers]
Scribe Scroll [free to wizard]
Draconic Heritage (Black) [draconic] +1 on saves vs magic sleep, paralysis, and acid
Traits:
Musclebound
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 10 =
+7
+1 +2 [raven]
Balance Dex* 4 =
+5
-1 [musclebound]
Bluff Cha 13 =
+6
+7
Climb Str* 9 =
+8
+1 [musclebound]
Concentration Con 2 =
+2
Craft_1 Int 7 =
+7
Craft_2 Int 7 =
+7
Craft_3 Int 7 =
+7
Decipher Script Int 9 =
+7
+2
Diplomacy Cha 22 =
+6
+14 +2 [bluff]
Disguise Cha 6 =
+6
Escape Artist Dex* 4 =
+5
-1 [musclebound]
Forgery Int 9 =
+7
+2
Gather Information Cha 7 =
+6
+1
Handle Animal Cha 10 =
+6
+4
Heal Wis 4 =
+4
Hide Dex* 4 =
+5
-1 [musclebound]
Intimidate Cha 10 =
+6
+2 +2 [bluff]
Jump Str* 11 =
+8
+2 +1 [musclebound]
Knowledge (arcana) Int 9 =
+7
+2
Knowledge (architecture) Int 9 =
+7
+2
Knowledge (dungeoneering) Int 9 =
+7
+2
Knowledge (geography) Int 9 =
+7
+2
Knowledge (history) Int 9 =
+7
+2
Knowledge (local) Int 9 =
+7
+2
Knowledge (nature) Int 13 =
+7
+2 +2 [druid] +2 [survival]
Knowledge (nobility) Int 9 =
+7
+2
Knowledge (religion) Int 9 =
+7
+2
Knowledge (planes) Int 9 =
+7
+2
Listen Wis 4 =
+4
Move Silently Dex* 4 =
+5
-1 [musclebound]
Open Lock Dex 6 =
+5
+2 -1 [musclebound]
Perform_1 Cha 6 =
+6
Perform_2 Cha 6 =
+6
Perform_3 Cha 6 =
+6
Perform_4 Cha 6 =
+6
Perform_5 Cha 6 =
+6
Ride Dex 4 =
+5
-1 [musclebound]
Search Int 9 =
+7
+2
Sense Motive Wis 6 =
+4
+2
Sleight of Hand Dex* 8 =
+5
+2 -1 [musclebound] +2 [bluff]
Spellcraft Int 21 =
+7
+14
Spot Wis 6 =
+4
+2
Survival Wis 20 =
+4
+14 +2 [druid]
Swim Str** 9 =
+8
+1 [musclebound]
Use Magic Device Cha 13 =
+6
+7
Use Rope Dex 4 =
+5
-1 [musclebound]
Autohypnosis Wis 6 =
+4
+2
Knowledge
(psionics) Int 9 =
+7
+2
* = check penalty for wearing armor
This character also has 7 ranks in Speak Languages.
