House Millithor in The City of the Spider Queen Characters

Isida Kep'Tukari

Adventurer
Supporter
In Character Thread
Out Of Character Thread

Please put your characters in the following format (you don't have to get as detailed as I did with this character, but do keep the format):

Quillia Yrtree Alamble
Female Gnome Wizard 12

Alignment: Neutral Good
Patron Deity: Mystra
Region: Lantan
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 73

Str: 10 (+0) [4 points, -2 racial]
Dex: 14 (+2) [6 points]
Con: 11 (+0) [1 point, +2 racial]
Int: 20 (+5) [10 points, +4 enhancement]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Hit Dice: 12d4
HP: 37
AC: 18 (+2 Dex, +1 size, +3 armor [from bracers], +2 deflection [from ring])
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +6 [+4 base, +0 Con, +2 from cloak]
Reflex +8 [+4 base, +2 Dex, +2 from cloak]
Will +12 [+8 base, +2 Wis, +2 from cloak]

BAB: +6/+1
Melee Atk: +7/+2 (1d4+1+1d6 [all subdual]/x2/B, Headknocker, +1 merciful quarterstaff)
Ranged Atk: +10/+5 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 flaming pistol)

Skills:
Concentration +5 [5 ranks, +0 Con]
Craft (alchemy) +15 [10 ranks, +5 Int]
Decipher Script +10 [5 ranks, +5 Int]
Knowledge (arcana) +21 [15 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +14 [8 ranks, +5 Int, +1 Education]
Knowledge (dungeoneering) +10 [5 ranks, +5 Int]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +15 [10 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Spellcraft +22 [15 ranks, +5 Int, +2 synergy from Knowledge (arcana)]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)
Exotic Weapon Proficiency (pistol) (3rd level)
Empower Spell (wizard bonus 5th level)
Point Blank Shot (6th level)
Improved Familiar (9th level)
Energy Substitution (sonic) (wizard bonus 10th level)
Precise Shot (12th level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo

Spells Prepared
Save DC +5
0th - detect magic, flare, read magic, prestidigitation.
1st - comprehend languages, expeditious retreat, mount, true strike x2, unseen servant.
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility.
3rd - blindsight, dispel magic, sonic fireball x2 (from Energy Substitution), haste.
4th - Empowered Melf's acid arrow, greater invisibility, stone shape, stone skin.
5th - major creation, overland flight, prying eyes, teleport.
6th - analyze dweomer, chain lightning.

Spellbook
0th - 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
1st - alarm, comprehend languages, expeditious retreat, identify, magic missile, mount, speed swim, true strike, unseen servant
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility
3rd - blindsight, daylight, dispel magic, greater magic weapon, fireball, haste
4th - greater invisibility, polymorph, stone shape, stoneskin
5th - major creation, overland flight, permanency, prying eyes, teleport
6th - analyze dweomer, chain lightning, disintegrate, greater dispel magic, true seeing

Equipment:

Heat (+2 flaming pistol, 18,000gp)
Headknocker (+1 merciful Small quarterstaff, 8,000)
Hairpin of the Uncanny Wit (as headband of intellect +4, 16,000gp),(acquired at 10th level)
Bracelets of Ironheart (as bracers of armor +3, 9,000gp)
Warding Word (ring of protection +2, 8,000gp)
Heward's Handy Haversack (2,000gp)
wand of magic missile (5th level, 3,750gp)
wand of detect secret doors (750gp)
scroll of detect undead (25gp)
scroll of animate rope (25gp)
Tymora's Favor (cloak of resistance +2, 4,000gp)
Spellbook (400 pages of vellum, wooden cover, waterproof, levitating, pungent, major elemental resistance, glammered [to resemble a poetry book]) (10,240gp)
Spell component pouch - Small sapphire in a gold loop (1,500gp, focus for analyze dweomer), small bell and length of silver wire (focus for alarm), small ball of wool (about 20 castings' worth, for daze), tiny pouch of earth from a grave (about 20 castings' worth, for disrupt undead), a small block of wax in waxed paper (about 10 castings worth, for ghost-sound), a small pouch of phosphorescent moss and a little jar of fireflies (about 10 castings' worth, for light, small pouch of powdered lime and carbon (20 castings' worth, for greater magic weapon), a short piece of copper wire (focus for message), a brass key (focus for open/close), a crystal prism (focus for read magic), 5 miniature cloaks (material component for resistance), small pouch of soot and salt (20 castings' worth, for comprehend languages), 4 100gp white pearls and 4 snowy owl feathers (material components for identify), a braid of horse hair (20 castings' worth, for mount), a miniature wooden paddle (focus for speed swim), several bunches of string and slivers of wood (20 castings' worth, for unseen servant), 20 small agates (material components for darkvision), 20 small loops of copper wire and 20 small magnetic stones (material components for Gedlee's electric loop), a dart and a pouch of powdered rhubarb leaves and 20 adder's stomachs (focus and material components for 20 castings of Melf's acid arrow), powdered corn and twisted loops of parchment (20 castings' worth, for rope trick), a small pouch of talc and powdered silver (20 castings' worth, for see invisibility), a small pouch of wax paper-wrapped balls of bat guano and sulfur (20 castings' worth, for fireball), a small pouch of licorice root shavings (20 castings' worth, for haste), 10 empty cocoons (material component for polymorph), small pouch full of granite and diamond dust (2,500 worth, 10 castings of stoneskin), a pot full of soft clay (10 castings' worth, for stone shape), 10 handfuls of crystal marbles (10 castings' worth of prying eyes), small jar of ointment (made from mushroom powder, saffron, and fat, 2,500gp, 10 castings' worth, for true seeing), a small pouch with several loadstones and dust (20 castings' worth, for disintegrate), a small pouch containing a bit of ferret fur, a piece of amber, and 12 silver pins (focus for chain lightning). 6,500gp
Powderkeg of smokepowder 400gp
4 bags of bullets (40) 12gp
Alchemist's lab 500gp
Bedroll 5sp
Everburning torch 110gp
Acid (5 flasks) 50gp
Alchemist's fire (3 flasks) 60gp
Sunrods (5) 10gp
Waterskin 1gp
Wine (3 bottles) 30gp
50 ft. silk rope 10gp
Silver dagger 10gp
Paper (10 sheets) 4gp
Ink (two vials) 16gp
Inkpen 1gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Scholar's outfit 5gp
Cold weather outfit 8gp
Courtier's outfit with jewelry 80gp
Bag of raspberry candies (5 lbs) 2gp

Money
389gp, 5sp

Preena, pseudodragon familiar: Tiny dragon; HD 7: hp 25; Init +0; Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-footed 20; Base Atk +2; Grp -8; Atk +7 melee (1d3+1 plus poison, sting); full Atk +7 melee (1d3+1 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., deliver touch spells, dragon type, improved evasion, speak with master, telepathy, alertness, share spells, empathic link, speak with master; AL NG; SV Fort +4, Ref +3, Will +6; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.

Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +2, Spot +5; Alertness.
Blindsense (Ex): Can locate creatures within 60 ft. by nonvisual means.
Dragon Type: Darvision 60 ft., low-light vision, immunity to sleep are paralysis effects.
Poison (Ex): Injury, Fortitude CD 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creature within 60 ft that speak Common or Sylvan.

Permanent Spells: greater magic fang (12th level caster) on Preena, familiar pocket on Quillia's inner vest pocket.

Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same.

When traveling, she has Heat, her pistol, on her belt next to her potions. She carries Headknocker (her quarterstaff) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color. Occasionally Preena will poke her head out of her large pocket in Quillia's vest, which has startled more than one person.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Mystra, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.

She hopes sometime soon to find a suitable husband so she can settle down. There have been several men, one of whom was (and still is) serious, in her life, but her wanderlust has broken up most of these relationships. Her one serious love, a bard called Yilltre Garlondo, was close to working out, but both weren't quite ready to settle down. She also writes him letters, often paying a wizard to scry out his current location so she can be sure where to send them. The two have been exchanging love letters for years, and Quillia has kept them all. Perhaps one day soon they will both be ready...

In lieu of a husband and children of her own, Quillia lavishes her love on Preena. She adores the little pseudodragon and lavishes attention on her. She considers her more like a little daughter rather than a familiar. Preena has her own special pocket in Quillia's vest to allow her to travel in complete comfort, in addition to a fine assortment of shiny gems to play with. Quillia always keeps a small bag of tidbits for the pseudodragon to eat.

In response to the trust and affection, Preena is fiercely loyal and protective of Quillia. The pseudodragon prevailed on the gnome to have greater magic fang permanently cast on her so she would be better able to protect her, should the need arise. Rendered invisible, there's almost nothing Preena wouldn't do for the wizard. They both have a great love for practical jokes and keep a small book of their greatest accomplishments of humor.

Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in Lantan, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine gunsmith, while her mother, Narilly, both decorated the gunstocks with carvings and fine metals as well as making the smokepowder. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his firearms, as it was apparent she was a crack shot. Her younger brother, Gilbaril, helped her mother do the fancy work on the guns, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They look her to a wizard academy in Myratma in Tethyr, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.

The great wealth of information that could be found at the academy whetted her appetite to see the rest of the world. After leaving the academy, she traveled widely, eager to see magic in many parts of Toril. She experimented with different types of magic, learning to make her spells more powerful, as well as bringing the potent power of sound to her more destructive spells. She credits her development of her sonic magic to Yilltre, her boyfriend, as his bard's appreciation for the power of sound was something she hadn't considered before.

Several years ago, Quillia rescued a trapped and frightened pseudodragon from an encampment of poachers she had stopped with the help of some followers of Chauntea. Though she let her go the minute she was well, the little beast continued to follow Quillia around for the next few days. Finally the pseudodragon said she wanted to be Quillia's friend and companion. Touched, Quillia cared for Preena (as that was her name) for several months. Preena brought a great deal of love and happiness into her life, and on the one-year anniversary of their meeting, both decided to make their association even closer. Preena underwent the ceremony of becoming Quillia's familiar, and the two have become a force to be reckoned with.
 
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Serpenteye

First Post
Work in Progress

Teliek Ximeres
Male Human Sorcerer 6 /Incanatar (prohibited school Illusion) 9 /Archmage 5.
Alignment: Lawful Evil
Patron Deity: Bane
Region: Sembia
Height: 6'
Weight: 160
Hair: Golden Blond
Eyes: Saphire Blue
Age: 26

Str:8/-1
Dex:16/+3 (10+6(item))
Con:20/+5 (14+6(item))
Int:20/+5 (14+6(item))
Wis:10/0
Cha:34/+12 (18+5(level)+6(item)+5 (tome))

+1 to all ability checks (from Ioun stone)

Class and Racial Abilities:
Class Abilities Incantatrix: Send Away (Ex), See Ethereal (Su), Strike Ethereal (Su), Immune to death effects and energy drain attacks, Instant Metamagic (Su) 2/day, Improved Metamagic (Su).
Class Abilities Archmage: Arcane Reach, Arcane Reach (60'), Mastery of Elements, Mastery of Shaping, Spell Power.

Hit Dice: 20d4+100
HP: 161
AC: (+8 armour [from Robe] +3 [dex] +1 [insight] 22, 19 flatfooted, 14 touch
Initiative: +3
Speed: 30ft

Saves:
Fort +16 [+5 base, +5 Con, +5 robe +1]
Ref +14 [+5 base, +3 Dex, +5 robe +1]
Will +20 [+14 base, +0 Wis,+5 robe +1]

SR: 18

BaB: +10/+5
Melee Atk: +10/+5 (touch attack)
Range Atk: +14/+9 (touch attack)

Skills, 115 skill points:
Bluff:...................................0+12+1:13
Diplomacy:............................5+12+1:18
Concentration:......................20+5+1:26
Knowledge (Arcana):..............11+5+1:27
Knowledge (the Planes):..........23+5+1:29
Spellcraft:.............................23+5+2+1:31
Intimidate (Inc class skill):.......23+12+1:36
Speak Language (Draconic+Auran+Terran+Ignan+Undercommon): 5. (Ioun Stone adds 1 to each skill)

Languages:
Common, Celestial, Abyssal, Infernal, Draconic, Auran, Terran, Ignan, Undercommon

Feats:
Educated (free regional feat), Iron Will, Spell Focus (Evocation), Empower Spell, Spell Focus (Enchantment), Skill Focus (Spellcraft), Chain Spell, Leadership, Maximize Spell.

Spells:
Caster Level 22, 26 against SR.
Abjuration specialist - Illusion School prohibited.
Spells/day: 0:6+1, 1:9+1, 2:9+1, 3:9+1, 4:9+1, 5:7+1, 6:7+1, 7:6+1, 8:7+1, 9:7+1.
Spells Cast: 0:, 1:, 2:, 3:, 4:, 5:, 6:, 7:, 8:, 9:
Spells Known.
0: Acid Spray, Mage Hand, Open/Close, Prestidigitation, Detect Poison, Detect Magic, Read Magic, Mending, Message.
1: Charm Person*, Chill Touch, Expeditious Retreat, Magic Missile*, Shield (A).
2: Glitterdust, Command Undead, Rope Trick, Touch of Idiocy, Resist Energy (A).
3: Brutal Seething Surge*, Haste, Magic Circle against Evil (A), Slow.
4: Black Tentacles, Dimension Door, Polymorph, Dimensional Anchor (A).
5: Baleful Polymorph, Dominate Person*, Cone of Cold*, Dismissal (A).
6: Acid Fog, Greater Dispell (A), True Seeing.
7: Limited Wish, Reality Maelstrom (A), Summon Monster 7.
8: Irresistible Dance*, Polymorph any Object, Sunburst*,
9: Gate, Shapechange, Simbul's Spell Trigger.

*: Evocation or Enchantment

Equipment:

Ring of The Unshackled (Sustenance 3750gp + Freedom of Movement 40'000gp): 43'750gp
Ring of The Hidden: (Invisibility 30'000gp + Minor Displacement 24'000gp): 54'000gp
Lenses of Penetrating Vision: (Darkvision 60ft 18'000gp + X-ray Vision 25'000gp): 43'000gp
Greater Metamagic Rod of Extend Spell 3/day: 24'500gp
Amulet of Health +6: 36'000gp
Cloak of Charisma +6: 36'000gp
Headband of Intellect +6: 36'000gp
Gloves of Dexterity +6: 36'000gp
Portable Hole: 20'000gp
Evil Robes of Doom (+8 ac, +5 saves, 18 SR, Spell Penetration, Greater Spell Penetration, Use activated Acane Sight): 163'000gp
Vest of the Hidden Heart (Mind Blank 1/day): 8*15*1800/5: 43200gp
Dusty rose prism Ioun Stone (+1 insight bonus to AC): 5,000 gp
Pale green prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks): 30,000 gp
Orange prism Ioun Stone (+1 caster level): 30,000 gp
Tome of Charisma +5 : 137'500gp (used)

Scrolls:
Mages Disjunction: 3825gp.
Clone: 3000gp (-Used. lvl 19 Clone hidden in a buried stone sarcophagus in Sembia together with a pouch of spell components.)

Noble Outfit*4: 100gp

Spell component pouches (x3) and various minor items: 150gp
Expensive Components: True Seeing x10: 2500gp
Focus: Shapechange: 1500gp

Money: 10975 gp

Familiar: None

Appearance: Youthful,

Personality: Arrogant, Diplomatic,

Background:

Isida Kep'Tukari said:
Well, I'm not going to say you managed to take over the entirety of Sembia... but a good chunk of it nevertheless. Your tireless efforts over the years have driven the Harpers far from your borders, and your careful assassinations have taken out most of the soft-hearted nobles that would have objected to your policies. With flattery and reward, you've managed to turn most of the nobles to your way of thinking, and established a powerful theo/magicratic country, with yourself the head of the ruling Mages' Council (with the High Priest of Bane and his church as the other half of the government).

