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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Temp HP: 0 •+2 Feat bonus to Psychic Damage Rolls •Gain CA against one foe hit by Illusion Power until EoNT (Resplendent Gloves) •Gain CA against any foe vulnerable to cold. •Gain +1 bonus to attack rolls against any opponent who grants Azak CA through both a power/flanking AND being vulnerable to cold. •Resist 9 Psychic •Resist 5 Necrotic •Enemies that can see Azak suffer a -2 penalty to saving throws vs fear effects. •+2 bonus to skill checks for Scrying rituals. •+3 item bonus to Defenses vs Opportunity Attacks. •+2 bonus to Will against charm, fear, and illusion attacks for Azak and allies within 10 squares of Azak.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=188753][size=4][B]Azak Ghúl[/B][/size][/url], Kalashtar Warden of Fear (Illusionist Wizard / Templar Theme) [SPOILER=Statblock][B]Init[/B] +4 · [B]HP[/B] [B][COLOR=green]52[/COLOR][/B]/52 · [B]Bloodied[/B] 26 · [B]Healing Surge[/B] 13 (used 0/7) [B]AC[/B] 21 · [B]Fort[/B] 19 · [B]Reflex[/B] 20 · [B]Will[/B] 21 · [B]Speed[/B] 6 [B]Str[/B] [OOC='[COLOR=black]9[/COLOR]']+3[/OOC] · [B]Con[/B] [OOC='[COLOR=black]14[/COLOR]']+6[/OOC] · [B]Dex[/B] [OOC='[COLOR=black]10[/COLOR]']+4[/OOC] · [B]Int[/B] [OOC='[COLOR=black]19[/COLOR]']+8[/OOC] · [B]Wis[/B] [OOC='[COLOR=black]16[/COLOR]']+7[/OOC] · [B]Cha[/B] [OOC='[COLOR=black]14[/COLOR]']+6[/OOC] [OOC='[COLOR=black]Quorian Mind[/COLOR]'][B][COLOR=black]Quorian Mind[/COLOR][/B] [B][SIZE=1]Dual Soul[/SIZE][/B] [I]Foes find it hard to keep a mind with such alien thoughts under control.[/I] Kalashtar Racial Feature At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving through you do not make a saving throw against the effect at the end of your turn.[/OOC], [OOC='[COLOR=red]Fortress of Nightmares[/COLOR]'][B][COLOR=red]Fortress of Nightmares[/COLOR][/B] [B][SIZE=1]Bastion of Mental Clarity - Kalashtar Racial Encounter[/SIZE][/B] [I]Those that would seek to attack the minds of other's within Azak's presence find a nasty surprise waiting for them...[/I] [B]Encounter[/B] [B]Immediate Interrupt · Close[/B] burst 5 [B]Trigger:[/B] An enemy hits or misses you with an attack against your Will [B]Target:[/B] You and each ally in burst [B]Effect:[/B] Each target gains a +4 power bonus to Will until the end of your next turn.[/OOC], [OOC='[COLOR=red]Jump Scare[/COLOR]'][B][COLOR=red]Jump Scare[/COLOR][/B] [B][SIZE=1]Orb of Deception - Wizard Class Features[/SIZE][/B] [I]Just when a foe thinks themselves safe because another ally is attacked, Azak shows them why they should always be cautious.[/I] [B]Encounter[/B] Free Action [B]Trigger:[/B] You miss an enemy with a Wizard Illusion power [B]Effect:[/B] Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be the target of the original attack. Repeat the attack against the new target with a bonus to the attack roll equal to your Charisma modifier (+2) [B]Special:[/B] You must be wielding an "orb" to benefit from this feature. [IMG]http://th08.deviantart.com/fs29/300W/f/2008/179/7/c/Yellow_Lantern___Fear_by_Rahentho.jpg[/IMG][/OOC], [OOC='[COLOR=darkslategray]Libris Kalashtum[/COLOR]'][B][COLOR=darkslategray]Libris Kalashtum[/COLOR][/B] [B][SIZE=1]Spellbook - Wizard Class Feature[/SIZE][/B] [I]Azak possesses a spellbook, a book full of mystic lore in which he stores his rituals and his notes on high arcana.[/I] Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. [B]Daily · and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.[/B] If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.[/OOC], [OOC='[COLOR=green]Ghost Sound[/COLOR]'][B][COLOR=green]Ghost Sound[/COLOR][/B] [B][SIZE=1]Ghost Sound Wizard Cantrip[/SIZE][/B] [I]Azak creates an illusory sound that emanates from somewhere close by.[/I] [B]At-Will · Arcane, Illusion[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One object or unoccupied square [B]Effect:[/B] You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/OOC], [OOC='[COLOR=green]Light[/COLOR]'][B][COLOR=green]Light[/COLOR][/B] [B][SIZE=1]Light Wizard Cantrip[/SIZE][/B] [I]Yellow fire ignites where Azak wills it, burning nothing, but chasing away the shadows.