<strong>Dask</strong>- Dask's Discovery (https://elliquiy.com/forums/index.php?topic=302726.0) (Prologue Thread)<br/>Conjurer Wizard 4/Changeling Wizard 1/Alienist 5<br/><strong>Description:</strong>As a Changeling, Dask looks like whatever Dask wishes to look like.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Biography</div><div class="spoiler_body"> Dask's early life was spent in conditions of near-slavery, as they were raised in a hidden enclave of aberrations and the mad cult that worshiped them.  Dask never knew their parents, never knew which alien monstrosity or deranged humanoid gave birth to them, but the young Changeling was able to figure out from the way that they were being treated that both of their parents were likely someone important to the cult.  While the other Changeling children were given training and indoctrination as spies and infiltrators, Dask was personally trained in the art of wizardry by the cult's Beholder Mage leader.  The training was no less harsh and demanding, the punishments for failure no less severe, but it was nevertheless clear to the young Changeling that they were being trained for a greater purpose.<br/><br/>Whatever that greater purpose was, it never came to fruition.  The order of paladins that destroyed the cult saw to that.  Dask and the other children were taken in as an act of mercy by that very same order, an attempt to rehabilitate the innocent Changelings and turn them towards the light in spite of their tainted blood.  Some of them were even successfully rehabilitated, more or less.  As for the failures...  Well, there were several escape attempts.  Eventually one succeeded, and Dask and several other Changeling children were free to make their own way in the world.<br/><br/>Dask had believed the paladins when they said that the cult had only been raising the children to use them as tools.  The young changeling had seen ample evidence of that already, during their own training.  However, Dask had also seen how the paladins had cut down both aberrations and cultists when destroying the cult, and had some fears that those children who didn't want to embrace the order's ideals would be treated as monsters and suffer the same fate.  While several of the other children had escaped because they had been unable or unwilling to break away from the cult's indoctrination and wanted to start the cult anew, Dask simply left in search of people who wouldn't treat them like a monster, merely due to the circumstances of their birth.<br/><br/>Now a decade older and considerably more powerful, Dask has had precious little luck in this search.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A secret about Dask</div><div class="spoiler_body">Dask is the illegitimate child of Amarra Drak'thiir, Fey'ri sovereign of the infernal nation of Malcharr.  More specifically, Dask is one of several illegitimate children that Amarra has had fathered upon her by various monsters from the Realm of Dreams.  These children have been raised in secret, separate from one another and far from the treacherous eyes and ready knives of Malcharr; they represent an attempt by Amarra to work around the curse laid upon her by her sister and get back into Asmodeus' good graces.<br/><br/>A child of her blood, carrying her curse, yet able to shapeshift around it and pass that shapeshifting on to their descendants.  Through an ancient and arcane transference ritual, such a child could be made into a ready vessel for her soul, truly making the body her own in a way that goes beyond mere possession or mind switching, irrevocable even by a Wish or Miracle.  However, making the child into a worthy vessel for this ritual involves putting them through specialized training, including training in the arcane arts.  Additionally, the touch of the Far Realm in such a child's blood would carry the chance of making the child unsuitable for the ritual, even with proper training, hence the need for several to be raised at once.<br/><br/>With the cult raising it destroyed, will Amarra Drak'thiir one day come to claim this wayward potential vessel?  Or will Dask instead go the rest of their life never knowing of the truth about their heritage?  