Rizzen Cormrael


© 2006 commissoned art by Raiyne d'Esparea
DO NOT TAKE, permission NOT granted!

NAME: Rizzen Cormrael
RACE: Drow
TEMPLATE: Wererat (Afflicted)
GENDER: Male
AGE: 141
EYES: Red
HAIR: White
SKIN: Black
HEIGHT: 5'
WEIGHT: 87 lbs
SPEED: 30
CLASS LEVEL HD
1)Rogue 3 d6
2)Cleric 3 d8
3)Swordsage 2 d8
4)Darkmask 3 d6
5)Eternal Blade 5 d10
6)Ruby Knight Vindicator 7 d8
7) -- --
8) -- --
9) -- --
10) -- --
CHAR LEVEL: 23
ECL: 27
EXPERIENCE: 351,000
ALIGNMENT: CE
SKILL POINTS: 0/304
HIT POINTS: 297
DMG REDUCT: --
SPELL RESIST: 34
PSION RESIST: 24
EAB: 2
ESB: 1


STAT VALUE MOD
STR 22 +6
DEX 30 +10
CON 20 +5
INT 30 +10
WIS 26 +8
CHA 28 +9
STR FEAT VALUE
OVER HEAD: 230
OFF GROUND: 460
PUSH/DRAG: 1150
LT LOAD: 76
MED LOAD: 153
HVY LOAD: 230
MONEY AMOUNT
COPPER 0
SILVER 0
ELECTRUM 0
GOLD 1,835
PLATINUM 0
( ) 0


SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
FORTITUDE 21 = 10 + 5 + 5 + 1
REFLEX 32 = 13 + 10 + 8 + 1
WILL 32 = 16 + 8 + 5 + 3

  • Miscellaneous includes ESB (also Iron Will in Will saves)
  • +2 Racial bonus to saves against enchantment spells or effects
  • +2 Racial bonus on Will saves against spells and spell-like abilities


    AC
    AC = Base + DEX + SIZE + ARMOR + SHIELD + NAT + MISC
    51 = 10 + 10 + 0 + 8 + 0 + 7 + 16

  • Miscellaneous includes +8 bonus from Swordsage, +5 Deflection, +2 Profane, +1 Dodge

    VARIANT AC FORMULA = ADJUSTED AC
    FLAT FOOTED Subtract DEX mod and similar bonuses = 51*
    TOUCH Excludes Shield, Armor, Natural = 40


    INITIATIVE = DEX MOD + MISC
    15 = 10 + 5

  • Miscellaneous includes +1 bonus from Swordsage, +2 Competence, +2 Racial


    MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
    25 = 16 + 6 + 0 + 3
    RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
    29 = 16 + 10 + 0 + 3

  • Miscellaneous includes EAB

    WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
    Short Sword +5 +35 +26 1d6 19-20/x2 --

  • +7d6 Sneak Attack//+9d6 w/Assassin's Stance (or +2 bonus to attacks per die sacrificed)
  • +10 Insight bonus to attack & damage vs chosen foe type 3 Encounters/day
  • Overcome any DR of one opponent for 1 round as Swift Action

