Shir Al Khaz


Name: Shir Al'Khaz
Race: Tiefling (Qlippoth-Spawn)
Level: 1
Class: Armorist
Alignment: Neutral Good
Languages: Common, Abyssal

Basic Attacks

Scythe Power Attack: +4, 2d4+7


Str: 17 +3
Dex: 16 +3
Con: 11 0
Int: 8 -1
Wis: 15 +2
Cha: 10 0

HP: 11/11
AC: 19
Touch AC: 13

Will: 1
Fort: 4
Ref: 3

Base Attack: +1
Melee: +4
Ranged: +4


Skill: Total = Ranks + Class + Ability + Misc

Knowledge (Engineering): 3 = 1 + 3 - 1 + 0
Survival: 4 = 0 + 0 + 2 + 2
Escape Artist: 5 = 0 + 0 + 3 + 2

Racial and Class Features

Skilled: +2 Escape Artist, +2 Survival

Spell-like Ability: Blur 1/day

Fiendish Resilience: Cold/Elec/Fire Resist 5

Darkvision 60 ft

Prehensile Tail: Can grasp items and retrieve stowed items with a swift action.

Proficiencies: Simple and Martial weapons, Light and Medium armor, Shields.


Spell Points (1/2 level (min 1) + WIS): 3


Power Attack (-1 atk, +2 dam)

Spheres and Talents

Drawback: Magical Signs

-Warp Sphere

Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. You may spend a Spell Point to improve this range to Medium. You cannot bring other creatures along with you, and you must have line of sight to your destination.

Bend Space: Talents marked (space) grant you ways of bending and folding space. Bending Space requires a standard action, and you must be touching the target or location to be affected.

Talent: Quick Teleport: You may spend an additional Spell Point to teleport as a move action. You cannot make a free touch attack as part of a quick teleport.

Special Abilities

Insect Speech: Can speak with any insect at will.

Summon Equipment (Masterwork): Move action, 1 spell point. Conjure any weapon you are proficient in as a masterwork item. Lasts 1 minute per level, can be used by anyone. Ranged weapons come with 50 ammo.

Bound Equipment (+1)
- +1 War Scythe: 2d4, x4, P or S


30 GP, 5 SP

Fighter's Kit: This kit includes a backpack, a bedroll, a belt pouch, a blanket, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. (29 lbs)

Breastplate: +6 AC, +3 Max Dex, -4 Armor Check (30 lbs)


Tall and well built with coffee-dark skin, Shir is handsome but doesn't wield it well. He is unassuming and doesn't smile often, carrying an air of quiet wisdom. Underneath the cream-colored robes of his family is a body hardened with training and knotted with powerful, functional muscle. It would be uncouth to show off such physique, of course, so he is seldom without his heavy noble garb.

Shir's inhuman ancestry peeks through primarily through his manner rather than his looks, unless he lets his emotions get the better of him. As he becomes more upset his skin lightens to oozy gray and loses its smoothness, becoming craggy and wavy like slowly melting candle wax slipping down a rock face.


House Al Khaz came to Izraban millenia ago, the Tiefling scions of the hideous demonic faction known as the Qlippoth. The eternal mission of the Qlippoth is to destroy all creatures capable of sin and the Al Khaz came to represent this wish on Izraban, at least this was the original intent. In truth the Tiefling house abandoned its genocidal mission soon after arrival, instead seeking their own way.

This way led to them settling on the island of Rifthaven before the fall of the rift around the island. They settled into the noble classes thanks to the fiendish magic that runs thick in the veins of the Qlippoth spawn.

Shir himself has inherited the talent for magic that his bloodline offers, but sadly never had the intellect to grasp complex mechanics and metaphysics. His mind was more for contemplation and focus, so he had to seek a path other than wizardry. He honed his body and spirit in the ways of warfare, in the conjuration of things and the twisting of space, narrowing his field of study until it was simple enough for him to grasp and combine with martial training. He isn't the most distinguished of his family but his strength and prowess are very valuable.

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