Your secret police force helps keep the laws as much as your more visible guards do, and your elegant, peaceful political takeover and current (overtly) non-violent adgenda has kept your neighboors off your back. The basic trade structure and whatnot of Sembia hasn't changed too awfully much, and as long as the peasants kowtow to your new order, they accept it as just one more ruler. The neighboring countries don't yet have reason to try to make war on you, but you're already making war on them, from the inside. Within the few years, you will be ready to expand your empire into their weakened countries. Not even Thay was able to be so effective.

How does that work for you Serpenteye? But I would also need some connection between your country and the remnents of House Millithor and House Morcane. Both houses have managed to rebuild in the wake of the Graverending, absorbing the other, shattered houses, and are becoming the dominant power in the Underdark in their region.



Serpenteye said:
It works very well, better than I had dared to hope actually :).

The best way to unite two groups is almost always to give them a common enemy. The Empire of Sembia's greatest enemies are probably The Harpers (who are weakened too much to be a threat and have a lot of other concerns everywhere), The government of Cormyr (covertly, with officially decent relations. Their monarch is young and weak) and Shadowdale with Elminster (he may be powerful and well-connected enough to know about my operations in his sphere of influence but he's old and insane and may well ignore the issue until it becomes more pressing).
I will have tried to establish good relations with the City of Shade and the Red Wizards of Thay, but the thieves-guild organizations will either have been recruited into the secret police (and kept carefully monitored) or been targeted for eradication. The Cult of the Dragon definately falls in the latter category.

So, common enemies... Perhaps the Heroes of the Sword Coast in the employ of Elminster have been harrassing both my operations on the surface and the Drow's consolidation of power in the underdark. Less powerful groups sent against them have returned unsuccessful or been resurrected at great expense, leaving us (both groups seperately) forced to take care of the matter personally. We could perhaps meet each-others at the site of a raided caravan or burned-out temple, seconds after the Heroes have fled with the loot.

I would also be an enemy of most of the disruptive Chaotic religions in the region. The Empire strives to coexist with most of the lawful faiths, and might even cooperate with some of the LG, NG, LN and N ones on occasion to fight a common CE enemy.
We are ruthless and our laws are harsh, but we strive to create a generally prosperous and stable society with enough inherent unity that it will not collapse even if our military power is diminished in a conflict. Taxation is hard on the common folk, but not heavy enough to drive them past the breaking-point. Craft and industry are encouraged, and taxed less severely, but most of it is in the hands of the Cartel. Corruption is regulated, a privilige given only to the most powerful and only when it is expedient. We provide a fundamental degree of social security, to keep people from starving to death (and to keep them productive), but only to those who have earned it.

Rebellion and crime will not be tolerated. Laziness is a vice and, if taken too far, a crime. The wilderness will be cleansed of monsters and brigands. The people will have stability, a fair (but merciless) judicial system, a conditional guarantee against starvation and security. In exchange they will obey the laws, pay their taxes, be ready for conscription (the nobility and merchant-elite are exempt from Conscription, so are clerics of allied faiths) and say their prayers. (The worship of Bane is not compulsory, but highly encouraged)

Loyalty and mutual self-interest shall be the foundation of our great society. We do not create a house of cards built only on the fear of our
people.


--
Which groups or churches might be sympathetic and cooperative with our government as portayed in the post? Which would be violently hostile? I don't know a lot about the Realms.

Enemies: The Harpers, The Cult of the Dragon, Cormyr (covertly), The Dales (covertly)

Allies: Zhentil Keep, The church of Bane.

Servants: Leadership Cohort (Iazu Haendar; 17th lvl cleric of Bane, the High-Priest of Sembia) and Followers in the government-organization of the Empire of Sembia.
Teliek has a very considerable influence in Sembia and the surrounding countries and his followers are generally well-connected and wealthy.
 
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Brother Shatterstone

Dark Moderator of PbP
Kilcif: Bugbear/Male (Barbarian/Ranger/Rogue/Forbidden Warrior))

Kilcif the Chosen
Male Bugbear Humanoid 3/Barbarian 2/Ranger 2/ Rogue 4 / Forbidden Warrior 5

Alignment: Chaotic Evil
Patron Deity: Hruggek
Region: Earthfast Mountains (Bugbear)
Height: 7' 2''
Weight: 429 lbs
Hair: Dingy Brown
Eyes: Red Beady
Skin: Yellowish Brown
Age: 16

Strength: 32 +11 [6 points, +4 racial, +4 template, +4 Inherent, level 4/8/12/16 bonus, +2 Sacred Bonus]
Dexterity: 20 +5 [6 points, +2 racial, +4 template]
Constitution: 22 +6 [6 points, +2 racial, +2 template, +4 Inherent]
Intelligence: 14 +2 [6 points]
Wisdom: 14 +2 [6 points]
Charisma: 8 –1 [2 points, -2 racial]

Class and Racial Abilities:
+4 Str, +2 Dex, +2 Con, -2 Cha, Darkvision (60 ft), +3 Natural Armor, +4 Racial Bonus on Move Silently, Scent, Chosen; +4 Str, +4 Dex, +2 Con, Chosen spell-like abilities: At will - invisibility, 2/day - true strike, 1/day - improved invisibility (1/2 hour duration), displacement (7 round duration), Impromptu Sneak Attack, 2/day, Immunities; aging and poison, Damage Resistance: 5/Magic; Rogue; Trap Finding, Sneak Attack 3d6 (Rogue, Chosen), Trap Sense +1, Envision, Improved Uncanny Dodge (Barbarian, Rogue), Barbarian ; Fast Movement (Barbarian, Forbidden Warrior), Rage 1/ Day, Ranger; Track, Wild Empathy, Favored Enemy: Dragon, Combat Style: Archery (Rapid Shot); Blessings of God: +2 Sacred Bonus to attack roles with a Morningstar, Blessings of God: +2 Sacred Bonus to Strength, Immune to Charm and Compulsion Effects


Hit Dice: 10d8, 2d12, 4d6, 5d10,
HP: 261
AC: 34 (+5 Dex, +16 armor, [from mithral breast plate +5 and mithral buckler +5], +3 Natural Armor [from bugbear hide])
Init: +9 (+5 Dex, Improved Initiative)
Speed: 60ft [Barbarian, Forbidden Warrior]

Saves:
Fortitude +21 [+10 base, +6 Con, +5 from amulet]
Reflex +18 [+10 base, +5 Dex, +5 from amulet]
Will +13 [+6 base, +2 Wis, +5 from amulet]

BAB: +14 / +9 / +4
Melee Atk: +25 / +20 / +15 / +25
Adamantine Morningstar: 1H: +32 / +27 / +22 / +32 (1H: 1d8+21 /x2/B&P) Collision Morningstar, +5
Adamantine Morningstar: 2H: +31 / +26 / +21 / +31 (2H: 1d8+26 /x2/B&P) Collision Morningstar, +5

Ranged Atk: +19 / +14 / +11 / +19 (1d6+8 /x3/P) Composite Longbow +3 Composite Longbow Str +8

Skills:
Diplomacy 6 [5 Ranks, -1 Cha, +2 Synergy Bonus from Sense Motive]
Disable Device 12 [8 Ranks, +2 Int, +2 from masterwork tools]
Hide 23 [13 Ranks, +5 Dex, +5 Shadow]
Intimidate 4 [5 Ranks, Cha –1]
Knowledge: Religion 8 [6 ranks, +2 Int ]
Knowledge: Nature 4 [0 ranks, +2 Int, +2 +2 Synergy Bonus from Survival]
Listen 17 (Wis + 2) [15 Ranks, +2 Wis]
Move Silently 19 [10 Ranks, +5 Dex, +4 Bugbear]
Open Locks 11 [4 Ranks, +5 Dex, +2 from masterwork tools]
Search 12 (Int + 2) [10 Ranks. +2 Int]
Sense Motive 7 [5 Ranks, +2 Wis]
Speak Language 2 [Draconian, and Surface Elven]
Spot 12 [10 Ranks, +2 Wis]
Survival 16 [14 Ranks, +2 Wis, +2 Synergy Bonus from Search to find or fallow tracks]

Feats:
Knifefighter (Free Regional)
Swift and Silent (1st Regional)
Devout Faith (2nd)
Vow of Greed (3rd)
Improved Buckler Defense (4th)
Power Attack (5th)
Leadership (6th)
Improved Initiative (Bonus from Magic Item)

Languages: Common, Goblin, Undercommon, Dwarven, Draconian, and Surface Elven

Equipment:

Belt Potion, Masterwork; 1 lb. (60 GP)
…Potion, Cure Light Wounds x8; nil lbs. (400 GP)
Quiver of Ehlonna; 2 lbs. (1800 GP)
…60 Arrows; 3 lbs. (3 GP)
Heward’s Handy Haversack, 5 lbs. (2000 GP)
…Thieves’ tools, Masterwork; 2 lbs. (100 GP)
…Explorer’s outfit; 8 lbs. (10 GP)
…Manacles, Masterworks; 2 lbs. (50 GP)
…Bedroll, 5 lbs. (1 SP)
…Blanket, winter; 3 lbs. (5 SP)
…Chalk, x5; assorted colors; lbs. (5 CP)
…Whetstone x2; 2 lbs. (4 CP)
…Waterskin, x2; 2 lbs. (2 GP)
…Oil, flask x3; 3 lbs. (3 SP)
…Shovel; 8 lbs. (2 GP)
… Grappling Hook, Collapsible 4 lbs. (1 GP)
…Rope Silk, 50 ft; 5 lb. (10 GP)
… Immovable Rod x2; 10 lbs. (10000 GP)
… Piton (10)
Pouch, Belt; 1 lbs. (1 GP)
… Silver Dagger +1 (2322 GP)
… Whetstone
… Chalk (6 pieces)
… Sewing Needle
Backpack; 2 lbs. (2 GP)
… Sack (4)
… Flask, metal: empty (2)
… Mess Kit
… Ink I oz
… Inkpen (3)
… Flint and Steel
… Hatchet
… Case, Map
… Crowbar

Magical Item Slots
Head:
Eyes:
Neck: Amulet of Resistance +5; 1 lbs. (25,000 GP)
Torso:
Robe/Armor:
Waist:
Clock/cape/mantle:
Arms: Bracers of the Blinding Strike; 1 lbs (66,000 GP)
Hands:
Ring Left Hand: Ring of Freedom of Movement and Free Fall; nil lbs. (?)
Ring Right Hand: Ring of Regeneration and Sustenance; nil lbs. (93,750 GP)
Feet: Winterlands Boots of Striding and Springing; 1 lbs. (9250 GP)

Money
10295 gp

Permanent Spells: None

Appearance: Kilcif has the look of the prototypical bugbear but he’s on a slightly larger scale standing a few inches taller than normal and is considerable more bulky, and stronger, than the typical bugbear. In fact granite hard muscles bulge from every spot of his yellow body that’s not covered in dark course brown fur.

Kilcif is very rarely out of his dark armor, liking it to a second skin, and when it’s off his body shows the numerous scares of his hard life.

Personality: Loud, pretentious, boisterous, and obnoxious are all words that sum up Kilcif’s personality. No one deals with him because they want to they simply deal with him cause he’s the best and once he’s accepted a job he’s a man of his word. Though he has been known to give those about to die at his hand the chance to hire him to return the favor but they better have a large sum of money somewhere else than on there soon to be dead body.

Few things are more important to Kilcif than money. One is his life, and the other is Zaphael, a slave and, a unearthly beauty, that he found shortly after his rebirth as the chosen of Hruggek but even her importance seems to be based upon greed and little more as she looks, dresses, and acts like little more than the trophy that Kilcif expects her to be.

Background: Kilcif the Cunning is a very dangerous individual that makes his living with his weapons prowess, wits, and skills. Even those in need of his unique services find him hard to deal with as his not someone anyone would hire based upon his personality as he’s a very gruff, ill tempered, cruel and borderline sadistic. Even with is bad attitude his wide range of skills, he has been hired from everything from bounty hunting and assassination to thievery and dungeon crawls, have brought him many coins and even some fame over his career. Kilcif's cete, a bugbear tribe or clan, is long dead and forgotten cause they harassed there neighbors one to many times. Its been rumored that Kilcif sold his cete location to the highest bidder, and while this is speculation as no one knows for sure besides Kilcif and he never talks about it is quite possible true as his fellow race despises him from some unspoken ill and his greed for coins is legendary, even for a bugbear. Even as the last member of his cete, Kilcif has dumped his tribal name in favor of his self-appointed nickname Kilcif “The Cunning”.

If the above example shows Kilcif instincts for survival, cunning, and skills it also shows a “man” of few allies and hundreds of enemies. Even with his more regular and powerful customers Kilcif would be hard pressed to be able to consider them allies an any “favors” asked would not be welcome and their “friendship” would not come freely or cheaply. Primarily among these customers are Klauth, whom Kilcif has done egg snatches for, and Laral of Mantol Derith, who he hunted down people in debt or people who have offended him in general. The only ally that Kilcif truly has is a small nomadic tribe of humans that makes its home the Evermoors and the hills in the area west of it. He saved this tribe’s livestock from a savage and especially organized pack of ogres. Though he was paid, and paid well, the tribe considers him a tribe hero and tribe member. This does nothing but baffle him. This hero warship leave a bad taste in the back of Kilcif mouth as he doesn’t like anyone to depend upon him nor does he like anyone to depend upon him. Also this hero warship had down nothing to promote goodness or love to Kilcif as he finds their friendship and their adoration to be a major annoyance and he’s unlikely to ever go there again yet alone ask the for a favor. Kilcif is a complete loner that considers no one his friend and trusts no one but part of his payment for his actions was a young maiden from the tribe, not that unusual for the tribe that is accustomed to given their daughters away as they can lead to a high population that can’t be supported. Kilcif was baffled by this act but was unable to give up Airezil, the young maiden, because of his greedy nature. Though Kilcif treats her poorly Airezil is completely loyal to Kilcif finding her appointment to be one of importance and honor. Airezil might be Kilcif only true friend in the world, though he finds even the thought of friendship to be one of annoyance. Usually when staying in towns for long periods of time Kilcif will find a job for Airezil. From bar wench to ditch digger she has done everything and anything that will make Kilcif a few coppers richer. Though he usually tries to find a place her at a place that her attractiveness can lead to more money, such as a tavern where the tips can add up quickly. Airezil find nothing wrong with this and is a diligent worker at whatever is asked of her.

Of Kilcif’s hundreds of enemies, the powerful Greyshadow family of surface elves, known for their strong warriors, rank among the top of the list as the Greyshadows have posted many bounties based upon Kilcif's description after the death of one of their more beloved sons, Alkin, but so far the bugbear heads brought to the family have been from the wrong body. Not only did Kilcif kill one of their sons destined for greatness but he also stole a family heirloom, Oath Slayer, a magical composite longbow. This bow is one of Kilcif most prized possessions and one that he has dedicated himself to using this remarkable bow with skill and procession.

Post Chosen Status: When the chance to return to the living was presented Kilcif accepted it without hesitation, it wasn’t that he didn’t enjoy the afterlife but the simple fact that it would always be there.

His return to life has had little effect on him, Hruggek has asked little of his new chosen but this isn’t unexpected for a chaotic deity, but Kilcif knows that the day will come when Hruggek will have favors and orders for him.

Kilcif was never sure how much time has passed when he awoke but it was apparent that not too much time had passed as the Drow cities where still in chaos and it was in one of these lawless cities that Kilcif discovered Zaphael.

Zaphael had formed a small gang of protectors when she turned her eye, and mind, to Kilcif. When Zaphael discovered that she was unable to charm or dominate his mind and at the brutal affectivity that Kilcif destroyed most of her protective gang she quickly confessed of her telepathic powers and of her unwavering desire for him to become her new master.