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Cleric spells: 4 per day
First-level Cleric spells: 3 (2+1) per day +1 from a domain:
Second-level Cleric spells: 2 (1+1) per day +1 from a domain:
Zero-level Druid spells: 4 per day
First-level Druid spells: 3 (2+1) per day
Zero-level Sorcerer spells: 4 per day
First-level Sorcerer spells: 4 (2+2) per day
Zero-level Wizard spells: 4 per day
First-level Wizard spells: 4 (2+2) per day
Second-level Wizard spells: 3 (1+2) per day
Half-Dragon:
+8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Breath attack once per day
Fire: Red (30' cone 6d10 DC 19), Brass (60' line 3d6 DC 17), Gold (30' cone, 6d10 DC 20)
Acid: Black (60' line 6d4 DC 17), Copper (60' line 6d4 DC 17)
Cold: White (30' cone 3d6 DC 16), Silver (30' cone 6d8 DC 18)
Electricity: Blue (60' line 6d8 DC 18), Bronze (60' line 6d6 DC 18)
Gas: Green (30' cone 6d6 DC 17)
Damage Immunity
Fire: Red, Brass, Gold
Acid: Black, Copper, Green
Cold: White, Silver
Electricity: Blue, Bronze
+4 natural armor bonus (already included)
Wings
Hit dice increases one dice type to maximum of d12
Level adjustment +3
Half-Fiend Template:
+4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma
Outsider (native)
Bat wings allow flying at double the base speed
Darkvision to 60 feet
Spells
Immune to poison
Spell resistance 10+HD (maximum 35)
Damage reduction
Acid, cold, electricity, and fire resistance 10
Claw and bite attacks
+4 effective character level
Barbarian:
Illiteracy (2 skill points to learn to read)
Rage
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)
Damage Reduction 1/- (level 7)
Damage Reduction 2/- (level 10)
Greater Rage (level 11)
Damage Reduction 3/- (level 13)
Indominitable Will (level 14)
Damage Reduction 4/- (level 16)
Tireless Rage (level 17)
Damage Reduction 5/- (level 19)
Mighty Rage (level 20)
Cleric:
Alignment Aura
Spontaneous Casting (harm)
Rebuke Undead (9x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities
Avenging Druid:
Fast movement and rage (as barbarian)
At level 17, not fatigued after raging
No Animal Companion
No spontaneous casting of summoning spells
Wild Empathy checks at -4
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily
Wildshaping Ranger:
Favored enemies
Track as bonus feat (already included)
Endurance
Wild empathy (roll level + charisma bonus)
Endurance (level 3)
Animal Companion (level 4)
Wild Shape (level 5)
Woodland Stride (level 7)
Swift Tracker (level 8)
Evasion (level 9)
Camouflage (level 13)
Hide in Plain Sight (level 17)
High wisdom gains bonus spells daily
Favored Enemies:
Undead +2
Battle Sorcerer:
Familiar / Alertness, etc.
Can know only limited numbers of spells
Battle sorcerers know fewer than other sorcerers.
Battle sorcerers also have fewer spell slots daily.
Battle sorcerers get light armor and a simple/1 handed martial weapon.
High charisma gains bonus spells daily
Wizard
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily
Rune Cultist
Hit dice d12
Fast increase in attack bonuses
Fast increase in fortitude saves
Fast increase in reflex saves
Fast increase in will saves
Base 8 skill points per level
Heavy armor proficiency
Three bonus feats
Additional cleric spell levels: 1
Additional wizard spell levels: 1
More:
Class HP rolled
Level 1: Cleric 10
Level 2: Cleric 4
Level 3: Barbarian 2
Level 4: Barbarian 10 +1 to intelligence
Level 5: Wizard 6
Level 6: Wizard 5
Level 7: Druid 6
Level 8: Druid 4 +1 to charisma
Level 9: Sorcerer 5
Level 10: Ranger 2
Level 11: Rune Cultist 9
Valafar's Equipment:
57 lb
2 lb
5 lb
3 lb
2 lb
4 lb
1 lb
10 lb
50 lb
1 lb
4 lb
1 lb
2 lb
30 lb
1 lb
_____
173 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Candle
Chain (10 feet) x1
Chalk
Grappling hook
Lamp (common)
Rations (1 day) x10
Rope (50', hempen) x5
Signet ring
Vial (for ink or potions) x5
Waterskins x1
Whetstone
Holly and mistletoe
Spell component pouch
Spellbook x10
Thieves' tools
Total
Raven familiar: Str 1 Dex 15 Con 10 Int 7 Wis 14 Chr 6; Hit points: 42; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 16 (+2 size, +2 dex, +2 level); Claws +4 melee 1d2-5 Fort +13, Ref +6, Will +15, Listen +6, Spot +6; speaks one character language Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells;
Animal Companion: Horse (heavy)
Large Animal
Hit dice 3d8+6 (19 hit points)
Initiative +1 (Dex)
Speed 50 feet
AC: 13 ( -1 large +1 Dex +3 natural)
Attacks: 2 hooves +3 melee;
Damage 1d6+2 (hoof);
Special Qualities: Scent
Saves: Fort +5; Ref +4; Will +2
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6; Spot +6;
Link, share spells
Bonus tricks: 1