Summary: What is it you need?
Al Ker The Arcane Wizard
Game: Dungeons Deep & Dark
Real World Name / OccupationSamuel Edison
LoyaltyTo himself, though he will work in a team if it is beneficial to him.
Race and SubgroupRakshasa
The true form of a rakshasa is that of a human-feline hybrid, fearsome and hale in stature. They have fangs, claw-like fingernails, and red eyes. Their features often resemble a tiger or other fierce feline beasts. Their true form is rarely seen by others, for they can disguise themselves with magic. They can speak with eloquence and charm but can also give a bestial growl and are known to consume the flesh of their prey they particularly enjoyed hunting.
Physical AppearanceStands at 6’6”
Looking like an anthropomorphic tiger, having a tigers head, plantigrade feet and a feline tail.
Al Ker has a lean, muscular build and has a thin layer of fur covering his body that thickens to a mane around his neck and head.
Possesses claws on hands and feet.
Personality and InterestsSamuel created Al Ker to be a solo mercenary. He is not the most social being, preferring action over words.
Al Ker prefers a solitary life, earning money through quests or being hired to find a specific treasure.
Can still be cheerful when around others, whether it is genuine or forced, as long as the job gets done.
Is interested in trinkets and other oddities, often collecting bones or alchemical ingredients. Also has a love for the arts, good food and drink, and occasionally enjoys a particularly pleasing view of nature, such as a sunset or an hidden oasis.
Brief HistoryAs is customary with all of his kind, Al Ker left his father when he came of age. Having been taught how to use his magic responsibly and to survive in the wilds, he has wandered ever since.
Aware of the risk his powers cause, he changes the source of his magic once every month in the best case scenario, at worst he has had to switch every week.
Not well known, he has had to fight for a few contracts, giving him vital training in unarmed combat. By no means a master, he can still hold his own without his magic.
Samuel was born and raised in Wamego, Kansas, graduating high school with little interest in attending college. He instead began working as a hunter for other players, finding artifacts and items in return for payment.
He is now 20 and still at home, occasionally getting out into the world for a break from his “job”.
Favourite SayingsWhat god is that?
Magic & ArtifactsStaff of Dragonmier
This staff can be wielded as a magic quarterstaff that grants a bonus to attack and damage rolls made with it. While you hold it, you gain a bonus to spell attack rolls.
The staff has 50 charges for the following properties charges daily at dawn. If you expend the last charge you still have that grants a bonus to attack and damage rolls made with it. While you hold it, you gain a bonus to spell attack rolls.
Spell Absorption. While holding the staff, you have bonus VS spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it: conjure elemental (7 charges), dispel magic (3 charges), fireball (7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must dodge or a creature takes an amount of damage based on how far away it is from the point of origin, on a successful save, a creature gets out of the area takes half as much damage.
Ring of Magic
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 spells at a time.
Any creature can cast a spell into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot, the spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Bracers of Wizards Defense
While wearing these bracers, you gain a bonus to Defense same as Plat mail armor if you are wearing no armor and using no shield.
Character NotesThe rakshasa has natural armor equivalent to leather armor is quick on its feet and can cover 40 feet in seconds. They are physically strong and graceful. There Perception is above average the see things that most people miss. They have a vulnerability to piercing from magic weapons wielded by good creatures. They can see in the dark like the day for 60 feet
Languages Common, Infernal, elven, dwarvn,
Limited Magic Immunity. The rakshasa has a resistance to or detected by low level spells all other spells and magical effects.
Puppet Master. When the rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell’s duration is concentration, up to 8 hours.
Innate Spellcasting. The rakshasa’s innate spellcasting ability The rakshasa can innately cast the following spells,
3/day each: detect thoughts, disguise self, mage hand, minor illusion charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing
Multiattack. The rakshasa makes two claw Claw. Melee Weapon Attack Gets a bonus to hit, reach 5 ft, one target. slashing damage. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Harrowing Visions 5 times a day. The rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies’ worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make the enemy has little resistance to the attack. On a a creature some physical psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The rakshasa regains spent legendary actions at the start of its turn.
Claw Attack. The greater rakshasa makes one claw Misleading Escape (Costs 2 Actions). The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the rakshasa can move up to its speed. Both effects last until the start of the rakshasa’s next movment, but the invisibility ends if the rakshasa makes an attack or casts a spell before then.
Cast a Spell (Costs 3 Actions). The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.
A sweetly scented Fog fills the halls of the lair. Each humanoid creature in the area must have a high resistant to magic to not be fooled by the attack. A psychedelic, twisting pattern of colored shapes appears in the air at a point the rakshasa can see within 50 feet of it. Each creature, other than the rakshasa, must be resistant or become incapacitated.
Four quasi-real Medium swarms of burning Ambers appear in spaces that the rakshasa can see within 60 feet; these spaces can be occupied. The monkeys act immediately. A creature starting its turn in a space occupied by burning Ambers takes fire damage and become confused.
Arcane Wizard is a tile given to those who work for the company in some way and are not full time employees Like game testers. the mane shows up in gold in their status bars.
They don’t have a noble title but a noble position
(Arcane Wizard) The only a title within the Wizards gild. The internal Advisers of the Court or gild Advisers when called upon, Arcane Wizard are known for there sage wisdom and advice to the court. So they can ask questions and engage in magical advice of their own number in order to ferret out treachery and learn whether other members of the brotherhood have not been forthcoming with information important to the protection of the realm. Whether this reluctance is due to perfidy or mere stupidity, sometimes the realm must be defended from its own protectors, and the Arcane Wizard are charged with that defense.
No, he does not want a scratch behind the ears!
Class & Level Breakdown
* Player Maximum Level 100
Rakshasa Magic user 20/50
Special Race 5/5
Spell points 20
This character is not owned by anyone. You can adopt them if you become a member of this game.
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