Sunday, March 14, 2010

Character Du Jour: Alcániel Galalithe

Blood elves in World of Warcraft are a race with bright, intense, green glowing eyes.  They are fair skinned.  And they are cursed to live an existence draining power from demon crystal stones and other magic sources.  They suffer from an addiction to magic.  And they all look to Prince Kael'thas Sunstrider to restore their race to power and glory.

Alcániel is a Blood Elf warlock of the highest order.  She treats her familiar, Pipquik, as a mere tool rather than an ally or a friend.  Alcániel hates demons and all demonkind, but she fights fire with fire, even though she uses demon magic as a source to stave off her addiction.  She helped the Blood Elves break from the Alliance and join the Horde, and now is allied to the Horde in order to help lead the Orcs back to Outland.  She also sees Outland as a sort of promised land for her people, and hopes to join her vaulted prince, Kael'thas, in Outland (this takes place before Kael'thas stole Mu'ru from Silvermoon).

As a Warlock, Alcániel's powers relate to demonkind and demonic magic.  She uses fel magic to wrought her purpose.  Unlike the Warlocks of the humans, gnomes, or the Shadow Council; her people see her Warlock ways as a boon rather than a curse.

Dirty Little Secret: One of her brothers, the Mage Vórimóro, was killed by the Scourge Plague in Lordaeron.  He has raised as a Forsaken mage.


Alcániel Galalithe  (CR 13)
Female Blood Elf 
Warlock 7/Blood Elf 3/Enchanter 3
Medium Humanoid
Hit Dice: 3d8+8d6
hp: 63

Init: +3
Speed: 30 ft.
AC: 15, touch 17, flatfooted 18
Base Attack: +6  Grapple: +8
Melee Attack: +6 +2 Flaming Longsword of Striking (1d6+3 damage, crit 20)
Missile Attack: +6 +2 Ghost Touch Shortbow (1d6+2 damage, crit 19-20)
Full Attack: +10 +2 Flaming Longsword of Striking (1d6+3 damage, crit 20).

Special Qualities: Blood Elf Traits (see World of Warcraft: Monster Guide page 65), Dynamic Spellcasting +12, Arcane Torrent, Mana Tap, fel companion [Pipquik (imp), Stormchaser (Voidwalker)] Spell Like abilities, Increased Caster level, summoner, Disenchanting, enchanting, identify enchantment
Alignment: Lawful Good

Saves: Fort +4, Ref +4, Will +9
Abilities: Strength 14, Agility 17, Stamina 10, Intellect 17, Spirit 12, Charisma 15

Skills and Feats: Appraise +11, Concentrate +9, Craft (Bolts of Cloth) +7, Craft (shirt) +6, Craft (dress) +7, Craft (trousers) +7, Craft (wands) +5, Intimidate +9, Knowledge (Arcana) +13, Knowledge (Demons) +14, Knowledge (Quel'thalas) +10, Profession (Tailor) +6, Spellcraft +14; Empower Spell (+8 to Casting DC), Magic Energy Control, Martial Weapon Proficiency (long sword), Spell Mastery (Shadow Bolt) [+5 bonus to fortitude checks against Drain and Control Checks]

Spellbook (Dynamic Spellcasting +12, Save DC: 12 + 6 + one-fifth the spell’s base DC (round down) + the spell slots required to learn the spell): 0-level: Acid Splash (DC 15), Arcane Mark (DC 15), Detect Magic (DC 15), Ghost Sound (DC 16), Read Magic (DC 17), Resistance (DC 16), Sense Demons (DC 15); 1st level: Alarm (DC 22), Cause Fear (DC 20), Corruption (DC 20),  Comprehend Languages (DC 21), Lesser Demon Skin (DC 22), Lesser Immolate (DC 21), Lesser Shadow Bolt (DC 20), Summon Monster I (DC 23); 2nd level: Curse of Recklessness (DC 25), Detect Thoughts (DC 27), Invisibility (DC 26), Mirror Image (DC 27), Lesser Searing Pain (DC 26), Summon Monster II (DC 28); 3rd Level: Create Firestone (DC 34), Dispel Magic (30), Hold Person (26), Gaseous Form (DC 31), Life Tap (DC 28), Searing Pain (DC 31), Shadow Bolt (DC 30); 4th Level: Charm Monster (DC 34), Crushing Despair (DC 35), Curse of Tongues (DC 34), Detect Scrying (DC 35), Eye of Kilrogg (DC 41), Medivh's Mnemonic Enhancer (DC 45), Rain of Fire (DC 37), Summon Monster IV (DC 33); 5th Level: Curse of the Elements (DC 40), Curse of Shadow (DC 38), Drain Life (DC 38), Drain Soul (DC 45), Immolate (DC 38), Ritual of Summoning (DC 44); 6th level: Acid Fog (DC 43), Geas/Quest (DC 52), Greater Demon Skin (DC 43), Legend Lore (DC 45+)

Enchanter Abilities
: Journeyman Enchantments -- Wp - Lesser Striking (100 EP), Lesser Elemental Slayer (200 EP), Arm - Lesser Health (100 EP), Brac - Lesser Deflection (100 EP), Cloak -- Lesser Lightness (200 EP); Expert Enchantments -- Wp - Lesser Smiting (450 EP), Arm - Health (300 EP), Brac - Deflection (300 EP)

Blood Elf Traits (Su): 
Magic Addiction: Blood elves are addicted to the use of arcane magic. A blood elf must spend 1 hour each morning in meditation, resisting the distractions of their addiction, or take a –1 penalty to effective arcane caster level and a –2 penalty on saving throws against spells for that day.  Blood elves have learned to slake their thirst through the absorption of fel energies. If the blood elf partakes of demon’s blood, the magic addiction abates for a number of days equal to the blood elf’s Spirit modifier (minimum 1 day).

