CB's City of the Spider Queen v3.5

*****I have everyone's character sheet saved on my home hard drive. Please contact me so that I can send your info to you and have you make individual posts. Thanks.*****

Players in this game currently are:

Eydis--Zarra Lhalabar--female Drow, Rogue 7/Prime Underdark Guide 1
Watus--K'yorl Vrinn--female Drow, Cleric 8
kinem--Prixo Caldurel--male Drow, Fighter 8 (ranged attack specialist)
Voadam--Hael Boudin--male Duergar--Ranger 9 (TWF)
Scotley--Lyssa Shadowing--female Gloaming--Rogue 4/Fighter 3/Sorcerer 1
wmasters--Blite--male Minotaur--Figther 1/Barbarian 1
Mellubb--Alex--male Human--Fighter 10
Tailspinner--Ardyth--female Human--Wizard 10

Though I prefer the following format for character sheets, I recognize that some of you will be using this thread to reference your character's stats and abilities on a daily basis. For those who intend to use this thread as their sole character sheet, please feel free to format your post however best suites you. I do ask, however, that you include all the elements I've posted.

Name
Gender/Race
Class
Alignment
Age
Height/Weight
Deity

Ability Scores

AC
Initiative
Speed
Max. Hit Points
Current Hit Points

Saving Throws

Attacks and Damage for preferred weapons
--format should be, for example, Greatsword +5 melee 2d6+6 dmg 19-20 x 2

Feats

Skills
Skill Name + X (X ranks, + X Abilitiy, +X Other)
--format should be, for example, Diplomacy +5 (4 ranks, +1 Cha)

Languages Known

Possessions & Current Wealth

Spells Known (if arcane spellcaster)
Spells Prepared (if of the preparing sort of caster)
 

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Watus

First Post
K'yorl Vrinn, cleric of Lolth

[SBLOCK=Background]
K'yorl Vrinn is the youngest daughter of Sharrysn Vrinn, until recently the matron mother of the house of Vrinn in Maerimydra. As a girl, she had enjoyed a privileged existence, with plenty of slaves and low status males to torment. In this rarefied atmosphere, she played at assassination and intrigue, turning the slaves against one another and manipulating them like marionettes, building alliances, turning them upside down, and tearing them apart with ease. It was an idyllic existence, and her talents became apparent early. She took up Lolth's mantle at a relatively young age and proved herself adept at both spellcraft and politics. Favored by her mother, she was both feared and reviled by her two older sisters. It was an open secret that Sharrysn viewed K'yorl as her most promising heir, and it was not lost on her sisters that her ascension could happen only over their dead bodies.

They conspired against her, but their machinations were obvious and pathetic. They poisoned her food. They clouded the minds of her favorite slaves and turned them against her. They spread vile rumors among the nobility. K'yorl met and countered them with ease. And then, exactly forty days ago, they made a truly bold move - one that she would have thought beyond their courage, and one for which they must have had the assistance of another house: they murdered their own mother. Sharrysn's bloated and liquescent corpse was discovered in her private chambers, the victim of a rare and particularly malevolent poison. How she could have been so careless, K'yorl does not know, but the point is irrelevant now.

As the eldest, Vicuriia immediately ascended to the position of matron, and as her first act, she slew Haldiazar, her junior, and framed her for the murder of their mother. Recognizing the shattering loss of position this turn of events represented, and understanding that her own days were numbered, K'yorl grabbed what she could and fled Maeimydra for the relative anonymity of Szith Morcane. Between her own magics and those she was able to steal as she fled, she has successfully avoided her sister's attempts to discover her location, but she will not be able to hide forever. Here, among escaped slaves and misfits of every description, she has learned some humility, and learned it the hard way. Her position here is not inviolable, her station is not respected, and should any discover her true identity, her life is forfeit. House Vrinn would pay handsomely for information regarding her current whereabouts, and who knows what lies they are spinning about her in Maerimydra. But there is nothing to do, but sit, and wait, and plot her revenge.
[/SBLOCK]
Currently Active Spells: none

K'yorl Vrinn
Female / Drow
Cleric 8
Chaotic Neutral (radiates Chaos)
122 years
5'1" 93lbs
Lolth

Ability Scores
Str 8 (0pts)
Dex 12 (2pts, +2 racial)
Con 10 (4pts, -2 racial)
Int 16 (6pts, +2 racial)
Wis 18 (10pts, +2 level)
Cha 16 (6pts, +2 racial)

XP: 50,906

AC: 20 (+7 armor, +1 dex, +2 deflect)
Initiative: +1
Speed: 30ft/x4
Max. Hit Points: 43
Current Hit Points: 43

Saving Throws
Fort: +6 (6 base)
Ref: +3 (2 base, +1 dex)
Will: +10 (9 base, +4 will)

Special Abilities
rebuke undead (10x/day, +5 to turn check, turn as lvl 12 cleric, 2d6+15 HD), spontaneous casting (inflict spells), spell-like abilities (1x/day - dancing lights, darkness, faerie fire), automatic searching for secret doors

Special Qualities
spell resistance 19, darkvision 120 ft., +2 to save vs. enchantment, +2 bonus to Will saves versus spells and spell-like abilities, light blindness

Attacks and Damage for preferred weapons
+1 Dagger +6/+1 melee 1d4 dmg 19-20/x2
MW Hand Crossbow +8 ranged 1d4 dmg 19-20/x2 + poison

Feats
Blind Fight, Extra Turning, Greater Spell Penetration, Spell Penetration

Skills
Bluff +14 (11 ranks, +3 Cha)
Concentration +11 (11 ranks, +0 Con)
Diplomacy +16 (11 ranks, +3 Cha, +2 Bluff Synergy)
Knowledge (religion): +14 (11 ranks, +3 Int)
Listen: +6 (0 ranks, +4 Wis, +2 racial)
Search: +5 (0 ranks, +3 Int, +2 racial)
Spellcraft: +14 (11 ranks, +3 Int)
Spot: +6 (0 ranks, +4 wis, +2 racial)