[/I] [B]At-Will · Arcane[/B] [B]Minor Action · Ranged[/B] 5 [B]Target:[/B] One object or unoccupied square [B]Effect:[/B] You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. [B]Special:[/B] You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/OOC], [OOC='[COLOR=green]Mage Hand[/COLOR]'][B][COLOR=green]Mage Hand[/COLOR][/B] [B][SIZE=1]Mage Hand Wizard Cantrip[/SIZE][/B] [I]Azak gestures toward an object nearby, and a spectral floating yellow claw lifts the object into the air and moves it where he wishes.[/I] [B]At-Will · Arcane, Conjuration[/B] [B]Minor Action · Ranged[/B] 5 [B]Effect:[/B] You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. [B]Special:[/B] You can create only one hand at a time.[/OOC], [OOC='[COLOR=green]Prestidigitation[/COLOR]'][B][COLOR=green]Prestidigitation[/COLOR][/B] [B][SIZE=1]Prestidigitation Wizard Cantrip[/SIZE][/B] [I]Azak performs a disturbing magical trick, such as creating a ghostly wisp of light, withing a flower, making a coin bleed, or turning a cold drink into moose urine.[/I] [B]At-Will · Arcane[/B] [B]Standard Action · Ranged[/B] 2 [B]Effect:[/B] Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. [B]Special:[/B] You can have as many as three prestidigitation effects active at one time.[/OOC], [OOC='[COLOR=green]Sinistrophobia[/COLOR]'][B][COLOR=green]Sinistrophobia[/COLOR][/B] [B][SIZE=1]Phantom Bolt Wizard Attack 1[/SIZE][/B] [I]A yellow construct of a large, skeletal, left hand shoots forth from Azak's eyes and grasps at his enemy.[/I] [B]At-Will · Arcane, Illusion, Implement, Psychic[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 1d8 + Intelligence modifier psychic damage, and slide the target 2* squares. Increase damage to 2d8 + Intelligence modifier at 21st level. *factoring Orb Mastery +13 vs Will; 1d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.[/OOC], [OOC='[COLOR=green]Waking Nightmare[/COLOR]'][B][COLOR=green]Waking Nightmare[/COLOR][/B] [B][SIZE=1]Nightmare Eruption Wizard Attack 1[/SIZE][/B] [I]Azak shows a foe their deepest fear, causing an inhumane wail that unnerves any of their comrades.[/I] [B]At-Will · Arcane, Illusion, Implement, Psychic[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier Increase damage to 2d8 + Intelligence modifier at 21st level. +13 vs Will; 1d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.[/OOC], [OOC='[COLOR=red]Trepidation [/COLOR]'][B][COLOR=red]Trepidation [/COLOR][/B] [B][SIZE=1]Templar's Fist Templar Feature[/SIZE][/B] [I]With a glare from his glowing yellow eyes, Azak robs a foe of whatever courage spurred them to fight.[/I] [B]Encounter · ✦ Arcane, Implement, Psychic[/B] [B]Standard Action · Close[/B] Burst 5 [B]Target:[/B] one creature in burst [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 1d10 + ability modifier psychic damage, and target is slowed until the end of your next turn. [B]Effect:[/B] The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn. +13 vs Will; 1d10+13 psychic damage[/OOC], [OOC='[COLOR=red]Xanthophobia[/COLOR]'][B][COLOR=red]Xanthophobia[/COLOR][/B] [B][SIZE=1]Grasping Shadows Wizard Attack 1[/SIZE][/B] [I]An ominous quori rune ignites in yellow fire on the ground below Azak's enemies.[/I] [B]Encounter · ✦ Arcane, Illusion, Implement, Psychic[/B] [B]Standard Action · Area[/B] Burst 1 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 1d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn. [B]Effect:[/B] Yellow light pulses in the designated area and continues until the end of your next turn. Any creature that enters the area of the light takes psychic damage equal to your Intelligence modifier (4) and is slowed until the end of its next turn. +13 vs Will; 1d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.[/OOC], [OOC='[COLOR=red]Cold Feet [/COLOR]'][B][COLOR=red]Cold Feet [/COLOR][/B] [B][SIZE=1]Fearsome Command Templar Attack 3[/SIZE][/B] [I]The foes of Azak suddenly find themselves afraid to move, let alone defend themselves. The wizard's allies find themselves emboldened by their contempt for Azak's victims.[/I] [B]Encounter · ✦ Arcane, Fear, Implement, Psychic[/B] [B]Standard Action · Area[/B] burst 2 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence Vs Will [B]Hit:[/B] 2d6 + ability modifier psychic damage, and the target is slowed until the end of your next turn. [B]Effect:[/B] The next ally who hits and damages one of the targets before the end of your next turn automatically succeeds on any one saving throw at the end of his or her turn. +13 vs Will; 2d6+13 psychic damage[/OOC], [OOC='[COLOR=red]Flying Monkeys[/COLOR]'][B][COLOR=red]Flying Monkeys[/COLOR][/B] [B][SIZE=1]Fettering Glare Templar Attack 7[/SIZE][/B] [I]Azak summon's a winged horde of nightmarish creatures, causing his foes to duck in cover.