Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Laurossil Cadryenne, matron of the drow House Cadryenne, has assembled her house to speak of disturbing news.
"My loyal children and servants," she begins as she rocks back in her web-woven throne. "Reports have reached my ears of a disturbance in the wild caverns to the east. It seems that either a rival house or are hated svirfneblin enemies have killed one of our patrols."
"A lone survivor returned to us with the report that the patrol was ambushed and killed by a great magical force that melted the flesh from their bones and corroded their equipment to worthless slag. This force is contained in some sort of flying ship of bone." She pauses for a long moment for the news to settle in.
"It is my will that you find this flying ship of bone and bring it to me so my reign will not be threatened. Be forewarned that there are many possible places this weapon may have originated. It could have come from the lich Kelborne Selbrei, the renegade drow house Sorethin, or even the svirfneblin of Eveningrock. Go to the eastern cavern and begin your search there."
She stands sending spiders and scorpions skittering in all directions. Her eyes flare red with anger and the drunkenness of power. "If you fail me, I will see to it you all meet the Great Spider Mother in a most painful way. Leave ME!"
She wraps herself in her gauzy gown and retreats through a dark doorway behind her throne.
From a small chamber a band of mercenaries take their seats and wait for a private audience with the Matron Mother.
Ok guys please post your characters here and as you can see the adventure is ready it is a module after all. Post even if your character isn't finished and post a link to him in the OOC it is getting hard to find characters and remeber who is ready to go.
Group #2: bedford Dire Werewolverine Barbarian of Bear Totem (Gulon the glutton) Strahd Von Zarovich Pixie Rogue (Zap) Voadam Derro Unholy Warrior Walking Dad Half-Drow Swordsage (D'ryll D'ranthor)
green equals ready to go though I could be mistaken
HM (it ain't easy being green)
Last edited by HolyMan; 5th November 2009 at 12:16 AM..
Rogue:
• proficient with light armor, but not with shields
• proficient with simple weapons, short bow, short sword, sap, rapier and hand crossbow.
• Sneak Attack +2d6
• Trap finding
• Evasion (level 2)
• Trap Sense (level 3) (+1 to Ref vs. traps and +1 to AC vs. traps)
Zap's Equipment
Light load:10 lb. or less
Medium load:11-20 lb.
Heavy load:20-30 lb.
Lift over head:30 lb.
Lift off ground:60 lb.
Push or drag:150 lb.
Small sized magical +2 padded armor + Slick ability: +3 to AC ; +5 to escape artist.
Small sized magical +1 darkwood longbow of shock. (+1d6 electricity; ½ weight)
Attack: +12 / +13 (pointblank) ; Dmg 1d6 + 1d6 electricity + 2d6 (Vs. flatfooted)
Gloves of dexterity +2
Boots of elven kind. (+5 to move silently)
Cloak of resistance +1 (+1 to saves)
Hand of the mage
Handy Haversack:
Thieves' tools MW (+2 to open locks and disable device)
Listening cone (CA book) +2 to listen behind doors.
Small dagger. Attack: +0 ; dmg 1d4.
Wealth: 170 gold coins.
Appearance
Size: Small ; Height: 2' 11" ~ 80cm ; Weight: 30 lb ~ 13.5 Kg
Skin: Pale white ; Eyes: Ocean blue ; Hair: Silver.
Background
...
