Victor Ariator  

Details
Class: Race: Alignment: Deity:
Sor6/Ftr1/EKn8 Human (Prime) Lawful Neutral
Level: Size: Age: Gender:
15 Medium 42 Male
Height: Weight: Eyes: Hair:
6'2" 232 lb. Gray Graying

Abilities
STR 18 +4
DEX 14 +2
CON 16 +3
INT 14 +2
WSD 20 +5
CHA 19 +4
 
Hit Points
TOTAL wounds subdual
95 2 0
Initiative
TOTAL dex other SPEED
+2 +2 0 30'
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
33 10 +7 +4 +3 +3 +6 0 0

Battle Scores
MELEE = base + str + magic + other
+16 +12/+7/+2 +4 0 0
RANGED = base + dex + magic + other
+14 +12/+7/+2 +2 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +17 10 +3 +4 0
REFL +10 5 +2 +4 -1
WILL +18 8 +5 +4 +1

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Demonslayer +18 2d6+8 19-20/x2 Melee 6 lb. Medium Slashing Greatsword. +2, Evil Outsider Bane, Axiomatic - 50000gp. Made of Starmetal - 1784gp.

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
+3 Vest of Natural Armour Natural +3 - - - - -
+3 Ring of Protection Deflection +3 - - - - -
+4 Bracers of Armour Armour +4 - - - - - Stops incorporeal attacks.
Monk's Belt Insight +6 - - - - -

Feats & Special Abilities
Feat / Ability Description/Notes
Spellcasting: As Sorcerer, effective level 13th. Spell slots: 6/7/7/7/7/6/4. Cast: 0/1/1/1/0/1/2.
Metamagic Specialist: Alternative class feature. Replaces Familiar. Benefit: You can apply metamagic feats that you know to sorcerer spells without increasing the casting time. This benefit even lits you quicken your sorcerer spells with the Quicken Spell feat. You can use this class feature a number of times per day equal to 3 + your Int modifier (minimum 1). This is an extraordinary ability. (PHBII, page 61.)
Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Fighter feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Bonus Eldritch Knight feat: At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
Human traits: * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. * Human base land speed is 30 feet. * 1 extra feat at 1st level. * 4 extra skill points at 1st level and 1 extra skill point at each additional level. * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Human bonus feat: Spell Penetration. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Level 1 feat: Combat Focus. The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental roughness. Through intense montal exercise and training, you learn to enter a state of perfect martial clarity. Prerequisite: Wis 13. Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter. While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4. Special: A fighter can select Combat Focus as one of his fighter bonus feats. (PHBII, page 87.)
Level 3 feat: Quicken Spell. Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Level 6 feat: Combat Stability. When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist trip attacks, bull rushes, disarms and similar effects. Prerequisite: Wis 13, Combat Focus, base attack bonus +3. Benefit: You gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. If you have three or more combat form feats, the bonus granted by this feat increases to +8. Special: A fighter can select Combat Stability as one of his fighter bonus feats. (PHBII, page 87.)
Level 9 feat: Arcane Strike. You can channel arcane energy into your melee attacks. Prerequisites: Ability to cast 3rd-level arcane spells, base attack bonus +4. Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equar to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus. (CWar, page 96.)
Level 12 feat: Combat Vigor When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grevious blow. Prerequisites: Wis 13, Combat Focus, base attack bonus +9. Benefit: While you maintain your combat focus, you gain fast healing 2. You lose this benefit when your combat focus ends. If you have three or more combat form feats, the benefit of this feat improves to fast healing 4. Special: A fighter can select Combat Vigor as one of his fighter bonus feats.
Level 15 feat: Combat Awareness. When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents' vitality. As you attain greater mastery of this fighting style, you learn to sense a foe's presence even with your eyes closed. Prerequisites: Wis 13, Blind-Fight, Combat Focus, base attack bonus +12. Benefit: While maintaining your combat focus, you learn the current hit point total of each adjacent opponent and ally. If you have three or more combat form feats, you gain blindsight out to 5 feet. Special: A fighter can select Combat Awareness as one of his fighter bonus feats. (PHBII, page 86.)
Bonus fighter feat (level 7): Combat Expertise. Prerequisite: Int 13. Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
Bonus fighter feat (level 8): Blind-Fight. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. A fighter may select Blind-Fight as one of his fighter bonus feats.
Languages: Sigil's Cant, Draconic, Infernal, Abyssal, Celestial.
Sanity: Starting: 75. Current: 97. Maximum: 99.
Traits: Detached (+1 Will, -1 Reflex), Hard of Hearing (+1 Spot, -2 Listen).