[/I] [B]Encounter · ✦ Arcane, Implement, Psychic[/B] [B]Standard Action · Close[/B] burst 2 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Intelligence Vs Will [B]Hit:[/B] 2d8 + ability modifier psychic damage, and you knock the target prone. [B]Effect:[/B] The next ally who hits and damages one of the targets before the end of your next turn rolls twice on any one attack roll made before the end of his or her next turn, using either result. +13 vs Will; 2d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.[/OOC], [OOC='[COLOR=darkslategray]Horror in the Pale Light[/COLOR]'][B][COLOR=darkslategray]Horror in the Pale Light[/COLOR][/B] [B][SIZE=1]Glare of Oppression Templar Attack 5[/SIZE][/B] [I]The wizard exudes an eerie light which casts an ominous harsh glare upon his foes.[/I] [B]Daily · ✦ Arcane, Healing, Implement, Radiant[/B] [B]Standard Action · Area[/B] burst 2 within 10 squares [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Primary ability vs. Will [B]Hit:[/B] 2d10 + ability modifier radiant damage, and the target is immobilized (save ends). [B]Miss:[/B] Half damage, and the target is slowed until the end of your next turn. [B]Effect:[/B] The next ally who hits and damages one of the targets before the end of your next turn gains regeneration 3 until the end of the encounter. +13 vs Will; 2d10+9 radiant damage[/OOC], [OOC='[COLOR=darkslategray][STRIKE]Phantasmal Kombatant[/STRIKE][/COLOR]'][B][COLOR=darkslategray]Phantasmal Kombatant[/COLOR][/B] [B][SIZE=1]Phantasmal Assailant WIzard Attack 5[/SIZE][/B] [I]Azak crafts an elaborate image of a deadly assassin whose harpoon pierces deeply into his foe.[/I] [B]Daily · ✦ Arcane, Illusion, Implement, Psychic[/B] [B]Standard Action · Ranged[/B] 20 Target:: One creature [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 2d10 + Intelligence modifier psychic damage. [B]Effect:[/B] The target takes ongoing 5 psychic damage and grants combat advantage to your allies (save ends both). +13 vs Will; 2d10+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves. [img]http://www.umk3.net/images/portrait/scorpion.gif[/img][/OOC], [OOC='[COLOR=darkslategray]Arachnophobia [/COLOR]'][B][COLOR=darkslategray]Arachnophobia [/COLOR][/B] [B][SIZE=1]Phantom Chasm Wizard Attack 1[/SIZE][/B] [I]Azak creates the illusion of a giant, amber, spider-like creature, which descends upon Azak's enemy's, pinning them to the ground and trapping them in gold webbing.[/I] [B]Daily · ✦ Arcane, Illusion, Implement, Psychic[/B] [B]Standard Action · Area[/B] Burst 1 within 10 squares [B]Target:[/B] Each enemy in the burst [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn. [B]Miss:[/B] Half damage, and the target falls prone. [B]Effect:[/B] The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone. +13 vs Will; 2d6+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.[/OOC], [OOC='[COLOR=darkslategray][STRIKE]Ambulophobia[/STRIKE][/COLOR]'][B][COLOR=darkslategray]Ambulophobia[/COLOR][/B] [B][SIZE=1]Horrid Whispers Wizard Attack 1[/SIZE][/B] [I]Azak's Enemies are beset by dark whispers which taunt them with every step they take.[/I] [B]Daily · ✦ Arcane, Illusion, Implement, Psychic[/B] [B]Standard Action · Area[/B] Burst 1 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both) Aftereffect: You knock the target prone [B]Miss:[/B] The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn. +13 vs Will; 1d6+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.[/OOC], [OOC='[COLOR=red]Feed on their Fear[/COLOR]'][B][COLOR=red]Feed on their Fear[/COLOR][/B] [B][SIZE=1]Reward the Obedient - Templar Utility 2[/SIZE][/B] [I]Azak implants the urge to spread fear and menace a particular foe in his allies. The first one to give in find's themselves emboldened by the horrific magic.[/I] [B]Encounter · • Arcane, Healing[/B] [B]Standard Action · Close[/B] Burst 5 [B]Target:[/B] One enemy in burst [B]Effect:[/B] The next ally who ends his or her turn adjacent to the target before the end of your next turn can spend a healing surge and make a saving throw.