Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Psion's Drow (and other) Villainy thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 1201795" data-attributes="member: 172"><p><strong>Overseer Tamn’Shar Verekk</strong></p><p></p><p><strong>Overseer Tamn’Shar Verekk</strong></p><p></p><p>The nominal leader (and one of several "overseers") of Hossuth is Tamn'Shar Verekk. The Dark Elf City of Hossuth describes Tamn’Shar Verekk as “one of the most powerful magic users in the city and the only Master Mage that survived.” Obviously, the presence of Himoust sort of betrays that, though it brings up the question of what a “Master Mage” is. For the purposes of this adventure, I have decided it means “arcane spellcaster capable of casting 9th level spells”, and assume that Himoust, spurned on by his transmutation research after the cataclysm, gained this status after the dark elves took over Hossuth.</p><p></p><p>I decided to make Tamn’Shar as an eldritch knight and use summoned and dual wielding weapons as a sort of schtick. I want to use the spell Infernal Whip from Plot & Poison. He is a member of the Drow Aristocrat class I created for my game long ago.</p><p></p><p>So, what we have: Fighter 1/Wizard 6/Eldritch Knight 10/Drow Aristocrat 3</p><p></p><p>Drow Aristocrat PrC (see next post)</p><p></p><p>Source notes</p><p>* - From Plot & Poison</p><p>** - From Book of Eldritch Might</p><p></p><p>I also use green ronin's grimoire's for reference; if you see something I don't have noted, it is probably from there:</p><p></p><p><strong>Overseer Tamn’Shar Verekk</strong>, male elf (drow) Fighter 1/Wizard 6/Eldritch Knight 10/Drow Aristocrat 3: CR 19; Size M (4 ft., 10 in. tall); HD 6d4+13d6+1d10+40; hp 108; Init +4 (+2(4) Dex); Spd 30 ft.; AC 29 (+4 Dex, +5 Natural, +6 Armor, +4 Deflection), Touch 14, Flat Footed 25; Attack +18/+13/+8 (+15 Base, +3 Str) melee, or +16/+11/+6 (+15 Base, +1 Dex) ranged; SV Fort +14, Ref +12, Will +13; AL NE; Str 16, Dex 15 (19), Con 14, Int 22 (28), Wis 12, Cha 16.</p><p></p><p>Languages Spoken: Draconic, Elven, Gnoll, Gnome, Lizardfolk, Orc, Trade Tongue, Undercommon.</p><p></p><p>Skills and feats: Bluff +6 (+3 Rank, +3 Cha), Climb +4 (+1 Rank, +3 Str), Concentration +19 (+18 Rank, +1 Con), Craft (Alchemy) +23 (+17 Rank, +6 Int), Decipher Script +15 (+9 Rank, +6 Int), Diplomacy +6 (+3 Rank, +3 Cha), Disguise +6 (+3 Rank, +3 Cha), Handle Animal +11 (+8 Rank, +3 Cha), Intimidate +9 (+6 Rank, +3 Cha), Jump +6 (+3 Rank, +3 Str), Knowledge (Arcana) +28 (+22 Rank, +6 Int), Knowledge (Arch&Engr) +10 (+4 Rank, +6 Int), Knowledge (Dungeoneering) +10 (+4 Rank, +6 Int), Knowledge (Nobility & Royalty) +25 (+19 Rank, +6 Int), Knowledge (Religion) +13 (+7 Rank, +6 Int), Listen +5 (+2 Feat, +2 Racial, +1 Wis), Ride +9 (+8 Rank, +1 Dex), Scry +14 (+8 Rank, +6 Int), Search +8 (+2 Racial, +8 Int), Sense Motive +16 (15 Rank, +1 Wis), Spellcraft +25 (+19 Rank, +6 Int), Spot +5 (+2 Racial, +2 Alertness, +1 Wis), Swim +6 (+3 Rank, +3 Str); Alertness, Blind-fight (B), Craft Arms & Armor (B),[Scribe scroll], Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Nullify Magic (Divine)*, Quicken Spell, Still Spell, Two Weapon Fighting, Craft Wondrous Items.