Not trusting of his new slave Kilcif had doubts about letting Zaphael accompany him on his travels but his greed simply would not let this opportunity pass him by. Shackled and tethered to Kilcif, Zaphael was unceremoniously dragged from the underdark to the surface world, Kilcif’s ultimate destination for it had been to long since the last time he saw the sun. This trip showed Kilcif more than just the sun as he grudgingly was pleased at Zaphael’s ability to almost keep up with him, she was no where as fast as Kilcif over long distances but few, if anywhere.

The surface world also lead to his trusting of her, something he had never done with any other soul before, he didn’t tell her everything but her ability to go pass herself off as a bounty hunter in human settlements, her ability to warp peoples minds to perform tasks that Kilcif needed made her a worthwhile companion but her complete honesty in all things and her continued serving without question made her invaluable.

Zaphael Hawkdeath, female half-nymph/ wild elf Telepath 12: CR 13; Size M (5 ft., 4 in. tall); HD 12d4 (2d8); hp 69; Init +3 (+3 Dex); SPD 30 ft.; AC 28 (+3 Dex, +8 Armor, +4 Ring, +3 Natural Armor); Attack +6/+1 melee (1d4+1/19-20, +1 dagger), or +10/+5 ranged (1d4+1/19-20, +1 dagger); SV Fort +6, Ref +8, Will +11; AL N; Str 9, Dex 17, Con 11, Int 20, Wis 12, Cha 20.

Languages Spoken: Common, Elven, Goblin, Undercommon, Orc, and Infernal.

Height: 5’7” Weight: 108 lbs.

Elven Racial Abilities:[/b] Low-light vision, immune to magic sleep effects, and a +2 racial bonus against enchantment spells or effects. Proficient in halfspear, shortbow, and longbow. +2 bonus on Listen, Search, and Spot checks, and can make a Search check when within 5 ft. of a secret door.

Half-nymph Racial Abilities:[/b] Awesome Beauty (all humanoids within 30 feet that look at her must make a DC 20 Will save or be shaken for 1 minute. This continues as long as the person looks at the half-nymph. This can be done 1/day/Cha mod and lasts for 1 hour, though it may be repressed or resumed as a free action), Fey bloodline.

Skills and feats: Bluff +9, Concentration +24, Diplomacy +12, Gather Information +8, Knowledge (psionics) +11, Perform (dance) +20, Profession (courtesan) +16, Psicraft +11, Sense Motive +4; Psionic Body (psion 1st), Up The Walls (1st), Psionic Endowment (3rd), Speed of Thought (psion 5th), Psionic Meditation (6th), Quicken Power (9th), Narrow Mind (psion 10th), Greater Psionic Endowment (12th)

Powers
Mode check +8, resting mode: Acumen Screen +2
Power Points per Day: 156
DC +5, +6 to Telepathy power (due to psionatrix )
Talents (10 free manifestations per day) – Burst, Catfall, Detect Compulsion, Detect Psionics, Far Hand, My Light, Teleport Auxiliary, Trinket, Vitrify
1st – Psionic Charm, Demoralize, Disable, Mindlink, Telepathic Projection
2nd – Aversion, Brain Lock, Read Thoughts, Psionic Suggestion
3rd – Psionic Darkvision, Energy Bolt False Sensory Input, Time Hop
4th – Psionic Dimension Door, Psionic Divination, Psionic Dominate, Psionic Modify Memory
5th – Mind Probe, Psionic Plane Shift, Psychic Crush, Psionic True Seeing
6th – Mass Cloud Mind, Psionic Disintegrate, Fuse Flesh, Retrieve


Possessions
Thoughtshard (as Headband of Intellect +2 and Psionatrix of Telepathy) – This elegant diadem has a sunstone on a gold chain, which goes back onto Zaphael’s black hair - 12,000gp
Chains of Air (as Bracers of Armor +8) – These are an elegant pair of gold bracelets, made of tiny braided chains – 64,000gp
Iron Heart (as ring of protection +4) – This golden ring has a small iron cross on it – 32,000gp
Necklace of Encasement (as Amulet of Natural Armor +3
– This massive golden necklace completely encases the wears neck in gold. – 18,000 gp
Belt of the Master’s Favor (as cloak of resistance +2) – This golden chain belt is very fine and cinched tight on her waist. It is decorated with tiny rubies on the links. – 4,000gp
Master’s Footsteps (as boots of the Winterlands and Boots of Striding and Springing) – These red leather sandals with golden lacings provide the wear protection far exceeding there elegant nature. – 9,250 gp
Eye of the Narrow Mind (as third eye concentrate) – This small faceted ruby Zaphael wears between her eyes, right below her diadem. – 10,000 gp
Jaguar’s Tooth, +1 silver dagger – This silver dagger has a golden hilt with a jade eye in the pommel – 2,310gp
Stone of Alarm – This fine cabochon ruby is actually a trap Zaphael uses to protect her master. She puts it in a conspicuous place in camp, and when a potential thief tries to pick it up, it screams. 2,700gp
Fine clothing, elegant jewelry.

88010

Zaphael is a remarkably beautiful woman. She has deep brown skin with an undertone of gold, delicate features, and a fall of pure raven black hair that glitters like rubies in strong light. Her face is delicate and exotic even for an elf, thanks to her fey heritage, and her dark eyes are wide and luminous.

Zaphael’s father was a long-ranging hunter of a clan of wild elves that once had a tryst with a nymph. However, he did not know the nymph was with child when his clan moved on, and so the nymph was left alone. When the nymph was heavily with child, she was easy prey for a band of slavers. She was taken to the home of a cruel and manipulative man, perhaps a devil, by the name of Adrian, who delighted in breaking and training women in order to sell them for high prices. He was very pleased at the arrival of the pregnant nymph.

When she gave birth, he had the nymph killed soon after, as she was very dangerous to have around the household. However, even if the babe in his arms had inherited that dangerous power, he would be training her from birth to do it only at his bidding. Adrian had the raising of the girl, who he named Zaphael Hawkdeath. In a fit of whimsy he had given her that surname because it resembled those of other wild elves. But Hawkdeath meant the death of freedom, and it was an entirely appropriate name for her.

When Zaphael began to show signs of telepathic powers later in her life, Adrian saw yet another opportunity to both raise her price and provide some delicious irony at the same time. He trained the girl to be a telepath, a supreme manipulator, but only on behalf of her master. She would be a slave to her master’s will, yet all others would be slaves to hers, and she would only hold her power in trust for her master.

Adrian finally sold Zaphael for effectively several billion gold, to an outrageously rich merchant, who died soon after in an Underdark raid on his property. Zaphael was brought to the Underdark and traded several times amongst drow noble houses. When Lolth fell silent, many of the slaves escaped, but Zaphael would not, as she did not understand why they would want to do that.

When her latest master’s home was destroyed, Zaphael found herself without a master for the first time since she could remember. She wandered the shattered streets for days, charming other freed slaves to protecting her until she could find a master. Bereft of all of her usual surroundings, she went back to her oldest training; find the strongest master and serve him. When she found Kilcif, she immediately knew he would be her next master. She attached herself to him immediately and began to serve his needs, fulfilled at serving her purpose in life again.

She brought several other slaves with her when she came, people she’s charmed, dominated, and manipulated into become Kilcif’s loyal followers.

Zaphael really doesn’t have much of a free will of her own. Despite her formidable intelligence, she was brought up to be the perfect slave and to serve her master in all ways, and that is all she knows. She’s very lost without direction. Her powers she employs on the behalf of her master, and in Kilcif’s place she employs them to make sure everyone fears him and obeys him as they should. He could order her to kill a person, or to wed another, have children, and be happy, and she would do either with equal enthusiasm, simply because he told her to do it.

She does not talk often, usually only to warn her master or to berate those that doesn’t show him proper respect. She is skilled in the arts of pleasure and dancing, as well as knowledgeable about powers of the mind. She dresses in red silks with gold jewelry, including bracelets, rings, a diadem, anklets, a gold chain belt, earrings, and even a massive golden necklace that encases her entire neck in a smooth golden sheath. She essentially represents a walking, breathing representation of Kilcif’s wealth.

Chosen of Hruggek

+4 Str, +4 Dex, +2 Con

Chosen spell-like abilities: At will - invisibility, 2/day - true strike, 1/day - improved invisibility (1/2 hour duration), displacement (7 round duration).

Impromptu Sneak Attack: Can make any melee attack a sneak attack 2/day at +1d6 sneak attack damage. This sneak attack damage stacks with any other sneak attack damage the Chosen may have already or gain in the future.

Immunities:Aging, and poison

Damage Resistance: 5/Magic

LA: +4

Vow of Greed - Must always maintain wealth equal to 5% of his wealth in liquid form of embellished arms and armor, art objects, jewelry, and money and may never, ever give anything away without payment. In return they gain +5 to Spot and Listen checks and can see invisibility 1/day (better to spot thieves).
 
Last edited:

Xael

First Post
Quertus Millithor, House Wizard

Character Name: Quertus Millithor (Previous surname unknown)
Gender: Male
Character Race: Drow
Character Classes: Wizard 16 / Archmage 2
Alignment: Lawful Evil
Patron Deity: Lloth (Lolth)
Region: Menzoberranzan
Height: 5' 2''
Weight: 102lbs
Hair: White (Bald)
Eyes: Red (Glow Blue)
Age: 2XX?
Experience: 190,940
Experience Needed Next Level: 210,000

Str: 9 (-1) [1 point]
Dex: 19 (+4) [3 points, +2 racial, +6 enhancement]
Con: 18 (+4) [6 points, -2 racial, +6 enhancement]
Int: 35 (+12) [16 points, +2 racial, +4 levels, +5 inherent, +6 enhancement]
Wis: 11 (--) [3 points]
Cha: 19 (+4) [3 points, +2 racial, +6 enhancement]

Class and Racial Abilities: +2 Dex, -2 Con, +2 Int, +2 Cha. 120ft Darkvision. Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects, +2 racial saving throw bonus agains spells and spell-like abilities. +2 racial bonus on Listen, Search and Spot checks. Detect secret doors withing 5ft as if actively searching. Light Blindness (Ex). Spell Resistance 29. Proficient with Rapier, Hand Crossbow, Light Crossbow. Spell-like Abilities 1/day - Dancing Lights, Darkness, Faerie Fire. Summon Familiar. Archmage High Arcana - Mastery of Elements, Mastery of Shaping.

(Semi)Permanent Spells: Arcane Sight (CL 13), Read Magic (CL 13), See Invisibility (CL 13), Tongues (CL 13). Total 4500xp used. Detect Scrying, Endure Elements, Energy Immunity (Fire) and Mind Blank active all the time. Clone ready and waiting. Contingency with Spell Turning set to activate when offensive spell is cast at him.

Hit Dice: 2d8+8+16d4+64+2d4+8
HP: 148
AC: 14 (+4 Dex)
Init: +4 (+4 Dex)
Speed: 40ft

Saves:
Fortitude +14 [+5 base, +4 Con, +5 Cloak]
Reflex +14 [+5 base, +4 Dex, +5 Cloak]
Will +18 [+13 base, +5 Cloak]

BAB: +9/+4
Melee Atk: +5/+0 (1d8 /19-20/x2/S, +1 Adamantine Spell Storing Lonsword with Vampiric Touch, not proficient)
Ranged Atk: +14/+9 (1d4 /x2/30 ft./P, Masterwork Darkwood Hand Crossbow)

Skills:
Bluff +12 [5 ranks, +4 Cha, +3 Circlet]
Concentration +25 [21 ranks, +4 Con]
Craft (Drawing) +19 [5 ranks, +12 Int, +2 Tools]
Decipher Script +17 [5 ranks, +12 Int]
Diplomacy +17 [4 ranks, +4 Cha, +3 Circlet, +6 Synergy]
Disguise +9 [0 ranks, +4 Cha, +3 Circlet, +2 Synergy]
Hide +9 [0 ranks, +4 Dex, +5 Cloak]
Intimidate +14 [5 ranks, +4 Cha, +3 Circlet, +2 Synergy]
Jump +8 [0 ranks, -1 Str, +5 boots, +4 speed]
Knowledge (Arcana) +33 [21 ranks, +12 Int]
Knowledge (Architecture & Engineering) +17 [5 ranks, +12 Int]
Knowledge (Dungeoneering) +17 [5 ranks, +12 Int]
Knowledge (History) +17 [5 ranks, +12 Int]
Knowledge (Local, Menzoberranzan) +17 [5 ranks, +12 Int]
Knowledge (Nature] +17 [5 ranks, +12 Int]
Knowledge (Nobility & Royalty) +17 [5 ranks, +12 Int]
Knowledge (The Planes) +27 [15 ranks, +12 Int]
Knowledge (Religion) +17 [5 ranks, +12 Int]
Listen +2 [0 ranks, +2 Racial]
Move Silently +9 [0 ranks, +4 Dex, +5 Boots]
Search +14 [0 ranks, +12 Int, +2 Racial]
Sense Motive +5 [5 ranks]
Spellcraft +38 [21 ranks, +12 Int, +2 Synergy, +3 Skill Focus]
Spot +2 [0 ranks, +2 Racial]

Feats:
Daylight Adaptation (Bonus Regional)
Spellcasting Prodigy (1st level)
Scribe Scroll (Bonus 1st level)
Eschew Materials (3rd level)
Craft Wondrous Item (Bonus 5th level)
Spell Penetration (6th level)
Spell Focus: Evocation (9th level)
Craft Magic Arms & Armor (Bonus 10th level)
Spell Focus: Enhancement (12th level)
Skill Focus: Spellcraft (15th level)
Quicken Spell (Bonus 15th level)
Greater Spell Penetration (18th level)


Languages: Elven (Drow), Undercommon, Common, Drow Sign Language, Draconic, Abyssal, Infernal.

Spells Prepared (4/8/7/7/11/7/5/5/4/4):
Save DC 22 + Spell Level (23 + Spell Level for Evocation and Enchantment spells)
0th - Arcane Mark, Detect Poison, Ghost Sound, Predigitistation.
1st - Feather Fall, Grease, Mage Armor, Magic Missile (E)(3), Ray of Enfeeblement, Shield.
2nd - Alter Self, Knock, Mirror Image, Protection From Arrows, Scorching Ray (E)(2), Shadow Mask.
3rd - Displacement, Fireball (E)(2), Lightning Bolt (E)(2), Magic Circle Against Evil, Slow.
4th - Detect Scrying**, Dimension Door, Dimensional Anchor, Enervation, Evard's Black Tentacles, Fire Shield (E), Greater Invisibility (2), Stoneskin, Thunderlance [FRCS page 75], Wall of Fire (E).
5th - Cloudkill, Cone of Cold (E), Firebrand (E) [MoF page 94], Dominate Person (E), Hold Monster (E), Lesser Ironguard, Quickened True Strike.
6th - Chain Lightning (E), Disintegrate, Greater Dispel Magic, Shadow Walk, Quickened Scorching Ray (E).
7th - Energy Immunity**[T&B page 88], Finger of Death, Greater Teleport, Mordenkainen's Magnificient Mansion, Quickened Haste.
8th - Horrid Wilting, Mind Blank(2**), Mass Charm Monster (E).
9th - Dominate Monster (E), Meteor Swarm (E), Quickened Firebrand [MoF page 94], Time Stop.

* = Cast. ** = Cast every morning and active for whole day.