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Class: Totemist: Meldshaping, Wild Empathy +3 (with extra +4 versus Magical Beasts), illiteracy (negated by Warblade levels), Totem Chakra Bind (+1 essentia capacity), Totem’s Protection (+4 bonus on saves against Su abilities of Magical Beasts)
Warblade: Maneuvers, Battle Clarity (Int to Refl when not flat-footed), Weapon Aptitude, Uncanny Dodge
Bloodclaw Master: Maneuvers, Shifting 2/day, Claws of the Beast (full STR bonus when TWF with specific weapons), Superior TWF (no -2 when TWF with specific weapons), Tiger Claw Synergy (Stance), Pouncing Strike, low-light vision
Other: Low-Light Vision (2*Human, Bloodclaw Master 3), Flaw: Shaky (-2 to ranged attacks) for bonus feat
===================================
Skills (32 for Totemist 1, 6+1+1 per Totemist levels after, 6+1+1 per Warblade level, 4+1+1 per Bloodclaw Master level. This is including the +2 points per level HR.)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Balance +5 (=8+2-3)
Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)
Listen +14 (=12+0+2)
Spot +14 (=12+0+2)
Survival +7 (=8+0+0)
Swim +4 (=7+3-6)
Trained Only: +X (=Rank + Stat Mod + Other)
Handle Animal +6 (=7-1+0)
Knowledge (arcana) +8 (=7+1+0)
Knowledge (nature) +8 (=7+1+0)
Tumble +6 (=7+2-3)
===================================
Magic Items (location, weight): +1 Mithral Full Plate (Chest, 25 lbs), Gauntlets of Ogre Power (Hands, 4 lbs), Amulet of Health +2 (Neck, - lbs), Boots of Striding and Springing (Feet, 1 lb), Handy Haversack (Back, 5 lbs), Bottle of Air (belt pouch, 2 lbs), Wand of Cure Light Wounds (50 charges, belt pouch, - lbs.)
===================================
Other Equipment:
Weapons: 4 claws +11 melee (up to +15 w/essentia) (1d4+4 (up to 8 w/essentia) damage each, piercing and slashing, natural); or unarmed strike +11 melee (1d3+4 bludgeoning damage, natural)
Armor, Clothes: +1 Mithral Full Plate (11,650 GP, +9 AC, +3 max DEX, -3 ACP, 25 lbs.), Traveler’s outfit
-----------------------------------
Container: Handy Haversack (main) (carrying 76 lbs, max 80)
Contents: bedroll, 2 bags of caltrops, crowbar, grappling hook, hammer, miner’s pick, 10 ft. pole, 12 days of trail rations, silk rope (50 ft.), shovel, 2 waterskins, everburning torch
Container: Haversack Pocket 1 (carrying 3 lbs, max 20)
Contents: 3 flasks of acid
Container: Haversack Pocket 2 (carrying 4 lbs, max 20)
Contents: coins
Container: Belt Pouch
Contents: flint and steel, 1 waterskin, Bottle of Air, Wand of CLW (50 charges)
-----------------------------------
Money
PP: 63 (1 bar)
GP: 44
SP: 22
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-100 lbs.
Medium: 101-200 lbs.
Heavy: 201-300 lbs.
Current: ~46 lbs.
===================================
Blade Magic
Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master)
Active Stance: Leaping Dragon Stance
Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike
Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance)
Lvl 2 Maneuvers/Stances: Rabid Wolf Strike,
Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance)
Lvl 4 Maneuvers/Stances: Death from Above,
===================================
Meldshaping
Meldshaper Level: 4
Essentia Pool: 5 (3 class +2 feat)
Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1)
Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders), Blink Shirt (heart)
Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind
===================================
Description (include Age, gender, height, weight, physical description):
24 year old, Male, 6’5”, 160 lbs.
Gar looks like a hulking, savage brute of fair skin. His massive frame is intimidating even without the extra pair of arms growing out his sides. Normally, his dark brown hair simply hangs about his head, adding to his wild appearance. A light stubble is ever-present on his face. Speaking of his face, it is just as tough-looking as the rest of him… As long, thin scar runs from above his left eye down to the center of his left cheek and a nasty jagged claw mark runs just below his jaw on the right side. And his neck looks like it was bitten by a wolf at some point long ago. His brutish features are generally set in some kind of scowl, and when he snarls or grimaces (as he is wont to do), sharpened (though very clean) teeth are easily visible.