[/OOC], [OOC='[COLOR=red][STRIKE]Shield[/STRIKE][/COLOR]'][B][COLOR=red]Shield[/COLOR][/B] [B][SIZE=1]Shield Wizard Utility 2[/SIZE][/B] [I]Azak throws up his hand, and a shield of yellow energy springs into existence, protecting you against imminent attacks.[/I] [B]Encounter · ✦ Arcane, Force[/B] [B]Immediate Interrupt · Personal[/B] [B]Trigger:[/B] You are hit by an attack [B]Effect:[/B] You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.[/OOC], [OOC='[COLOR=red]Form of Doom[/COLOR]'][B][COLOR=red]Form of Doom[/COLOR][/B] [B][SIZE=1]Mantle of Might Templar Utility 6[/SIZE][/B] [I]Azak transforms into a horrific visage of tentacles, spines, and claws. Any foe near the wizard finds themselves overcome with debilitating terror.[/I] [B]Encounter · + Arcane, Fear[/B] [B]Minor Action · Personal[/B] [B]Effect:[/B] Until the end of your next turn, enemies grant combat advantage and take a -4 penalty to attack rolls against you while adjacent to you. The next ally who hits and damages an enemy adjacent to you before the end of the encounter gains 1 action point.[/OOC], [OOC='[COLOR=darkslategray][STRIKE]Wizard's Escape[/STRIKE][/COLOR]'][B][COLOR=darkslategray]Wizard's Escape[/COLOR][/B] [B][SIZE=1]Wizard’s Escape Wizard Utility 6[/SIZE][/B] [I]With a flash, Azak is gone.[/I] [B]Daily · ✦ Arcane, Teleportation[/B] [B]Immediate Interrupt · Personal[/B] [B]Trigger:[/B] An enemy hits you with a melee attack [B]Effect:[/B] You teleport 5 squares to a space that is not adjacent to an enemy.[/OOC], [OOC='[COLOR=black]Lantern Battery[/COLOR]'][B][COLOR=black]Lantern Battery[/COLOR][/B] [B][SIZE=1]Familiar - Arcane Eye[/SIZE][/B] [I]A hovering light construct in the form of a yellow lantern, this entity acts as a second pair of eyes as well as a focus for scrying for Azak.[/I] [b]Senses:[/b] Low-Light Vision [b]Speed:[/b] fly 6 (hover) [b]Constant Benefits:[/b] You gain a +2 bonus to Perception checks. You gain a +2 bonus to skill checks for Scrying rituals. [b]Active Benefits:[/b] See All: Once per encounter, you can determine range, line of sight, and line of effect for one ranged arcane implement attack from the eye, and you ignore concealment (but not total concealment) for that attack. [list][*] Can't attack.[*] Uses your defenses.[*] Has 1 HP and is never damaged by a missed attack.[*] If reduced to 0HP or fewer, it disappears. Reappears in Passive Mode at the end of your next rest.[*] Familiar dies when you die, and is resurrected when you are resurrected (is passive mode).[*] Can't be hit by the master's attacks. Master can waive this immunity (no action).[*] Familiars with special senses do NOT pass those senses to their master, e.g., a human with a cat familiar does not get Low Light vision even though his familiar has it.[*] Communicates with master in a special "language" only those two speak. It can parrot back what it hears in another language, but it cannot understand it. (Raven familiar is an exception to this.)[*] Tiny size; can't flank.[*] Cannot manipulate objects unless otherwise specified.[/list] [img]http://media.comicbookmovie.com/images/users/uploads/34455/images-158.jpeg[/img][/OOC], [OOC='[COLOR=black]Skull Mask, Quardian Ring & Yellow Quori Robe[/COLOR]'][B][COLOR=black]Skull Mask, Quardian Ring & Yellow Quori Robe[/COLOR][/B] [B][SIZE=1][SIZE="1"][B]Skull Mask (AV) Level 5[/B][/SIZE][/B] [I]This rough iron visor is shaped in the likeness of a skull whose grim countenance saps your enemies’ courage.[/I] [B]Item Slot:[/B] Head [B]Property:[/B] Enemies who can see you take a –2 penalty to saving throws against fear effects. [B]Property:[/B] Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks.[/SIZE] [img]http://img51.imageshack.us/img51/3504/orbofcrystallineterror.png[/img] [SIZE="1"][B]Property (Superior Implement):[/B] The following properties require the Superior Implement Training feat (PHB 3) in order for the wielder to benefit from them. *[B] Energized (Psychic):[/B] When you use an attack power through this implement, you gain a +2 bonus to damage rolls if the power has the psychic keyword. The bonus increases to +3 at 11th level and +4 at 21st level. *[B] Undeniable :[/B] You gain a +1 bonus to attack rolls against Will when attacking with an this implement.[/SIZE] [img]http://img835.imageshack.us/img835/25/irrefutablearmor.png[/img][/OOC], [OOC='[COLOR=black]The Yellow King's Regalia[/COLOR]'][B][COLOR=black]The Yellow King's Regalia[/COLOR][/B] [B][SIZE=1][SIZE="1"][B]Resplendent Cloak Level 8[/B][/SIZE][/B] [I]The Quorian runes adorning this cloak ward against competing powers over the mind.