Spellbook (575 pages taken):
0 - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1 - Alarm, Cause Fear, Detect Secret Doors, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Ray of Enfeeblement, Shield, Tenser's Floating Disk, True Strike, Unseen Servant.
2 - Aganazzar's Scorher [FRCS page 66], Alter Self, Bull's Strength, Cat's Grace, Command Undead, Create Magic Tattoo [FRCS page 68 and PGtF page 101], Daze Monster, Endurance, Fox's Cunning, Invisibility, Knock, Melf's Acid Arrow, Mirror Image, Obscure Object, Protection From Arrows, Scorching Ray, See Invisibility, Shadow Mask, Spider Climb, Touch Of Idiocy, Web, Whispering Wind.
3 - Arcane Sight, Deep Slumber, Dispel Magic, Displacement, Fireball, Fly, Gentle Repose, Greater Magic Weapon, Haste, Lightning Bolt, Magic Circle Against Evil, Nondetection, Phantom Steed, Shrink Item, Slow, Tongues, Vampiric Touch, Water Breathing.
4 - Detect Scrying, Dimensional Anchor, Enervation, Fire Shield, Remove Curse, Stoneskin, Leomund's Secure Shelter, Evard's Black Tentacles, Lesser Geas, Wall of Fire, Greater Invisibility, Dimension Door, Stone Shape, Thunderlance [FRCS page 75].
5 - Break Enchantment, Cloudkill, Cone of Cold, Dominate Person, Fabricate, Firebrand [MoF page 94], Hold Monster, Improved Blink [UE pages 50-51], Leomund's Secret Chest, Lesser Ironguard [FRCS pages 71-72], Mordenkainen's Private Sanctum, Nightmare, Permanency, Rary's Telepathic Bond, Sending, Summon Monster V, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock To Mud, Wall of Force, Wall of Stone.
6 - Analyze Dweomer, Antimagic Field, Chain Lightning, Contingency, Disintegrate, Greater Dispel Magic, Hardening [MoF page 99], Planar Binding, Shadow Walk.
7 - Banishment, Delayed Blast Fireball, Energy Immunity [T&B page 88], Finger of Death, Greater Scrying, Greater Stone Shape [Underdark page 62], Greater Teleport, Limited Wish, Mordenkainen's Magnificient Mansion, Phase Door, Plane Shift, Prismatic Spray, Spell Turning.
8 - Clone, Dimensional Lock, Discern Location, Greater Planar Binding, Horrid Wilting, Mind Blank, Mass Charm Monster, Moment of Prescience, Polymorph Any Object, Symbol of Death, Trap The Soul.
9 - Gate, Dominate Monster, Meteor Swarm, Time Stop, Wish.

Equipment:
+1 Adamantine Spell Storing Longsword (with Vampiric Touch, 11,015, self-crafted cost 7,015gp & 320xp)
Belt of health +6 (36,000)
Quertus' Amulet (as Headband of Intellect +6 and Hand of the Mage, 37,350)
Quertus' Boots (as Winged Boots, Boots of Elvenkind, Boots of Striding & Springing, Boots of The Winterlands, 30,250)
Quertus' Circlet (as Circlet of Persuasion, Major Circlet of Blasting, 30,510)
Bag of Holding 1 (2,500)
Boccob's/Mystra's Blessed Book *2 (Identical, other is with Clone, 25,000)
Quertus' Ring (as Ring of Wizardy IV, Ring of Freedom of Movement, Ring of Counterspells with Disintegrate, Ring of Feather Fall, 169,300)
Quertus' Cloak (as Cloak of Arachnida, Cloak of Elvenkind, Minor Cloak of Displacement, Cloak of Resistance +5, Cloak of Charisma +6, Cloak of The Mountebank, 149,370)
Quertus' Gloves (as Gloves of Dexterity +6, Gloves of Arrow Snaring, 42,000, self-crafted cost 21,000gp & 1,680xp)
Ring of Sustenance (2,500)
Tome of Clear Thought (Used, 137,500)
Focuses & Components: Clone Focus, Mordenkainen's Magnificient Mansion Focus, Analyze Dweomer Focus, Contingency Focus, Leomund's Secret Chest Focus, Scrying Focus, Create Magic Tattoo components x5, Stoneskin components x10, Clone components (used). (12,065).
Spells bought (88,975)
Misc. Stuff: Masterwork Dagger, Masterwork Darkwood Hand Crossbow, 60 Bolts, Masterwork Artisan's Tools, 10 days worth of trail rations, 2 Waterskins, Silk Rope, 10 Sheets of Paper, 2 ink vials, 2 inkpens, 10 candles, scroll case, 10 Potions of Cure Light Wounds (1,600 very rough estimate).
Scrolls scribed: Energy Immunity, Disintegrate, Water Breathing, Greater Teleport, Wall of Stone, Shadow Walk, Sending, Wall of Force. (5,937gp, 5sp, 555xp)

Money: At the moment about 627gp, 5sp.


Physical Description: Quertus Millithor is a pale and exceptionally youthful-looking drow-- a fact that has caused more than one dark elf to assume that he is a weakling and a target for abuse. Such bullies always find out differently, though often the fact is the last thing they learn in their lives. He dresses well, but cannot quite conceal his stooped shoulders or pinched, narrow face. His hair is naturally fine, but it looks so stringy on his head that he has taken to shaving his scalp. He wears a cloak with the House Millithor emblem emblazoned oh the back in faerie fire .. though he can quench the display with a command word if stealth is required.

Personality: Quertus is sensitive about his looks, and quick to take offense at someone who insults him. When this is not the case, however, he can be sociable. He enjoys conversations about all manner of topics, and seeks whenever possible to learn things from those he talks to. Quertus is a cousin of the Millithor noble family, he is not a descendent of the Matron Mother. He goes out of his way to make sure everyone treats him like a true member of the family. He resists any suggestions to the contrary.

Motivation: Quertus is very determined to prove that he is a full fledged member of the Millithor clan. He always does his part, and regularly exhorts his fellow family members to do the same. He aspires to wizardly greatness, and will gladly sacrifice wealth or possessions for things that he thinks will bring him greater magical abilities.

Family: Both of his parents are deceased. One full sister, a priestess of Lloth, is believed dead in the calamity where the house fell. An older half brother is the black sheep of the family and hasn't been back to Menzoberanzan since he left over a century ago.

History prior: Quertus spend a lot of time mainly following Matron and the priestresses around and doing what he was told. He helped the party in robbing Laral's, and then took part in a raid to the surface from Szith Morcane. He helped capturing Randal Morn, the leader of Daggerdale (and killed his lover or something btw), but Morn was killed by poison later.

Quertus spend a lot of time in Szith Morcane with the present Archmage, Solom Nez-something, and his Lich-brother Eilos. He also gained a Quasit familiar named Icho from Solom. Solom and Eilos retreated when the Balor attacked. Quertus teleported away with what was left of the party when Matron and some others (including Kilcif) were slain by the Balors.

History after: Quertus spend the year doing magical research and doing whatever needed to help the house(s) and himself. Killed Quasit familiar Icho. He's probably helped in whatever plans the priestresses (or other party members) have had. He is interested in claiming as much power as possible, and would probably have tried to seize control of what was left of the Inverted Tower (Solom's base, Wizard School) in Szith Morcane since it should be now empty. He's also eager to build/conquer a new base from anywhere else (Ched Nasad, Maerimyda, Menzoberranzan?). He would also like to kill a number of people, but that's not his top priority, unless they decide to harass him.

People Wanted Dead: Solom Nez-something, Eilos Millithor, Laral, Errtu the Balor, the Ancient Red Dragon in the Duergar city.

Allies: House Millithor (naturally), House Morcane?.



Notes: Quertus has cast Hardening at about every item in his posession (yes, including his underwear), so their hardness is 9 points higher than normal. Quertus also has a Clone ready and waiting somewhere. Contingency with Spell Turning is set to activate when offensive spell is cast at him. Detect Scrying, Endure Elements, Energy Immunity (Fire) and Mind Blank active all the time. Arcane Sight (CL 13), Read Magic (CL 13), See Invisibility (CL 13), and Tongues (CL 13) made permanent. Quertus casts Mind Blank at Kilcif every day.
 
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Seonaid

Explorer
Narcelia, Matron Millithor, Cleric 18

Narcelia Millithor
Female Drow Cleric 18
Alignment:
Chaotic Evil
Patron Deity: Lolth
Region: Underdark
Height: 4'10"
Weight: 94lbs
Hair: Long, white, generally bound tightly
Eyes: Red
Skin: Ebony
Age: 172
Size: M

Str: 11 (+0) [3 points]
Dex: 11 (+0) [1 point, +2 racial]
Con: 13 (+1) [5 points, -2 racial, +2 Manual]
Int: 16 (+3) [5 points, +2 racial, +1 level (4th)]
Wis: 26 (+8) [13 points, +6 periapt, +3 levels (8th, 12th, 16th)]
Cha: 16 (+3) [1 point, +2 racial, +1 Tome]

Racial Abilities: (Underdark p. 11)
+2 Dex, -2 Con, +2 Int, +2 Cha, immune to sleep, darkvision 120', automatic search for hidden doors within 5', Weapon proficiencies (rapier, short sword, hand crossbow), +2 bonus vs. enchantments, +2 bonus Will vs. spells, +2 bonus to Listen, Search and Spot checks, Spell-like abilities (dancing lights, darkness, and faerie fire 1/day, DC: 20), spell resistance 29, light blindness 1 round, -1 attacks, saves, skills in light.

Class Abilities:
Rebuke undead (6/day), weapon proficiency (all simple), armor proficiency (all), shield proficiency (all except tower), aura (Lolth's).

Hit Dice: 18d8
HP: 110
AC: 30, 32 in faerzress, 12 Touch, 30 Flat (+18 armor [from shirt & shield], +2 natural armor [from rod], +2 in faerzress [from shirt])
Init: +4 (+4 feat)
Speed: 30'

Saves:
Fortitude +17 [+11 base, +1 Con, +5 from cloak]
Reflex +11 [+6 base, +0 Dex, +5 from cloak]
Will +26 [+11 base, +8 Wis, +5 from cloak, +2 from feat], +28 vs. spells [+2 racial]

BAB: +13/+8/+3
Grapple: +15
Melee Atk: +21/+17/+12/+21 (1d8+7/17-20/x2/S, +5 keen speed drowcraft mithral longsword)
Ranged Atk: +16/+11/+6

Skills:
Diplomacy +18 [15 ranks, +3 Cha]
Knowledge (arcana) +24 [21 ranks, +3 Int]
Knowledge (religion) +24 [21 ranks, +3 Int]
Knowledge (the planes) +24 [21 ranks, +3 Int]
Spellcraft +26 [21 ranks, +3 Int, +2 synergy from Knowledge (arcana)]
Listen +10 [+2 racial, +8 Wis]
Search +5 [+2 racial, +3 Int]
Spot +10 [+2 racial, +8 Wis]

Feats:
Blind Fighting (Darkness domain)
Lightning Reflexes (Drow domain)
Alertness, Combat Casting, Improved Initiative, Iron Will (+2 Will save)
Elfhunter: Drow (+1 melee damage roll/ranged attack roll to 30' and improved crit v. drow; Underdark p. 25), Highborn Drow (detect good, detect magic, levitate all 1/day at CL = level; Underdark p. 25), Leadership

Languages: Undercommon, Elven, Drow Sign Language, Abyssal

Spells Prepared (Darkness & Drow domains)
Save DC 18 + spell level
0th - detect magic x3, guidance, read magic, resistance
1st - cloak of dark power (FRCS) (D), bane, bless, command, divine favor, entropic shield, obscuring mist, protection from evil, shield of faith
2nd - Clairaudience/Clairvoyance (D), aid, darkness, hold person x2, inflict moderate wounds, resist energy, lesser restoration, spiritual weapon
3rd - suggestion (D), bestow curse, blindness/deafness, contagion, deeper darkness, dispel magic, invisibility purge, prayer
4th - discern lies (D), cure critical wounds, dismissal, divine power, giant vermin, greater magic weapon, restoration, spell immunity
5th - darkbolt (FRCS) (D), break enchantment, greater command, dispel evil, slay living x2, true seeing
6th - greater dispel (D) x2, banishment, forbiddance, harm, mass cure moderate wounds x2
7th - word of chaos (D), destruction x2, repulsion, greater scrying
8th - greater planar ally (D), mass cure critical wounds, dimensional lock, greater spell immunity x2
9th - power word kill (D), implosion, miracle, summon monster ix

Equipment:

+5 Mithral Longsword (right Glove of Storing)
-Keen (double crit to 17-20)
-Speed (+1 attack at BAB+mods)
-Drowcraft (+2 attack/damage in faerzress) (Underdark p. 68)
+5 Mithral Shirt
-Fortification 25% (crit/sneak damage negated)
-Glamered (appears as clothing)
-Invulnerability (DR 5/magic)
-Drowcraft (+2 AC in faerzress) (Underdark p. 70)
+5 Mithral Heavy Shield
-Animated (hovers 2' in front on command)
-Arrow Deflection (as Deflect Arrows feat)
-Blinding (2/day on command)
Ring of antivenom, frugal (1/day command word to neutralize poison) (Underdark p. 71)
Ring of detect thoughts (on command, as the spell) (Underdark p. 71)
Rod of webspinning (+2 AC, +2 save v. poison, +2 Hide, 3/day command word to cast web, freedom of movement in all webs) (Underdark p. 72) (left Glove of Storing)
Driftdisc (1/day as animate object) (Underdark p. 74)
Web choker (9 spheres of web) (Underdark p. 75)
Periapt of Wisdom (+6 Wis)
Cloak of Resistance +5
Glove of Storing (right hand) (+5 mithral longsword)
Glove of Storing (left hand) (Rod of webspinning)
Tome of Leadership and Influence +1 (read)

Spell component pouch (worn)
Cleric's vestments (worn)
Signet ring (worn)
Unholy symbol of Lolth, silver (worn)

Heward's Handy Haversack
Bedroll
Blanket, winter
Chalk, 1 piece
Rations, trail
Rope, silk (50')
Sealing wax
Soap
Tent
Waterskin
Whetstone
Noble's outfit
Explorer's outfit

Leadership Score: 21 = 18 + 3 Cha

Hirelings: (total daily: 3 sp)

3 Animal Tenders/Grooms (slaves)
1 Clerk (slave or lesser household member)
3 Cooks (3 sp/day)
Laborers (slaves)
3 Maids (slaves)
3 Porters (slaves)
1 Scribe (slave or lesser household member)
Soldiers (slaves)
1 Teamster (slave)
3 Valets/Lackeys (slaves)

Money: 42,756 gp

Appearance: Narcelia is coldly beautiful, as most drow are. She generally keeps her long white hair bound tightly, giving her a severe look. She rarely smiles. Her clothing is always impeccable and befitting a Matron of an up-and-coming House. Generally she wears her glamered armor and cloak of resistance, a glorious affair. Her skin is ebony, and her eyes are red. She is short in stature, but this hardly matters. She often rides her driftdisc when she is in Menzoberranzan, with her longsword by her side.

Personality: Narcelia is a drow through and through, cruel, fickle, and manipulative. However, she can be softer than her fellows and often is merciful to lesser beings (other races and male drow), giving her a conflicting image. She feels there is no point to torturing others unless there is some gain beyond the immediate pleasure of the dominance. While she would never contradict another priestess in this matter, her actions follow her thoughts. She is also rather curious for a drow, though this has been somewhat muted since her ascendance to Matronhood. Objects and knowledge from the Surface generally find their way to her, as that is her main weakness. Though she has had little time to travel, she would love to return to the Surface to see firsthand the things she has heard in tales.

Background: Prior to the Silence, Narcelia lived a normal life for an eldest daughter of a minor House in Menzoberranzan. She became a priestess of Lolth and trained in that as well as beginning to learn from her mother the ins and outs of ruling a House. When the Silence first began, she took it as a sign of disfavor from Lolth. Instead of taking it out on others or herself, Narcelia decided it meant she was to devote herself to studies of religion and the arcane. When the Silence continued and it was obvious that all worshippers were affected, the riots and rebellions had begun across the drow holdings. She, along with her family, fled the city and began a set of adventures across the Underdark (detailed in Endur's campaigns). When she was captured by Illithids, her worldview was shaken from the experience. No one but her captors/saviors knows what happened during those days. Fortunately, she recovered enough to take over the House when the previous Matron, Ki'Willis, was killed. Narcelia has spent the time since gathering the strength of the House and pulling power to herself. The time right after the Silence ended was chaotic and many a House fell in the shuffling of power. Narcelia ensured that House Millithor was not one of those, and that the House's enemies were the ones who fell, as much as possible.