Nowadays, he often wears a suit of finely crafted silvery platemail, which also seems to accommodate his extra limbs. A well-worn pack is slung over his (upper) left shoulder, while heavy gauntlets and thick leather boots adorn his hands and feet. Normally, he would look impressive enough, though not particularly extraordinary. However, Gar happens to have two massive, blue-white glowing arms and vicious looking claws end their hands and his natural hands, which wear smaller, furred gloves of their own. He also sports what looks like a fur shirt over his armor, though it seems to shift and patches appear and disappear. On top of all this, a golden brown cloak of feathers and fur wraps itself around his shoulders and back.
===================================
History:
Gar was always big for his age, and he always disliked book-learning. He much preferred to be outside trying to topple something, or maybe catch a glimpse of some wild beast. Over time, he grew more adventurous and roamed further away from his family’s cabin. On one of his little (or not-so-little) treks, he saw a girallon fighting with a displacer beast. Watching the two creatures tear at each other awoke something in him… A desire to be like them, particularly the girallon, as it began to tear the displacer beast apart. After that, he was at home for only short periods. His parents tried to stop him, locking the doors and windows and such measures, but the young man was determined. As he studied the beasts, he also speculated on them and dreamed…
Eventually, his parents were sick of his appearing and disappearing, so he had to leave the area, being still unskilled in finding his own food in the forests. As he journeyed, he thought more on the beasts, and found he had begun to emulate them, discovering his talent with meldshaping. After that happy revelation (especially when he found he could form arms like the girallon he had watched years ago), he practiced more. Over time, he got better at it, but by then he had also made his way, unintentionally, to a rough-looking camp. The camp turned out to be a mobile school, teaching a particular, unusual fighting style, one which made the user more like a beast. Naturally, Gar took to this style with relish and displayed considerable talent in it. He paid his way through labor, as he was rather strong and hardy. When he felt he had learned enough, he left and went back to hunting and watching the supernatural beasts. He had to fend off many of them that tried to eat him, and as he did, he learned more of how they fought, and also what his own talents were good for. He took to the road again, becoming a hired fist/claw, always sharpening his talents…
__________________
The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"
DM:
Perils of Thunder Island
Last edited by Dragonwriter; 14th October 2009 at 06:29 AM..
Reason: Fixed skills
Gulon stands just over ten feet tall looks like he weights about a ton. He is covered in brown thick fur, His head resembles that of giant wolverine. The claws on his hands are over five inches long. Overall he looks more like an animal than a human although he walks upright and has hands. He usualy wears a spiked breastplate and a few magical items.
Gulon is a quiet and onest man. It does not take much to provoke him and many people have died by gulons hands. He does what he can to control himself but sometimes it is not enough. Unless hungry or hungover he usualy succseds. Adventuring gives him an oportunity to unleash his savage fury.
Madness (Ex)
Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex)
Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities
At will—darkness, ghost sound; 1/day— daze (DC 16), sound burst (DC 18). Caster level 3rd. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex)
A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills
Derro have a +4 racial bonus on Hide and Move Silently checks.
Air Domain:
Rebuke air subtype creatures 9/day, level 4, +6 check, 2d6+13
speak Auran
Bonus dodge and improved initiative
Cold resistance 24/day
Wrath Domain:
Rage
+5 move
Continue fighting at negative hp
Rebuke Undead: 9/day Level 1, check +8, 2d6+7
Demonic Patron: Pazuzu
Equipment 27,000 gp
Full Plate +3 (10,500)
Small Great Axe +2 (8,320)
Boots of Levitation (7,500)
Masterwork Repeating Light Crossbow (550)
50 bolts (5 gp)
Drow poison (75)
Sundries (~20)
30 gp
Arne is a twisted piece of work. His mind is prey to irrational fears and voices. As a baseline he suffers from delusions of grandeur that lead him to take incredible risks with supreme confidence. Blackness overwhelms him at times leading him to surprising bursts of wanton violence. Murder and slaughter come naturally to him, but his most unfortunate victims however had the misfortune to be drugged into unconsciousness and dragged away for extended torture. They did not end well. This, combined with his complete lack of remorse for doing evil, makes him a threat to many. He likes to swoop down from above and attack from ambush but in the heat of melee he is known to go berserk with a killing lust that drives all other thoughts from his brain. Arne sold his soul long ago to the Demon Lord Pazuzu, ancient king of hunters from above. Arne sacrifices the souls of those he kills to his dread lord. Perhaps most scary is Arne's ability to mask his bubbling insanity enough to appear as a simple mercenary, mask it enough for him to join a group callous enough to work for underdark patrons.