[/I] [B]Item Slot:[/B] Neck [B]Enhancement:[/B] +2 Fortitude, Reflex, and Will [B]Property:[/B] You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks. [B]Resplendent Gloves (AV2) Level 5[/B] These shifting alien gloves increase the potency of powers that break a foes will. [B]Item Slot:[/B] Hands [B]Property:[/B] When you hit an enemy with an attack that targets Will, the attack deals 2 extra damage. If it's an illusion attack, one target you hit (your choice) grants combat advantage to you until the end of your next turn. [B]Resplendent Boots Level 6[/B] These intricately embroidered boots let you fade from sight for a moment to slip past your foes. [B]Item Slot:[/B] Feet [B]Property:[/B] You gain an item bonus to all defenses against opportunity attacks equal to the number of items you have from this set. (+3) [B]Power (Daily • Illusion):[/B] Move. You become invisible and move your speed. You become visible again at the end of this action. [B]Resplendent Finery Set Bonus: [/B] [B]2:[/B] You gain an item bonus to Bluff checks equal to the number of items you have from this set. (+3)[/SIZE][/OOC], [OOC='[COLOR=black]Aspects of the Quorian Ring[/COLOR]'][B][COLOR=black]Aspects of the Quorian Ring[/COLOR][/B] [B][SIZE=1][SIZE="1"][B]Ring of Dragons Level 7[/B][/SIZE][/B] [I]The power of fear emanates from Azak's quorian ring, allowing him to reach out to the most powerful proponents of terror, the great Dragons.[/I] [B]Item Slot:[/B] Ring [B]Property:[/B] You can speak, read, and write Draconic. You gain telepathy that works within line of sight, but only to converse with dragons. [B]Power (Daily):[/B] Free Action. [B]Effect:[/B] Evil dragons within a day's travel know the direction and distance to the ring for 24 hours. [B]Power (Daily * Illusion):[/B] Standard Action. [B]Effect:[/B] The illusion of a dragon of up to Gargantuan size appears in an unoccupied space within 40 squares of you. It can make sounds and can move within its space. Each of its defenses is 10. The illusion lasts until the end of your next turn, until an attack hits it, or until a creature touches it or enters its space. An Insight check (DC 20 + one-half your level) allows a creature to determine that the image is an illusion. [B]Sustain Minor:[/B] The image persists until the end of your next turn, and you move it up to 10 squares. [B]Bracers of Mental Might Level 6[/B] With a yellow aura around him at all times, Azak uses the power of fear to supplant the weakness in his body. [B]Item Slot:[/B] Arms [B]Power (Encounter):[/B] Free Action. Use this power when making a Strength attack, Strength check, or Strength-based skill check. Use your Intelligence (+4), Wisdom, or Charisma modifier in place of your Strength modifier (-1) to determine the result of the roll. [B]Belt of Vim Level 8[/B] Enemies soon learn that terror is not easily shirked away. Item Slot: Waist Property: Gain a +1 bonus to Fortitude defense.[/SIZE][/OOC] Temp HP: 0 •+2 Feat bonus to Psychic Damage Rolls •Gain CA against one foe hit by Illusion Power until EoNT (Resplendent Gloves) •Gain CA against any foe vulnerable to cold. •Gain +1 bonus to attack rolls against any opponent who grants Azak CA through both a power/flanking AND being vulnerable to cold. •Resist 9 Psychic •Resist 5 Necrotic •Enemies that can see Azak suffer a -2 penalty to saving throws vs fear effects. •+2 bonus to skill checks for Scrying rituals. •+3 item bonus to Defenses vs Opportunity Attacks. •+2 bonus to Will against charm, fear, and illusion attacks for Azak and allies within 10 squares of Azak.[/SPOILER]
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Second Wind
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1/2Lv
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Prof
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Misc
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Damage Workspace
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Misc
Misc
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Feats
Feat Name
Loc.
Powers
Dual Soul Foes find it hard to keep a mind with such alien thoughts under control. Kalashtar Racial Feature At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving through you do not make a saving throw against the effect at the end of your turn.