    FULL ATTACK SHORT SWORD w/HASTE: +35/+35/+30/+25/+20

    FULL ATTACK SHORT SWORD w/HASTE & DIVINE FAVOR: +38/+38/+33/+28/+23

    FULL ATTACK SHORT SWORD w/HASTE & ETERNAL TRAINING: +48/+48/+43/+38/+33

    FULL ATTACK SHORT SWORD w/HASTE & ETERNAL TRAINING & DIVINE FAVOR: +51/+51/+46/+41/+36


    SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
    Appraise INT 15 = 10 + 5 + 0
    Balance DEX 19 = 10 + 5 + 4
    Bluff CHA 38 = 9 + 26 + 3
    Climb STR 16 = 6 + 2 + 8
    Concentration CON 31 = 5 + 26 + 0
    Control Shape WIS 28 = 8 + 20 + 0
    Diplomacy CHA 39 = 9 + 26 + 4
    Disable Device INT 20 = 10 + 10 + 0
    Disguise CHA 9 = 9 + 0 + 0
    Escape Artist DEX 22 = 10 + 10 + 2
    Forgery INT 10 = 10 + 0 + 0
    Gather Information CHA 14 = 9 + 5 + 0
    Heal WIS 8 = 8 + 0 + 0
    Hide DEX 47 = 10 + 15 + 22
    Intimidate CHA 15 = 9 + 4 + 2
    Jump STR 8 = 6 + 0 + 2
    Knowledge(Religion) INT 20 = 10 + 10 + 0
    Knowledge(Local [Gauth Grottoes]) INT 11 = 10 + 1 + 0
    Knowledge(Local [The Northdark]) INT 11 = 10 + 1 + 0
    Listen WIS 56 = 8 + 26 + 22
    Move Silently DEX 47 = 10 + 15 + 22
    Open Lock DEX 20 = 10 + 10 + 0
    Perform([Untrained]) CHA 9 = 9 + 0 + 0
    Ride DEX 10 = 10 + 0 + 0
    Search INT 27 = 10 + 15 + 2
    Sense Motive WIS 28 = 8 + 20 + 0
    Sleight of Hand DEX 23 = 10 + 11 + 2
    Spellcraft INT 20 = 10 + 10 + 0
    Spot WIS 60 = 8 + 26 + 26
    Survival WIS 13 = 8 + 5 + 0
    Swim STR 14 = 6 + 0 + 8
    Tumble DEX 22 = 10 + 10 + 2
    Use Rope DEX 10 = 10 + 0 + 0

  • +2 bonus on Disguise checks to act in character
  • +2 bonus on Use Rope checks involving bindings
  • +2 bonus on Rebuke attempts
  • +2 bonus on Survival checks when following tracks


    FEAT
    Simple Weapon Proficiency
    Martial Weapon Proficiency (All melee)
    Martial Weapon Proficiency (Shortbow)
    Exotic Weapon Proficiency (Hand Crossbow)
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Armor Proficiency (Heavy)
    Weapon Focus (Dagger)
    Weapon Focus (Short Sword)
    Weapon Focus (Sai)
    Weapon Focus (Siangham)
    Weapon Focus (Unarmed Strike)
    Weapon Focus (Spiked Chain)
    Weapon Finesse
    Shadow Blade
    Improved Feint
    Precise Strike
    Blind Fight
    Stealthy
    Daylight Adaptation
    Iron Will
    Skill Focus (Bluff)
    Adaptive Style
    Martial Study: Five-Shadow Creeping Ice Enervation Strike


    ADDITIONAL NOTES/ERRATA
    Quick & Dirty Summary

    Uncanny Dodge
    Evasion
    Cannot be Flanked (Silthilar graft)

    Haste constantly active
    Fast Healing 2
    No need to eat, drink, breathe; Only need 2 hours sleep

    Immune to Disease
    Immune to Poison
    Immune to Mind-affecting powers, spells, & effects
    Immune to Information-gathering powers, spells, & effects (except Metafaculty)
    Immune to Sleep spells & Effects
    Immune to All Harmful Vapors & Gases (no need to breathe)
    Immune to Death Spells & Effects, Energy Drain, Negative Energy Effects 1/day for 7 mins
    Immune to Critical Hits & Sneak Attacks

    Renewal Pact in effect
    Death Pact in effect

    Rebuke Undead 11/day (+16 times/day from Nightsticks)

    Maneuvers Readied

  • Time Stands Still (DM)
  • Iron Heart Surge (IH)
  • Shadow Blink (SH)
  • Shadow Stride (SH)
  • Cloak of Deception (SH)
  • Five-Shadow Creeping Ice Enervation Strike (SH)

    Active Stance: Assassin's Stance (SH)

  • Drow Traits
    +2 DEX, -2 CON, +2 INT, +2 CHA
    Darkvision 120'
    SR 11 +1/Character Level
    +2 racial bonus to saves against enchantment spells or effects
    +2 Racial bonus on Will saves against spells and spell-like abilities
    Immunity to Sleep spells and effects
    +2 Racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.
    Spell-like abilities (Caster Level = Character level)
    • Dancing Lights 1/day
    • Darkness 1/day
    • Faerie Fire 1/day