• Racial Animosity:  Blood elves reek of fel power, offending the spiritual senses of night elves and tauren. Because of this, blood elves suffer a –2 circumstance penalty on Charisma-based skill checks made when relating directly to night elves or tauren.

• Weapon Proficiency: Blood elves are proficient with the shortbow, composite shortbow, short sword, and scimitar.

• +2 racial bonus on saving throws against mind-affecting spells or effects.

• +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks.
These skills are class skills for all blood elf characters.

Possessions: +1 Eweyai Suit (+1 Eweyai skirt of the Eagle  - +2 Intellect, +2 Stamina; +1 Eweyai Vest of the Tiger - +2 Sr, +2 Agility, +1 Eweyai Sleevee of the Whale +2 Spt, +2 Stamina), +2 Flaming Longsword, +2 Ghost Touch Short Bow; Accountrements, Warlock components, Demon scales, flint and Steel, Backpack, bedroll, 2 torches, quiver and 5 arrows.

Male Imp
Tiny Outsider (Demon, Evil, Extraplanar)
Hit Dice: 12d8+3 (85 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +2 Agy, +3 natural), touch 14, flatfooted
Base Attack/Grapple: +1/–8
Attack: Claws +2 melee (1d3–1)
Full Attack: Claws +2 melee (1d3–1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Lesser firebolt (DC 13)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity to
fire, spell resistance 11, demon traits
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 18 Skills: Climb +3, Concentration +4, Knowledge (the
planes) +3, Listen +2, Spot +2, Stealth +6 (+14
to hide), Use Magic Device +6
Feats: Improved InitiativeB, Toughness
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary, pair, or gang (3–5)
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral evil
Advancement: 2–4 HD (Small); or by character class
Level Adjustment: —

This small, thin humanoid has two long horns and bright yellow eyes. A wicked grin spreads across its narrow face as a ball of flame materializes in its palm. 

Pipquik is a mean, mischevious sort of demon who questions why and how Alcániel always summons and dismisses him.  He enjoys setting things on fire, and has this thing with casting magic firebolts that glow green and setting things on fire.  Piquick has graciously learned the following abilities taught to him by Alcániel from demonic tomes: Improved Firebolt (basically his firebolt has been Empowered) and Blood Pact.

Lesser Firebolt (Sp): Pipquik can invoke an effect identical to a lesser firebolt (DC 13) 6 times/day. The save DC is 13 + 12.
Spell Resistance: Pipquik has spell resistance equal to 17.

Voidwalker (CR 3)

Medium Outsider (Demon, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Full Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tormenting strike (DC 14)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., bracers,
consume shadows, damage reduction 2/good and
truesilver*, spell resistance 13, demon traits
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Skills: Climb +11, Concentration +11, Intimidate +10,
Knowledge (the planes) +7, Listen +5, Spot +5,
Swim +11
Feats: Improved Initiative, Power Attack
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary or pair (1 plus master)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6–14 HD (Medium)
Level Adjustment: —
* This substance appears in More Magic & Mayhem.

This hulking blue creature looks vaguely humanoid. It seems to appear from within a black cloud as dark as the void.

Stormchaser is your standard, stupid and hungry voidwalker.  He attacks at Alcániel's every command and continues to attack until told to stop.  It speaks in a base voice, a voice that gives the impression that its male.  Stormchaser has learned the following abilities from Alcániel from demonic tomes: Attraction, Aura of Suffering, Sacrifice, and Spell Resistance.


Tormenting Strike (Su): The touch of a voidwalker brings a victim’s most painful memories rushing to the surface; for a brief moment, she can think of nothing but destroying the source of this mental anguish. Any creature with an Intellect score of 3 or more that takes damage from a voidwalker’s slam attack must attempt a DC 14 Will save. Failure means the creature cannot make melee attacks (even attacks of opportunity) against anything but the voidwalker for 1 full round.  The save DC is Charisma-based.

Bracers (Su): Like elementals, voidwalkers, whether summoned to Azeroth or arriving of their own free will, wear a set of magic bracers. These bracers form automatically when the voidwalker leaves the Twisting Nether, tying the voidwalker to Azeroth and allowing it to exist outside of the Twisting Nether. A voidwalker that loses its bracers also loses much of its power and might inadvertently return to the Twisting Nether.  A voidwalker that loses its bracers must make a DC 19 Will save or return immediately to the Twisting Nether as if targeted by a banishment spell. If the voidwalker makes its save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina.  Only a limited wish, wish, or miracle can reverse this penalty.  Voidwalker bracers possess a hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a voidwalker.

Consume Shadows (Su): A voidwalker can absorb the darkness surrounding it, thereby healing itself of wounds; using this ability provokes attacks of opportunity. A voidwalker in total darkness can spend  full round concentrating (losing its Agility bonus to AC for the round), drawing the darkness in and producing a faint indigo light around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its Stamina bonus (8 points in the case of the voidwalker presented above).

A voidwalker may consume shadows in shadowy illumination but heals only half this amount. If the voidwalker takes damage while it using consume shadows, it must attempt a Concentration check (DC 10 + damage dealt) or fail in the attempt.

Damage Reduction (Ex): A voidwalker has damage reduction x/good and truesilver, where x is equal to 1/2 its outsider Hit Dice (DR 2/good and truesilver in the case of the voidwalker presented above).

Spell Resistance: Stormchaser has spell resistance equal to 14.

1 comment:

greywulf said...

Very nicely done!

I'd forgotten just how huge 3e stat panels were. :shudder: :D

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