Bastion of Mental Clarity - Kalashtar Racial Encounter Those that would seek to attack the minds of other's within Azak's presence find a nasty surprise waiting for them... Encounter Immediate Interrupt Close burst 5 Trigger: An enemy hits or misses you with an attack against your Will Target: You and each ally in burst Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Orb of Deception - Wizard Class Features Just when a foe thinks themselves safe because another ally is attacked, Azak shows them why they should always be cautious. Encounter Free Action Trigger: You miss an enemy with a Wizard Illusion power Effect: Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be the target of the original attack. Repeat the attack against the new target with a bonus to the attack roll equal to your Charisma modifier (+2) Special: You must be wielding an "orb" to benefit from this feature. [IMG]http://th08.deviantart.com/fs29/300W/f/2008/179/7/c/Yellow_Lantern___Fear_by_Rahentho.jpg[/IMG]
Spellbook - Wizard Class Feature Azak possesses a spellbook, a book full of mystic lore in which he stores his rituals and his notes on high arcana. Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
Ghost Sound Wizard Cantrip Azak creates an illusory sound that emanates from somewhere close by. At-Will ✦ Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light Wizard Cantrip Yellow fire ignites where Azak wills it, burning nothing, but chasing away the shadows. At-Will ✦ Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand Wizard Cantrip Azak gestures toward an object nearby, and a spectral floating yellow claw lifts the object into the air and moves it where he wishes. At-Will ✦ Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Prestidigitation Wizard Cantrip Azak performs a disturbing magical trick, such as creating a ghostly wisp of light, withing a flower, making a coin bleed, or turning a cold drink into moose urine. At-Will ✦ Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Phantom Bolt Wizard Attack 1 A yellow construct of a large, skeletal, left hand shoots forth from Azak's eyes and grasps at his enemy. At-Will ✦ Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and slide the target 2* squares. Increase damage to 2d8 + Intelligence modifier at 21st level. *factoring Orb Mastery +13 vs Will; 1d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.
Nightmare Eruption Wizard Attack 1 Azak shows a foe their deepest fear, causing an inhumane wail that unnerves any of their comrades. At-Will ✦ Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier Increase damage to 2d8 + Intelligence modifier at 21st level. +13 vs Will; 1d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.
Templar's Fist Templar Feature With a glare from his glowing yellow eyes, Azak robs a foe of whatever courage spurred them to fight. Encounter ✦ Arcane, Implement, Psychic Standard Action Close Burst 5 Target: one creature in burst Attack: Intelligence vs. Will Hit: 1d10 + ability modifier psychic damage, and target is slowed until the end of your next turn. Effect: The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn. +13 vs Will; 1d10+13 psychic damage
Grasping Shadows Wizard Attack 1 An ominous quori rune ignites in yellow fire on the ground below Azak's enemies. Encounter ✦ Arcane, Illusion, Implement, Psychic Standard Action Area Burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn. Effect: Yellow light pulses in the designated area and continues until the end of your next turn. Any creature that enters the area of the light takes psychic damage equal to your Intelligence modifier (4) and is slowed until the end of its next turn. +13 vs Will; 1d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.
Fearsome Command Templar Attack 3 The foes of Azak suddenly find themselves afraid to move, let alone defend themselves. The wizard's allies find themselves emboldened by their contempt for Azak's victims. Encounter ✦ Arcane, Fear, Implement, Psychic Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Intelligence Vs Will Hit: 2d6 + ability modifier psychic damage, and the target is slowed until the end of your next turn. Effect: The next ally who hits and damages one of the targets before the end of your next turn automatically succeeds on any one saving throw at the end of his or her turn. +13 vs Will; 2d6+13 psychic damage
Fettering Glare Templar Attack 7 Azak summon's a winged horde of nightmarish creatures, causing his foes to duck in cover. Encounter ✦ Arcane, Implement, Psychic Standard Action Close burst 2 Target: Each enemy in burst Attack: Intelligence Vs Will Hit: 2d8 + ability modifier psychic damage, and you knock the target prone. Effect: The next ally who hits and damages one of the targets before the end of your next turn rolls twice on any one attack roll made before the end of his or her next turn, using either result. +13 vs Will; 2d8+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.
Powers
Glare of Oppression Templar Attack 5 The wizard exudes an eerie light which casts an ominous harsh glare upon his foes. Daily ✦ Arcane, Healing, Implement, Radiant Standard Action Area burst 2 within 10 squares Target: Each enemy in burst Attack: Primary ability vs. Will Hit: 2d10 + ability modifier radiant damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed until the end of your next turn. Effect: The next ally who hits and damages one of the targets before the end of your next turn gains regeneration 3 until the end of the encounter. +13 vs Will; 2d10+9 radiant damage
Phantasmal Assailant WIzard Attack 5 Azak crafts an elaborate image of a deadly assassin whose harpoon pierces deeply into his foe. Daily ✦ Arcane, Illusion, Implement, Psychic Standard Action Ranged 20 Target:: One creature Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage. Effect: The target takes ongoing 5 psychic damage and grants combat advantage to your allies (save ends both). +13 vs Will; 2d10+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves. [img]http://www.umk3.net/images/portrait/scorpion.gif[/img]
Phantom Chasm Wizard Attack 1 Azak creates the illusion of a giant, amber, spider-like creature, which descends upon Azak's enemy's, pinning them to the ground and trapping them in gold webbing. Daily ✦ Arcane, Illusion, Implement, Psychic Standard Action Area Burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone. +13 vs Will; 2d6+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.
