Tuesday, September 14, 2010

Alahambara, Arch-Vizier of Mulhoric

Alahambara was a character I had a lot of fun playing in a recent 3-session game using the Pathfinder (D&D 3.5) rules. The idea behind Alahambara is that he was a powerful, smart, and cunning wizard who had manipulated events so as to reach a high-level political post. In my character background, this fantasy Machiavelli, however, was the victim of a terrible form of assassination: mind theft! With much of his memory and cognitive ability gone, Alahambara began wandering, looking for something he knows is missing but can't really understand. Personality-wise, I role-played this damaged Alahambara as a prideful and arrogant Alzheimer's patient, prone to hiding defects in his memory with gruff and bluster.

The adventure even had a happy ending. After raiding the tomb of Gung the Magnificent on behalf of the Ice Count Valgos, Alahambara received a boon from an extra-planar demon and managed to get his memories and normal personality restored. The game ended there, but it was a nice little character arc.

Alahambara, Arch-Vizier of Mulhoric

Human Lawful Evil Wizard (Level 6)

Hit Points: 43

Strength: 8 (-1)
Dexterity: 10 (-)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 15 (+2)
Charisma: 18 (+4)

Armor Class: 15 (+3 Bracers, +2 Ring)
Fortitude Defense: +3
Reflex Defense: +2
Will Defense: +7

Languages: Common, Draconic, Elvish, Infernal, Abyssal, Undercommon

Melee: Attack +3 (Staff, d. 1d6-1)
Ranged: Attack +3
CMB: 2
CMD: 12

Speed: 30'

Initiative: +0

Proficiencies: Club, Dagger, Crossbows, Staff (no armor or shields)

Skills: Acrobatics +0, Appraise +9, Bluff +5, Climb -1, Craft (Alchemy) +11, Diplomacy +6, Disable Device +8, Disguise +4, Escape Artist +0, Fly +5, Heal +2, Intimidate +7, Knowledge (Arcana) +11, Knowledge (Planes) +10, Knowledge (Nobility) +10, Knowledge (Geography) + 10, Knowledge (History) +10, Linguistics +10, Perception +2, Perform +4, Ride +2, Sense Motive +4, Spellcraft +15, Stealth +0, Survival +2, Swim -1, Use Magic Device +12

Feats/Features: Arcane Bond (Staff), Arcane School (Universalist), Hand of the Apprentice, Scribe Scroll, Eschew Materials, Magical Aptitude, Spell Penetration, Craft Wondrous Items & Rings, Weapon Focus (Quarterstaff), Diplomatic Credentials, Arcane Strike, Toughness

Level 0 Spells (Memorize 4, Know all)
Level 1 Spells (Memorize 5, Know: Mage Armor, Shield, Animate Rope, Mount, True Strike, Detect Secret Doors, Cause Fear, Expeditious Retreat, Identify, Endure Elementals)
Level 2 Spells (Memorize 4, Know: Invisibility, Spectral Hand, Whispering Wind, Ghoul Touch)
Level 3 Spells (Memorize 3, Know: Fly, Fireball, Major Image, Dispel Magic)

Equipment: 40 PP, 269 GP, 34 SP, 10 CP, Wand of Command Undead, Wand of Magic Missiles, Quarterstaff, Spellbook, Ring of Protection +2, Bracers of Armor +3, Gloves of Arrow Snaring, Deck of Illusions, Rope of Climbing, Elixir of Swimming (x2), Elixir of Hiding (x2), Handy Haversack, Bedroll, Ink, Paper, Rations (x10), Waterskin, Masterwork "Thieves'" Tools, Noble's Outfit & Ring, Stone of Continual Light, Headband of Intellect

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