Languages Known
Common, Draconic, Elven , Goblin, Infernal, Undercommon

Possessions & Current Wealth
+2 Mithral Breastplate, Glamered (appears as black robes of high quality) (11,050 gp , 15 lb.)
+1 Dagger (2,302 gp, 1 lb.)
Ring of Protection +2 (8,000 gp, - lb.)
Phylactery of Undead Turning (11,000 gp, - lb.)
MW Hand Crossbow (400 gp, 2 lb.)
10 bolts w/ Drow poison (751 gp, 1 lb.)
Handy Haversack (2000 gp, 5 lb.) (contains 32.5 lb.)
--Wand of Cure Moderate Wounds (4,500 gp, - lb.)
--Wand of Cure Light Wounds (750 gp, - lb.)
--Scroll of windwalk (1,650 gp, - lb.)
--Scroll of raise dead (6,125 gp, - lb.)
--40 bolts (4gp, 4 lb.)
--Bedroll (1 sp, 5 lb.)
--Blanket, winter (5 sp, 3 lb.)
--Waterskin (1 gp, 4 lb.)
--Trail Rations x 15 days (7 gp 5 sp, 15 lb.)
--Soap (5 sp, 1 lb.)
--Mirror, small steel (10 gp, ½ lb.)
--448gp 4sp (mostly in gems)

Encumbrance: 24 lbs (light load)

Spells Prepared [on an average day] (6/5+1/4+1/4+1/3+1; DC 14 + spell level; domains are darkness and trickery; prepares spells in evening)
0 - detect magic (2), detect poison (2), read magic, purify food and drink;
1 - obscuring mist (d), bless, command, doom, remove fear, sanctuary;
2 - invisibility (d), bear's endurance, bull's strength, hold person, status;
3 - blacklight (d), daylight, dispel magic, invisibility purge, stone shape;
4 - confusion (d), freedom of movement, neutralize poison, summon monster iv;


Commonly Summoned Monsters:

Fiendish Monstrous Spider, Large
Size/Type: Magical Beast (extraplanar)
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d8+3 plus poison)
Full Attack: Bite +4 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web, smite good
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, damage reduction 5/magic, resistance to cold and fire 5, spell resistance 9
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*
Feats: —
Environment: Temperate forests
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Alignment: Chaotic Evil

Poison (Ex)
A large monstrous spider has a poisonous bite. DC is 13 and initial and secondary damage is 1d6 Str.
Web (Ex)
Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Tremorsense (Ex)
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
 
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G

Guest 11456

Guest
Ardyth : Female Human Wizard 10

Ardyth
Gender/Race: Female/Human
Class: Wizard
Alignment: Chaotic Neutral
Age: 22
Height/Weight: 4’-7”/91#
Deity: None

Ability Scores
Str 8 (-1) {0pts}
Dex 12 (+1) {4pts}
Con 12 (+1) {4pts}
Int 24 (+7) {16pts, +2 level, +4 item}
Wis 12 (+1) {4pts}
Cha 8 (-1) {0pts}

AC: 16 (+4 bracers, +1 Dex, +1 ring), touch 12, flat-footed 15
Initiative: +1
Speed: 30ft
Max. Hit Points: 35
Current Hit Points: 35

Saving Throws
Fort: +7 (3 base, +1 Con, +3 item)
Ref: +7 (3 base, +1 Dex, +3 item)
Will: +11 (7 base, +1 Wis, +3 item)

Attack and Damage for preferred weapon
Dagger +4 melee 1d4-1 dmg 19-20 x 2

Feats
Alertness (familiar bonus)
Spellcasting Prodigy (human bonus)
Eschew Materials (1st level)
Scribe Scroll (wizard bonus)
Craft Wondrous Item (3rd level)
Spell Mastery : Magic Missile, Scorching Ray, Fireball, Lightning Bolt (5th level bonus)
Magical Artisan : Wondrous Items (6th level)
Signature Spell : Magic Missile (9th level)
Extend Spell (10th level bonus)


Skills
Concentration +14 (13 ranks, +1 Con)
Decipher Script +18 (13 ranks, +5 Int)
Knowledge (arcana) +18 (13 ranks, +5 Int)
Knowledge (architecture and engineering) +18 (13 ranks, +5 Int)
Knowledge (dungeoneering) +18 (13 ranks, +5 Int)
Listen +9 (3 ranks, +1 Wis, +3 familiar, +2 feat)
Spellcraft +18 (13 ranks, +5 Int)
Spot +3 (0 ranks, +1 Wis, +2 feat)

Languages Known: Common, Undercommon, Terran, Draconic, Goblin.

Possessions & Current Wealth
Travelers Outfit (worn)
Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, worn)
Ardyth's Hand of the Mage (900bp, 337.5gp, 27xp, 2#, worn)
Ardyth's Goggles of Night (12000bp, 4500gp, 360xp, 0#, worn)
Ardyth's Bracers of Armor +4 (16000bp, 6000gp, 480xp, 1#, worn)
Ardyth's Headband of Intellect +4 (16000bp, 6000gp, 480xp, 0#, worn)
Ardyth's Cloak of Resistance +3 (9000bp, 3375gp, 270xp, 1#, worn)
Ring of Sustenance (2500gp, 0#, worn)
Ring of Protection +1 (2000gp, 0#, worn)
Ardyth's Handy Haversack (2000bp, 750gp, 60xp, 5#, back)
Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, haversack)
Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, haversack)
Ardyth's Hat of Disguise (1800bp, 675gp, 54xp, 0#, haversack)
Ardyth's Horn of Fog (2000bp, 750gp, 60xp, 1#, haversack)
Ardyth's Gloves of Arrow Snatching (4000bp, 1500gp, 120xp, 0#, haversack)
Ardyth's Superior Rope of Climbing (5500bp, 2062.5gp, 165xp, 3#, haversack)
Ardyth's Slippers of Spider Climbing (4800bp, 1800gp, 144xp, 0.5#, haversack)
Ardyth's Helm of Comprehend Languages and Detect Magic (5200bp, 1950gp, 156xp, 3#, haversack)
Ardyth's Bottle of Air (7250bp, 2718.8gp, 218xp, 2#, haversack)
Ardyth's Blessed Book (12500bp, 4687.5gp, 375xp, 1#, haversack)
Ardyth's Golembane Scarab (2500bp, 937.5gp, 75xp, 0#, haversack)
Ardyth's Boots of Speed (12000bp, 4500gp, 360xp, 1#, haversack)
Dagger (2gp, 1#, haversack)
Treasure (166gp, 7sp, 4#, haversack)
Familiar (100gp)
Extra Spells (4300gp)
--------------------------------
Total (49000gp, 3539xp)


