RAKŘL INDERSUN


"For my lord, I would burn this world."
-RakŻl Indersun

Base ability scores (including racial adjustments)
Str 16
Dex 12
Con 15
Int 14
Wis 10
Cha 13


Spoiler: Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Azer Outsider Hit Die +1 +2 +2 +2 Appraise 4, Climb 4, Craft(weaponsmith)4, Craft(armorsmith)4, Craft(gemcutting)4, Hide 4, Jump 4, Listen 4, Search 4, Spot 4 Weapon Focus(Warhammer) -
2nd Azer Outsider Hit Die +2 +3 +3 +3 v]Appraise 5, Climb 5, Craft(weaponsmith)5, Craft(armorsmith)5, Craft(gemcutting)5, Hide 5, Jump 5, Listen 5, Search 5, Spot 5 - -
3rd Fighter 1 +3 +5 +3 +3 Craft(weaponsmith)6, Craft(armorsmith)6, Spellcraft(cc)1 Combat Casting, Power Attack -
4th Fighter 2 +4 +6 +3 +3 Craft(weaponsmith)7, Craft(armorsmith)7, Intimidate 2 Cleave +1 Cha
5th Warmage 1 +4 +6 +3 +5 Spellcraft 3, Knowledge(arcana)1, Concentration 1 - Armored Mage(light), Warmage edge
6th Warmage 2 +5 +6 +3 +6 Spellcraft 5, Knowledge(arcana)2, Concentration 2 Searing Spell -
7th Warmage 3 +5 +7 +4 +6 Spellcraft 7, Knowledge(arcana)3, Concentration 3 - Advanced Learning (Blades of Fire(1st))
8th Warmage 4 +6/+1 +7 +4 +7 Spellcraft 9, Knowledge(arcana)4, Concentration 4 - +1 Cha
9th Warmage 5 +6/+1 +7 +4 +7 Spellcraft 11, Knowledge(arcana)5, Concentration 5 Craft Magic Arms and Armor -
10th Warmage 6 +7/+2 +8 +5 +8 Spellcraft 13, Knowledge(arcana)6, Concentration 6 - Advanced Learning(Combust(2nd))
11th Warmage 7 +7/+2 +8 +5 +8 Spellcraft 14, Knowledge(arcana)7, Knowledge(the planes)1 Sudden Empower -
12th Warmage 8 +8/+3 +8 +5 +9 Spellcraft 15, Knowledge(arcana)8, Knowledge(the planes)2 Rapid Metamagic Armored Mage(medium), +1 Cha
13th Warmage 9 +8/+3 +9 +6 +9 Spellcraft 16, Knowledge(arcana)9, Knowledge(the planes)3 - -
14th Warmage 10 +9/+4 +9 +6 +10 Spellcraft 17, Knowledge(arcana)10, Knowledge(the planes)4 Sudden Enlarge -
15th Elemental Savant 1 +9/+4 +9 +6 +12 Spellcraft 18, Knowledge(arcana)11, Concentration 7, Craft(weaponsmith)8 Elemental Substitution(fire) Elemental specialty(fire), Resistance Fire 5, +1 effective Warmage level
16th Spellsword 1 +10/+5 +11 +6 +14 Spellcraft 19, Knowledge(arcana)12, Concentration 9 - Ignore Spell Failure 10%,+1 effective Warmage level, +1 Cha
17th Spellsword 2 +11/+6/+1 +12 +6 +15 Spellcraft 20, Knowledge(arcana)13, Concentration 11 Improved Critical(Warhammer) -
18th Spellsword 3 +12/+7/+2 +12 +7 +15 Spellcraft 21, Knowledge(arcana)14, Concentration 13 Fiery Burst Ignore Spell Failure 15%, +1 effective Warmage level
19th Spellsword 4 +13/+8/+3 +13 +7 +16 Spellcraft 22, Knowledge(arcana)15, Concentration 15 - Channel Spell 3/day
20th Spellsword 5 +14/+9/+4 +13 +7 +16 Spellcraft 23, Knowledge(arcana)16, Concentration 17 - Ignore Spell Failure 20%, +1 effective Warmage level, +1 Cha


Spoiler: Spells table
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Spells per Day/Spells Known
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd - - - - - - - - - -
4th - - - - - - - - - -
5th 5/full Warmage Spell List 4/full Warmage Spell List - - - - - - - -
6th 6/full Warmage Spell List 5/full Warmage Spell List - - - - - - - -
7th 6/full Warmage Spell List 6/full Warmage Spell List - - - - - - - -
8th 6/full Warmage Spell List 7/full Warmage Spell List 4/full Warmage Spell List - - - - - - -
9th 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - - - - - -
10th 6/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 3/full Warmage Spell List - - - - - -
11th 6/full Warmage Spell List 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - - - - -
12th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 3/full Warmage Spell List - - - - -
13th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 4/full Warmage Spell List - - - - -
14th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - - - -
15th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - - -
16th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - - -
17th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - - -
18th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - -
19th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - -
20th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - -



This is his backstory:

Spoiler: Backstory by CR
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Spoiler: CR 5
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Here, RakŻl Indersun, an azer warrior-mage to be, is just a fairly ordinary soldier in the ranks. (Though, he does still have fighter levels.) Due to a screening for natural magical power conducted by his kingdom, he is trained in using magic in tandem with weapons for a new division in the army. He is only a beginner now.