Enemies: Endur & Django, illithid inquisitor Klaxeon (and all the others who held her captive, though she doesn't know who they are), other Houses in Menzoberranzan (if you want me to detail one/some, I can, but I'd be making it up out of whole cloth)

Narcelia's cohort:

Thorak Stonecrusher
Male Baphitaur Barbarian 12
(medium native outsider, ECL 17)
Alignment: Chaotic Neutral
Patron Deity: Baphomet
Region: Here, there, everywhere.
Height: 7'5''
Weight: 459lbs
Hair: Gray-brown
Eyes: Dark brown
Age: 21

Str: 24 (+7) [rage 30 (+10)]
Dex: 18 (+4)
Con: 19 (+4) [rage 25 (+7)]
Int: 11 (+0)
Wis: 10 (+0)
Cha: 8 (-1)

Class and Racial Abilities:
Three levels of outsider. Darkness 1/day as a 12th level caster. Powerful Charge – When charging, the baphitaur can bring its horns to bear, allowing it to make a gore attack that deals 2d6+3 damage. +3 natural armor. Can rage 1/day as 1st level barbarian. Natural Cunning – Immune to maze spells, cannot be lost, and can track its enemies. Is never flat-footed. +2 racial bonus on Listen, Search, and Spot checks. Darkvision 60 ft. Resistance to cold 5, electricity 5, and fire 5. Scent. Rage 6/day (greater rage, lasts 15 rounds), fast movement, illiteracy, uncanny dodge and improved uncanny dodge, Trap sense +4, damage reduction 3/-

Hit Dice: (2d8) 3d8 + 12d12 + 68
HP: 208
Rage HP: 259
AC: 27 (+4 Dex, +3 natural, +10 armor, and 20% miss chance, 25 in rage)
Init: +4 (+4 Dex)
Speed: 50'

Saves:
Fortitude +20 [+11 base, +4 Con, +5 from cloak]
Reflex +16 [+7 base, +4 Dex, +5 from cloak]
Will +12 [+7 base, +0 Wis, +5 from cloak]
[In Rage, Fort is +23, Will is +15]

BAB/(Grapple): +15/+10/+5/(+22 or +25 raged)
Melee Atk:Greataxe +28 (1d12+15 +1 Con/19-20/x3) or gore +22 melee (1d6+10)
Full Atk: Greataxe +28/+23/+18 (1d12+15 +1 Con/19-20/x3) and gore +23 melee (1d6+7)
Rage: +36/+31/+26 (1d12+20 +1 Con/19-20/x3) and gore +26 (1d6+7)
Ranged Atk: light crossbow +19 (1d8/19-20/x2, 80 ft. range, P)

Skills:
Climb +12 [12 ranks, +2 Str, -2 armor check penalty]
Intimidate +20 [21 ranks, -1 Cha]
Jump +17 [12 ranks, +2 Str, -2 armor check penalty, +5 boots]
Listen +23 [21 ranks, +0 Wis, +2 racial]
Move Silently +5 [6 ranks, +1 Dex, -2 armor check penalty]
Search +8 [6 ranks, +0 Wis, +2 racial]
Spot +8 [6 ranks, +0 Wis, +2 racial]
Survival +16 [16 ranks, +0 Wis, +18 when following tracks]

Feats:
Cleave (bonus)
Power Attack (bonus)
Extra Rage (1st)
Extended Rage (3rd)
Greater Resiliency (6th)
Weapon Focus (greataxe) (9th)
Improved Critical (greataxe) (12th)

Languages: Undercommon

Equipment:

Shadow Stalker (as +5 death ward breastplate of nimbleness) - 64,350gp
Crusher (as +5 wounding adamantine greataxe) - 101,320gp
Belt of giant’s strength +6 (36,000gp)
Gauntlets of dexterity +6 (36,000gp)
Amulet of health +6 (36,000gp)
Boots of speed and striding and springing (17,500gp)
Cloak of resistance +5 (25,000gp)
Belt of displacement, minor (24,000gp)
Belt pouch containing 180gp
Bag of holding 1
Light crossbow
Bedroll
Knucklebones

Thorak’s mother was a tiefling captive of a powerful wizard. A man obsessed with making the perfect guardian, he mixed the tieflings blood with that of a minotaur, and ended up creating one of the rare true baphitaurs. Smarter than the average minotaur, with some of the magical abilities of both the bloodlines, and still possessing the minotaur’s rugged strength, Thorak was raised to be a bodyguard to the powerful.

It was hardly a unique story in the Underdark, nor was the tragedy that followed, as the wizard’s enemies raised his stronghold and seized what he had. Clever enough to escape, Thorak lived on the fringes for a time, occasionally allying himself to the powerful or any other that could hold his attention and loyalty. Sometimes he even would join a fairly weak, if clever enemy, just because their enemies would bring Thorak lots of heads to crack. Narcelia was one such, somewhat weak in body, but strong in magic, and with a large passel of worthy enemies that needed killing. She’s not too overly cruel to him, and Thorak’s tendency to say little has rather endeared him to the matron.

Thorak slightly resembles a minotaur, with the bull-like head, horns, and hooves, but he is not quite as large as a normal minotaur. However, he is quite well muscled, and enjoys a good fight. Thorak lives to break heads, often using his darkness abilities to befuddle enemies, then charging through to catch them on his horns. If he’s not crushing something he generally bored, but will generally keep himself occupied by sharpening his axe or playing knucklebones.
 
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Dalamar

Adventurer
Torellan Millithor
Male Vampire Drow Psychic Warrior 10

Alignment: Chaotic Evil
Patron Deity: Lolth
Region: Menzoberranzan
Height: 4'11"
Weight: 103lbs
Hair: White
Eyes: Burning red
Age: Dunno

Str: 30 (+10) [6 points, +6 racial, +6 enhancement, +4 inherent]
Dex: 30 (+10) [6 points, +6 racial, +6 enhancement, +4 inherent]
Con: -- (+0) [-- racial]
Int: 14 (+2) [2 points, +4 racial]
Wis: 33 (+11) [16 points, +2 racial, +2 level, +6 enhancement, +5 inherent]
Cha: 20 (+5) [2 points, +6 racial, +4 enhancement]

Class Abilities:
Bonus Feats, Psionic Powers, Mindscapes Combat
Racial Abilities:
Level adjustment +10. +6 Str, +6 Dex, +4 Int, +2 Wis, +6 Cha. No Constitution. +6 Natural Armor. +2 racial to Will saves vs. spells and spell-like abilities, additional +2 racial versus Enchantment spells and effects. Medium size. 120ft darkvision. +8 racial on Bluff, Hide, Move Silently, Sense Motive. +10 racial on Listen, Search, and Spot checks, detect secret doors within 10ft as if actively searching. Alternate Form (Bat, Dire Bat, Dire Wolf, or Wolf) (Su), Blood Drain (1d4 Con on pin) (Ex), Children of the Night (1/day summon d6+1 rat swars, d4+1 bat swarms, or 3d6 wolves. Arrive in 2d6 rounds, last 1 hour) (Su), Create Spawn (Control 20HD of vampires or vampire Spawn created) (Su), Damage Reduction 10/silver and magic, Dominate (As dominate person, CL 12, but only within 30ft and must meet gaze, DC 20) (Su), Energy Drain (bestow 2 negative levels on natural attack, 1/round, gain 10 temp HP) (Su), Fast Healing 5, Gaseous Form (As spell, except Fly 20ft (perfect), no limit, CL 5) (Su)Immunity to sleep spells and effects, Resistances cold 10, electricity 10, Spell-like abilities (1/day - Dancing Lights, Darkness, Faerie Fire), Spell Resistance 21, Spider Climb (As spell) (Ex), Turn Resistance +4, Undead Traits.

Hit Dice: 10d8+10d12+14
HP: 156
AC: 36 (+10 Dex, +11 natural armor [enhanced by amulet], +5 Deflection [ring])
Init: +14 (+10 Dex, +4 Improved Initiative)
Speed: 40ft [Speed of Thought], Spider Climb

Saves:
Fortitude +12 [+7 base, +0 Con, +5 Vest] (Immune to most of this kind)
Reflex +19 [+3 base, +10 Dex, +2 feat, +5 Vest] (Evasion)
Will +19 [+3 base, +11 Wis, +5 Vest] (Undead)

BAB: +7/+2
Melee Atk: +23/+23 (2d6+15 and Energy Drain, x2) Claws of the Beast (+5 Bracers of Striking)
Ranged Atk: +17/+12 general

Skills:
Appraise +5 [+5 Int]
Autohypnosis +23 [10 ranks, +11 Wis, +2 syngergy from Concentration]
Balance +12 [+10 Dex, +2 synergy from Tumble]
Bluff +18 [5 ranks, +5 Cha, +8 racial]
Climb +10 [+10 Str, always has spider climb]
Concentration +18 [13 ranks, +5 Cha]
Diplomacy +9 [+5 Cha, +2 synergy from Bluff, +2 Synergy from Sense Motive]
Disguise +5 (+7 to act in character) [+5 Cha, +2 synergy from Bluff to act in character]
Escape Artist +10 [+10 Dex]
Forgery +2 [+2 Int]
Gather Information +5 [+5 Cha]
Heal +11 [+11 Wis]
Hide +23 [+10 Dex, +8 racial, +5 Cloack]
Intimidate +7 [+5 Cha, +2 synergy from Bluff]
Jump +16 [+10 Str, +2 synergy from Tumble, +4 from speed]
Knowledge (Psionics) +9 [5 ranks, +2 Int, +2 synergy from Autohypnosis]
Listen +23 [+11 Wis, +10 racial, +2 Alertness]
Move Silently +23 [+10 Dex, +8 racial, +5 Boots]
Perform +5 [+5 Cha]
Ride +10 [+10 Dex]
Search +12 [+2 Int, +10 racial]
Sense Motive +19 [+11 Wis, +8 racial]
Sleight of Hand +14 [2 ranks, +10 Dex, +2 synergy from Bluff]
Spot +23 [+11 Wis, +10 racial, +2 Alertness]
Survival +11 [+11 Wis]
Swim +10 [+10 Str]
Tumble +15 [5 ranks, +10 Dex]
Use Rope +10 [+10 Dex]

Feats:
Vampire Bonus feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes
Psionic Body (1st)
Psionic Fist (1st Psychic Warrior)
Speed of Thought (2nd Psychic Warrior)
Weapon Focus (Claw) (3rd)
Psionic Meditation (5th Psychic Warrior)
Expanded Knowledge (Offensive Precognition) (6th)
Unavoidable Strike (8th Psychic Warrior)
Greater Psionic Fist (9th)

Languages: Undercommon, Elven, Drow Sign-language

Powers:
Power Points: 22+55=77, 12 talent uses
Power save DC 21+power's level
0th (3): Burst, Detect Psionics, Talons
1st (3+1): Claws of the Beast, Inertial Armor, Offensive Precognition, Vigor
2nd (3): Body Equilibrium, Hustle, Specified Energy Adaptation,
3rd (3): Claws of the Vampire, Empathic Feedback, Evade Burst
4th (1): Psionic Dimension Door

Equipment:
Belt of Strength +6 (36,000gp)
Bracers of Striking +5 (101,310gp) [Magic of Faerûn p. 155-156]
Gloves of Dex +6 (36,000gp)
Hat of Disguise (1,800gp)
Manual of Dex +4 (110,000gp)
Manual of Str +4 (110,000gp)
Ring of Counterspells (Disintegrate) (4,000gp)
Ring of Protection +5 (50,000gp)
Tome of Wis +5 (137,500gp)
Torellan's Amulet (as Amulet of Natural Armor +5, Periapt of Wisdom, 73,500gp)
Torellan's Boots (as Boots of Speed and Elvenkind, 15,750gp)
Torellan's Cloack (as Minor Displacement, Elvenkind and Charisma +4 51,750gp)
Vest of Resistance +5 (25,000gp)
Standard adventuring gear (backpack, and all that jazz, 10gp)

Money 7,390gp

Appearance:
In Life: Torrellan is a dashing, handsome young drow. He is larger than his older brother, which makes him about average in size. He wears his white hair long and unbound (except when combat might be expected). He spends a lot on his wardrobe and is usually encountered with a cloak outlined in faerie fire, often with some kind of exotic hat on his head. He is much sought after by drow females.

Personality: Torrellan is famed as a practical joker. He delights in situations that are embarrassing to others--but he has an ability, very rare in drow, to also appreciate jokes directed against himself. He is easygoing and talkative, though he sometimes stretches the bounds of good tase in order to make a point. However, the Milliithor Secondboy is also quite sensitive to the pain of those he cares for. He will not forgive any slight directed against his family, and he is more vocal about his desire for revenge than most drow are comfortable with.

History: Don't remember the exact chapter spread, but Torellan was played by another when the game started, and I took over and remodelled Torellan to suit my tastes. In the beginnin of the game, Torellan pretty much stayed in the background.

When the group was on their way to Szith Morcane, Torellan became more active and he started throwing around quips (I started playing). When they arrived, Torellan tried his best to win the favor of VelastaT'Sarran (or however that house name is spelled), and actually succeeded quite well.

He was right on his way to getting intimate with his target of affection when they were returning from the surface raid, but they were attacked by strange skeletons that resided in a poisonous cloud. Torellan was on the brink of death and asked Velasta to introduce him to a vampire so he could continue on (which was arranged in a matter of minutes).
While Torellan was completing his transformation, lots of stuff happened (Velasta was killed, Torellan's master was slain, some party members got lost/dead, most of T'Sarrans were slain, the usual stuff). Torellan was really angry over the fact that Velasta died before he had a chance to have his way with her.
And he was even more angry over the fact that he was, as he found out, now unable to have his way with anybody.

Torellan proceeded to create an army of vampires, which unfortunately dismantled while he was waiting to be retrieved from Szith Morcane by the rest of 'em after the fight against the balors.

Transition time
Torellan feeds on live people he happens to find, preferrably female humans, elves, or their ilk. He creates vampire spawns under his control (5 of them in total). He bugs Quertus with a jest or similar at least weekly.
Spends lots of time humiliating members of the inferior races with his dominate ability (sit, roll, strip, run, etc). Also borrows a polymorph or three from Quertus periodically to have some 'fun' with his avariel minions.

Home bases: Own coffin in wherever the remnants of the House currently are
Slaves: Velisa and Veshila Feathersong, two vampiric avariels under Torellan's complete control

Major battles:
Against the balors: defeated, but not destroyed
To gain back his 'manhood': Temprorary remedy found from polymorph

Enemies:
Errtu the Balor
Most likely searched for/hunted by the family of his consorts
Heroes of the Sword Coast (Minsc et al.)
Allies:
Quertus
To a lesser extent, the rest of the House

TORELLAN'S CONSORTS
Velisa Feathersong
Female Vampire Avariel Elf Rogue 10
(medium undead, ECL 21)
Alignment: Chaotic Evil
Patron Deity: Vhaeraun
Region: Master’s
Height: 5' 2''
Weight: 72lbs
Hair: Black
Eyes: Blue
Age: 129

Str: 16 (+3)
Dex: 22 (+6)
Con: -
Int: 14 (+2)
Wis: 15 (+2)
Cha: 17 (+3)

Class and Racial Abilities:
Level adjustment +10. +6 Str, +8 Dex, +4 Int, +4 Wis, +4 Cha. No Constitution. +6 Natural Armor. Immune to sleep spells and effecs, +2 racial versus Enchantment spells and effects. Medium size. +8 racial on Bluff, Hide, Move Silently, Sense Motive, +10 on Listen and Search, and +12 racial on Spot checks, detect secret doors within 5 ft as if actively searching. Alternate Form (Bat, Dire Bat, Dire Wolf, or Wolf) (Su), Blood Drain (1d4 Con on pin) (Ex), Children of the Night (1/day summon d6+1 rat swars, d4+1 bat swarms, or 3d6 wolves. Arrive in 2d6 rounds, last 1 hour) (Su), Create Spawn (Control 20HD of vampires or vampire Spawn created) (Su), Damage Reduction 10/silver and magic, Dominate (As dominate person, CL 12, but only within 30ft and must meet gaze, DC 18) (Su), Energy Drain (bestow 2 negative levels on natural attack, 1/round, gain 10 temp HP) (Su), Fast Healing 5, Gaseous Form (As spell, except Fly 20ft (perfect), no limit, CL 5) (Su), Resistances cold 10, electricity 10, Spider Climb (As spell) (Ex), Turn Resistance +4, Undead Traits. +4 racial on Jump checks, Proficient with rapier, lasso, and bolas. Low light vision, darkvision 60 ft. (all undead traits).