Spells Known
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1: Animate Rope, Burning Hands, Charm Person, Comprehend Languages, Color Spray, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Hold Portal, Identify, Jump, Mage Armor, Magic Missile, Mount, Obscuring Mist, Protection From Evil, Ray Of Enfeeblement, Shield, Sleep, Summon Monster I
2: Darkvision, Fox’s Cunning, Invisibility, Knock, Protection From Arrows, Rope Trick, Scorching Ray, See Invisibility, Spider Climb, Summon Monster II
3: Dispel Magic, Fireball, Gaseous Form, Haste, Hold Person, Lightning Bolt, Secret Page, Slow, Summon Monster III, Water Breathing
4: Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Remove Curse, Summon Monster IV
5: Cone of Cold, Cloudkill, Passwall, Secret Chest, Summon Monster V, Teleport
Spells Prepared
0: (DC: 18) Acid Splash, Detect Magic, Ray of Frost, Touch of Fatigue
1: (DC: 19) Burning Hands, Charm Person, Ray of Enfeeblement, Shield, Sleep, Summon Monster I
2: (DC: 20) Fox’s Cunning, Invisibility, Knock, Scorching Ray, See Invisibility, Summon Monster II
3: (DC: 21) Dispel Magic, Fireball, Gaseous Form, Lightning Bolt, Summon Monster III
4: (DC: 22) Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Summon Monster IV
5: (DC: 23) Cloudkill, Summon Monster V, Teleport

47,267/55,000 xp

Familiar: Eek
Bat, Diminutive Magical Beast; HD 10; HP 17; Init +2; Speed 5ft, fly 40 ft; AC 21 (+4 size, +2 Dex, +5 natural), touch 16, flat-footed 19; Base Attack/Grapple +5/-7; Attack/Full Attack -; SA -; SQ blindsense 20 ft, low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with bats; Saves Fort +3, Ref +5, Will +9; Abilities Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4; Skills Concentration +13, Decipher Script +13, Hide +14, Knowledge (arcana) +13, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Listen +9*, Move Silently +6, Spellcraft +13, Spot +8*; Feat Alertness.
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Personality:
Although strikingly beautiful by human standards, Ardyth tends to come across as haughty or even arrogant. She is competent and knowledgeable. She tends to be totally loyal to friends and companions.

Background:
At the early age of 3, Ardyth was a child prodigy showing amazing magical aptitude. Her parents who were farmers, thinking they had a gold mine for a daughter, sought the finest teachers and tutors in the land to help their gifted daughter. They sold their farm and pooled what gold they had thinking that it was an investment into the future. But they found that it was not enough and had to borrow large sums of gold in order to finance her tutelage. Her teachers were amazed at how quickly someone so young could not only learn so quickly but master the mystic arts quickly and precisely as well. But even her teachers did not foresee that she would be surpassing them in such a short time.

At the age of 5 she had surpassed her teachers and they had suggested an excellent magic school. Her parents by this time had amassed quite a large debt. A local landowner made a deal with her parents that would forgive their large debts and pay a hefty fee on top of that. Being less then scrupulous by this time and growing weary from the constant fees, her parents agreed. Ardyth now had a new benefactor. He sent her to magic school in order to learn from the best the realm had to offer. Like her parents, the wealthy land owner saw a gold mine in this young savant. Once at the school she learned many things she had only dreamed of about the arcane arts. Also her body quickly caught up to her mind and she became an early bloomer as well.

By age 12 she had again surpassed her tutors and was searching for more knowledge. Also her body was now fully developed giving her the look of a woman twice her age. With little more then her spellbook and some food, she fled in the night from the academy. Adventure was on her mind. She longed for the true application of her talents. She traveled to a nearby town and joined with a group of likeminded adventurers. Thus began an 8 year long adventuring career.

At age 20 she had been with her companions for 8 years. They had been through thick and thin together. They were investigating a particularly dark dungeon when they came upon a fissure in one of the walls. One of her companions made the comment that the fissure probably lead to the underdark. The underdark had been a secret study for Ardyth and she insisted on going that way. The others of her party told her that they would not accompany her should she choose that route. She understood their reluctance, but said she must do this. So Ardyth the mage separated from her companions that day and started her new journey through the underdark.

At the age of 22 Ardyth has spent the last 2 years exploring the underdark. For the last 3 months she has been in Szith Morcane. Her latest companions have moved on. She has spent her time creating some magic items to be used when she is ready to move on. Now she just needs to find a new group to join.
 
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wmasters

First Post
Blite, Minotaur Fighter 1/Barbarian 1

Character Background:

Terrible tragedy befell Blite. But a child among the minotaurs he was captured by men and imprisoned. They believed they had caught a powerful beast, little did they know that Blite still had many years left to develop to his full potential.

Trapped in a maze, Blite was yet to master his kinds natural ability to find their way out. He was left to wander, unsure of where he was or where he was going to.

Feeding on whatever creatures he could find, Blite thought he had met his end, until, one day, a man came forth into the maze and found Blite. Dragging a ball of string to find his exit, the man came upon Blite, heavily armed.

Blite thought little of the armaments that the man carried. The maze was a dangerous place filled with peril, he surely would not have found him otherwise. But perhaps here, in this man, Blite would find his saviour, and the man would lead him to his freedom?

The man raised his blade, crying out that he was Theses or somesuch, and had come to slay him. Blite despaired - this was no saviour! The man proved strong, and Blite, still not fully grown, fell to him. Left for dead in the heart of the maze, Blite feared that he had met his fate, but it was not to be.

Gradually he recovered and regained his strength after the battle. The maze, a most hostile place, proved a good training ground if nothing else, and Blite's skills in combat improved.

Eventually finding his way out, he finds the world a very different place from that which he remembers. Taken in by a band of orcs, he was equipped by their finest weaponsmiths, and taught some of their ways. He had thought them his friends, and fought beside them many a time. Increasingly though, the orcs used Blite to fight their battles for them, slaying, or just inspiring fear among their enemies. Little more than a gladiator or slave, this was no way for him to live, he was only there for the amusement of the orcs. It was time for them to go.

Wiping orc blood from his horn, Blite now looks for the next place he might travel, and the place he might find his home for a while.

