Lady India

Medium Half-Fiend Female    5'8",  Green Eyes, Black Hair
Bard/Shadow Dancer/Spellbinder  8th Level/5th Level/2nd level

Hit Dice: 8d6+5d8+2d4+45 (106 Hit Points)
Initiative: +7 (Dex)
Speed: 30 ft
AC: 21 (+6 Dex, +1 natural armor, +4 armor) touch 16, flat-footed 15
Base Attack/Grapple: +10/+11
Attack: Ghost Touch Shadow Bonded Rapier of Sonic Burst +22 melee (1d6+7/18-20 x2,+2d6 vs. shadows, +2d6 sonic)
Full Attack: Ghost Touch Shadow Bonded Rapier of Sonic Burst +22/+17 melee (1d6+7/18-20 x2,+2d6 vs. shadows, +2d6 sonic) 
Space/Reach: 5 ft/5ft
Special Attacks: Spells
Special Qualities: Bardic Music (Fascinate, Suggestion, Inspire Courage +2, Counter Song, Inspire Competence); Bardic Knowledge, Darkness 3/day*, Desecrate*, Unholy Blight*, Poison 3/day*, Hide in Plain Sight, Evasion, Darkvision, Uncanny Dodge, Shadow Illusion, Summon Shadow, Shadow Jump 20', Weapon Finesse, Defensive Roll, Improved Evasion (cannot be flanked), Darkvision 60', Enchantment Specialty, Extra First Level Spell, Enchantment Feats 
Saves: Fort +6, Ref +19, Will +12
Abilities: Str 12, Dex 18(24), Con 15(17), Int 13, Wis 14, Cha 19
Skills: Balance +24, Bluff +6, Concentration +13, Escape Artist +9, Decipher Script +2, Gather Information +14, Hide +22,  Jump +38, Knowledge (Arcana) +5, Knowledge (local) +2, Listen +4, Move Silently +22, Perform (Prastonata, Doroq) +22, Perform (Sexual Techniques) +22, Perform (Sing) +8, Sleight of Hand +8, Tumble +24
Feats: Combat Reflexes, Weapon Finesse, Dodge, Mobility, Spell Penetration (+4 to caster level), Spell Focus (Enchantment) (+4 to enchantment spell DC's), Subsonics

Climate/Terrain: Ingara, Lamapacher
Challenge Rating: 15
Treasure: (66,000 gp total) +5 Ghost Touch Shadow Bonded Rapier of Sonic Burst, Gloves of Dexterity +6 (36,000), Bracers of Armor +4 (16,000), Ring of Jumping (2,000), Amulet of Health +2 (4,000), Cloak of Etherealness
Alignment: Neutral Good
Advancement: by Character class

India is an eighteen year old gypsy of Ingara.  Her clan was destroyed by a werewolf, resulting in her undying hatred of lycanthropes.  She will go out of her way to kill them or reveal them for what they are.  Recently she has been becoming well versed in the Lore of Tenebrion, reading the Book of Vulthois and other dark tomes.  She has decided to become a Shadow Dancer.  She was well known, despite her youth, as being an excellent prastona in her gypsy clan.  She can also start a fire with anything that would burn if it were dry in 1d6+4 rounds without any sort of skill check.  She has been known to start fires with wet seaweed and a piece of flint. She signifies any desire to be left alone by clasping her hands in front of her.  If she sees anyone else with their hands clasped in front of them, she will ignore that person as if he or she were not there.  Nothing short of a dire emergency would induce her to speak to that person.

Alone in the world (she was away when her gypsy band was slaughtered), she had hooked up with Zografos the painter and worked as his model in exchange for food and shelter.  More recently she has become embroiled in adventures with the painter, as well as with Alexander (the Gauntlet of Athena), and other adventurers.  (These can be read as the Ingaran Adventures.)

She has begun to doubt the ethics of Zografos, feeling greed is getting the better of him, and she has decided she must watch out for lapses.  Recently indicted for murder, she is loathe to do anymore killing of non-lycanthropic people.