Horrid Whispers Wizard Attack 1 Azak's Enemies are beset by dark whispers which taunt them with every step they take. Daily ✦ Arcane, Illusion, Implement, Psychic Standard Action Area Burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both) Aftereffect: You knock the target prone Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn. +13 vs Will; 1d6+13 psychic damage, Azak gain's CA against them until the EoAzak'sNT thanks to Resplendent Gloves.
Reward the Obedient - Templar Utility 2 Azak implants the urge to spread fear and menace a particular foe in his allies. The first one to give in find's themselves emboldened by the horrific magic. Encounter • Arcane, Healing Standard Action Close Burst 5 Target: One enemy in burst Effect: The next ally who ends his or her turn adjacent to the target before the end of your next turn can spend a healing surge and make a saving throw.
Shield Wizard Utility 2 Azak throws up his hand, and a shield of yellow energy springs into existence, protecting you against imminent attacks. Encounter ✦ Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Mantle of Might Templar Utility 6 Azak transforms into a horrific visage of tentacles, spines, and claws. Any foe near the wizard finds themselves overcome with debilitating terror. Encounter + Arcane, Fear Minor Action Personal Effect: Until the end of your next turn, enemies grant combat advantage and take a -4 penalty to attack rolls against you while adjacent to you. The next ally who hits and damages an enemy adjacent to you before the end of the encounter gains 1 action point.
Wizard’s Escape Wizard Utility 6 With a flash, Azak is gone. Daily ✦ Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
Familiar - Arcane Eye A hovering light construct in the form of a yellow lantern, this entity acts as a second pair of eyes as well as a focus for scrying for Azak. [b]Senses:[/b] Low-Light Vision [b]Speed:[/b] fly 6 (hover) [b]Constant Benefits:[/b] You gain a +2 bonus to Perception checks. You gain a +2 bonus to skill checks for Scrying rituals. [b]Active Benefits:[/b] See All: Once per encounter, you can determine range, line of sight, and line of effect for one ranged arcane implement attack from the eye, and you ignore concealment (but not total concealment) for that attack. [list][*] Can't attack.[*] Uses your defenses.[*] Has 1 HP and is never damaged by a missed attack.[*] If reduced to 0HP or fewer, it disappears. Reappears in Passive Mode at the end of your next rest.[*] Familiar dies when you die, and is resurrected when you are resurrected (is passive mode).[*] Can't be hit by the master's attacks. Master can waive this immunity (no action).[*] Familiars with special senses do NOT pass those senses to their master, e.g., a human with a cat familiar does not get Low Light vision even though his familiar has it.[*] Communicates with master in a special "language" only those two speak. It can parrot back what it hears in another language, but it cannot understand it. (Raven familiar is an exception to this.)[*] Tiny size; can't flank.[*] Cannot manipulate objects unless otherwise specified.[/list] [img]http://media.comicbookmovie.com/images/users/uploads/34455/images-158.jpeg[/img]
[SIZE="1"][B]Skull Mask (AV) Level 5[/B] This rough iron visor is shaped in the likeness of a skull whose grim countenance saps your enemies’ courage. [B]Item Slot:[/B] Head [B]Property:[/B] Enemies who can see you take a –2 penalty to saving throws against fear effects. [B]Property:[/B] Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks.[/SIZE] [img]http://img51.imageshack.us/img51/3504/orbofcrystallineterror.png[/img] [SIZE="1"][B]Property (Superior Implement):[/B] The following properties require the Superior Implement Training feat (PHB 3) in order for the wielder to benefit from them. *[B] Energized (Psychic):[/B] When you use an attack power through this implement, you gain a +2 bonus to damage rolls if the power has the psychic keyword. The bonus increases to +3 at 11th level and +4 at 21st level. *[B] Undeniable :[/B] You gain a +1 bonus to attack rolls against Will when attacking with an this implement.[/SIZE] [img]http://img835.imageshack.us/img835/25/irrefutablearmor.png[/img]
[SIZE="1"][B]Resplendent Cloak Level 8[/B] The Quorian runes adorning this cloak ward against competing powers over the mind. [B]Item Slot:[/B] Neck [B]Enhancement:[/B] +2 Fortitude, Reflex, and Will [B]Property:[/B] You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks. [B]Resplendent Gloves (AV2) Level 5[/B] These shifting alien gloves increase the potency of powers that break a foes will. [B]Item Slot:[/B] Hands [B]Property:[/B] When you hit an enemy with an attack that targets Will, the attack deals 2 extra damage. If it's an illusion attack, one target you hit (your choice) grants combat advantage to you until the end of your next turn. [B]Resplendent Boots Level 6[/B] These intricately embroidered boots let you fade from sight for a moment to slip past your foes. [B]Item Slot:[/B] Feet [B]Property:[/B] You gain an item bonus to all defenses against opportunity attacks equal to the number of items you have from this set. (+3) [B]Power (Daily • Illusion):[/B] Move. You become invisible and move your speed. You become visible again at the end of this action. [B]Resplendent Finery Set Bonus: [/B] [B]2:[/B] You gain an item bonus to Bluff checks equal to the number of items you have from this set. (+3)[/SIZE]