Character Sheet:

Name Blite
Gender/Race Male Minotaur
Class Monstrous Humanoid 6/Fighter 1/Barbarian 1 (ECL 10)
Alignment Chaotic Neutral
Age 17
Height/Weight 7'8"/743lbs
Deity Gruumsh

Ability Scores
Str 26 (6pts +8 racial +2 level adjust +2 magic)
Dex 14 (6pts)
Con 20 (6pts +4 racial +2 magic)
Int 10 (6pts -4 racial)
Wis 10 (2pts)
Cha 8 (2pts -2 racial)

AC 26 (10 base + 8 armour + 2 dex + 5 natural - 1 size + 2 deflection)
Touch AC 13, Flatfooted AC 26
Initiative +2
Speed 40ft
Max. Hit Points 88 (48+5d8+1d10+1d12)
Current Hit Points 88
ACP: -2

Saving Throws
Fort +13 (+6 base, +5 ability, +2 magic)
Reflex +9 (+5 base, +2 ability, +2 magic)
Will +7 (+5 base, +2 magic)

Space/Reach 10ft/10ft

Attacks and Damage for preferred weapons
+1 Greatsword melee +16/+11, 3d6+13dmg, 17-20/x2
Gore melee +15, 1d8+8dmg, 20/x2
Unarmed Strike melee+15/+10, 1d4+8dmg, 20/x2

Full Attack: +1 Greatsword (+16/+11, 3d6+13dmg, 17-20/x2) + Gore (+10, 1d8+4, 20x2)

Grapple +24 (+8 base, +8 str, +4 size, +4 imp. grapple)

Feats: Improved Critical (greatsword), Improved Unarmed Strike, Improved Grapple, Power Attack

Skills
Intimidate +5 (6 ranks -1 ability)
Search +13 (9 ranks +4 racial)
Spot +13 (9 ranks +4 racial)

Languages Known: Common, Giant

Abilities:
Darkvision 60ft
Natural Weapons: Gore 1d8+8
Powerful charge: Can make a single gore attack on a charge dealing 4d6+12 damage
Natural Cunning: Immune to maze spells, cannot become lost and can track enemies. Never caught flat-footed
Rage: 1/day can fly into frenzy gaining +4 Str and Con, +16 hit points and +2 morale bonus to Will saves but -2AC. Rage lasts up to 10 rounds

Possessions & Current Wealth
Large Greatsword +1 2350 16lb
Cloak of Resistance +2 4000 1lb
Ring of Protection +2 8000 0lb
Amulet of Health (+2 Con) 4000 0lb
Mithril Chain Mail +3 13150 40lb
Gauntlets of Ogre Power (+2 Str) 4000 4lb
Boots of Speed 12000 1lb
Backpack 2 2lb
7 days trail rations 3gp 5sp 7lb
Bedroll 1sp 4lb
Wand of Cure Light Wounds 750 olb
3 Waterskins 3 12lb
Whetstone 2cp 1lb
Travellers Outfit 1gp 5lb
Winter Blanket 5sp 3lb
Whetstone 2cp 1lb
Grappling hook 1gp 4lb
Belt Pouch 1gp 1/2lb
Sack 2sp 1/2lb
2 vials of anti-toxin 100gp 0lb

Remaining Gold 339gp, 7sp, 6cp
Total weight carried: 103lbs

Light load 612lbs, Medium load 1226lbs, Heavy load 1840lbs
Lift Over: 1840lbs, Lift Off: 3680lbs, Push/drag: 9200lbs

XP: 50,906/55,000
 
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Eydis

First Post
Zarra Lhalabar

--------------------------------------------------------------------------------

When still a young girl, Zarra and her family decided that it was time to move. Her parents, Belgos and Alauniira, were very skilled in the way of the magical arts and figured that it would be a rather safe move to the city Maerimydra - especially since it was just the three of them and and her father hired a guide.
During their traveling the guide unfortunately got a little lost and led them right into a group of grimlocks. Well thanks to Zarra's parents' quick thinking they were able to escape without many casualties. Belgos was injured rather badly in his left leg and couldn't move properly and with neither of them being very skilled in the arts of healing, it wasn't set right; but it was bandaged well enough to keep it from bleeding out and to keep it from infection. Not wanting to risk getting lost again though, they stuck to the course and headed straight for Maerimydra.
Upon reaching it, they immediately searched out the nearest temple, which happened to be a temple of Lolth. It was too late though. They attempted to heal his leg, but the bone had already healed too much in the wrong position and now he would walk with a limp for the rest of his life.
As time went by Alauniira became rather fond of Lolth and became a priestess as well. So when Zarra reached her adulthood, her mother attempted to bring her into the fold. Zarra, however, was not intended to be a priestess it seemed. She didn't seem to posses the skills to be as magically adept as her parents either. Her skills, it seemed, where of a different nature.
Zarra wanted to be a guide. She wanted to be a better guide than the one who had led them here; for in her mind he didn't do a good job at all. So she left the city to get more familiar with the 'Underdark.'
Being gone quite a long time, she only recently found out about Lolth's silence and Maerimydra being taken over.
When she heard the news she was greatly disturbed. What had happened to her parents? Will she ever find out? Now she is trying to find others who want to help get Maerimydra back before it's too late to find out.


Name: Zarra Lhalabar
Gender/Race: Female Drow
Class: Rogue 7/Prime Underdark Guide 1
Alignment: CN
Age: 136
Height/Weight: 5ft. 90 lbs.
Deity: Lolth
Long white hair, violet eyes

Ability Scores
STR: 10 +0
DEX: 18 +4
CON: 11 +0
INT: 16 +3
WIS: 12 +1
CHA: 14 +2

AC: 22 (7 armor, 4 dex 1 deflection)
Touch: 15 Flat-footed: 22
Initiative: +4
Speed: 30 ft.
Max. Hit Points: 35
Current Hit Points: 35

Saving Throws:
FORT: +5 (4 base, 0 con, 1 magic)
REF: +12 (7 base, 4 dex, 1 magic)
WILL: +4 (2 base, 1 wis, 1 magic)
- +2 vs. Enchantment Spells and Effects, +2 Will saves vs. Spells and Spell-like Abilities, Immune to magical sleep spells and effects
Spell Resistance: 19

BA: +5
Attacks and Damage for preferred weapons
-- +1 Rapier of Frost +6, 1D6+1 +1D6(frost) piercing dmg., 18-20/x2
(+4D6 dmg. on sneak attack)
+2 Lt. X-bow of Seeking +11, 1D8+2 piercing dmg., 19-20/x2 80ft. range
(+1 to attack and Dmg. w/in 30 ft.; sneak attack dmg. w/in 30ft. if denied Dex.)
Dagger +5 melee or +9 ranged (10ft.) 1D4 piercing dmg., 19-20/x2