Sneak attack +5d6, trapfinding, evasion, uncanny dodge and improved uncanny dodge, trap sense +3, crippling strike


Hit Dice: (11d8) + 10d12
HP: 148
AC: 27 (+6 Dex, +6 natural, +9 armor)
Init: +10 (+10 Dex)
Speed: 40ft., fly 50 ft. average. Cannot fly if carrying more than Medium load, wearing Heavy armor, are fatigued or exhausted. Must have at least have wingspan (12 feet) to fly. Can make a dive (like charge, but descend 30 ft. with piercing weapon)

Saves:
Fortitude +8 [+3 base, +5 from cloak]
Reflex +20 [+7 base, +6 Dex, +2 Lightning Reflexes, +5 from cloak]
Will +10 [+3 base, +2 Wis, +5 from cloak]

BAB/(Grapple): +7/+2/(+10)
Melee Atk: sword of subtlety +15 (1d6+8/19-20/x2)
Full Atk: sword of subtlety +15/+10 (1d6+8/19-20/x2) or slam +13/+8 (1d6+3) Ranged Atk: light crossbow +12 (1d8/19-20/x2, 80 ft. range, P)

Skills: 130 skill points
Balance +10 [+6 Dex, +2 synergy, +2 Agile]
Bluff +11 [+3 Cha, +8 racial]
Climb +3 [+3 Str]
Disable Device +17 [13 ranks, +2 Int, +2 Nimble Fingers]
Escape Artist +29 [+6 Dex, +2 Agile, +6 vest of escape, +15 armor]
Hide +42 [13 ranks, +6 Dex, +8 racial, +15 armor]
Jump +10 [+2 Str, +4 racial, +2 synergy, +2 Acrobatic]
Listen +25 [13 ranks, +2 Wis, +10 racial]
Move Silently +42 [13 ranks, +6 Dex, +8 racial, +15 armor]
Open Lock +25 [13 ranks, +6 Dex, +2 Nimble Fingers, +4 vest of escape]
Search +25 [13 ranks, +2 Int, +10 racial]
Sense Motive +10 [+2 Wis, +8 racial]
Sleight of Hand +19 [13 ranks, +6 Dex]
Spot +27 [13 ranks, +2 Wis, +12 racial]
Tumble +21 [13 ranks, +6 Dex, +2 Acrobatic]
Use Magic Device +16 [13 ranks, +3 Cha]


Feats:
Alertness (bonus)
Combat Reflexes (bonus)
Dodge (bonus)
Improved Initiative (bonus)
Lightning Reflexes (bonus)
Nimble Fingers (1st)
Agile (3rd)
Dash (6th)
Acrobatic (9th)


Languages: Undercommon

Equipment:

+5 greater shadow greater silent moves greater slick mithril shirt) – 126,250gp
+5 sword of subtlety (70,310gp)
Ring of nine deaths (as ring of nine lives) – 70,000gp
Boots of speed and striding and springing (17,500gp)
Cloak of resistance +5 (25,000gp)
Belt pouch containing 180gp
Bag of holding 1 (2,500gp)
Hat of Disguise (1,800gp)
Masterwork thieves’ tools
Light crossbow
Bedroll

~~~


Veshila Feathersong
Female Vampire Avariel Elf Rogue 10
(medium undead, ECL 21)
Alignment: Chaotic Evil
Patron Deity: Vhaeraun
Region: Master’s
Height: 5' 2''
Weight: 72lbs
Hair: Black
Eyes: Blue
Age: 129

Str: 16 (+3)
Dex: 22 (+6)
Con: -
Int: 14 (+2)
Wis: 15 (+2)
Cha: 17 (+3)

Class and Racial Abilities:
Level adjustment +10. +6 Str, +8 Dex, +4 Int, +4 Wis, +4 Cha. No Constitution. +6 Natural Armor. Immune to sleep spells and effecs, +2 racial versus Enchantment spells and effects. Medium size. +8 racial on Bluff, Hide, Move Silently, Sense Motive, +10 on Listen and Search, and +12 racial on Spot checks, detect secret doors within 5 ft as if actively searching. Alternate Form (Bat, Dire Bat, Dire Wolf, or Wolf) (Su), Blood Drain (1d4 Con on pin) (Ex), Children of the Night (1/day summon d6+1 rat swars, d4+1 bat swarms, or 3d6 wolves. Arrive in 2d6 rounds, last 1 hour) (Su), Create Spawn (Control 20HD of vampires or vampire Spawn created) (Su), Damage Reduction 10/silver and magic, Dominate (As dominate person, CL 12, but only within 30ft and must meet gaze, DC 18) (Su), Energy Drain (bestow 2 negative levels on natural attack, 1/round, gain 10 temp HP) (Su), Fast Healing 5, Gaseous Form (As spell, except Fly 20ft (perfect), no limit, CL 5) (Su), Resistances cold 10, electricity 10, Spider Climb (As spell) (Ex), Turn Resistance +4, Undead Traits. +4 racial on Jump checks, Proficient with rapier, lasso, and bolas. Low light vision, darkvision 60 ft. (all undead traits).

Sneak attack +5d6, trapfinding, evasion, uncanny dodge and improved uncanny dodge, trap sense +3, opportunist


Hit Dice: (11d8) + 10d12
HP: 148
AC: 18 (+6 Dex, +6 natural)
Init: +10 (+10 Dex)
Speed: 40ft., fly 50 ft. average. Cannot fly if carrying more than Medium load, wearing Heavy armor, are fatigued or exhausted. Must have at least have wingspan (12 feet) to fly. Can make a dive (like charge, but descend 30 ft. with piercing weapon)

Saves:
Fortitude +8 [+3 base, +5 from cloak]
Reflex +20 [+7 base, +6 Dex, +2 Lightning Reflexes, +5 from cloak]
Will +10 [+3 base, +2 Wis, +5 from cloak]

BAB/(Grapple): +7/+2/(+10)
Melee Atk: quarterstaff of battle +13 (1d6+6/x2)
Full Atk: quarterstaff of battle +13/+8 (1d6+6/x2) or slam +13/+8 (1d6+3)
Ranged Atk: light crossbow +19 (1d8/19-20/x2, 80 ft. range, P)

Skills:
Bluff +26 [13 ranks, +3 Cha, +8 racial, +2 Persuasive]
Climb +3 [+3 Str]
Decipher Script +15 [13 ranks, +2 Int]
Diplomacy +22 [13 ranks, +3 Cha, +4 synergy, +2 Negotiator]
Disguise +18 [13 ranks, +3 Cha, +2 synergy]
Escape Artist +21 [+6 Dex, +15 armor]
Forgery +15 [13 ranks, +2 Int]
Gather Information +16 [13 ranks, +3 Cha]
Hide +29 [+6 Dex, +8 racial, +15 armor]
Intimidate +20 [13 ranks, +3 Cha, +2 synergy, +2 Persuasive]
Jump +6 [+2 Str, +4 racial]
Listen +25 [13 ranks, +2 Wis, +10 racial]
Move Silently +29 [+6 Dex, +8 racial, +15 armor]
Search +12 [+2 Wis, +10 racial]
Sense Motive +25 [13 ranks, +2 Wis, +8 racial, +2 Negotiator]
Spot +27 [13 ranks, +2 Wis, +12 racial]


Feats:
Alertness (bonus)
Combat Reflexes (bonus)
Dodge (bonus)
Improved Initiative (bonus)
Lightning Reflexes (bonus)
Persuasive (1st)
Negotiator (3rd)
Quick Draw (6th)
Flick of the Wrist (9th)


Languages: Undercommon, Common, Elven, Drow Sign Language

Equipment:

+5 greater shadow greater silent moves greater slick mithril shirt) – 126,250gp
quarterstaff of battle (162,600gp)
Boots of speed and striding and springing (17,500gp)
Cloak of resistance +5 (25,000gp)
Belt pouch containing 180gp
Bag of holding 1
silver dagger
Light crossbow
Hat of Disguise (1,800gp)
Bedroll

Valisa and Vashila are identical twin avariel girls Torellan stole from their daylight aeries and brought down into darkness with him. Both were exceptionally beautiful, exceptionally skilled, and once brought over to undeath, exceptionally evil. Valisa is the quieter of the two, a skilled thief and escape artist, while Vashila is an outgoing, lovely, diplomat with a heart as black as night.
 
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Pyrex

First Post
Code:
Carcelon Millithor
Female Drow Cleric 17 / Heirophant 1
Alignment: Chaotic Evil
Patron Deity: Lolth
Region: Underdark
Height:
Weight:
Hair:
Eyes:
Age:

[B]Str:[/B] 14 +2 (6p)
[B]Dex:[/B] 20 +5 (6p, +2 Race, +4 Enh)       
[B]Con:[/B] 16 +3 (6p, -2 Race, +4 Inh)   
[B]Int:[/B] 14 +2 (4p, +2 Race)       
[B]Wis:[/B] 28 +9 (6p, +3 Lvl,  +6 Enh, +5 Inh)     
[B]Cha:[/B] 14 +2 (4p, +2 Race)

Racial Abilities: +2 Dex, -2 Con, +2 Int, +2 Cha, Dancing Lights 1/day
Darkenss 1/day, Faerie Fire 1/day, Immune to Sleep spells/effects,
Darkvision 120', Light Blindness.

Class Abilities:  Rebuke Undead (5/day), Bluff, Disguise, and Hide 
are class skills (Trickery Domain), Blind Fight Feat (Darkness Domain),
Divine Reach 30'.

Hit Dice: 20d8 
HP:        188
AC:         28 (+5 Dex, +8 armor, +5 deflection)
Init:       +9 (+5 Dex, +4 Imp. Init.)
Speed:      30 

Saves:
Fortitude +20 [+12 base, +3 Con, +5 Resistance]
Reflex    +15 [ +5 base, +5 Dex, +5 Resistance]
Will      +26 [+12 base, +9 Wis, +5 Resistance] (+2 vs. Spells and SP)

BAB:       +12/+7/+2
Grapple:   +14/+9/+4
Melee Atk: +20/+15/+10 (1d6+5 18/x2/P, Cold Iron +3 Rapier)


Skills 80+3(80+3)	Rnk	Stat	Mod	Total
  Balance		 0*	 +5	 -1	  +4
  Bluff			 8 	 +2		 +10
  Climb			 0*	 +2	 -1	  +1
  Concentration 	11	 +3		 +15
  Disguise		 8	 +2	 +2	 +12
  Diplomacy		 8	 +2	 +4	 +14
  Hide			 0	 +5	 +4	 +10
  Jump			 0*	 +2	 -1	  +1
  Kn(Arcana)		10	 +2		 +12	 		  
  Kn(Religion)		 8	 +2		 +10
  Move Silent		 0*	 +5	 +4	 +10
  Ride			 2*	 +5		  +7
  Sense Motive           8*      +9              +17	 		  
  Spellcraft		10	 +2		 +14
  Swim			 0*	 +2	 -2**	  +0 

*Cross-class skill
**3.5 Swim penalty is ACP x2		  

Feats
  Survivor            (  Regional)
  Expertise           ( 1st level)
  Improved Initiative ( 3rd level)
  Point Blank Shot    ( 6th level)
  Precise Shot        ( 9th level)
  Weapon Finesse      (12th level)
  Empower Spell       (15th level)
  Spell Penetration   (18th level)

Languages:  Abyssal, Elf, Drow Sign, Undercommon

Spells/Day	0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9
		6   7   7   7   7   6   5   4   3   2 (Plus Domain)

Domains:  Darkness, Trickery

Spells Prepared	

    0			    1 - DC 20               2 - DC 21
    Create Water	    Command	            Align Weapon        
    Detect Magic  x2        Comprehend Languages    Delay Poison
    Detect Poison           Cure Light Wounds       Lesser Restoration
    Mending                 Detect Good             Remove Paralysis
    Read Magic              Detect Undead           Resist Energy
                            Divine Favor            Shatter
                            Hide from Undead        Sound Burst
                            (D)Disguise Self        (D) Invisibility
									
    3 - DC 22               4 - DC 23               5 - DC 24
    Bestow Curse            CCW                     Emp. Searing Light
    Contagion               Death Ward              Greater Command
    CSW                     Dismissal               Flame Strike
    Dispel Magic            Poison                  Slay Living
    Magic Circle v. Good    Restoration             Summon V
    Pro: Energy             Sending                 True Seeing
    Searing Light           Spell Immunity          (D)Darkbolt
    (D)Nondetection         (D)Confusion 

    6 - DC 25               7 - DC 26               8 - DC 27
    Greater Dispel          Blasphemy               Dimensional Lock
    Geas                    Destruction             Summon VIII
    Harm                    Repulsion               Greater Spell Immunity
    Heal                    Scrying, Greater        (D)Poly Any Object      
    Undeath to Death        (D)Emp. Darkbolt  
    (D)Mislead

    9 - DC 28
    Implosion
    Miracle
    (D)Time Stop

*[i]Darkbolt[/i] - FRCS pg 68 				
			

Personal Equipment:

Weapons / Armor:				
  Cold Iron Rapier +3                       20,320gp
  Scourge of Fangs (3 heads)
    HP: 11  AC: 17  Init: +3
    Atk: +5/+5/+5 d2-2  F/R/W 0/3/0
    SA:  -4 to Atk/Skil/AbilityChk/Saves
         Fort DC19 for 1/2 
  Mithral Breastplate +5                    29,350gp

Wondrous Items:
  Circlet of Blasting, Major                23,760gp
  Elven Boots	                             2,500gp
  Elven Cloak of Resistance +5              28,750gp
  Gloves of Dex +4                          16,000gp
  Greater Metamagic Rod of Quicken         170,000gp
  House Insignia                             9,900gp	
    Levitate 3/day
    Message  3/day
  Pearl of Power (Two Spells)               70,000gp
  Periapt of Wisdom +6                      36,000gp
  Prayer Bead of Healing                     9,000gp
  Prayer Bead of Karma                      20,000gp
  Ring of Protection +5                     50,000gp
  Rod of Viscid Globs                        6,000gp
  Tome of Con +4 (read)                    110,000gp
  Tome of Wis +5 (read)                    137,000gp

Wands:
  Cure Light Wounds (48)                       720gp

Scrolls:                                     
  Heal	                                     1,650gp   
  Invis Purge  x2                              750gp
  Silence      x4                              600gp   	

Potions:                                     
  Alter Self    x2                             600gp
  Exp. Retreat  x3                             150gp
  Oil of Bless Weapon x5                       250gp
  Silversheen x5                               250gp

Non-magical:
  Backpack o' Travel Gear                        2gp
    Bedroll                                      1sp
    Blanket                                      5sp
    Scrollcase                                   1gp
    Trail Rations x7                            35sp 
    50' Silk Rope                               10gp
    Waterskin     x2                             2gp
    Explorers Outfit                             

  Nobles Outfit                                 75gp
    Signet Ring                                  5gp
    Asst. Jewelry, 150gp                       150gp
  Spell Component Pouch                          5gp
  Silver Unholy Symbol                          25gp

  Diamond Dust                               2,500gp
  Ointment for [i]True Seeing[/i] x4                1,000gp

  Platinum Trade Bar (500gp) x22            11,000gp
 
  PP 63  GP  39  SP  19

Total:                                     760,000gp (of 760k)

Appearance:
Carcelon is the opposite of her serious and dignified older sister. The younger daughter of Millithor is humorous and social. A natural leader among females and attractive to males. Carcelon wears bright colored garments, often with patterns of faerie fire, silver, and platinum. Her clothese are not modest, but other drow will find them interesting. Her hair is very long and usually unkempt, swirling about her shoulders and back, hanging past her waist when unbound.

Personality:
Carcelon is extraordinarily carefree for a drow. She delights in adventure and new experiences, and is curious to the point of rashness. Though she understands the treacherous nature of drow society, she herself tends to remain aloof from double-crosses and betrayals. She enjoys that stuff as much as the next drow, but its fine with her to observe the squabbles between other dark elves, rather than to try and create her own.

Background:
Since the beginning of the silence, Carcelons faith had been tested many times. Perhaps the most significant test was the encounter with the shade of Alisanarra Morcane in the desecrated temple of Szith Morcane. When Carcelon survived even though her mother was slain (and subsequently reanimated as a revenant), leaving her as the last living priestess of House Millithor, she knew she was destined to become Matron one day. Narcelia's unexpected return has slowed down her plans a bit, but being unusually patient for a Drow, Carcelon is content to wait and see how Narcelia handles the reigns of power...

Once they had taken control of Szith Morcane, Carcelon (along with Kripp and Kilcif) went to the lake of shadows to speak with That Which Swims in Darnkess where she was shown a vision of the Wand of Orcus and told that its destruction would end Lolth's silence. Before returning to Szith Morcane, Narcelia suddenly reappeared, speaking of dreams of being kept in a zoo by mind flayers. Carcelon has never completely trusted since then, as it's seems to Carcelon that Narcelia didn't come back, she was sent back, but it's unknown by who and for what purpose.

After the attack by Badrazel, Carcelon realized that while she wanted to see Irae taken down she had little interest in doing it personally.

With the assistance of the others she spent the next few weeks sneaking around dropping clues trying to lure either Endur & co. or the heroes of the sword coast into attacking Irae hoping that they'd kill each other off leaving the surviving members of the house free to rebuild their home in Menzoberranzan.

After the return to Menzoberranzan and the end of the silence, Carcelon found her continued faith in Lolth justified, she assisted in rebuilding the house (starting with the temple) and began working with Tierak and Matron Banere to restore L'Tar'annen de’l Elgluth.

Current Status:
In addition to seeing to the maintenance and performance of rites in the House's temple, Carcelon oversees trade relations for House Millithor (though as Matron, Narcelia is in charge of larger negotiations and signing contracts).

Carcelon's quarters in the Millithor compound are warded with a (CL 22, DC 26) Empowered Forbiddance set to CE with no password. In her quarters there is a heavy chest with a 'Superior' (DC 40) lock warded with an (CL 22, DC 26) Empowered Greater Glyph of Warding set to deal [sonic] damage.

Enemies:
--Any surviving members of House T'Sarran
--The illithid inquisitor Klaxeon
--Endur, Hammer of Moradin
--Django, dwarven bard


Allies:
--Surviving members of House Millithor
--Tierak Morcane
--Matron Banere, trading partner in L'Tar'annen de’l Elgluth
 
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Paxus Asclepius

First Post
Tierak Morcane
Female Drow Cleric6/Arachne7/Thaumaturge5
Alignment:
Chaotic Evil
Patron Deity: Lolth
Height: 5'3"
Weight: 108 lbs
Hair: White
Eyes: Orange-red

Str 10 (+0) [2 points]
Dex 14 (+2) [4 points, +2 racial]
Con 12 (+2) [6 points, -2 racial]
Int 14 (+2) [4 points, +2 racial]
Wis 31 (+10) [10 points, +4 level, +6 enhancement, +5 inherent]
Cha 18 (+4) [4 points, +2 racial, +4 enhancement]

Class and Racial Abilities: +2 Dex, -2 Con, +2 Int, +2 Cha. 120ft Darkvision. Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects, +2 racial saving throw bonus agains spells and spell-like abilities. +2 racial bonus on Listen, Search and Spot checks. Detect secret doors withing 5ft as if actively searching. Light Blindness (Ex). Spell Resistance 29. Proficient with Rapier, Hand Crossbow, Light Crossbow. Spell-like Abilities 1/day - Dancing Lights, Darkness, Faerie Fire. Rebuke Undead (level 6). Familiar. Spider Affinity. Spidereyes. Webspinner. Spider Mount. Dominate Male Drow. Improved Ally. Augment Summoning. Extend Summoning. Contingent Summoning. Planar Cohort.

Hit Dice: 15d8+5d4+20
Hit points: 109
AC: 37, touch 17, flatfooted 37. (+13 armor, +7 shield, +2 Dex, +5 insight)
Init: +2 [+2 Dex]
Speed: 20 ft [30 w/o armor].

If daily spells have been cast, Hp is 149 (+40 from Con boost), AC is 45, touch 22, flatfooted 45 (+5 deflection from Shield of Faith, +3 natural from Demonflesh).
If sacrifice has been made for Divine Power, additional 20 temporary hit points.

Saves:
Fortitude: +10 [+8 base, +1 Con, +1 Survivor]
Reflex: +7 [+5 base, +2 Dex]
Will: +24 [+14 base, +10 Wis]

If daily spells have been cast, saves are F+18, R+13, W+30 (+6 to all from Superior Resistance, +2 to Fort from heightened Con)

BAB: +11/+6/+1
Melee Attack: +13/+8/+3 Harrowheart, 1d6+2 18-20/x2.

If daily spells have been cast, melee attack is +18/+13/+8, damage 1d6+7 18-20/x2. If sacrifice has been made for Divine Power, BAB is +18/+13/+8/+3, and melee attack is +23/+18/+15/+13, damage 1d6+10 18-20/x2.

Skills:Concentration +22 [21 ranks, +1 Con]
Knowledge (religion) +23 [21 ranks, +2 Int]
Knowledge (the planes) +23 [21 ranks, +2 Int]
Spellcraft +23 [21 ranks, +2 Int]

Feats:
Survivor (Bonus Regional Feat)
Great Fortitude (1st)
Still Spell (3rd)
Spell Focus: Conjuration (6th)
Augment Summoning (bonus from Thaumaturge)
Extend Spell (9th)
Persistent Spell (12th)
Enspell Familiar (15th)
Landlord (18th)

Spells: Save DC is 20+spell level, 21+level for Conjuration spells.
0th: (6) Detect Magicx6.
1st: (8) Comprehend Languages, Cure Light Woundsx5, Curse Water, Sacrificial Skill (BoVD 103)
2nd: (8) Align Weapon x2, Cure Moderate Woundsx3, Death Knellx2, Shatter, Wave of Grief (BoVD 109)
3rd: (7) Cure Serious Woundsx3, Dispel Magicx2, Fleshripper (BoVD 96), Magic Circle Against Good.
4th: (7) Cure Critical Woundsx3, Psychic Poison, Restorationx3.
5th: (6) Break Enchantment, Flame Strike, Righteous Might, Still Freedom of Movement, Extended Death Ward, Plane Shift.
6th: (6) Banishment, Healx3, Greater Dispel Magic, Superior Resistance.
7th: (4) Destruction, Persistent Deathwatch, Persistent Divine Favor, Persistent Shield of Faith.
8th: (4) Discern Location, Earthquake, Fire Storm, Persistent Bear's Endurance.
9th: (3) Mass Healx2, Summon Monster IX.

Domains: Demonic, Spider
Domain Spells: 1: Spider Climb 2: Demoncall (BoVD 91) 3: Demon Wings (BoVD 91) 4: Dimensional Anchor 5: Lesser Planar Binding 6: Spider Curse (FRCS 73) 7: Persistent Demonflesh (BoVD 92) 8: Utterdark (BoVD 108) 9: Gate

EQ:plate Mail +5 of Command. 86,650 gp.
+5 Heavy Steel Shield. 25,170 gp.
Harrowheart rapier. 15,320 gp.
Periapt of Wisdom +6. 36,000 gp.
Tome of Understanding +5. 137,500 gp.
Robe of Eyes. 120,000
Strand of Prayer Beads. 28,500 gp.
Bracers of Insightful Parrying, +5 insight bonus to AC. 62,500.
Two Rings of Counterspells, both carrying Greater Dispel Magic. 8,000 gp.
Cloak of Minor Displacement.
Pearls of Power, 1 8th, one 7th, one 5th, one 4th, 2 2nd. 162,000 gp.
Ten doses each of liquid pain and larval souls, and 4 souls in receptacles. 5300 gp.
Karras stone knife.
Collar of Armor +5 for familiar. 25,000 gp
Collar of Armor +5 for mount. 25,000 gp.
60 gp.



Krik*tasp, Chitinous Guardian (insectile blade breaker ranger1/Devoted Defender 5):