A small pale dwarf-like creature, very little of Arne is usually exposed outside of his ornate vaguely avian black full plate armor. His greataxe is carved to look like a dancing vrock with the outstretched wings being the curved blades.
Will work up bio and such if he's going to be used. Also, I haven't yet decided on a level 3 spell. Thinking maybe fireball.
Code:
Name:Telos Vesper
Class: Sorcerer/Warlock/Eldritch Theurge
Race: Drow
Size: Medium
Gender: Male
Alignment: Neutral
Deity: Lolth (No sane Drow would admit otherwise)
Str: 10 +0 (02p.) Level: 9 XP: 36,000
Dex: 18 +4 (06p.) BAB: +5 HP: 42 (6d4+3d6+00)
Con: 10 +0 (04p.) Grapple: +5 Dmg Red: 02/Cold Iron
Int: 12 +1 (04p.) Speed: 30' Spell Res: 0
Wis: 10 +0 (02p.) Init: +4 Spell Save: +2[Will](+4 vs Enchnt)
Cha: 20 +5 (10p.) ACP: -X Spell Fail: XX%
+2 to Charisma from levels, +2 to Charisma from Cloak of Charisma
+2 Dexterity from Gloves of Dexterity
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +2 +4 +0 +0 +2 18
Touch: 16 Flatfooted: 14
Base Mod Misc TotalFort: 2 +0 +2
Ref: 2 +4 +6
Will: 7 +0 +7
Weapon Attack Damage Critical
Eldritch Blast +9 3d6+0 20-20x2
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
Languages: Elven, Common, Undercommon, Drow Sign language
Abilities:Drow
+2 Dexterity, -2 Constitution.
Medium Size: Drow have no special bonuses or penalties
due to their size.
Drow base land speed is 30 feet.
+2 racial bonus on saving throws against enchantment
spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. A drow
who merely passes within 5 feet of a secret or concealed door
is entitled to a Search check to notice it as if he was actively
looking for it.
+2 racial bonus on Will saves against spells and spell-like
abilities.
Light Blindness (Ex): Abrupt exposure to bright light
(such as sunlight or a daylight spell) blinds drow for 1 round.
In addition, they take a -1 circumstance penalty on attack rolls,
saves, and checks when in bright light.
Automatic Languages: Common, Elven, Undercommon.
Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign
Language, Gnome, Goblin, Kuo-Toan.
Favored Class: Wizard (male) or cleric (female).