Feats: Alertness, Track, Point Blank Shot

Skills:
Skill Name + X (X ranks, + X Abilitiy, +X Other)
--Balance +8 (2 ranks, 4 dex, 2 syn. from tumble)
Bluff +7 (5 ranks, 2 cha)
Climb +8 (8 ranks, 0 str)
Diplomacy +9 (5 ranks, 2 cha, 2 syn. from Bluff)
Disable Device +10 (5 ranks, 3 int, 2 tools)
Disguise +4 (0 ranks, 2 cha, 2 syn. from Bluff)
Gather Info. +9 (5 ranks, 2 cha, 2 synergy)
Hide +10 (6 ranks, 4 dex)
Intimidate +5 ( 1 rank, 2 cha, 2 syn. from Bluff)
Jump +7 (5 ranks, 0 str, 2 syn. from Tumble)
Knowledge Underdark Local +8 (5 ranks, 3 int)
Knowledge Nature +5 (0 ranks,3 int, 2 syn. from Survival)
Listen +12 (7 ranks, 1 wis, 2 racial, 2 feat)
Move Silently +10 (6 ranks, 4 dex)
Open Lock +12 (6 ranks, 4 dex, 2 tools)
Search +16 (11 ranks, 3 int, 2 racial)
Sleight of Hand +10 (4 ranks, 4 dex, 2 syn. from Bluff)
Spot +12 (7 ranks, 1 wis, 2 racial, 2 feat)
Survival +8 (5* ranks, 1 wis, 2 syn. on tracks)
Tumble +15 (9 ranks, 4 dex, 2 syn. from Jump)
Use Magic Device +10 (8 ranks, 2 cha)
Use Rope +8 (2 ranks, 4 dex, 2 silk rope)

Languages Known: Common, Elven (drow dialect), Undercommon, Terran, Abyssal, Drow Sign Language, Gnommish

Possessions & Current Wealth: 11 gp, 6 sp, 8 cp; (1) 50gp bloodstone,
Hewards Handy Haversack 5 lbs.
Bedroll (in HHH 5 lbs.)
Winter Blanket (in HHH 3 lbs.)
Traveler's Clothes (one on, one in HHH 5lbs.) 5 lbs.
Waterskin x2 (in HHH 8 lbs.)
Trail Rations x 16 days (in HHH 16 lbs.)
Paper x 5 sheets (in case in HHH)
Case (in side pocket of HHH .5 lbs.)
Chalk x 2 (in side pocket of HHH)
Flint and Steel (in side pocket of HHH)
Oil x 2 pints (in side pocket of HHH 2 lbs.)
50ft. silk rope (in HHH 5 lbs.)
Grappling Hook (in HHH 4 lbs.)
Caltrops (in side pocket in HHH 2 lbs.)
Soap (in side pocket of HHH 1 lb.)
Spelunker's Kit (in HHH 5 lbs.)
MW Thieve's Tools (in side pocket of HHH 2 lbs.)
Antitoxin x 2 vials (in side pocket of HHH)
50 bolts (in HHH 5 lbs.)
+2 Lt. X-bow of Seeking (in HHH 4 lbs.)
Spellbook (in HHH 3 lbs.)
Spell Component Pouch (in HHH 2 lbs.)
+4 Studded Leather on 20 lbs.
+1 Cloak of Resistance on
+1 Ring of Protection on
+1 Rapier of Frost on hip 2 lbs.
2 Daggers (in HHH 2 lbs.)
Wand of Cure Lt. Wounds (in side pocket of HHH)
--Making total weight carried 32 lbs.
Light Load 33 lbs., Medium Load 34-66 lbs., Heavy Load 67-100 lbs.

Class Features:
Sneak Attack +4D6, Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge; Aid Another Nearby, Bonus Language

Racial Traits:
+2 Dex, -2 Con, +2 Int, +2 Cha
Search Checks when w/in 5ft of secret doors
+2 to Search, Spot, and Listen
+2 vs. Enchantment Spells and Effects
+2 Will Saves vs. Spells and spell-like abilities
Immune to sleep spells and effects
Spell Resistance: 11 + class level
Weapon Proficiencies: Shortsword, Rapier, and Hand Cross bow
Light Blindness for 1 round when suddenly exposed to bright light
La +2
Spell-like abilities: 1/day - dancing lights, faerie fire, and darkness

Spells Known (if arcane spellcaster) 6 1st lvl. spells- alarm, change self, detect magic, feather fall, expeditious retreat, and spider climb; DC = 14

Spells Prepared (if of the preparing sort of caster) - detect magic

Experience: 50,000
 
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Mellubb

First Post
Alex

Name: Alex "Silver Chain" of the Balance
Gender/Race: Male Human
Class: Fighter 10
Alignment: N
Age:30
Height/Weight: 5' 4" 210 lbs.
Deity: Balance

Ability Scores
STR: 18 +4
DEX: 14 +2
CON: 14 +2
INT: 14 +2
WIS: 8 -1
CHA: 8 -1

AC: 23 (8 armor, 3 shield, 2 dex)
Touch: 12 Flat-footed: 21
Initiative: +2
Speed: 20 ft.
Max. Hit Points: 85
Current Hit Points: 85

Saving Throws
Fort= +9 (7 base, 2 con)
Ref= +5 (3 base, 2 dex)
Will= +2 (3 base, -1 wis)

BA: +10/+5
Attacks and Damage for preferred weapons
-- +2 Silver Spiked Chain, +18/+13 melee, 2D4+9 dmg., 20/x2, 10ft. reach
Unarmed, +14 melee, 1D3 +4 dmg, x2

Feats: Exotic Weapon Proficiency: Spiked Chain, Weapon Focus: Spiked Chain, Combat Expertise, Power Attack, Improved Trip, Improved Disarm, Weapon Specialization: Spiked Chain, Improved Unarmed Strike, Improved Grapple, Combat Reflexes, Greater Weapon Focus: Spiked Chain

Skills
--Climb +15 (13 ranks, 4 str, -2 check penalty)
--Intimidate +12 (13 ranks, -1 cha)
--Jump +15 (13 ranks, 4 str, -2 check penalty)
--Swim +13 (13 ranks, 4 str, -4 check penalty)
--Speak Language 13 ranks

Languages Known: Common, Elven, Dwarven, Draconic, Abyssal, Infernal, Celestial, Undercommon, Gnommish

Possessions & Current Wealth: 247 gp
+3 Mithril Breast Plate 15 lbs.
+1 Animated Heavy Steel Shield 15 lbs.
+2 Silver Spiked Chain 10 lbs.
/5 Cure light wounds potions
/2 Cure Serious Wounds potions
/1 Remove Curse potion
/1 Water Breathing potion
Ring of Sustenance
Goggles of the Night
MW Bandoleer .5 lbs
*Traveler's Outfit 5 lbs.
Backpack 2 lbs.
*Rope, Silk (50ft x4) 20lbs.
*Climber's Kit 5 lbs.
Items marked with * are atached or in the Backpack.
Items marked with a / are attached to Bandoleer
--Total weight carried 72.5 lbs.
Light Load 100 lbs., Medium Load 101-200 lbs., Heavy Load 201-300 lbs.

