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Jorezzel
Jorezzel

   Once a proud member of his family's house in a drow city, Jorezzel is one of the few survivors of Xoroth, an upperdark city of giant mushrooms and other fungi that served as his city's structures. After the fall of the city in the waning days of the Liche War, Jorezzel and others fled its destruction, and are now scattered about, above and below the surface of their world. Jorezzel has banded with a small party of other veterans and victims of the war, remnants of the ideological struggle between 'good' and 'evil'.

   Jorezzel's concern with the war and its participants, lies not only in philosophy, or assuring his own survival, but in seeing that a certain balance is restored. With 'good' so brutally trampling its opposite, he seeks a way to revive the Liche Lord, Arkus, a demigod who was destroyed in the war years before, and tip the scales back in the favor of his own.

   While mostly travelling the surface of the world for now, Jorezzel is still largely unused to the bright light of the sun, and prefers travel at night. Favoring black garments trimmed in silver and red, he keeps his face hooded under the cowl of his robes, or disguised by spell or makeup-- his jet-black skin, bone-white hair and bright crimson eyes would be a dead giveaway to his identity otherwise.

   Unlike many arcanists, Jorezzel does not have a familiar, instead choosing to invest some of his power into a blackened wooden staff, enhancing it with various magical powers and spells. Though he prefers the use of his spells, he is not above using his staff to batter an enemy into submission if there is no alternative.
  
Jorezzel                                                                   CR 8
   Male drow wizard 6
   NE Medium humanoid (elf)
   Init +2; Senses darkvision 120 ft., Listen +4, Spot +4
   Languages Abyssal, Draconic, Drow Sign Language, Common, Elven, Goblin, Undercommon
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   AC 14, touch 14, flat-footed 12
   hp 22 (6 HD)
   Immune sleep
   Resist +2 against spells and spell-like abilities; SR 17
   Fort +3, Ref +4, Will +7 (+9 against enchantments)
   Weakness light blindness
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   Speed 30 ft. (6 squares)
   Melee Jorezzel's spellstaff +4 (1d6+1) or
   Range masterwork light crossbow +6 (1d8/19-20)
   Space 5 ft.; Reach 5 ft.
   Base Atk +3; Grp +3
   Combat Gear 5 potions of cure light wounds, scroll of melf's acid arrow, wand of magic missile (CL 5th)
   Wizard Spells Prepared (CL 6th):
      3rd-- dispel magic, fireball (DC 17), fly, phantom steed
      2nd-- alter self, invisibility, scorching ray (+5 ranged touch), seeking ray (+5 ranged touch)
      1st-- charm person, kelgore's fire bolt (DC 15), mage armor, shield
      0-- arcane mark, mage hand, message, prestidigitation, read magic
   Spell-Like Abilities (CL 6th):
      1/day-- dancing lights, darkness, faerie fire
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   Abilities Str 10, Dex 14, Con 12, Int 19, Wis 14, Cha 12
   SQ able to notice secret or concealed doors, generalist wizardry, imbued staff
   Feats Combat Casting, Empower Spell, Enchant Staff, Scribe Scroll, Spell Penetration
   Skills Concentration +10 (+14 casting defensively), Craft (alchemy) +13, Decipher Script +6, Knowledge (arcana) +13,
      Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (nature) +6, Knowledge (planes) +7,
      Knowledge (religion) +6, Listen +4, Search +8, Spellcraft +15, Spot +4
   Possessions combat gear plus Jorezzel's spellstaff, masterwork light crossbow with 20 bolts, drow house insignia (detect magic), Jorezzel's arcane compendium, piwafwi of resistance +1, ring of protection +2, spell component pouch, 1800 gp
   Spellbook spells prepared plus 0-- all; 1st-- burning hands, charm person, color spray, disguise self, expeditious retreat, feather fall,
      kelgore's fire bolt, mage armor, magic missile, shield, sleep; 2nd-- alter self, explosive runes, invisibility, locate object, mirror image,
      scorching ray, seeking ray; 3rd-- arcane sight, dispel magic, fireball, fly, phantom steed, sepia snake sigil
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   Generalist Wizardry (Ex) At each level, gain one extra spell of any spell level he can cast. May also prepare one additional spell of his
      highest spell level each day.
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   Hook "You speak of yourselves as the ideal of goodness, yet for all your self-proclaimed virtue, you invade, slaughter, and thank your gods
      to the cheers of your people and the screams of ours. Who, then, is truly good or evil, I wonder? Perhaps you and I are not so different from
      each other, after all..."


Jorezzel's Unique Items

Jorezzel's Arcane Compendium: Bound in dragonhide inside a slipcase of the same material, and set with silver accents on the cover's spine and corners, this tome is sealed with a superior  lock, the key of which is actually Jorezzel's house insignia. The pages within are sturdy vellum, written with Jorezzel's ever-growing collection of spells in various magical inks.

   The compendium is also heavily enchanted on its own, with major resistance to all energy types, levitating in place at the reader's will, resistant to water damage, and treated to be magically pungent unless the reader utters the proper command word before handling it. Additionally, the spellbook has been trapped with explosive runes and sepia snake sigil spells that strike the reader unless a second and third command word are spoken before reading.

Jorezzel's Spellstaff: This quarterstaff is carved from a length of ebony wood, shod at its foot with silver engraved in arcane markings; the head is likewise topped with an ornate silver finial which holds a deep red faceted crystal in its clutches. Imbued with a variety of powers, it serves Jorezzel as a focus for his arcane power, rather than a typical familiar.

   Jorezzel's spellstaff has hardness 5 and 15 hit points, and has the following special powers: deliver touch spells (as part of a regular melee attack), enhancement bonus +1 (to both ends), and remote viewing (as clairvoyance with concentration duration at will, and infinite range on the same plane). In addition, Jorezzel may use his staff to cast the following spells as though he had cast them himself: light 3 times daily, and mirror image and prestidigitation each once per day.

   The staff, while magical, is not intelligent, though Jorezzel plans to add further powers over time to his staff as it grows in power alongside him, perhaps even awakening it to sentience to better serve him.

 

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