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Endur

First Post
Character Background info Dariel Kront'tane

Dariel Kront'tane
Adopted Son of House Millithor
Drow Warrior

Physical Description: Dariel is a thin, nervous drow. He survived his original house's slaughter (House Kront'Tane). Since he was a second generation noble, his survival was not relevant once the Matron Mother and her offspring had perished. He was granted the protection of House Millithor. Dariel dresses simply in unadorned black, except for the small silver pin in the shape of a dagger he wears on his collar. His hair is long, but he carefully binds it behind his head. He is tall enough that he almost appears gaunt.

Personality: Because of the disastorous fate of his original house, Dariel tends to be a worrier. He is cautious, suspicious, and meticulous. More than any of his family-mates, Dariel is careful to examine every side of a situation for potential traps and pitfalls.
On the other hand, when a course of action has been determined, Dariel puts his energies behind it to the maximum of his abilities. This tenacity has drawn the admiration of the Matron Mother and assures that he will have a place in House Millithor for as long as he wants.

Motivation: Dariel is determined to do everything in his power to insure the survival of House Millithor. In fact, so thoroughly has he been adopted that he places the house's survival above his own.
 
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Endur

First Post
Character Background Info Quertus Millithor

Quertus Millithor
House Wizard

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 seen in over a century.
 
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Endur

First Post
Character Background Info Marckarius Millithor

Marckarius Millithor
Elderboy of House Millithor, Drow Warrior

Physical Description: Marckarius is somewhat shorter than the average drow, and slightly more heavyset. His physique is muscular, and his arms are unusually long. He wears his white hair short, finding this useful for combat and also because he likes to be a little different from the typical drow. Marckarius wears clothing of fine quality, fitting his idea of his own status. Silver and platinum threads are embroidered into his cloaks, shirts, and leggings, not into his piwafwi however. He is careful of his appearance at all times.

Personality: Marckarius is more sociable and fun-loving than the typical drow. He possesses the nasty alignment of most of his kin, but is unusually willing to cooperate with others in pursuit of a common task. He has been very loyal to his mother and she recognizes his value. He has been given an unusual amount of freedom for a drow male.

Motivations: Marckarius wants his house to survive and prosper. He wishes to grow to a ripe old age -- free to do what he wants. He is extremely wary of involvements with other clans or priestesses, but is confident enough to be assertive when dealing with the priestesses of his own family.
 
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Endur

First Post
Character Background for Narcelia Millithor

Narcelia Millithor
Elder Daughter of House Millithor
Drow Priestess of Lloth

Physical Description: Narcelia is a remarkably somber-appearing drow, not prone to the cackling displays of vicious humor that characterize so many drow high priestesses. She is lithe and attractive, but tends to wear modest and unadorned garments that conceal her body and the back of her head. Her hair is exceptionally long, but she usually keeps it bound at the base of her neck.

Personality: Narcelia is careful and thoughtful far beyond the normal standards of the drow. She is considered by many to be a little slow--this is a mistake, however. In reality, she is a precise planner and although she takes her time to develop a plan, the plan is likely to have few flaws. She does not enjoy cruelty for cruelty's sake and even recognizes the value of kindness in earning the loyalty of underlings and allies.

Motivations: Narcelia is curious about the world beyond her city. She is very loyal to her mother, and intends to become the next matron mother of House Millithor, but not for a century or two. She is suspicious of the schemes of others, and carefully examines suggestions and directives, looking for weaknesses.
 

Endur

First Post
Character background info Carcelen Millithor

Carcelen Millithor
Second Daughter of House Millithor
Drow Priestess of Lloth

Physical Description: 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.

Motivation: For all her spontaneousness, Carcelon is a loyal member of House Millithor. She is devoted to her mother and will not hesitate to follow the matron's instructions. She is courageous and steady in times of crisis, and willing to take great chances -- if the reward is worthwhile.
 

Argent Silvermage

First Post
Ryzal Spirefall
Drow, 10th-Level Druid
Medium Humanoid (Drow Elf)
Hit Dice: 10d8 (44 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +4 Dragonhide breastplate, +1 light shield) touch 11, flat-footed 15
Base Attack: +7/+2
Attack: Rapier +6 melee (1d6-1/18–20) or hand crossbow +8 ranged (1d4/19–20)
Full Attack: Rapier +6/+1 melee (1d6+1/18–20) or hand crossbow +8/+3 ranged (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities, Magic, Wildshapes.
Special Qualities: Drow traits, spell resistance 21, Druid Abilities.
Saves: Fort +7, Ref +4, Will +11*
Abilities: Str 8, Dex 12, Con 10, Int 15, Wis 18, Cha 14
Skills: Hide +0, Listen +19, Search +4, Spot +6, Knowledge Nature +19, Knowledge Underdark +15, Survival +21, Craft Alchemy +15, Concentration +13
Feats: Nature Spell, Eschew Materials, Weapon finesse, Tracking.
Alignment: Neutral
Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Intelligence, +2 Charisma.
— +2 Dexterity, –2 Constitution.
— Medium size.
— An elf ’s base land speed is 30 feet.
— Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
— Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
— Spell resistance 21.
— +2 racial bonus on Will saves against spells and spell-like abilities.
— Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, and faerie fire. Caster level equals the drow’s class levels.
— Weapon Proficiency: A Drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
— Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Languages: Undercommon, Common, Elven, Druidic, and Drow Sign Language.

Druidic Abilities:
Spontaneous Casting: A druid can channel stored spell energy into any summon nature’s ally spell of the same level or lower.
Animal Companion (Ex): Vlad the Dire Bat. (See Below)
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): +12 Normal animals/+8 Magical Beasts
Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su):
Ryzal can Wildshape 4x per day into Small, Medium and Large creatures.
Venom Immunity (Ex): Immunity to all poisons.
Spells Known:
Orisons: Create Water, Detect Magic, Detect Poison, Light, Mending, and Purify food and Drink.
1st Level: Cure Light Wounds, Entangle, Produce Flame, Speak with Animals, and Endure Elements.
2nd Level: Barkskin, Bear’s Endurance, Flame Blade, Chill Metal, and Summon Swarm.
3rd Level: Call Lightning, Greater Magic Fang, Stone Shape, and Water Breathing.
4th Level: Dispel Magic, Flame Strike, Giant Vermin, and Rusting Grasp.
5th Level: Baleful Polymorph and Wall of Thorns.


Vlad.
Large Animal Companion (Dire Bat)
Hit Dice: 8d8+24 (30 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 25 (–1 size, +7 Dex, +9 natural), touch 16, flat-footed 18
Base Attack/Grapple: +6/+10
Attack: Bite +11 melee (1d8+4)
Full Attack: Bite +11/+5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense 40 ft, Link, share spells, Evasion, Devotion.
Saves: Fort +9, Ref +13, Will +6
Abilities: Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +5, Listen +13*, Move Silently +12, Spot +9*
Feats: Alertness, Stealthy,
Alignment: Neutral
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Combat
Dire bats swoop down upon unsuspecting prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Tricks: (9)
 

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