50,000 XP
 
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Voadam

Legend
Hael Boudin

A greedy duergar mercenary more interested in earning money and building a solid working reputation than in any cause or personal petty cruelty. He has fought many summoners and has developed a specialty in defeating many of the beasts and fiends they summon. The underdark is full of nasty customers who want to kill each other, and that is where he makes his living.

An ashen skinned lean dwarf with a striking white beard and bald head.

Hael Boudin
Male Duergar (medium dwarf)
Ranger 9
Alignment LN
Age Heading towards middle aged
Height/Weight short, lean
Deity Laduguer

Str 18 (16 +2 advancement)
Dex 10
Con 18 (16 +2 racial)
Int 8
Wis 14
Cha 4 (-4 racial)

AC 19 (+7 armor, +2 shield) T 10, FF 19
Initiative +4
20'
Max. Hit Points 86
Current Hit Points 86
Saving Throws
F +10, R +8, W +7 (+2 racial bonus against spells and spell-like abilities)

Attacks and Damage for preferred weapons
Battle Axe +1 Wounding +14 melee 1d8+5 dmg x3 (+1 con) cold iron
Light Steel Shield +1 Bashing +14 melee 1d4+4 x2
Silver Armor Spike +13 melee 1d6+3 x2 silver
Throwing axe +9 ranged 1d6+4 10' RI
Full attack TWF Battle Axe +12/+7 1d8+5 dmg x3 (+1 con) cold iron, and/or shield +12/+7 1d4+3 x2, and/or silver armor spike +11/+6 1d6+1 silver

Feats:
Improved Shield Bash, Lightning Reflexes, Iron Will, Improved Initiative, Track (B), TWF (B), Endurance (B), ITWF (B),

Skills
Hide +11 (12 ranks +0 dex, -1 armor)
Listen + 15 (12 ranks +2 wis, +1 racial)
Move Silently +15 (12 ranks +0 dex, -1 armor, +4 racial)
Spot +15 (12 ranks +2 wis, +1 racial)
Survival + 14 (12 ranks +2 wis)

Languages Known: Common, Undercommon, Dwarven,

Possessions & Current Wealth
Mithril Breastplate +2 8,350
Light shield +1 Bashing 4,159
Cold Iron Battle Axe +1 Wounding 20,720
Silver Armor Spike 70
Winged Boots 16,000
4 Throwing Axes 32
Cure Light Wounds Wand 50 charges 750
backpack, clothes, rope, food, bedroll, waterskin, ~ 25 gp
Drider head

Spells Prepared
1 Resist Energy x2
2 Cat's Grace

Ranger Powers:
Track +14
Wild Empathy +6
Favored Enemy: Magical Beast +4, Outsider (Evil) +2
Animal Companion: Dire Bat
Swift Tracker,
Woodland Stride
Evasion

Duergar Powers:
Darkvision 120 ft
Immunity to paralysis, phantasms, and poison.
Spell-Like Abilities: 1/day enlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.

Dwarf Powers:
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.

Animal companion:
Dire Bat
Trick: mount.

Dire Bat
Size/Type: Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Environment: Temperate deserts
Organization: Solitary or colony (5-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Large)
Level Adjustment: —

A dire bat has a wingspan of 15 feet and weighs about 200 pounds.

Combat
Dire bats swoop down upon unsuspecting prey from above.

Blindsense (Ex)
A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills
Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

XP 50,957
 
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kinem

Adventurer
Prixo Caldurel

Prixo Caldurel was born to a family of drow merchants in Maerimydra, and was an only child. Even as a youth, it was clear that he excelled in athletic pursuits. Seeking to raise their social status, the Caldurels sent him to join the mercenary followers of Selvetarm. He became one of the most skilled mercenaries in Maerimydra, and few could stand before his deadly barrage of arrows.

He was rewarded for his skill by being allowed to keep a powerful magic bow which he looted while hired to raid the minor noble house of Ulotti. The surviving members of the defeated house likely want it back, but so far haven't been able to do anything about it. Still, it’s another reason he watches his back.

Selvetarm is the Drow god of war and warriors, allied with Lolth, so it made sense for Drow mercenaries to follow him. (see http://en.wikipedia.org/wiki/Selvetarm) The largely male organization offers a rare chance for advancement to males in the city. (I intentionally left it vague because I didn't want to step on the toes of whatever organizations are described in the module, and I figured there was likely something there that you could fit it into.)

Drow mercenaries often view fighting as an art, and like a painter or any other artist would, they sell their works. Prixo, however, is a bit more honorable than most. Despite his skill on the attack, he found assassination distateful, and developed a code of honor of sorts. He preferred to take assignments as a bodyguard, rather than an assassin.

It was a fairly good life for him; he used his earnings to purchase new equipment, and for personal entertainment as he frequented the city’s brothels. (In Mearimydra there are drow whores (often females offering males a chance to be in charge for a while, for a price) as well as non-drow sex slaves, mainly surface elves who can be abused in the act.) Prixo mainly patronized the drow brothels. He thought it cheaper than having a drow girlfriend, and likely more honest.

On a routine stint as a bodyguard, the wealthy merchant Rayto Buna who’d hired him was ambushed, and Prixo didn’t hesitate to mow down the attackers. Too late, he realized that a priestess of Lolth was among those he’d slain. He didn’t know who she was, but knew this was trouble. Fearing for his life, he purchased a magic hat of disguise and fled the city.

He’d heard of Szith Morcane, but didn’t know that it was still in use. When he stumbled upon it, it seemed to offer the second chance he needed; a fighter of his ability is sure to be in demand. He tries to keep a low profile, and a sharp eye out for either threats or opportunities.

He still respects his parents (loves would be too strong a word), and in the current situation he is apprehensive about their safety.


Prixo Caldurel
Male Drow
Ftr 8 (ECL 10)
Alignment LN
Age 140 years
Height/Weight 4’ 10” / 105 lb.
Patron Deity: Selvetarm
yellow hair, silver eyes, black skin

Str 14 (6 pts)
Dex 16+2+2 (+2) = 22 (10 pts)
Con 14-2 (+2) = 14 (6 pts)
Int 10+2 = 12 (2 pts)
Wis 12 (4 pts)
Cha 8+2 = 10 (0 pts)

AC 21, Touch 16, Flat 15 (+4 armor, +1 shield, +6 Dex)
Initiative +6
Speed 30’
Max. Hit Points 64 (8d10 + 16)
Current Hit Points 64?