HD 11d8+5d12+80, hp 189. Init +5. Speed 20 feet. AC 60, touch 21, flatfooted 55 (+19 natural, +13 armor, +7 shield, +5 Dex, +3 insight, +3 deflection). Melee attack 2 fists +23 (+12 BAB, +10 Str, +1 Weapon Focus), damage 2d6+10 (+27, 2d6+10 if sundering); or guisarme trip +23, opposed Str check +14. Saves F+17, R+21, W+14. Abilities: (these include magical item modifiers) Str 30, Dex 20, Con 20, Int 6, Wis 14, Cha 6. Skills Search +2, Sense Motive +6, Spot +26. Feats Power Attack, Improved Sunder, Alertness, Weapon Focus: fists, Combat Expertise. SA: Blade Catching; readied action allows the blade breaker to sunder any weapon used against it or an adjacent creature; if the attack roll is successful, damage is halved. Metal Affinity: the blade breaker ignores the hardness of metal items. SQ: Darkvision 60 feet, tremorsense 60 feet, cannot be flanked. May exchange places with charge when charge is attacked and become target of attack, may make an attack of opportunity against any adjacent opponent who attacks charge in melee (gains +2 to this roll), may make reflex save DC 20+enhancement of attacking weapon to parry any melee attack against charge (gains +3 to this roll). Gains +4 to AC when defending charge.
EQ: +5 mithril full plate (Second Shell), +5 large steel shield (Fangbreaker), Boots of Striding and Springing, +3 Amulet of Natural Armor, +3 Headband of Combat Insight, +3 Ring of Protection, Spidermask of Unerring Vision (goggle slot, provides +10 circumstance bonus to Spot checks, costs 20,000), Gloves of Dex +4, Belt of Giant Strength +4, Bracers of Health +4, +3 Defending flail (Warding Web), +1 Sweeping (Faiths and Pantheons, p 177) Guisarme (Tarantella). Chaotic Evil.

Krik*tasp is slavishly loyal and similarly unimaginative. He exists to guard, and so he guards; while this makes him extremely dependable, he is absolutely useless when asked for anything but the simplest menial tasks. In combat, he stays by Tierak at all times, interposing himself between her and any attackers. If there is one armed assailant, he will attempt to break their weapon with a readied action; otherwise, he uses full expertise, fights defensively, and uses Warding Web at its highest defensive potential. Anyone passing through the reach of Tarantella will be tripped unless they dance swiftly indeed.



Familiar: Zsazcha. Magical Beast. HD 18. Hp 47 (65 with spells, +20 temp from sacrifice). Init +2. Speed 20 ft, climb 10 ft. AC 39, touch 24, flatfooted 37 (+8 size, +2 dex, +5 deflection, +5 armor, +9 natural armor). Atk +21, (+26 with spells, +34 with sacrifice) bite (+8 size, +11 BAB, +2 Dex), 1d2-5 (1d2 with spells, 1d2+3 with sacrifice, poison). Saves F +8, R +7, W+14 (with spells, become +16, +13, +20). Skills: Climb +6, Hide +25, Jump +4, Spot +15, others as Tierak. SA: poison, save DC 19 (21 with spells), damage 1 Dex/1 Dex. SQ: Poison immunity, alertness, improved evasion, share spells within 1 mile, empathic link, deliver touch spells, speak with master, speak with spiders, SR 23, scry on familiar. Abilities: Str 1, Dex 14, Con 10, Int 14, Wis 10, Cha 2. Chaotic Evil.

Zsazcha is an inquisitive coward, prone to examining everything she can find from corners and dark spaces. She is suspicious, almost paranoid, and constantly seeks evidence that her worries are justified. Despite this annoyance, Tierak is quite fond of her, not only as a gift from her Goddess, but as a healthy counterpoint to Tierak's occasional overconfidence.



Mount: Jekudreie. Magical Beast. Hd 6d8+6, hp 42 ( 54 with spells, +20 temp from sacrifice). Init +3. Speed 30 feet, climb 20 feet. AC 23, 28 with spells (-1 size, +3 Dex, +5 armor, +6 natural armor). BAB +4 (+18 with sacrifice). Grapple +11 (+28 with sacrifice). Melee attack +6 bite (+4 BAB, +3 Str, -1 size)(+11 with spells, +28 with sacrifice), damage 1d8+4 (1d8+9 with spells, 1d8+14 with sacrifice, poison). SA: Poison, DC 14 (16 with spells), 1d6 Str/1d6 Str; web (8/day, range increment 10 feet, max range 50 feet, attack bonus +6 (+11 with spells, +18 with sacrifice), Escape Artist DC 14 (16 with spells), Str check DC 18 (20 with spells). SQ: Share spells within one mile, Empathic Link, Improved Evasion, Share Saving Throws. Saves F+9, R+8, W+14 (with spells, become +17, +14, +20). Abilities: Str 16, Dex 17, Con 12, Int 6, Wis 10, Cha 2. Chaotic Evil.

Jekudreie is an overconfident bully of a spider, prone to feinting at slaves to watch them scuttle away, and often too anxious to come to grips with the enemy. The fact that Tierak seldom goes to battle does not sit well with the bloodthirsty brute, but as he is allowed to feast on the heartless husks of her sacrifices (on those occasions no demon is present), he bears with it.



House Morcane: Initial Expenses: Luxury Bedroom Suite, 25K, 2 spaces, 1 valet.
Luxury Bath, 10K, 2 spaces, 1 servant, 1 valet.
Double-size Luxury Chapel, 50K, 4 spaces, 4 acolytes.
Luxury Throne Room, 80K, 2 spaces, six servants.
Luxury Stable, 9K, 1 space, two grooms.
Prison complex w/o servant's quarters, 10.1K, 12 spaces, 4 cooks, 20 guards, 1 torturer.
Three basic residential complexes, 36K, 34.5 spaces, 6 cooks.
Five army base complexes w/o guard posts or servant's quarters, 115K, 135 spaces, 20 cooks.
100 barracks, 40K, 100 spaces.
40 armory units, 20K, 40 spaces.
Total cost: 395,100, x1.2 for location = 474,120.
Total spaces: 330.5.

Ongoing Expenses: 60 acolytes, Clr lvl 1, 30 gp per, 1800 total
25 curates, Clr lvl 3, 120 gp per, 3000 total
5 priestesses, Clr lvl 5, 480 gp per, 2400
40 Guards, 6gp per, 240 total.
1 Torturer, 9gp per, 9 total.
300 Archers, 6 gp per, 1800 total.
200 Skirmishers, 48 gp per, 9600 total.
1000 goblinoid servants and cannon fodder, 3 per, 3000.
Total monthly expenses: 21,871 gp.

Archers are 106 gp each to equip, longbow, 200 arrows, leather armor, dagger.
Skirmishers are War3, 130 gp each to equip, rapier, shortsword, chain shirt.
Goblinoids 15 gp each to equip, longspear and leather armor.
Equipment: 72,800.

Spells and Magic: Forbiddance over all spaces costs 12,000. Passworded Greater Glyphs of Warding (armed with Blade Barriers) on each of three armory doors, the gate, and the door to Tierak's suite total 2000. 90 Cure Light Wounds wands for the clerics cost 67,500. A permanent touch-triggered Symbol of Insanity on the door to Tierak's suite, keyed only to her and her familiar, cohort, and mount, costs 20,800. Total: 102,300.

Starting funds: 800,000.
Total expenditures: 649,700.
Total treasury: 150,300.
Months of upkeep in treasury: 6.8

Layout: The House is divided into three wings. The East Wing is the servant's quarters, where are housed the thousand assorted goblinoids used for menial labor, and the storehouses of food and other basic supplies. The North Wing houses the commoner warriors, including all of the armories. The West Wing houses the ostentatious temple, the priestesses Tierak has gathered to herself, and Tierak's own ostentatious quarters, as well as her throne room. The passwords to the commoner's armories are known by the warriors, but only the priestesses know the password to the armory which houses the slave's weapons. The gate itself, at the end of a long corridor surrounded by murder holes, is passworded to a five minute long prayer to the Spider Queen; all of the inhabitants know the password, so it serves primarily to defend against assault, not infiltration.

History: Prior to the Silence, Tierak was a relatively devout and not particularly ambitious cleric; she believed that power came more from the Spider Queen's affections than political power, and maneuvered only to stay in Lolth's favor, not to maintain a following among "lessers" (anyone but a high priestess). When Lolth fell silent, Tierak was shaken to the core, and almost overwhelmed when the worshippers of Kiaransalee made their coup; only a pair of bebilith companions gifted to her before the Silence preserved her life throughout the ensuing battles, until the balor attack slew them and ended the hopes of assaulting Maerimydra. When Lolth returned, Tierak took it as definitive proof that her faith was, indeed, the most important part of holding power; nevertheless, she remembers the lessons learned in the Silence, that clerical might alone is insufficient in dire straights. To that end, she has begun collecting former servants and allies of House Morcane, locating the scattered ones with Discern Location; she has also made an effort to recruit the younger members of houses destroyed in the fighting, in an attempt to build a vibrant new House Morcane.

Allies: Tierak is loosely allied with the Millithors; there are no formal agreements as yet, but it is generally understood that the houses stand together more often than not.

Enemies: Tierak has few rivals or enemies; she has no surviving family to contest her rulership, and has been quite thorough in annihilating any small houses she has contested. Her expansionist tactics may bring trouble soon, but she has not overreached herself yet.
 
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Uriel

Living EN World Judge
Eol Sarenlu- a Work in Progress

Eol Sarenlu
Male Drow Rogue5/Swashbuckler3/Fighter2/Assassin3/Master Thrower5
Alignment: Chaotic Evil
Patron Deity: Graz'zt
Region: Abyss (lately back upon Faerun)
Height: 5' 5''
Weight: 112lbs
Hair: Pale Silver
Eyes: Violet with a reddish cast
Age: 125

Str: 14 (+2) [6 points]
Dex: 32 (+11) [8 points,+2 racial5 Inheirant,6 Enhancement]
Con: 18 (+4) [6 points, -2 racial,+6 Enhancement]
Int: 22 (+6) [6 points,+2 racial, +6 Enhancement]
Wis: 14 (+2) [2 points,4 Enchantment]
Cha: 18 (+4) [4 points,+2 racial,+4 Enhancement]

Class and Racial Abilities:
Drow Traits,
<Rogue>Sneak Attack +5D6*, Improved Evasion,Improved
Uncanny Dodge*,Trapfinding,Trap Sense +1
<Fighter> Feats:2 Weapon Fighting,Improved Initiative
<Swashbuckler>Weapon Finesse,Grace +1, Insightful Strike
<Assassin>Death Attack,Poison Use, +1 Saves vs. Poison,Improved Uncanny Dodge, +2D6 Sneak (added into Rogue's)
<Master Thrower>Quick Draw,Evasion,Snatch Arrows,Critical Throw,Weapon Tricks; Deadeye,Palm Throw, Weak Spot.
*:stacking effects of Rogue/Assassin

Hit Dice: 8D6+5D10+5D8 + 72 Con
HP: 173
AC: 33 (+11 Dex,+5 armor,+2 nat armor, +4 deflection [from ring]) 35 vs. 1 Enemy in melee.
Init: +15 (+11 Dex,+4 Improved Initiative)
Speed: 40ft

Saves:
Fortitude +18 [+9 base, +4 Con, +5 from cloak]
Reflex +29 [+12 base, +11 Dex,1 Grace, +5 from cloak]
Will +11 [+4 base, +2 Wis, +5 from cloak]

BAB: +15/+10/+5
Melee Atk: (Daggers)+28 or +26/+26 (1d4+9/1d4+8,17-20/X2)
Full Melee Atk:+ +26/26/21/21/16 (1d4+9/+8/+9/+8/+9 17-20/X2)
Melee Atk (Anguriel&Dagger)+27 or +25/+26(1d6+9 15-20/x2 1d4+9 17-20/x2)
Sneak adds +5D6 and Bane may add +2d6,Shock may add +1d6,Unholy may add +2D6 as well.

Ranged Atk: +27 or +25/+25 (1d4+7/1d4+7,17-20/X3)
Full Ranged Atk: + 25/25/25/20/+20/15 * (1d4+7 17-20/X3)
Sneak adds +5 D6 and Bane may add +2 D6 as well.
An additional +2 to hit Within 30'
* Each throw is actually 2 daggers, though the second ones do not get Sneak damage or a chance to Crit.

Skills:

Balance +18 [ 5 ranks, +11 dex +2 syn]
Bluff +17 [ 13 ranks, +4 cha ]
Climb +11 [ 9 ranks, + 2 str]
Concentration +12 [ 8 ranks, +4 con ]
Decipher Script +8 [ 2 ranks, +6 int ]
Diplomacy +8 [ 2 ranks, +4 cha +2 syn]
Disable Device +18 [ 10 ranks, 2 item,+6 Int ]
Disguise +22 [6 ranks,+10 item, +4 cha +2 syn]
Escape Artist +16 [ 5 ranks, +11 dex ]
Gather Information +8 [ 4 ranks, +4 cha ]
Hide +26 [10 ranks,5 item, +11 dex ]
Intimidate +15 [ 9 ranks, + 4 cha,+2 syn]
Jump +15 [ 6 ranks, + 2 str,+2 syn +5 boots]
Listen +16 [ 12 ranks,2 racial +2 wisdom ]
Move Silently +26 [ 10 ranks, +11 dex,5 boots ]
Open Locks +23 [ 10 ranks, +11 Dex int,2 device ]
Search +20 [ 12 ranks,2 racial + 6 int]
Sense Motive +8 [ 6 ranks, +2 Wis ]
Sleight of Hand 22 [ 9 ranks, +11 dex,+2 syn ]
Spot +16 [ 12 ranks,2 racial + 2 wis]
Survival(U) +2 [ 0 ranks, +2 Wis]
Tumble +25 [ 12 ranks, +11 dex,+2 syn ]
Use Magic Device +8 [4 ranks, +4 cha ]
Use Rope +13 [1 rank, +11 dex +2 syn]



Feats:
<1st>Point Blank Shot,<3rd>Precise Shot,<6th>Weapon Focus: Dagger,
<9th>Rapid Shot, <12th>Improved Critical: Dagger,<15th>Leadership,
<18th> Improved Two Weapon Fighting.Regional:Twin-Sword Style



Languages: Drow,Undercommon,Abyssal

Spells Known
First: Disguise Self,Feather Fall,True Strike
Second:Spider Climb
Per day 4/2


Equipment:

Anguriel
+1 Ghost Touch,Keen,Shocking Unholy Rapier 72320 GP

Daggers
2 +1 Returning Bane vs. Chaotic Outsiders 36,302GP
1 +1 Returning Bane vs. Lawful Outsiders 18,302GP
1 +1 Returning Bane vs. Elves 18,302GP
1 +1 Returning Bane vs. Goblinoids 18,302GP
1 +1 Returning Bane vs. Dragons 18,302 GP
1 +1 Returning Bane vs. Giants 36,604 GP
1 +1 Returning Bane vs. Abberations 18,302GP
1 +1 Returning 8302 GP
1 +1 Returning 8302 GP
1 +1 Returning 8302 GP
1 +1 Returning 8302 GP

+1 Mithril Shirt of Heavy Fortification 36,000 GP

Gloves of Dexterity +6 36,000GP
Headband of Intellect and Disguise +6 39,000GP
Amulet of Health & +3 Natural Armor +6 63000GP
Elven Cloak of Resistance +5 28,750GP
Eol's Ring 128,280GP
(*Ring of Invisibility & Spell Turning, a gift from Graz'zt)
Ring of Protection +4 32000 GP
Manual of Quickness of Action +4 120,000GP
Eol's Boots* 28,000GP
(*Combine Elven,Winged and Striding & Springing powers, a Gift from Graz'zt)

Heward's Handy Haversack 2000GP
20 Potions Cure Light Wounds <1D8+1> 1000GP

Poisons

1 Dragon Bile.................Contact DC 26 3D6Str /0 1500GP
1 Purple Worm Venom.....Injury DC 20 1D6Str /2D6 Str 700GP
1 Black Lotus Extract......Contact DC 20 3D6Con/3D6 Con 4500GP
1 Dark Reaver Powder.....Ingested DC 18 2D6Con/1D6Con+1D6 Str 300GP

26 GP

Appearance

Eol cuts a mysterious figure, as he usually shifts his appearance minute to minute. One moment a fat hobgoblin merchant, the next a human warrior, the next a demonic fiend. Those few to have actually seen Graz'zt's Blade in his natural form describe a Dark Elf of medium height, slim, though well toned in muscle. Criss-crossing his form are bandoliers of Knives, dozens of wicked blades, each with a final kiss to impart to his victims.
His clothes a plain and functional black, his cloak being the only thing disturbing this ebony display, it having a pale grey lining.


Personality
Few have gotten close to Eol over the years, although Jynessa may be the cause of that in recent years. Still, Eol possesses a sardonic and cynical wit, albeit one with a taste for the extremely macabre. He finds few things in the Mortal Realm to his liking, other than new victims to practice his skills upon.
A no nonsense sort of fellow, Eol does what is told of him by his superior (Graz'zt), letting no others inforce their orders upon him. Helpful when it is absolutely needed, Eol seeks to do what must be done to fulfill his mission.



Background
Little is known in the current Drow Circles of House Sarenlu, and less spoken of it. Some say the House exists in another World, whie others maintain that it exiss in soe far off portion of the Realms below, cut off from mainstream Drow Society. Eol says nothing of his past or his people. What is known is that many,many years ago, Eol Sarenlu was caught up in the machinations of Demon Lord Graz'zt. Promised power bu the Knave of the Abyss, the Drow threw in his lot with Graz'zt. striking where his Lord could not, upon the Mortal realms and within the Abyss. Some say that Eol has ventured into the Hells on two occassions, Assassinating Devils that had either offended Graz'zt,or who were causing problems in the Blood War. Of that War, Eol is also a veteran. Serving his Lord, Eol Sarenlu slips from battle to battle, camp to camp,killing this Fiend here, that Mercinary there, all to the Goal of some greater plan of Graz'zt's. Recently, Eol has been sent to Faerun on several occassions, scouting as well as assassinations. Most recently, Graz'zt has given Eol a mission to aid several Lolthite Priestesses in some endeavour not-as-yet unfolded. Eol took the mission, of course, as one hardly says no to Lord Graz'zt. Still, he wonders what his part in this may be...



Enemies & Allies
Of enemies, there are few alive on faerun. Eols blades have seen to that. In the Abyss, however, there are many. All Demons allied to eithwer Orcus or Demogorgon hate Eol with a passion, as Graz'zt's Blade has killed them with impunity for what seems like an eternity. In particular, a Balor named
Hagrell-zaht searches foe Eol, as the Dark Elf recently slayed her mate (yes, there are female Balors). Not a few Devils hate Eol as well, for his part sewing death and confusion in their ranks on the fields of the Blood War.

**********************************************************

Jynessa the Cohort coming very soon...
 
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Endur

First Post
Irae

Irae T’sarran (rumored to be deceased)
Matron of House T’sarran

Female Drow Cleric 3/Sorceress 3/Mystic Theurge 8/Yathrinshee 10
(Yathrinshee is from Player’s Guide to Faerun)
Alignment: Chaotic Evil
Patron Deity: Kiaransalee
Region: Underdark
Height: 5’
Weight: 90 lbs
Hair: White
Eyes: Pale Pink (Albino)
Age: 900

Str: 10 () [2 points]
Dex: 12 (+1) [2 points, +2 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 16 (+3) [6 points, +2 racial]
Wis: 22 (+6) [10 points, +6 level]
Cha: 16 (+3) [6 points, +2 racial]

Class and Racial Abilities:
+2 int, +2 dex, +2 chr, -2 Con, various drow abilities
Domains: Retribution, Undeath

Hit Dice: 3d8 +21d4
HP: ?
AC: 10 +1 dex +10 claw = 21
Init: +1
Speed: 30ft

Saves:
Fortitude +11 [+8 base,+2 epic, +1 Con]
Reflex +11 [+6 base, +2 epic, +1 Dex, +2 lightning reflexes]
Will +27 [+17 base, +2 epic, +6 Wis, +2 iron will]

BAB: +10 BAB +2 epic
Melee Atk:
Ranged Atk:

Skills:
Concentration +28 [27 ranks, +1 Con]
Decipher Script +8 [5 ranks, +3 int]
Knowledge (arcana) +30 [27 ranks, +3 Int]
Knowledge (history) +8 [5 ranks, +3 Int]
Knowledge (the planes) +8 [5 ranks, +3 Int]
Knowledge (religion) +30 [27 ranks, +3 int]
Search +14 [5 ranks, +4 item, +3 int, +2 race]
Sense Motive +11 [5 ranks, +6 wis]
Spot +14 [2 ranks, +6 wis, +4 item, +2 race]
Spellcraft +32 [27 ranks, +3 Int, +2 synergy from Knowledge (arcana)]

Feats:
Extra Turning (undeath domain bonus feat)
Spell Focus Necromancy (1st level)
Iron Will (3rd level)
Spell Penetration (6th level)
Craft Wondrous Item (9th level)
Greater Spell Focus Necromancy (12th level)
Lightning Reflexes (15th level)
Heighten Spell (18th level)
Epic Spell-Casting (21st level)
Epic Spell Focus Necromancy (24th level)

Languages: Undercommon, Drow

Spells Prepared (lots, 17th level Sorceress, 17th level Cleric, caster level 34 for Necromancy spells)

Equipment:
Major Items/Relics/Artifacts
Claw of the Revancer
Eyes of the Spider
Rod of the Twisted Weave
Various Minor Items

Permanent and Buff Spells: lots

Appearance: An eerily beautiful elf woman with white skin and a hairless head. Her body seems to be wrapped in a glowing blue green mist that surrounds her shoulders and chest, then rises up behind her like a high collar and trails behind her like a cloak. On her right hand is a fine metal gauntlet, cruelly pointed at the fingertips. In her left hand, she holds a long black rod with an elaborate design of loosely woven and twisted strands at one end. Energy, like the jet of pale green flame, spits out the end of this rod. A silver plate studded with red rubies adorns her head like a helm and covers her left eye as well.
 

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