Spoiler: CR 10
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Now RakŻl is fairly skilled in his chosen discipline, and mid-ranked in his division. Then, a group of frost giants break through a portal to the Material Plane and attack his kingdom. At first, the azers are confident they can easily crush the giants, but when they are shown to be very resistant, and nearly immune, to fire, no-one can defeat them. However, recently, RakŻl had been enabled to research a previously forbidden topic: how to generate flames so hot that they burned the fire elementals themselves. Wielding this terrible flame, he quickly defeated the frost giants. For his valiant courage in battle he was made the head of the Warmagi, for the previous head had been slain by the foesí leader.


Spoiler: CR 15
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At this point, RakŻl is a distinguished general in his kingdomís army. The king himself assigns him and his division a fortress on the border with an opposing empire for him to oversee. The two kingdoms are engaged in a cold war of sorts, but eventually RakŻl gains permission to lead an attack on their lands. They go from town to town, and the war finally culminates in an epic assault on the capital city, during which the azer general defeats the opposing king, a Living Holocaust, in single combat.


Spoiler: CR 20
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Extremely impressed by his generalís prowess and tactical genius, the king gives him permission to expand the empire as he sees fit, and gifts to him the lands of the kingdom he just vanquished. After nearly quadrupling the empire in size, RakŻl is told that he has been chosen to lead a preliminary attack on the Material Plane, which will seize a base to be a jumping-off point for the full-scale invasion. He immediately begins his preparations, starting by giving extra training to all his soldiers. (all his rank-and-file soldiers are Fighter 2) After a year of power gathering, he sets off to the Material Plane, one of his wizards transporting his armies across the boundary. After gaining their bearings, they set off to assault and take [insert campaign-important city here]. After that, the story is basically up to anyone who actually might use this guyÖ




This is his completed build for his sweet spot(CR 16):

Spoiler: Stat Block: CR 16
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RakŻl Indersun Azer Fighter 2/Warmage 10/Elemental Savant 1/Spellsword 1;CR 16;Medium Outsider(Extraplanar, Fire); HD 4d8+2d10+10d6+1d4+32 ;hp 75 ;Init +1;Spd 20ft;AC 31 (+1 Dex, +13 +5 fortification(heavy) mithril full plate, +6 natural, +1 Ring of Protection +1), Touch 12, Flat-footed 30;BAB +10;Grp +15 ;Attack +21 melee(1d8+10+1d6+1 fire plus searing combust/19-20/x3, +5 spell storing flaming adamantine warhammer) or +12 ranged (1d8+7 plus searing combust, +1 spell storing composite(+5 strength bonus) longbow) ;Full Attack +21/+16 melee(1d8+10+1d6+1 fire plus searing combust/19-20/x3, +5 spell storing flaming adamantine warhammer) or +12/+7 ranged (1d8+7 plus searing combust, +1 spell storing composite(+5 strength bonus) longbow) ;SA Heat, Spells, Warmage edge; SQ Outsider Traits, Immune to fire, Vulnerable to cold, Armored Mage(medium), Elemental Specialty(fire), Ignore Spell Failure 10%;AL LE;SV Fort +13, Ref +7, Will +14;STR16(20), DEX12, CON15, INT14, WIS10, CHA17(23)

Skills/Feats: Appraise +7, Hide +6, Jump + , Listen +5, Search +7, Spot +5, Spellcraft +23, Knowledge(arcana) +14, Concentration +11, Craft(weaponsmith) +12, Craft(armorsmith) +11, Craft(gemcutting) +7, Intimidate +5, Knowledge(the planes) +6/ Weapon Focus(warhammer), Combat Casting, Power Attack, Cleave, Searing Spell, Craft Magic Arms and Armor, Sudden Empower, Rapid Metamagic, Sudden Enlarge, Elemental Substitution(fire)

Ignore Spell Failure (Ex): Beginning at 1st level, a spellswordís hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10% and gradually increases to 30%, as shown on the class table. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcasterís gestures, which can cause his spells to fail (if those spells have somatic components). A warmageís limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class. At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.

Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmageís choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls scribed by a warmage do not gain any benefi t from warmage edge. Scrolls activated by a warmage also gain no benefi t from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmageís caster level but also gain the benefi ts of the warmage edge, if applicable

Heat(Ex): An azerís body is intensely hot, so itís unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

Elemental Specialty (Ex): The first step toward transcending mortal form requires an elemental savant to choose her elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = electricity, earth = acid, fire = fire, or water = cold). This choice must match the Energy Substitution feat that the savant selected to gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy descriptor changes to the savantís chosen energy type, and it deals damage of that energy type instead of its normal energy type. For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if she casts Melfís acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.

Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmageís spell list. Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). To cast a spell, a warmage must have a Charisma score of 10 + the spellís level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a warmageís spell is 10 + the spellís level + the warmageís Charisma modifier.
Spells Per Day: 6/7/7/7/6/5/3



Possessions: +5 spell storing flaming adamantine warhammer, +5 fortification(heavy) mithril full plate, Ring of cold resistance, greater, +1 spell storing composite(+5 Strength bonus) longbow, Ring of Protection +1, Masterwork tools for weaponsmithing and armorsmithing, Bracers of Strength +4, Crown of Charisma +6, 50 +1 arrows, 860 gold pieces