Saving Throws
Fort +8, Ref +8, Will +5 (+7 vs. spells or spa)
Spell Resistance 19

BAB +8, Grap +10

Ranged Attack (note also PBS feat within 30’)
+17 Ranged, longbow, 1d8 + 5 + 1d6 frost + 1d6 shock (+ knockout poison DC 13), 20/x3, 110' range inc.
or (using Manyshot) +13 Ranged, 2 arrows (use same attack roll, same target)

Full Attack
+17/+12 Ranged, longbow, 1d8+5+1d6 frost+1d6 shock(+poison DC 13), 20/x3, 110' r
or (using Rapid Shot) +15/+10/+15
if using Boots of Speed and Rapid Shot, +16/+11/+16/+16

Melee Attacks and Damage
+10 Melee, short sword, 1d6+2, 19/x2
+10/+5 Melee, short sword, 1d6+2, 19/x2

+10 Melee, sap, 1d6+2 nonlethal, 20/x2
+10/+5 Melee, sap, 1d6+2 nonlethal, 20/x2

Feats
Weapon Focus (longbow), Greater Weapon Focus (longbow), Weapon Specialization (longbow), Point Blank Shot, Rapid Shot, Precise Shot, Manyshot, Iron Will

Skills 33 pts
Climb +15 (11 ranks, +2 str, +2 kit)
Intimidate +2 (2 ranks)
Listen +6 (5 ranks cc, +1 wis)
Spot +6 (5 ranks cc, +1 wis)

Languages Known: Common, Elven, Undercommon, Drow Sign Language

Possessions & Current Wealth (49k):
gloves of dexterity +2 4000 0 lb
amulet of health +2 4000 0 lb
+1 frost shocking mighty composite (+2 strength) darkwood longbow 18630 1.5 lb
boots of speed 12000 1 lb
mithral chain shirt 1100 12.5 lb
hat of disguise 1800 0 lb
handy haversack 2000 5 lb
100 arrows 5 9 lb (15 lb, but 2 quivers in HH side 2)
drow knockout poison (x 60) on arrows in 3 quivers 0 lb (1 quiver worn, 2 in HH side 2)
40 cold iron arrows 4 0 lb (6 lb, but quivers in HH side 2)
sap 1 2 lb
shortsword 10 2 lb
rope, silk (50’) 10 0 lb (5 lb, but in HH side 1)
waterskins 5 0 lb (20 lb, but in HH main)
manacles, MW 50 0 lb (2 lb, but in HH side 1)
antitoxin (6 vials) 300 0 lb
thunderstone 30 0 lb (1 lb, but in HH side 1)
climber’s kit 80 0 lb (5 lb, but in HH side 1)
traveller’s oufits 2 5 lb (1 worn, other 5 lb in HH main)
alchemical sleep gas (2) 60 2.5 lb
MW darkwood buckler 215 2.5 lb
30 days trail rations + bags, in HH 16 0 lb (30 lb, but in HH main)

182 gp 2 lb
48900 tot 47 lb

HH side 1 contains 13 lb max 20
HH main contains 55 lb max 80
HH side 2 contains 12 lb max 20

All quivers in HH are wrapped with cloth and tied with string so that no arrows can spill out.
Currently in HH side 2: 2 quivers of poisoned arrows, and 2 of cold iron arrows
Worn: 1 quiver of poisoned arrows, and 2 of normal arrows
Worn ammo remaining after round 2: 19 poisoned, 37 normal

Max Loads
Light 58 lbs, Med 116, Heavy 175

Drow Traits
* 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.
* 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.
* 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.
 
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Scotley

Hero
Lyssa Gloaming Rogue/Fighter/Sorcerer

Lyssa Shadowing
Female Gloaming (Outsider)
Rogue 3, Fighter 4, Sorcerer 1
Alignment: Neutral

Exp: 50,906

Age: 30
Height/Weight: 2’10’ 29 pounds
Deity: Pending if any

Str. 14 (6 points, -2 race, +2 enhancement from gauntlets)
Dex. 16 (5 points, +2 race +1 at 4th level)
Con. 12 (4 points)
Int. 12 (4 points)
Wis. 10 (4 points, -2 race)
Cha. 16 (5 points, +2 race, +1 8th level)
AC 22 14 touch, 19 flat footed
Initiative +3
BAB +6 Grapple +8
Speed 20/40 flying average with hover
Max. Hit Points (57) 6+8con+2d6+4d10+1d4
Current Hit Points 57
Saving Throws Fort. +6 Ref. +7 Will. +4

Attacks and Damage for preferred weapons (all size small)
+1 Shocking Longsword +11/+6 melee 1d6+5+1d6 electrical dmg 19-20 x2
+1 Mighty Composite Longbow +11/+6 ranged 1d6+3 dmg 20 x3 110’ range
+1 Glaive +10/+5 melee (reach) 1d8+4 dmg 20 x3
MW Cold Iron Warhammer +9/+4 melee 1d6+2 dmg 20 x3
Javelin +9 ranged 1d4+2 dmg 20 x2 30’ range

Feats: Hover, Fly by Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword, Dodge, Mobility, Portal Sensitive (racial bonus feat)

Skills 69 (8X6+5X2+11Int)
Appraise +2 (1 rank+1Int)
Balance (ranks+3Dex)
Bluff +8 (5 ranks+3Cha)
Climb +1 (0 ranks+1Str)
Concentration +2 (1 rank+1Con) s1
Craft Trapmaking +6 (5 ranks+1Int) f3
Decipher Script (0 ranks+1Int)
Diplomacy +5 (0 ranks+3Cha+2Syn)
Disable Device +9 (6 ranks+1Int+2 MW Tools)
Disguise +5 (0 ranks+3Cha+2Syn to act in character)
Escape Artist +3 (0 ranks+3Dex)
Forgery +2 (1 rank+1Int)
Gather Information 9 (6 ranks+3Cha+2Syn)
Handle Animal +3 (0 ranks+3Cha)
Hide +8 (1 rank+3Dex+4Size)
Intimidate +12 (7 ranks+3Cha+2Syn) f7
Jump +1 (0 ranks+1Str)
Knowledge Arcana +2 (1rank+1Int) s1
Knowledge Local +6 (5 ranks+1Int)
Listen +6 (1 ranks+0Wis+3Familiar+2Alertness /w familiar)
Move silently +4 (1 ranks+3Dex)
Open Lock 10 (5 ranks+3Dex+2 MW Tools)
Perform +3 (0 ranks+3Cha)
Profession 0 (0 ranks+0Wis)
Ride +4 (1 ranks+3Dex) f1
Search +7/+11 (6 ranks+1Int) +4 underground from finder sword
Sense Motive +5 (5 ranks+0Wis)
Sleight of Hand +5 (0 ranks+3Dex+2Syn)
Spellcraft +2 (1 rank+1Int) s1
Spot +8/+13 (6 ranks+0Wis+2Alertness /w familiar) +4 underground from finder sword
Survival xx +1/+5 (1 rank+0Wis) +4 underground from finder sword
Swim +2 (1 rank+1Str) f1
Tumble +3 (+3Dex)
Use Magic Device 4 (1 rank+3Cha)
Use Rope +3 (0 ranks+3Dex)

