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Zazriel Xvilmaya's page

6 posts. Alias of Gramork.


About Zazriel Xvilmaya

Male Drider Drow (Elf)
SpellBreaker Inquisitor of Vhaeraun/3
NE Large Aberration
Initiative +11; Senses:Perception +13, Sense Motive +12, Dark Vision 120, Light-Blindness.
Age:200, Length:5'9'', Weight:125 lbs

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DEFENSE
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AC 25, Touch 14, Flat-footed 20 (+4 Armour, +1 Attunement, +5 Dex, +0 Shield, +5 Natural Armour, +1 Deflection, -1 Size)
Health Points 27 (3d8+6+3)

Fort +7 =+3 (class) +2 (con) +1 (Resistance) +1 (Trait)
Refl +7 =+1 (class) +5 (dex) +1 (Resistance)
Will +9 =+3 (class) +5 (Wis) +1 (Resistance)
Resistances: +2 racial bonus to saves vs Enchantment.
Immunities: Magical Sleep

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OFFENSE
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Speed
Land 30, Climb 15

Melee Attacks
+1 Rapier +8 (1d6+3, 18-20/x2, S)
Bite (Poison) +6/4 (1d6+2/1, 20/x2, S/P/B)

Ranged Attacks
Mst Composite Longbow +7 (1d8+2 20/x3, P) 40 Arrows. 110ft

Spell-like abilities
Constant: Detect Good, Detect Magic
At will: Dancing Lights, Darkness, Faerie Fire
1 per day: Clairaudience/Clairvoyance, Deeper Darkness, Dispel Magic, Levitate, Suggestion

Spells
1st Level 5/Day CL 3, Concentration +8, DC16
Barbed Chains, Divine Favor, Doom, Inflict Light wounds.

0 Level at-will CL 3, Concentration +8, DC15
Acid Splash, Create Water, Daze, Light, Read Magic, Stabilize.

Special Abilities

Foil Casting: Arcane spellcasters and spell-like abilities concentration DC goes up by 2 in my threatened area. Same DC riases by two if hit by ranged attack.

Judgement: 1/day as a swift action declare judgement gain one benefit, changed judgement as a swift action.

Poison: Injury Poison delivered via bite. 1/round for 6 rounds. 1d2 str. Cure is 1 save.

Strong-Willed: roll twice and take best result for will saves vs Mind-affecting.

Undersized weapons:Must use weapons one size below actual size at no penalty.

Web: May make web attacks as ranged attack. Can move across wev at climb speed, knows if creatures are in web.

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STATISTICS
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Str 15, Dex 20, Con 14, Int 16, Wis 20, Cha 16
Base Atk +2; CMB +5 CMD:20

Traits
Dangerously Curious: +1 to Use Magic Device and its a class skill.

Ancestral Weapon: Start with a cold iron Rapier rapier and get +1 to attacks with cold iron weapons.

Resilient: +1 trait bonus to fortitude saves.

Drawback
Pride: -2 to diplomacy and sense motive checks if insulted until an apology is received.

Feats
Weapon Finesse: May use dexterity modifier on attack rolls with light weapons, natural attacks, touch attacks and selected weapons.

Warrior Priest: +1 to Initiative and _2 to concentration to cast defensively and while grappled.

Bonus Feats
Nimble Moves:

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Skills
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6 +3(Int)+1(FC)/Level

+5 Acrobatics 1 +5 (dex)
+9 Bluff 3 +3 (Cha) +3 (class)
+13 Climb 1 +2 (Str) +3 (class) +8 (Climb Spd)
+9 Diplomacy 3 +3 (cha) +3 (Class)
+7 Disguise 1 +3 (cha) +3 (Class)
+5 Escape Artist 1 +5 (Dex)
+5 Heal 0 +5 (Wis) +3 (Class)
+9 Intimidate 2 +3 (cha) +3 (Class) +1 (Stern Gaze)
+7 Knowledge Arcana 1 +3 (Int) +3 (class)
+7 Knowledge Dungeoneering 1 +3 (Int) +3 (class) Untrained
+4 Knowledge Local 1 +3 (Int)
+7 Knowledge Nature 1 +3 (Int) +3 (class)
+7 Knowledge Planes 1 +3 (Int) +3 (class)
+7 Knowledge Religion 1 +3 (Int) +3 (class)
+13 Perception 3 +5 (Wis) +3 (class) +2 (Racial)
+4 Ride 0 +5 (dex) +3 (Class)
+12 Sense Motive 3 +5 (Wis) +3 (class) +1 (Stern Gaze)
+8 Spellcraft 2 +3 (Int) +3 (class)
+8 Stealth 2 +4 (dex) +3 (Class) +4 (Racial), -4 (Size)
+9/10 Survival 1 +5 (Wis) +3 (class) +1 (track)
+1 Swim 0 +2 (Str) +3 (class)
+8 Use Magic Device 1 +3 (Cha) +3 (class) +1 (Trait)