    Light Blindness
    Wererat (Afflicted) Traits
    Gain Weapon Finesse feat
    Gain Iron Will feat
    +2 Natural Armor bonus
    Alternate Form: Change into Hybrid or Dire Rat form as Standard Action (DC 15)
    Damage Reduction 5/Silver
    Lycanthropic Empathy: +4 Racial bonus on interaction with Rats/Dire Rats; allows basic communication
    +2 WIS
    +8 Racial bonus on Swim checks
    +8 Racial bonus on Climb checks; can always Take 10
    Scent
    Low-light Vision
    Rogue Abilities
    Sneak Attack +2d6
    Trapfinding
    Evasion
    Cleric Abilities
    Spellcasting (11th level)
    2 Domains: Travel & Trickery
    Aura of Chaos
    Aura of Evil
    Spontaneous Domain Casting (Trickery): Lose a prepared slot to cast a Domain spell of the same level or lower; lose ability to spontaneously Inflict
    Spellcasting restriction: Cannot cast Lawful or Good spells
    Rebuke Undead 9/day
    Darkmask Abilities
    Cast Darkfire 1/day as spell-like ability
    Cast Pass Without Trace 1/day as spell-like ability
    Cast Alter Self 1/day as spell-like ability
    Gain Skill Focus (Bluff) as bonus feat
    Dark Embrace 1/day: Cast Touch or Targeted spell into mask; Free Action to target someone within 100'
    Sneak Attack +1d6
    Swordsage & Eternal Blade & Knight Vindicator Abilities
    Quick to Act +1: +1 bonus to Initiative
    Discipline Focus (Weapon Focus-Shadow Hand): Gain Weapon Focus in Shadow Hand weapons
    AC Bonus: Gain WIS modifier as a bonus to AC

    Gain Blade Guide
    Eternal Training: 3 Encounters/day gain Insight bonus=INT mod on Attack & Damage vs chose foe type; or maneuver
    Guided Strike: Overcome any DR of one opponent for 1 round as Swift Action
    Uncanny Dodge
    Eternal Knowledge: Guide grants 3 Knowledges (+15; Nobility & Royalty, History, the Planes)

    Divine Recovery: Spend Rebuke attempt as Swift Action to recover one expended maneuver
    Armored Stealth: No penalties on Hide checks in armor
    Divine Impetus: Spend Rebuke attempt to gain an extra Swift Action in current round

    Maneuvers Known

  • Moment of Perfect Mind (DM)
  • Sapphire Nightmare Blade (DM)
  • Action Before Thought (DM)
  • Emerald Razor (DM)
  • Time Stands Still (DM)
  • Iron Heart Surge (IH)
  • Disarming Strike (IH)
  • Distracting Ember (DW)
  • Shadow Blade Technique (SH)
  • Cloak of Deception (SH)
  • Strength Draining Strike (SH)
  • Shadow Stride (SH)
  • Shadow Blink (SH)
  • Five-Shadow Creeping Ice Enervation (SH)

    Stances Known

  • Island of Blades (SH)
  • Child of Shadow (SH)
  • Assassin's Stance (SH)
  • Dance of the Spider (SH)
  • Pearl of Black Doubt (DM)

    Note on usage of Ruby Knight Vindicator: As per suggestions in Tome of Battle, the class entry requirements were altered to allow for access via Swordsage rather than Crusader (swapped Shadow Hand or Setting Sun for Devoted Spirit).

  • Languages Known
    Elven
    Undercommon
    Common
    Drow Sign Language
    Abyssal
    Draconic
    Inherent Bonuses & Grafts
    +5 Inherent bonus to STR
    +5 Inherent bonus to DEX
    +5 Inherent bonus to CON
    +5 Inherent bonus to INT
    +5 Inherent bonus to WIS
    +5 Inherent bonus to CHA

    Silthilar Healing Blood (Fast Healing 2)
    Silthilar Flexible Spine (+4 Racial bonus to Initiative, Escape Artist, Balance, Tumble)
    Silthilar Rudimentary Eyespots (Cannot be Flanked; +4 bonus to Spot)
    Silthilar Bones (+2 CON)
    Silthilar Muscles (+2 STR)
    Silthilar Tendons (+2 DEX)

