Zahel Bashere

Zahel Bashere

Biographical information
Tiefling 111 Amol-Kalit
Physical description
Tiefling Male 6'6 Black Yellow Red
Political information
Swordsman
Out-of-character information
Wit DnD Art

Zahel Bashere is a male Tiefling from Amol-Kalit currently living in the Underrealm. A gambler and a swordsman, he is looking for a way to get revenge against the people who killed his mother and tossed him out of her home, and finding kindred spirits in the Underrealm has decided to fight with them.

Appearance

A tall, handsome Tiefling, Zahel likes to dress well and keep himself presentable at all times. He is always well groomed, and dressed immaculately.

Biography & Lore

Born in Amol Kalit, Zahel's mother feared how the people of her town would treat him and kept him hidden for as long as she could. He was five when that came to an end, and the townsfolks branded his mother a witch for sleeping with the devil and bearing his spawn. They were both bound and taken to the hold of the lord that governed that part of Amol Kalit. An educated man, he knew exactly what Zahel was, and that the superstitions of the people were unfounded. But he killed his mother nonetheless to placate them. But he kept Zahel captive, to use him for his own arcane experiments. It was during this captivity, that lasted over a decade, that Zahel was contacted by the Archfey Fortune, who offered him a means to get his revenge and escape, all in exchange of a vow to serve Fortune when he needed him. Zahel used the powers he gained from Fortune to kill everyone in the hold and escape, but the Lord himself was not there.

To be added...

Skills and Abilities

A womanizer, a gambler, a conman, and skilled swordsman, Zahel has built his life around the stories of the swashbuckling pirates his mother would tell him as a child.

Personality

TBA...

Contract

Szeth's contract with the Archfey Fortune resulted in him being granted magical powers that revolve around his own luck. A passive ability of this contract is that from time to time he is able to hear dice rolling in his head, letting him know that his luck is going to swing to one or the other extreme. Whether it will be remarkable good luck, or unfortunately dire bad luck is unknown to him. But the temptation draws him in nonetheless, which is probably just what Fortune intended. At times like this Szeth stands to win or lost the most from a draw from his deck. The deck itself is a real power that was granted to him by the Archfey, a magical deck of cards that he can summon at any time to draw a card. Each draw of the card can have a different effect, though through experimentation and experience Szeth has managed to divide them into four broad categories; attack, defend, heal, support. This categorization makes his powers very unpredictable, for he might hope to draw a card to heal himself or others and draw a card that helps his offensive abilities instead. The cards also have a limit on how often they can be used every day. Currently he can draw only five cards, though when he first obtained the card years ago he was only able to draw one a day, so given time and growth he might be able to further improve that count. Fortune has warned him that if he does forcefully attempt to draw a card beyond his limit then the deck will claim his life.

Fortune's Deck

Category Draw
Roll a d4 dice to identify the category of the draw.
  • 1 - Attack
  • 2 - Defence
  • 3 - Support
  • 4 - Healing
Success Role
Roll a d100 to identify the success of the roll.
  • 100: Critical success.
  • 81-99: Rousing success. Everything goes better than expected
  • 51-80: Success. Everything goes as planned
  • 26-50: Barely a success. You succeed in your end goal but take some sort of negative in doing so
  • 11-25: Mild fail, fail with some minor consequence
  • 2-10: Major fail, fail with more serious consequence
  • 1: Critical fail.

References

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