Languages Known Common, Undercommon, Dwarven

Possessions & Current Wealth 42 gp 4 sp

+1 Mithril Breastplate 5,200 gp
+1 Shocking Finder small Longsword 13,115 gp
MW Darkwood Heavy Shield 257gp
Wand of Magic Missles (9th level) 6,750 gp
Wand of Fireball (6th level) 13,500 gp
+1 Mighty (+2 str) small Composite Longbow 2600 gp
+1 small Glaive 2,308 blade emits light
MW Cold Iron Warhammer 324 gp
Dagger 2 gp
Quiver of Ehlonna 1800 gp
Gauntlet’s of Ogre Power 4000 gp
60 arrows 3 gp
12 small javelins 12 gp
Potion of cure light wounds x2 100 gp
Scroll of Knock and Invisibility
Scroll of Bulls' Strength, Cats' Grace, Identifyx2, Obscuring Mist, Hold Portal, Enlarge Person 625gp
Scroll (Divine she can't use it, but owns it) Cure Light woundsx3 Cure Minor Woundsx2 100gp
Masterwork Thieves' Tools 100 gp
Backpack 2gp
Explorers' Outfit 10 gp 2lbs.
Bedroll and Winter Blanket 6sp
Waterskin x3 3gp
Antitoxin x2 100gp
Alchemist's Fire x2 40gp
Acid x2 20gp
20 days rations, 5gp
4 waterskins, 2 with wine 5gp

Spells Known 0 level Detect Magic, Open/Close, Ray of Frost, Read Magic
1st level True Strike, Shield

Spells per day 5 0 level, 4 1st Level

Class/Race Features
Sneak Attack +2d6
Evasion
Trapfinding
Trapsense +1
+1 to Hit and AC as well as +4 to hide for size
Light Blindness (1 round) then -1 on all attack rolls, saves and checks while in bright light.
+1 Caster Level for Illusion (Shadow) Spells
+2 saves vs. Illusion (Shadow) Spells and effects, +4 saves vs. Psionics
+4 racial bonus on Move Silently
Low Light Vision
Luminescence can cause skin to glow at any level from dark to a torch. Standard action to change the level of light. Stays until changed or until 10 min after death.
Favored Class Sorcerer +2 LA
Bat Familiar 'Noire'

Background/History: Lyssa was born on a boat sailing the Glimmersea some 30 years ago. She possesses the wanderlust so common to Gloamings and has been traveling the underdark ever since. At the age of 13 she parted with her family to see Ogremock’s bane. Lyssa is a bold Gloaming with a good mix of survival skills, unusual strength of arms and a touch of the sorcerous magic that is a gift found in many of her people. These abilities and her curiosity and taken her from one end of the underdark to the other. She has worked as a rogue and mercenary for several factions over the years, but never stayed in one place long or put down roots. Eventually, Lyssa wandered into Deepburrow and found that she liked the Halflings there. She lived and worked in the area for several months and then one night 5 years ago she wandered into the surface world. She was enjoying the stars and the taverns and was walking down a street when it happened. The sun began to rise. This horrible burning orb of light in the sky blinded her and filled her with terror. She stumbled her way back underground and sought the depths with no desire to ever return to the surface world. In her haste she dropped her pouch and found herself with out a copper to her name in the Drow city of Maerimydra. Having no love, indeed some of the loathing of all Gloamings, for the Drow, she chose to petition the leader of a multiracial mercenary band—the golden blades, for a position. She had to fight an existing member of that band for a place. Though it was a close won fight, she earned the respect of the troop. The band typically hires out to Drow houses for conflict with other Drow. This gave Lyssa the opportunity to make a living killing Drow. A calling she found that she enjoyed and she stayed with the band for nearly 5 years. Many of the band were Drow themselves and she came to learn that not all Drow were the horrible fiends she had been led to believe—just most of them, especially the ones in power. But she made friends among the outcast Drow of the band as well as many others. A few months back her troop was on the losing end of a battle with a force of Grimlocks. Such a loss stung her badly and she decided to move on. She felt a great guilt having survived when so many of her friends had died. She still has friends among other troops of the Golden Blades in Maerimydra, but the wanderlust has seized her. Having heard rumors of a new settlement she set off for Szith Morcane. She has been there a few months, but hasn’t really found a calling she likes; having worked as a guard there she doesn’t feel at home. Soon she’ll be moving on to a new adventure in the vast realms below the surface.

Appearance: Lyssa looks like a storybook fairy mixed with nightmare. She is less than three feet tall yet typically hovers at a height that puts her a couple of inches taller than those around her. Her dark hair is pinned back from from her face and spills down her back to charcoal colored furry wings. She seems to glow with a soft inner light equal to a candle, but when more light is needed she can become as bright as a burning torch. Her eyes are large and almond shaped violet gray color and seem almost metalic in the glow of her inner light. She carries the scars of her warrior's life. In addition to scars she has several tattoos, most notably a swirl pattern on the back of her left hand that, when she glows brightly, casts a shadow in the shape of a target. She also has a small horned skull on her right cheek covering a scar and arcane runes around each ankle. She carries all her weapons except for a warhammer and dagger in a quiver on her back. She wears a fine breastplate of sparkling mithril and a heavy darkwood shield. She has a scroll case strapped to one thigh and a wand sheath on the other. Her clothes are mostly highly functional utilitarian style garments in muted colors of gray and brown, but she does wear a fine spider silk scarf in irridecent reds and purples.


Noire
Bat Familiar
Size/Type: Diminutive Animal
Hit Dice: 8 d8 (1 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 17 (+4 size, +2 Dex+1 natural), touch 16, flat-footed 15
Base Attack/Grapple: +6/-11
Attack: +8
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Blindsense 20 ft., low-light vision
Familiar Abilities: Alertness, improved evasion, share spells, empathic link
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8* or as master where appropriate
Feats: Alertness
 
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