</p><p></p><p>Drow Qualities</p><p>Elf Qualities</p><p>Mature Powers: Levitation and Detect Magic once each per day</p><p>Sense hidden: Bonus blind fight feat</p><p>Uncanny Dodge 1: Never caught flat footed</p><p></p><p>Possessions: +3 Ioun* Acidic Burst Spell Storing Bastard Sword, +6 Fire Resistance Moderate Fortification Bracers of Armor, Wand of Shadow Cloak, +4 Ring of Protection, +5 Amulet of Natural Armor, Cloak of Displacement (Major), Headband of Intellect +6, Gloves of Dexterity +4, 4 Potions of Cure Serious Wounds (3d8+5), 4 Scrolls of 9th level spells, 4 Scrolls of 6th level spells, Ring of Evocation*, Blessed Book, Bag of Holding 3 (7400)</p><p></p><p>Wealth: </p><p>coin: 928 gold coins (928 gp), 422 platinum coins (4,220 gp)</p><p>art (carved harp of exotic wood with ivory inlay and zircon gems (389.2 gp), decorative mask, exotic wood and feathers (180.5 gp), meteoric iron necklace with sapphire eye (3,168.7 gp), translucent apple chrysoprase gold earring (488.7 gp)</p><p>gem: allanite (black epidote) (11.6 gp), almandine (bright red - garnet) (326.5 gp), aquamarine (blue-green beryl) (651.2 gp), balas ruby (pink spinel) (1,127.1 gp), blue lace agate (10 gp), blue topaz (782.9 gp), brown spinel (429.5 gp), crazy lace agate (9 gp), diopside (brown) (9.7 gp), hematite (10.8 gp), kornerupine (123.5 gp), mother-of-pearl (varies - inside of shell - usually irridescent and multiple colors) (76.9 gp), peridot (green) (586.7 gp), pink fluorite (crystals are like intertwined blocks) (7.3 gp), schorl (black, brown, or dark blue tourmaline) (119.5 gp), tabasheer (31.6 gp), turritella (agate) (9.1 gp)</p><p>Total Gem & Art value: 8552.</p><p></p><p>Wizard Spells Known (4/6/6/5/5/5/4/3/2/1): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Charm Person, Chill Touch, Detect Undead, Endure Elements, Mage Armor, Magic Missile, Mount, Protection from Chaos, Protection from Law, Shield, Shocking Grasp, Sleep, Spider Climb, Summon Monster I. 2nd -- Blindness/Deafness, Detect Thoughts, Endurance, Invisibility, Knock, Levitate, Melf's Acid Arrow, Minor Image, Mirror Image, Pyrotechnics, See Invisibility, Web. 3rd -- Blink, Dispel Magic, Fly, Haste, Invisibility Sphere, Lightning Bolt, Magic Circle against Law, Slow. 4th -- Arcane Eye, Chains of Vengeance**, Dimension Door, Fire Trap, Improved Invisibility, Polymorph Self, Scrying, Wall of Fire. 5th -- Cloudkill, Cone of Cold, Hold Monster, Permanency, Teleport, Wall of Stone. 6th -- Analyze Dweomer, Disintegrate, Eyebite, Globe of Invulnerability, Greater Shadow Evocation, Mass Suggestion, True Seeing. 7th -- Delayed Blast Fireball, Instant Summons, Finger of Death, Greater Scrying, Mass Invisibility, Mordenkainen's Magnificent Mansion, Power Word, Stun, Summon Monster VII. 8th -- Horrid Wilting, Maze, Polymorph Any Object, Protection from Spells, Symbol. 9th -- Meteor Swarm, Scry Ward*, Shapechange, Infernal Whip*. </p><p></p><p>Save DCs (with headband): 19+level.</p><p></p><p>Tactics: If combat is imminent, Tamn’Shar will prepare as many buffs as possible, with a preference to Haste. He will enter combat hasted, using either his Ioun bastard sword or (if cast) his infernal whip to perform an attack each round in addition to whatever spells he has cast (the fact that the whip can be remanifested at will and the ioun sword can be grasped at will makes this very convenient). If he has no more offensive spells, he will dual wield his sword and whip. </p><p></p><p>Background: A shrewd house wizard in the destroyed Drow city, Tamn’Shar Verekk was always mindful of his family’s back, but especially his own. He became one of the many warrior-mages that served for the drow, but soon turned to politics. Servants of the spider queen were ever watchful of him to ensure that he remained loyal and knew his place as a male, but this soon proved to be their undoing. Tamn’Shar Verekk pried Scry Ward from the mind of a servant of Skuttle and researched an arcane version. The priestesses of the spider queen were taken totally unawares by this powerful spell, and many of them lost their lives trying to divine his secrets. He hedges his abilities against other priests by developing methods of making his arcane negation magic specifically target divine magic.