Darkvision: At 1st level, drow gain darkvision out to 60
feet
Warlock
Eldritch Blast: Ranged Touch attack
Least Invocations
Detect Magic (Can Detect magic as the spell at will. CL=Class level)
Damage reduction 1/Cold Iron
Sorcerer
Familiar
Eldritch Theurge
Invocations and Spells as Sorcerer and Warlock
DR 1/Cold Iron(Stacks with Warlock's)
Fiendish Resilience(Gain Fast Healing 1 for 2 minutes as a std action 1/day)
Feats:
Magical Aptitude(Bonus 2/2 feat)
Point Blank Shot(Level 1)
Precise Shot(Level 3)
Favored Magic Foe: Humanoid (Elf)(Level 6)
Practised Caster:Sorcerer(Level 9)
Practiced Invoker(Noncombatant)
Invocations Known:
Spiderwalk
Sickening Blast
Frightful Blast
Spells Known:
Level 0: Flare, Touch of Fatigue, Read Magic, Ghost Sound, Dancing Lights, Prestidigitation, Mage Hand
Level 1: Grease, Mage Armor, Ray of Enfeeblement, Magic Missile
Level 2:Blindness/Deafness, Scorching Ray
Level 3: Stinking Cloud
Spells per Day:
Level 0: 6
Level 1: 8
Level 2: 6
Level 3: 4
Skill Points: 60 Max Ranks: 12/5
Skills Ranks Mod Misc Total
KNowledge: Arcana 8 +1 +9
Knowledge: The Planes 8 +1 +9
Concentration 12 +0 +12
Spellcraft 8 +1 +2 +11
Use Magic Device 6 +5 +2 +13
Intimidate 4 +5 +9
Bluff 2 +5 +7
*Knowledge: Local 6 +1 +6
*Cross-class
Equipment: Cost Weight
+2 Cloak of Charisma 4,000gp 02lb
Force Shield Ring 8,500gp --lb
+2 Ring of Protection 8,000gp --lb
+2 Gloves of Dexterity 4,000gp --lb
Hand of Glory 8,000gp --lb
Ring of Sustenance 2,000gp --lb
Spell Component pouch 5gp 02lb
Total Weight:04lb Money: 995gp XXsp XXcp
Lgt Med Hvy Lift PushMax Weight: 33 34-66 67-100 200 500
Age: 89
Height: 5'00"
Weight: 98lb
Eyes: Red
Hair: White
Skin: Pitch Black
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Last edited by Theroc; 21st October 2009 at 12:06 AM..
Name: Derrenil Llirthyn
Class: Cleric 6 / Drow Paragon 1
Race: Dark Elf (Drow)
Size: Medium
Gender: Female
Alignment: CN
Deity: None (Domains: Drow, Time)
Str: 10 -- (2p.) Level: 7 XP: 36000
Dex: 18 +4 (6p.) BAB: +4 HP: 61 (6d8+1d6+7)
Con: 12 +1 (6p.) Grapple: +0
Int: 12 +1 (2p.) Speed: 30' Stat Increases: Wis+1
Wis: 19 +4 (10p.) Init: +8 Spell Save: +2
Cha: 12 +1 (2p.) ACP: -0 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +3 +4 +0 +0 +1 24
Touch: 15 Flatfooted: 20
Spell Res: 18
Dmg Red: None
Total Base Mod MiscFort: +8 +5 +3 --
Ref: +12 +4 +6 +2
Will: +11 +5 +6 --
Notes: Immunity to sleep spells and effects, +2 racial bonus on Will saves against spells and spell-like abilities.
Weapon Attack Damage Critical Range
+1 Light Mace +9 1d6+1 20/x2 ------
+1 Shortsword +9 1d6+1 19-20/x2 ------
MW Hand Crossbow +9 1d4+0 19-20/x2 30'
*Weapon crystal currently on shortsword
Notes:Languages: Common, Elvish, Undercommon, Drow Sign Language
Abilities:
Turn or Rebuke Undead (Su)
Spontaneous Casting (Healing)
Aura (Ex) of Good
Drow Traits (Ex):
+2 Intelligence, +2 Charisma, +2 Dexterity, -2 Constitution.
Medium size.
An elf’s base land speed is 30 feet.
Immunity to sleep spells and effects
Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
Level adjustment +2.