Only the fates will know...</div></div></div></div><br/><strong>hp</strong>51 (10d4+20 HD)<br/><hr/>Changeling<br/>NE Medium Humanoid (Shapechanger)<br/><strong>Init</strong>+9;<strong>Senses</strong>Listen +0, Spot +0<br/><strong>Languages</strong>Common, Draconic, Dwarven, Elven<br/><hr/><strong>AC</strong>20, touch 14, flat-footed 16<br/><strong>Fort</strong>+2(+8),<strong>Ref</strong>+2(+10),<strong>Will</strong>+8(+12); Fatigued on failing Fortitude save until 8 hour rest, +2 racial vs Sleep and Charm; under effects of Greater Resistance<br/><hr/><strong>Speed</strong>30 ft. (6 squares)<br/><strong>Melee</strong>Warning Dagger +6 (1d4+2 damage)<br/><strong>Ranged</strong>Ranged touch +8<br/><strong>Space</strong>5 ft.;<strong>Reach</strong>5 ft.<br/><strong>Base Atk</strong>+4;<strong>Grp</strong>+5<br/><strong>Atk Options</strong>Rapid Summoning, Spells, Spontaneous Summoning, Summon Alien<br/><strong>Special Actions</strong>Minor Change Shape, Rapid Summoning, Summon Alien<br/><strong>Combat Gear</strong>+1 Warning Dagger -8,302 gp, +2 Mithral Chain Shirt w/Thistledown Padding -5,505 gp<br/><strong>Spells Memorized</strong>(CL 10th, DC 15 + spell level):<br/>5th (3/day + 1) -<em>Baleful Polymorph, Greater Blink</em>(Spell Compendium)<em>, Overland Flight</em>+<em>Wall of Stone</em><br/>4th (4/day + 1) -<em><del>Greater Resistance</del></em>(Spell Compendium)<em>, Mordenkainen's Black Tentacles, Polymorph, Polymorph</em>+<em>Dimension Door</em><br/>3rd (4/day + 1) -<em>Haste, Haste, Shrink Item, Unluck</em>(Spell Compendium) +<em>Stinking Cloud</em><br/>2nd (5/day + 1) -<em>Invisibility, Mirror Image, Mirror Image, Ray of Stupidity</em>(Spell Compendium)<em>, Rope Trick</em>+<em>Glitterdust</em><br/>1st (6/day + 1) -<em>Grease, Nerveskitter</em>(Spell Compendium)<em>, Ray of Clumsiness</em>(Spell Compendium)<em>, Shield, True Strike, True Strike</em>+<em>Benign Transposition</em><br/>0th (4/day + 1) -<em>Detect Magic, Detect Magic, Ghost Sound, Launch Item</em>(Spell Compendium) +<em>Caltrops</em>(Spell Compendium)<br/><hr/><strong>Abilities</strong>STR 13(+1), DEX 18(+4), CON 14(+2), INT 18[20](+4[+5]), WIS 11(+0), CHA 15(+3)<br/><strong>SQ</strong>Alien Blessing, Mad Certainty, Metamagic Secret, Morphic Familiar, Natural Linguist, Pseudonatural Familiar<br/><strong>Feats</strong>Augment Summoning(b), Nexus Method (https://realmshelps.net/charbuild/feat/Nexus_Method)(1), Obtain Familiar(F), Enspell Familiar (https://realmshelps.net/charbuild/feat/Enspell_Familiar)(3), Improved Familiar(5), Extend Spell(b), Darkness Familiar (https://orbitalflower.github.io/rpg/rules/dnd3-extended-familiar-list.html#darkness-familiars)(7), Cloudy Conjuration(b), Token Familiar (https://realmshelps.net/charbuild/feat/Token_Familiar)(9)<br/><strong>Flaws</strong>Frail (https://www.realmshelps.net/charbuild/feat/Frail_(Flaw))<br/><strong>Skills</strong>Concentration +13(+15), Decipher Script +8(+13), Gather Information +13(+18), Knowledge (Arcana) +5(+10), Knowledge (Dungeoneering) +6(+11), Knowledge (Local) +5(+10), Knowledge (The Planes) +13(+18), Spellcraft +13(+20); +2 racial to Bluff, Intimidate, Sense Motive; +10 Disguise from Minor Change Shape; +2 Spellcraft vs Conjuration; -4 Bluff, Diplomacy, Handle Animal vs non-Pseudonatural creatures<br/>Collector of Stories skill trick - +5 to checks to identify creatures<br/><strong>Possessions</strong>combat gear plus 143 gp<br/>+2 Intelligence item -4,000 gp<br/>Aureon's Spellshard -6,250 gp<br/>Ring of Enduring Arcana -6,000 gp<br/>Ring of Sustenance -2,500 gp<br/>Handy Haversack -2,000 gp<br/>Vestment of Many Styles -500 gp<br/>Everburning Torch -150 gp<br/>Alluran Familiar Pact -100 gp<br/>Bronze Adventurer Tags -100 gp<br/><strong>Spellbook</strong>171/500 pages; Barred schools: Evocation and Necromancy<br/>5th (50 pages) -<em>Baleful Polymorph, Break Enchantment, Contact Other Plane, Feeblemind, Greater Blink</em>(Spell Compendium)<em>, Overland Flight, Rary's Telepathic Bond, Summon Monster V, Telekinesis, Teleport, Wall of Stone</em>-1,500 gp<br/>4th (32 pages) -<em>Assay Spell Resistance</em>(Spell Compendium)<em>, Charm Monster, Dimension Door, Greater Resistance</em>(Spell