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About Zaknador E'IlansaniZaknador E'Ilansan
Prepared Spells:
ARCANE 0:(4) Acid Splash, Resistance, Read Magic, Jolt 1:(4) Mage Armor, Shield, Magic Missile x2 2:(3) Invisibility Spectral Hands, Touch of Idiocy
DIVINE 0:(5) Guidance, Mending, Detect Poison, Enhanced Diplomacy, Purify Food and Water 1:(5) Protection from Evil, Command, Shield of Faith, Bless, Cure Light Wounds 2:(3) Hold Person, Cure Moderate Wounds x2, Silence Stats:
Size / Type: Medium Humanoid (Drow Elf) Alignment: TN(G) Deity: ??? Age: 156 Speed: 30 Ft. Initiative: +7 Senses: Perception +10, Darkvision 120 Languages: Undercommon, Elven, Draconic, Drow Sign, Dwarven, Celestial, Infernal, Terran, Abyssal, Orc Attributes STR 10 (+0) DEX 17 (+3) CON 13 (+1) INT 18 (+4) WIS 18 (+4) CHA 15 (+2) Offense
Defense HP: 35 (4d8 + 1 Con per Level + 1 Favored Class)
Fort: +5 (+4 Base +1 Con)
Skills:
Per Level: 6 (2 Base + 4 Int ):24 + 8 Back Ground = 32 Skills List:
Traits:
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Hedge Magician: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5% Feats:
Arcane Builder: Select one type of magic item (Wondrous items). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. Improved Initiative Racial Abilities:
+4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con Proficient with Hand Crossbow, Rapier, Short Sword Immune to Magical Sleep +2 racial bonus on saving throws vs. enchantment spells and effects. Spell Resistance 15 (11 Base + 4 Character Level) Keen Senses- +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. Superior Dark vision: 120 feet. Weakness Racial Traits: Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Spell-Like Abilities (Su): Divine Favor, Dispel Magic, Suggestion 1/Day Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate At will. Detect Magic: Constant Class Abilities:
Wizard Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Arcane School: Universalist Cantrips
Scribe Scroll
Cleric
Channel energy 2d6
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Knowledge:
Orisons Spontaneous casting
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Magical Items:
Handy Haversack Wand of Protection from Evil 50ch Wand of Magic Missile 1st Level 50ch Equipment:
Dagger x2 Hand Crossbow 10 Bolts, Hand Crossbow Bedroll Water Skin Spell Books, Traveling Background:
It has been about 1000 years since the sundering. In those days the tunnels went on for months with no end in sight. The city that was Creminoth was not large but was home to about 8500 Drow Elves and about 5 times that in slaves of varies races. The Citadel that is Creminoth is home to the dependents of the once proud city. Now a paltry 600 Drow call the citadel home. The slave population has diminished as well, with about 2000 slaves to tend to the needs of their superiors. Most of the slaves are Kobolds and of very little use. Life is different here in as you are a slave or a Drow. Zaknador was born to noble parents in Creminoth. The onset of his magical abilities at a early age is the only reason he is alive today. Shortly after his abilities came to light he was "taken" in as an apprentice to Master Malagar Xarlann, a simple general practitioner of the arts. He could have been "taken" by anyone else and and specialize in a specific school but fate decided to place him in the care of a wizard that did not specialize in any one field of magic. It was with his master that he learned and became obsessed with all things magical. This went from spells to wondrous items. It was widely known that the council desired to have him trained in all things magical and for them to be able to use him to advance their own agendas. If it was magical in some form he just had to pull it apart to see how the item worked. He started to look into other forms of magic. Divine magic was said to be granted by the gods. This was the faith and it was said to have been proven time and time again. Zaknador decided to investigate the idea of divine magic being cast by a arcane spell caster. After several decades of research he come to a conclusion. He had no god that he felt was worthy of his faith. He went about his life feeling no different than before. It has been a little over a year since the disaster that befell Citadel Creminoth. That day has been etched into Zaknador's memory for many reasons. On that day, life as he knew it died and his new life began. Civilizations survive on islands that float around with no rhyme or reason as to their patterns, they go where they want. It was a Thursday morning when the other island collided with the Citadel. The vast majority of deaths happening in those first seconds. Zaknadr was in his study on the other side of the island when the