She is very fond of her friends, especially Zografos, Alexander, Flower, and Phaidon, and would never willingly cause them harm.  She is the daughter of Larbius and an Ingaran Gypsy woman named Margia.  She despises her diabolic heritage, and refuses to give in to the darkness that lurks in her heart.  Recently resurrected, she has spent some time with Yithilla and has chosen to give up shadow dancing in favor of enchantments.

She speaks Midani and Ingaran.  Her most prized possession is a unicorn necklace her brother Tomas gave to her on her 15th birthday, not long before he was killed by werewolves. When she lived with her gypsy caravan, her family was wealthy enough to own two vardos, a type of covered wagon that served as a house. Her mother and father lived in one, and India was given charge over the second.  She often shared her vardo with her best friend, another gypsy girl named Amee.

Combat:

She knows the spells Prestidigitation, Open/Close, Dancing Lights, Flare, Read Magic, Daze, Cure Light Wounds, Charm Person, Hypnotism, Animate Rope, Expeditious Retreat, Heroism, Cat's Grace, Cure Moderate Wounds, Enthrall, Bestow Curse, Glibness, Haste, Charm Monster, Cure Critical Wounds, Domination.  She can cast three zero-level spells, four first level spells per day, four second level spells, three third level, and one fourth level spells per day.  Her save DC's are 10+ spell level +4, except for enchantment spells, which are 14 + spell level + 4.  She casts spells as a tenth level bard.

She prefers to fight with her +5 Ghost Touch Shadow Bonded Rapier of Sonic Burst.  It does an additional 2d6 damage to any shadow related critter, although when she gets angry she can bite and claw (fangs and claws grow when she loses her temper.  She can make Concentration checks to keep from losing control of her temper like that).

Hide in Plain Sight (Su):  India can use the hide skill even while being observed.  As long as India is within 10 feet of some sort of shadow, she can hide herself from view in the open without having anything to actually hide behind.

Evasion (Ex): If exposed to any effect that normally allows her to make a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Darkvision (Su): India can see in the dark as though she were permanently under the affect of a darkvision spell.

Uncanny Dodge (Ex): India can react to danger before her senses would normally allow her to even be aware of it, retaining Dex bonuses to AC even if flat-footed or struck by an invisible attacker.

Shadow Illusion (Sp): India can create visual illusions from surrounding shadows once per day, as per the arcane spell silent image.

Summon Shadow (Sp): India can summon a shadow, an undead shade.  Unlike a normal shadow, this shadow's alignment matches India's (Neutral Good).  The summoned shadow cannot be turned, rebuked, or commanded by any third party.  This shadow serves as a companion to India and can communicate intelligibly with India.

* Darkness (Sp): Three times per day, India can cause an object to radiate darkness out to a 20 foot radius.  Not even critters who can normally see in the dark (such as darkvision) can see in an area shrouded in magical darkness. India has this power through her diabolic blood.

* Desecrate (Sp): India can imbue an area with negative energy as per the spell.  She can do this once per day because of her diabolic ancestry.

* Unholy Blight (Sp): India can call up unholy power to smite her enemies once per day.  The power takes the form of a cold, cloying cloud of greasy darkness.  Only good and neutral creatures are harmed by this power.  The spell deals 5d8 points of damage to good creatures, sickening them for 1d4 rounds (-2 penalty on attack rolls, damage rolls, saves, skill checks, and ability checks).  A successful Fort save reduces damage by half and negates the sickening effect.  Neutral critters take half damage and are not sickened.  They can reduce the damage by half again with a successful saving throw. India has this power through her diabolic blood.

* Poison (Sp): India can inflict a subject with a horrible venom by making a successful melee touch attack.  She can do this three times per day.  India has this power through her diabolic blood.

*She has these powers, but she refuses to use them frivolously because she fears becoming evil.

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India and Inzeladun are copyright 2001 by Vincent N. Darlage.  All rights reserved.  D&D is a trademark of Wizards of the Coast.  Artwork is copyright 2001 Vincent N. Darlage.  All rights reserved.