Compendium)<em>, Mordenkainen's Black Tentacles, Polymorph, Ray Deflection</em>(Spell Compendium)<em>, Stone Shape, Summon Monster IV</em>-800 gp<br/>3rd (39 pages) -<em>Arcane Sight, Dispel Magic, Enhance Familiar</em>(Spell Compendium)<em>, Fortify Familiar</em>(Spell Compendium)<em>, Greater Mage Armor</em>(Spell Compendium)<em>, Greater Magic Weapon, Haste, Shrink Item, Stinking Cloud, Summon Monster III, Tongues, Unluck</em>(Spell Compendium)<em>, Water Breathing, Wind Wall</em>-1,350 gp<br/>2nd (18 pages) -<em>Augment Familiar</em>(Spell Compendium)<em>, Detect Thoughts, Glitterdust, Invisibility, Mirror Image, Ray of Stupidity</em>(Spell Compendium)<em>, Resist Energy, Rope Trick, Summon Monster II, Web</em>-500 gp<br/>1st (12 pages) -<em>Animate Rope, Benign Transposition</em>(Spell Compendium)<em>, Charm Person, Familiar Pocket</em>(Spell Compendium)<em>, Grease, Nerveskitter</em>(Spell Compendium)<em>, Protection from Good, Ray of Clumsiness</em>(Spell Compendium)<em>, Shield, Silent Image, Summon Monster I, Targeting Ray</em>(Spell Compendium)<em>, True Strike</em>-200 gp<br/>0th (20 pages) -<em>All, except Evocation and Necromancy</em><br/><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Changeling Racial Features</div><div class="spoiler_body"><strong>Natural Linguist</strong> Dask adds Speak Language to their list of class skills for any class they adopt.<br/><br/><strong>Minor Change Shape (Su)</strong> Dask has the super natural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of their facial features, skin color and texture, and size, within the limits described for the spell. Dask can use this ability at will, and the alteration lasts until they change shape again. They revert to their natural form when killed. A true seeing spell reveals their natural form. When using this ability to create a disguise, Dask receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wizard Class Features</div><div class="spoiler_body"><strong>Rapid Summoning (Ex)</strong> Any time Dask casts a Summon Monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Dask gains the normal benefits from enhancing a Summon Monster spell with the Quicken Spell feat.<br/><br/><strong>Morphic Familiar (Su)</strong> Dask's familiar has the ability to alter its form on command. As a full-round action, the familiar can change her form to that of any creature that the wizard could normally have as a familiar. Dask gains the new benefit of the familiar while losing the previous benefit.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alienist Class Features</div><div class="spoiler_body"><strong>Summon Alien</strong> Whenever Dask would use any Summon Monster spell to summon a celestial or fiendish creature, they instead summon a pseudonatural version of that creature. For example, by casting summon monster IV, they could summon a pseudonatural dire wolf. This adds the pseudonatural template to the summoned creature. Dask gives up the ability to summon nonpseudonatural creatures with a Summon Monster spell.<br/><br/><strong>Alien Blessing (Ex)</strong> Dask gains a +1 insight bonus on all saving throws, but permanently loses 2 points of Wisdom.<br/><br/><strong>Metamagic Secret</strong> Dask listens to the secret voices whispering from beyond time's end, and profits thereby. At 3rd and again at 7th level, they can choose any metamagic feat as a bonus feat.<br/><br/><strong>Mad Certainty (Ex)</strong> Dask's mad certainty in the power of entities beyond the reach of normal space and time lend them unnatural arcane talent, granting them a single bonus magical feat. However, constantly dwelling on such beings is mentally corrosive, and Dask's mind has begun to fracture. They now takes a -4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures.<br/><br/><strong>Pseudonatural Familiar</strong> Dask's familiar, if any, gains the pseudonatural template in addition to the powers and abilities normal for a familiar of the appropriate level. This effect does not replace an existing familiar—the familiar has been slowly taking on pseudonatural aspects as Dask rises in level, and those characteristics become fully functional at this point.</div></div>