crash happened. The tower collapses minutes of he ran for his life. Chaos was supreme in those moments with a survival instinct in the forefront of everyone mind. The airships were under the island on the side of impact. The few that were alive were quickly running for those ships. Zaknador mad his way and was one of the few to make it on the ship and was in the process of fleeing when both islands started to fall towards the vast sea below. The ship is held in check as the island fall towards a watery death, it's mass pushing down on the ship as it tries to sail away. Zaknador see the ship sliding onto its side as the survivors start to fall overboard. Not wanting to be a piece of fish food Zaknador jumps up towards the island and inacts his ability to levitate. His body makes it to the island in a short time. He tries to shove the mast of the rocks and set the ship free. He is interrupted when a body hits him from behind. Desperate to survive he grabs onto the mast and holds on tight. The island crashes into the water with such force that the impact and water shoves the ship out and away from the island. As the ship rocks and settles down, Zaknador looks back at what was his home sinking beneath the waves. When the ship comes to a halt he descends back to the deck. There is no one alive on the ship. There is a human body the is hanging from the riggings. Zaknador directs the ship to the ocean surface to look for survivors. As the search goes on he pulls down the human. The body hits the deck with a loud thump and rolls over on to its side. Seeing that there is a large book chained to his waist and his hands clutching it. Zaknador decides that this must be of importance if the man died with it still tightly clutched in his death grip. Pulling the book away reveals yet another item of interest. A two-toned mask on a chain hung from the neck of the human. He did not know what is was he had found but he felt it was important to keep these two items together. Pushing the body over the side of the ship Zaknador looked to the waters for survivors. Only two other Drow and a Kobold survived the disaster of that day. Flying towards the city of Talismiera, the survivors needed to work together to make it there. The next day the kobold was killed by one of the Drow survivors for some unseen offense. The two other Drow killed each other as they tried to take control of the ship for their own ends. Once the spell duel was over Zaknador scavenge from the two Drow a back pack that seem to hold more that it should and two wands. Seeing that he was alone and had plenty of time on his hands as it would be several months before he could find the city, Zaknador took to the book to figure out what it was. The book contained a language that he did not know but was determined to figure it out. Weeks go by and he catches a break. He thinks he has a little understanding of the book and what it is. It is a prayer book of a god known as Nethys. Beyond that he had a not a clue as to whom this god was or is. Time goes by and what supplies he had was dwindling quickly. Food was becoming scarce as was water. Zaknador was certain the he would die before he made it to a city. The days dragged on he was out of supplies. Sitting against the mast with the book and the two-toned mask pendant, he begged for death to come and he begged to live. He pleaded to no one but to the air itself. He awoke with dry cracked lips and more. He could not understand it but he had knowledge of spells and how to cast them. Spells that would create water and food. Spells to heal his wounds. What was more...he knew where those spells came from and who granted those spells. He had found his god. The spells kept him alive and he made it to the city of Talismiera. Appearance: Height: 5'1" Weight: 103 Eye color: Red Hair color: None Skin: Black Haircut: Bald Build: Wiry Goals: His goals are to build the perfect item of power. Personality: Zak is a simple male. He just wants to create items of power and dissect them to find out how and why they work. This is the main reason why he is alone most of the time. He tends to keep to himself as it is safer that way. The less people digging into his life the better. Platinum:0 Gold:32 Silver:0 Copper:0 Gems: 0 Spells:
Arcane (0:4 1st:4 2nd:3) 0 level: ALL DC:14 Resistance Acid Splash Drench Detect Magic Detect Poison Read Magic Daze Breeze Dancing Lights Flare Light Penumbra Ray of Frost Scoop Spark Ghost Sound Haunted Fey Aspect Jolt Mage Hand Mending Message Open/Close Root Arcane Mark Prestidigitation 1 Level:9 DC:15 Alarm Shield Mage Armor Identify Magic Missile Crafter's Fortune Secluded Grimoire Floating Disk Unseen Servant 2 Level: 4 DC:16
3 Level: 2 DC:17
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