[SIZE="1"][B]Ring of Dragons Level 7[/B] The power of fear emanates from Azak's quorian ring, allowing him to reach out to the most powerful proponents of terror, the great Dragons. [B]Item Slot:[/B] Ring [B]Property:[/B] You can speak, read, and write Draconic. You gain telepathy that works within line of sight, but only to converse with dragons. [B]Power (Daily):[/B] Free Action. [B]Effect:[/B] Evil dragons within a day's travel know the direction and distance to the ring for 24 hours. [B]Power (Daily * Illusion):[/B] Standard Action. [B]Effect:[/B] The illusion of a dragon of up to Gargantuan size appears in an unoccupied space within 40 squares of you. It can make sounds and can move within its space. Each of its defenses is 10. The illusion lasts until the end of your next turn, until an attack hits it, or until a creature touches it or enters its space. An Insight check (DC 20 + one-half your level) allows a creature to determine that the image is an illusion. [B]Sustain Minor:[/B] The image persists until the end of your next turn, and you move it up to 10 squares. [B]Bracers of Mental Might Level 6[/B] With a yellow aura around him at all times, Azak uses the power of fear to supplant the weakness in his body. [B]Item Slot:[/B] Arms [B]Power (Encounter):[/B] Free Action. Use this power when making a Strength attack, Strength check, or Strength-based skill check. Use your Intelligence (+4), Wisdom, or Charisma modifier in place of your Strength modifier (-1) to determine the result of the roll. [B]Belt of Vim Level 8[/B] Enemies soon learn that terror is not easily shirked away. Item Slot: Waist Property: Gain a +1 bonus to Fortitude defense.[/SIZE]
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
7 Gold
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Maelstrom's Blessing: You always have combat advantage against creatures that are vulnerable to cold. If you also gain combat advantage through any other means such as flanking or through the use of a power which grants combat advantage, you gain an additional +1 bonus to your attack rolls. Raise Dead death penalty; you take a -1 penalty to all attack rolls, skill checks, saving throws, and ability checks until you reach three milestones.
Companions and Allies
Enemy: Hobgoblin sorcerer who calls himself Master Jaal Hor'daan is going binding the seven powers of the emotional spectrum to himself. He can't get Parallax, as he is bound to Azak. But Ion is barely hanging on.
Background & Other Notes
[spoiler=Feats]•Dual Mind Strength Prerequisite: Kalashtar Benefit: You gain a +2 feat bonus to damage rolls with psychic powers. The bonus increases to +3 at 11th level and +4 at 21st level. •Orb Mastery Prerequisite: Orb proficiency Benefit: You gain a +1 feat bonus to attack rolls with Orb implements. this scales to +2 at 11th level, and +3 at 21st level. You gain a +1 feat bonus to the number of squares of forced movement you inflict with a power. •QUORI SHIELD Prerequisite: Kalashtar Benefit: You gain resistance to psychic damage equal to 5 + one-half your level. •SUPERIOR IMPLEMENT TRAINING: Crystal Orb Benefit: You can use a Single superior implement ofyour choice. The implement must be of a type you are already able to use. Special: You can take this feat more than once. Each time you take this feat, choose a different superior implement. •Arcane Familiar: Arcane Eye Benefit: You gain a familiar; familiar gains +1 to defenses per additional familiar feat. [spoiler] Azak began his life as a human within the kingdom of Crimshan, a scholar and dedicated librarian in the city's temple of Ioun. It wasn't until discovering the Libris Kalashtum within the confines of the library's archives. Within its pages were descriptions of being beyond the knowledge and perception of most, the Quori. Said to thrive within the plane of dreams, these creatures were all but accessible to those within the mortal realm. The book left no description of the motives of the Quori, but did speak of the power they wielded...and the means to contact them. South of Crimshan to Jangle's Bog did Azak travel, and within that bog did he find a temple, unlike any built to the Gods. It was the temple of the Quori. Azak traveled within his recesses, and what took place within it's cracked cyclopean is unknown. What is known is that Azar walked back out of that temple changed. What many do not know, is that he didn't leave alone. Azak now travels the land, wearing a self-made death mask modeled loosely on the Quori that resides inside him. This often misleads people into mistaking him for a priest of Zehir of Vecna. No one approaches him on the subject, often steering clear of the strange man. His goals are just as mysterious as the creature within him. At the moment there seems to one primary goal: Gain power in any shape or form. For what? Azak will simply answer: For whatever the [i]Other[/i] believes is coming.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games