    Spells Prepared
    NOTE: Caster Level 16th; Effective Caster Level 20th
    • 1st-Level Spells
      • Divine Favor
      • Divine Favor
      • Divine Favor
      • Sign
      • Sign
      • Resurgence
      • Comprehend Languages
      • Disguise Self (Domain)
    • 2nd-Level Spells
      • Align Weapon
      • Ebon Eyes
      • Divine Insight
      • Divine Insight
      • Divine Insight
      • Silence
      • Invisibility (Domain)
    • 3rd-Level Spells
      • Dispel Magic
      • Dispel Magic
      • Locate Object
      • Meld Into Stone
      • Stone Shape
      • Daylight
      • Fly (Domain)
    • 4th-Level Spells
      • Divine Power
      • Divine Power
      • Divine Power
      • Sending
      • Sending
      • Dimension Door (Domain)
    • 5th-Level Spells
      • Commune
      • Wall of Stone
      • Break Enchantment
      • True Seeing (Domain)
    • 6th-Level Spells
      • Dispel Magic, Greater
      • Heal
      • Mislead (Domain)

    GEAR/ITEM
    Magic Items By Body Slot
    • HEAD: Circlet of Rapid Casting
    • FACE: Third Eye Conceal
    • THROAT: Retributive Amulet
    • TORSO: Rogue's Vest
    • BODY: Empty
    • WAIST: Belt of Battle
    • SHOULDERS: Cloak of Greater Stealth
    • ARMS: Bracers of Armor
    • HANDS: Casting Glove
    • RING (R): Ring of Heavy Armor
    • RING (L): Ring of the Sentry
    • FEET: Boots of Temporal Acceleration

    Slotless Worn Magic Items
    • Earring of Feather Fall
    • Earring of Sustenance
    • Armband of Adaptation
    • Ring of Proof vs Poison

    "Single Use" Magic Items & Grafts

    • Manual of Quickness of Action +5
    • Manual of Gainful Exercise +5
    • Manual of Bodily Health +5
    • Tome of Clear Thought +5
    • Tome of Leadership & Influence +5
    • Tome of Understanding +5
    • Silthilar Tendons
    • Silthilar Muscles
    • Silthilar Bones
    • Silthilar Healing Blood
    • Silthilar Rudimentary Eyespots
    • Silthilar Flexible Spine

    Other Magic Items

    • Short Sword
    • Nightstick x4

    Mundane Items

    • Spell Component Pouch


    Circlet of Rapid Casting
    [ 15,000 gp ]
    This thin, silver circlet is engraved with dozens of different symbols and runes. It allows the wearer to cast a small numbers of spells each day as a Swift action. The circlet has 3 charges which are renewed at the beginning of each day. Spending one or more charges allows you to cast a single spell as part of the same Swift action as you used to activate the item. This spell must have a casting time that is no longer than 1 Standard action. Doing this expends the prepared spell as if you had cast the spell normally.

    • 1 Charge: Cast a single spell of 2nd level or less
    • 2 Charges: Cast a single spell of up to 3rd level
    • 3 Charges: Cast a single spell of up to 4th level

    Third Eye Conceal
    [ 120,000 gp ]
    While worn, this small, faintly glowing white crystal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers and effects (except for Metafaculty).

    Earring of Feather Fall
    [ 4,400 gp ]
    Can use Feather Fall at will.

    Earring of Sustenance
    [ 5,000 gp ]
    No need to eat or drink; only need 2 hrs sleep.

    Retributive Amulet
    [ 56,000 gp ]
    This inch-wide disk bears a large red crystal in it's center. Tiny carvings around the crystal show an endless march of angels and demons at war.
    When worn, this amulet provides a +2 Profane bonus to AC. In addition, when the wearer takes damage from a melee attack made with a natural or hand-held weapon, the damage is divided equally between the attacker and the target. If the damage is an odd number, the extra point of damage goes to the attacker.
    The amulet delivers the same types of wounds upon the attacker that the wearer receives, but only damage to hit points.