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Spellcraft Int +15 +2 13
Knowledge (Arcana) Int +14 +2 10 +2
Craft (Armoursmithing) Int +10 +2 8
Craft (Weaponsmithing) Int +10 +2 8
Sense Motive Wis +10 +5 5
Bluff Cha +7 +2 5
Concentration Con +13 +3 10
Climb Str +5 +4 1
Jump Str +5 +4 1
Swim Str +5 +4 1
Speak LanguageCC 2
Listen Wis +3 +5 0 -2
Spot Wis +6 +5 0 +1
Knowledge (Nob. and royalty) Int +7 +2 5
Knowledge (Planes)CC Int +3 +2 1
Knowledge (Local)CC Int +4 +2 2

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Arcane Mark 0 yes Inscribes a personal rune (visible or invisible).
Detect Magic 0 yes Detects spells and magic items within 60 ft.
Detect Poison 0 yes Detects poison in one creature or small object.
Ghost Sound 0 yes Figment sounds.
Light 0 yes Object shines like a torch.
Message 0 yes Whispered conversation at distance.
Ray of Frost 0 yes Ray deals 1d3 cold damage.
Read Magic 0 yes Read scrolls and spellbooks.
Touch of Fatigue 0 yes Touch attack fatigues target.
Feather Fall 1 yes immediate Objects or creatures fall slowly.
Floating Disk 1 yes Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile 1 yes 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield 1 yes Invisible disc gives +4 to AC, blocks magic missiles.
True Strike 1 yes +20 on your next attack roll.
False Life 2 yes Gain 1d10 temporary hp +1/level (max +10).
Knock 2 yes Opens locked or magically sealed door.
Resist Energy 2 yes Ignores first 10 (or more) points of damage/attack from specified energy type.
Spider Climb 2 yes Grants ability to walk on walls and ceilings.
Web 2 yes Fills 20-ft.-radius spread with sticky spiderwebs.
Dispel Magic 3 yes Cancels magical spells and effects.
Haste 3 yes One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Phantom Steed 3 yes Magic horse appears for 1 hour/level.
Tongues 3 yes Speak any language.
Crushing Despair 4 yes Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Dimension Door 4 yes Teleports you short distance.
Enlarge Person, Mass 4 yes Enlarges several creatures.
Invisibility, Greater 4 yes As invisibility, but subject can attack and stay invisible.
Fabricate 5 yes Transforms raw materials into finished items.
Overland Flight 5 yes You fly at a speed of 40 ft. and can hustle over long distances.
Teleport 5 yes Instantly transports you as far as 100 miles/level.
Disintegrate 6 yes Makes one creature or object vanish.
Dispel Magic, Greater 6 yes As dispel magic, but +20 on check.

Gear
Gear Location Weight Description/Special
Magic gear In various slots Not a lot Amulet of Wisdom +4 and Health +4, Vest of Natural Armour +3, Gauntlets of Ogre Power +4, Cloak of Resistance +4, Boots of Dexterity +2, Monk's Belt, Headband of Charisma +2, Ring of Sustenance, Bracers of Armour +4.
Weapons and armour Victor crafted his own weapon and armour (though he had to contract someone else to enchant them), thus the prices for their mundane component have been reduced appropriately.
Spell Component Pouches At belt 2*2lb. Victor has two spell component pouches, for redundancy.
Potions of CSW At belt - 10 potions, each doing 3d8+5 healing.
MW potions belt Over magic belt Able to draw potion as a free action. Up to ten can be stored in the belt. 60gp.
Artisan's tools Around 5 lb. 5 gp

Treasure/Money
Item Location Value Weight Description/Special
Cash On self 387gp - Pecunia non olet.

Experience
Current Next Level
109900 120000

Description
Imagine a medium-height man of unremarkable physique. He has gray eyes - and brown hair on the best way to matching them. Well past his youth, but still spry and obviously capable of throwing down with the best of them. His skin is weather-beaten and marked with wrinkles. The clothes he wears are worn, in dull colours, meant to aid blending into a crowd. The only attribute that speaks of his former profession - a merciless killer - is the mighty two-handed sword strapped across his back.

Personality
Victor is a very disaffected man, the weight of years as well as the burden of his actions weighs heavily upon him. He retains much of Mercykiller philosophy in his personal code of honour, although it pains him to admit it. The total and irrevocable hatred of Xaositects, a leftover from his teenage years, still burns within him.

Nonetheless, he desires to change himself. It doesn't come easy, or fast, but Victor knows that he cannot live on hating what he had become.

Background
Victor was not born in Sigil, but it is there that he has spent most of his life. His parents were immigrants from a remote, unimportant Prime plane and both died in the slums of the Hive, stabbed to death by a marauding band of Xaositects. A teenage Victor was begrudgingly allowed to join the squad of Mercykillers who hunted them down. Since then, he was a member of the Red Death, and the faction became all the family he had.

For some twenty years, he had done many gruesome things in pursuit of justice, never flinching from his duty, mindful of what had happened to his parents, knowing full well what it meant to have the lawless run rampant throughout the city. But whatever he was bidden to do on the last day he called himself a Mercykiller, he could not. However, he was allowed to leave the faction, rather than be executed for treason - why? He refuses to say.