Background Skills
2/Level

+1 Craft 0 +3 (Int) +3 (class)
+1 Knowledge Engineering 1 +1 (Int)
+1 Knowledge Geography 1 +1 (Int)
+5 Knowledge History 2 +1(Int)
+1 Knowledge Nobility 1 +1 (Int)
+1 Linguistics 1 +1 (Int)
+1 Profession 0 +5(Wis) +3 (class)

ACP:-1
*Non-Standard Skill Bonus:Track: Half level to survival, stern gaze half level to intimidate and sense motive.
Languages:Undercommon, Elven, Common, Abyssal, Draconic, Drow Sign.
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GEAR/POSSESSIONS
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+1 Rapier 4 lbs.
Alchemical Silver Dagger 1 lb.
Cold Iron Dagger 1 lb.
Sap 2 lbs.
Mst Comp Longbow (14 str) 5 lbs.
40 Arrows

+1 Mithral Chainshirt 25 lbs.
Explorer's Outfit 8 lbs.
Spring wrist sheath 1 lb.
Cold Iron Dagger
Spring wrist sheath 1 lb.
Wand of Cure Light Wounds

Belt Pouch 1/2 lb.
5 chalk
Spell Comp Pouch 2 lbs.
Mirror 1/2 lb.

1 wand of CLW w/50 charges
Bandolier 1:
2 Potions CLW
2 potions CMM

Bandolier 2:
2 acid flasks 2 lbs.
2 alchemist's fire 2 lbs.

Masterwork Back Pack 4 lbs.
1 Tanglefoot bag 4 lbs.
Bedroll 5 lbs.
Courtier's Outfit 6 lbs.
Waterskin 4 lbs.
Water Proof Bag 1/2 lb.
Sack 1/2 lb.
Flask 1/2 lb.
50 ft Silk rope 5 lbs.
Flint and steel
Tindertwigs
Whetstone 1 lb.

Mess Kit 1 lb.
Grooming Kit 2 lbs.

Fine Wine 1 1/2 lbs.
4 Trail Rations 4 lbs.

Coin pouch: 291gp, 5sp and cp

Carrying Capacity:
Light 228 lbs. Medium 459 lbs. Heavy 690 lbs.
Current Load worn:62 lbs
Total weight Carried:98.5 lbs
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Other Information
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Favored Class Bonus
1st:Skill
2nd:Skill
3rd:Skill

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Class Features:

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Spells (Su) :
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Domain/Inquisition :

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells

Stern Gaze
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Strong-willed
At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Defense Against Magic
At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1

Foil Casting
At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.

Judgement:

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Racial Features:

Base Speed
Drow have a base speed of 30 feet.

Superior Darkvision
Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Immunities :
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Spell Resistance:
Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

keen Senses:
Drow gain a +2 racial bonus on Perception checks.

Poison Use:
Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Stalker:
The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.

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.

Background:

1) Zazriel was born to a noble house within a drow city whose rank was middling within the hierarchy of the city. He was disgraced and was to be severely punished for striking a female of a house far nobler than his own who spurned his romantic affections. He was turned into aa drider and cast into a portal which was supposed to lead to one of the Hells when it was discovered he was also a worshipper of Vhaeraun, an enemy of Lolth the patron Goddess of his home. Instead somehow the portal led him to Sigil instead of the Hells.

2) Zazriel is unaware that it was Lolth herself who tinkered with the magical portal at the moment of casting and ultimately saved his life, he believes it was his lord Vhaeraun. Zazriel has managed to learn that somehow his family and perhaps others have learned that he is not in the Hells and they intend to hunt him down.

3) Rork the rogue, is the alias of a local thug/informant broker operating out of one of the slums within Sigil. He has taken Zazriel into his employ and helped him acclimate himself to the city.

Belmara is the name of the younger of Zazriel's two sisters. A high priestess of lolth like all females of the city. She is the only person in his family that he might be able to claim to love and the feelings are reciprocated. They have had to hide this from their wretched mother as she would not approve. She prays (quietly) for his safety and might try to help him in some small way if she could.

Matron Xvilmaya, is Zazriel and Belmara's mother. It was she who cast the spell which opened the portal that was supposed to lead to his exile and death. She is furious to know that he lives and is seeking a means of ensuring his death.

4) Zariel hopes to ensure the death of his mother before she can kill him or at least find the means of ensuring she cannot take his life. I hope the party can build a network of allies, spies and servants and achieve a level of power and influence within the city. As a player I would love to see this campaign through past three or four levels for the first time.

5) Though his drider form is powerful and terrible, Zazriel fears that his mind will eventually degenerate into that of some mindless spidery beast. Despite not being full drow anymore he looks down on all non-drow, especially Elves. Though not a good man by any stretch of the imagination despite his inclination for subterfuge and treachery, Zazriel is a man of his word. He will not go back on a promise except in the most dire of circumstances.