Feats:
Bonus Drow Domain: Lightning Reflexes
Bonus Time Domain: Improved Initiative
Bonus +2/+2: Stealthy
1st: Weapon Finesse
3rd: Dodge
6th: Mobility
Spells prepared (Save DC 14 + spell level):
Domains: Drow, Time
Spells Prepared:
0 -(6) Read Magic, Detect Magic x2, Guidance, Create Water, Detect Poison
1st - (5+1) Comprehend Languages, Bless, Lesser Vigor, Deathwatch, Command, Cloak of Dark Power (D);
2nd - (4+1) Silence, Bulls Strength, Death Knell, Hold Person, Claraudience/Clairvoyance (D)
3rd - (3+1) Prayer, Magic Circle vs Evil, Dispel Magic, Haste (D)
4th - (2+1) Divination, Divine Power, Freedom of Movement (D)
Spell-Like Abilities: 2/day at CL7: Darkness, Faerie Fire, Dancing LightsSkill Points: 58 Max Ranks: 10/5
Skills Total Ranks Mod Misc
Appraise +1 0 +1 --
Balance +4 0 +4 --
Bluff +1 0 +1 --
Climb +0 0 -- --
Concentration +11 10 +1 --
Diplomacy +7 6 +1 --
Disable Device +4 0 +4 --
Disguise +1 0 +1 --
Escape Artist +4 0 +4 --
Forgery +1 0 +1 --
Gather Info +1 0 +1 --
Handle Animal +1 0 +1 --
Heal +10 4 +4 +2
Hide +10 4 +4 +2
Intimidate +5 4 +1 --
Jump +0 0 -- --
Know: (Religion)+6 5 +1 --
Know: (Planes) +1 0 +1 --
Know: (History) +1 0 +1 --
Listen +10 4 +4 +2
Move Silently +15 4 +4 +7
Open Locks +4 0 +4 --
Perform +0 0 -- --
Ride +4 0 +4 --
Search +3 0 +1 +2
Sense Motive +4 0 +4 --
Sleight of Hand +4 0 +4 --
Spellcraft +6 5 +1 --
Spot +10 4 +4 +2
Swim +0 0 -- --
Tumble (CC) +8 8 +4 --
Use Magic Device+1 0 +1 --
Use Rope +4 0 +4 --
Notes:Equipment: Cost Weight+1 Light Mace 2305gp 4lb
+1 Shortsword 2310p 2lb
Lesser Crystal,
Energy Assault, Acid 3000gp --lb
MW Hand Crossbow 400p 2lb
w/ 10 bolts 1p 1lb
+1 Mithral Breastplate 5200gp 15lb
+1 Darkwood Shield 1257gp 5lb
Periapt of Wisdom +2 4000gp --lb
Gloves of Dexterity +2 4000gp --lb
Wand/Cure Light Wounds 750gp --lb
50 Charges
Cloak of Resistance +2 4000gp 1lb
Ring of Protection +1 2000gp --lb
Scroll/Bull Strength 150gp --lb
Scroll/Cats Grace 150gp --lb
Scroll/Silence 150gp --lb
Boots of Elvenkind 2500gp --lb
Items below in:
Handy Haversack 2000gp 5lb
Holy Symbol, Silver 25gp 1lb
Healer's Kit 50gp 1lb
Spell Component Pouch 5gp 2lb
Winter Blanket .5gp 3lb
2 pieces of Chalk 0.1gp --lb
Flint and Steel 1gp --lb
Belt Pouch 1gp .5lb
50' Silk Rope 10gp 5lb
Grappling Hook 1gp 4lb
Waterskin 1gp 4lb
2 x Large Scorpion Poison 400gp --lb
3 x Giant Wasp Poison 630gp --lb
3 x Drow Poison 225gp --lb
1 x Sassone leaf residue 300gp --lb
Total Weight:27lb Money: 189gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: 99
Height: 4'9"
Weight: 70
Eyes: Red
Hair: White
Appearance: Short cropped white hair frames a distinguished elven face, skin as dark as ebony, with crimson eyes. Derrenil is considered a beauty to other drow elves.
Personality: Curt, short, and unsuffering of delay. She doesn't have time to dawdle and projects this outwards. Brevity is the key to the armor that Derrenil protects her psyche with.