    Rogue's Vest
    [ 18,000 gp ]
    Gain a +2 Competence bonus on Hide and Move Silently checks, and a +2 Competence bonus on REF saves. In addition, it adds +1d6 damage to Sneak Attack.

    Belt of Battle
    [ 228,000 gp ]
    Grants a +2 Competence bonus to Initiative while worn. In addition, it has 3 charges which are renewed each day. Spending 1 or more charges (as a Swift Action)grants you an extra action which must be taken immediately

  • 1 Charge = 1 Move Action
  • 2 Charges = 1 Standard Action
  • 3 Charges = 1 Full-round Action
    The belt has also been enchanted to grant the following Enhancement bonuses:
  • +6 STR
  • +6 DEX
  • +6 CON
  • +6 INT
  • +6 WIS
  • +6 CHA

    Cloak of Greater Stealth
    [ 80,000 gp ]
    Grants a +20 Competence bonus to Hide and Move Silently checks.

    Armband of Adaptation
    [ 18,000 gp ]
    No need to breathe, immune to harmful gases & vapors (as per Necklace of Adaptation).

    Bracers of Armor
    [ 364,950 gp + 3000 gp ]
    Grant a +8 Armor bonus to AC. In addition, it also holds the following enchantments:

  • Speed [+3 MP]: Constant Haste
  • Death Ward [+1 MP]: Immunities to Death effects & negative energy effects 1/day for 7 mins
  • Called [+2000 gp]: Summon anywhere on same plane
  • Comfort [+5000 gp]: Immune to normal temperature extremes
  • Health [+11,250 gp]: Immune to disease
  • Freedom [+60,000 gp]: Constant Freedom of Movement
  • Glamered [+2700 gp]: Can change the item's appearance
  • Blueshine [+1500 gp]: Immune to rust & acid; +2 Competence bonus on Hide checks
  • Greater Anchoring [+15,000 gp]: +10 Enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks
  • +5 Deflection bonus to AC [+50,000 gp]
  • +5 Natural Armor bonus to AC [+50,000 gp]
  • +5 Resistance bonus to Saving Throws [+25,000 gp]
  • Crystal: -10 penalty to incorporeal touch attacks

    Casting Glove
    [ 20,000 gp ]
    This glove (worn on the right hand) allows an item to be stored or retrieved as a Free Action. In addition, once per round you can activate or consume a stored magic item as if you were holding it in your hand. The activation and all effects function just as normal for the item, and the activation requires the same type of action.

    Ring of Heavy Armor
    [ 72,000 gp ]
    Grants Fortification 100%.

    Ring of the Sentry
    [ 80,000 gp ]
    This unique item grants the user a +20 Competence bonus on Spot and Listen checks.

    Ring of Proof vs Poison
    [ 54,000 gp ]
    Grants immunity to poison.

    Boots of Temporal Acceleration
    [ 43,000 gp ]
    Once per day as a Swift Action (Command), speed time up as Time Stop. Take two rounds worth of actions then resume acting during your current turn in normal time, but are Shaken for 1 round.

    Short Sword
    [ 214,310 gp + 10,000 gp ]
    This adamantine short sword carries the following enchantments. In addition to those listed below, he keeps a Greater Truedeath Crystal attached to the weapon at all times.

    • +5 Enhancement bonus to attack and damage
    • Collision [+2 MP]: Adds +5 damage on a successful hit
    • Assassination [+1 MP]: +1d6 Sneak Attack damage; +5 to DC of poisons delivered with blade
    • Deadly Precision [+2 MP]: +2d6 Sneak Attack Damage
    • Everbright [+2000 gp]: Immune to Rust & Acid
      Standard action 2/day Flash 20 foot burst DC 14 Negates or blinded 1 round
    • Spellblade [+6000 gp]: User immune to one spell (Greater Dispel Magic). Can redirect as Free Action or dissipate.
    • Shadowstrike [+5000 gp]: Once per day, a shadowstrike weapon can reach through the wielder's own shadow to catch foes off guard. When this power is activated (a Swift mental action), 5 feet it added to the user's reach, and the target is denied it's Dexterity bonus to AC for this attack.
    • Truedeath, Gr [10,000 gp]: +1d6 dmg vs Undead; Critical & Sneak Attack undead; Ghost Touch