</p><p></p><p>However, it was only a short time after this that the cataclysm came. Though hateful of the surface world, Tamn’Shar knows that the cataclysm was an opportunity worth siezing, and he rallied the remnants of some of the most powerful surviving figures in the city to his side (including Himoust, who was more than eager to ply his twisted trade on the hapless lizardfolk). Tamn’Shar bides his time, slowly trying to recover the treasures of his former city, gathering power for the day that he can confidently return to the darkness below and remain in power over a drow city traditionally ruled by female servants of the spider queen.</p><p></p><p>Creation notes: I am using Artificer’s Handbook for the cost of standardized items like bonus items (weapons, armor, stat booksters), potions and scrolls. I also use the option from the Arms & Equipment guide to add armor characteristics to bracers. Weapon statistics not figured into attack bonuses.</p></blockquote><p></p>
[QUOTE="Psion, post: 1201795, member: 172"] [b]Overseer Tamn’Shar Verekk[/b] [b]Overseer Tamn’Shar Verekk[/b] The nominal leader (and one of several "overseers") of Hossuth is Tamn'Shar Verekk. The Dark Elf City of Hossuth describes Tamn’Shar Verekk as “one of the most powerful magic users in the city and the only Master Mage that survived.” Obviously, the presence of Himoust sort of betrays that, though it brings up the question of what a “Master Mage” is. For the purposes of this adventure, I have decided it means “arcane spellcaster capable of casting 9th level spells”, and assume that Himoust, spurned on by his transmutation research after the cataclysm, gained this status after the dark elves took over Hossuth. I decided to make Tamn’Shar as an eldritch knight and use summoned and dual wielding weapons as a sort of schtick. I want to use the spell Infernal Whip from Plot & Poison. He is a member of the Drow Aristocrat class I created for my game long ago. So, what we have: Fighter 1/Wizard 6/Eldritch Knight 10/Drow Aristocrat 3 Drow Aristocrat PrC (see next post) Source notes * - From Plot & Poison ** - From Book of Eldritch Might I also use green ronin's grimoire's for reference; if you see something I don't have noted, it is probably from there: [b]Overseer Tamn’Shar Verekk[/b], male elf (drow) Fighter 1/Wizard 6/Eldritch Knight 10/Drow Aristocrat 3: CR 19; Size M (4 ft., 10 in. tall); HD 6d4+13d6+1d10+40; hp 108; Init +4 (+2(4) Dex); Spd 30 ft.; AC 29 (+4 Dex, +5 Natural, +6 Armor, +4 Deflection), Touch 14, Flat Footed 25; Attack +18/+13/+8 (+15 Base, +3 Str) melee, or +16/+11/+6 (+15 Base, +1 Dex) ranged; SV Fort +14, Ref +12, Will +13; AL NE; Str 16, Dex 15 (19), Con 14, Int 22 (28), Wis 12, Cha 16. Languages Spoken: Draconic, Elven, Gnoll, Gnome, Lizardfolk, Orc, Trade Tongue, Undercommon. Skills and feats: Bluff +6 (+3 Rank, +3 Cha), Climb +4 (+1 Rank, +3 Str), Concentration +19 (+18 Rank, +1 Con), Craft (Alchemy) +23 (+17 Rank, +6 Int), Decipher Script +15 (+9 Rank, +6 Int), Diplomacy +6 (+3 Rank, +3 Cha), Disguise +6 (+3 Rank, +3 Cha), Handle Animal +11 (+8 Rank, +3 Cha), Intimidate +9 (+6 Rank, +3 Cha), Jump +6 (+3 Rank, +3 Str), Knowledge (Arcana) +28 (+22 Rank, +6 Int), Knowledge (Arch&Engr) +10 (+4 Rank, +6 Int), Knowledge (Dungeoneering) +10 (+4 Rank, +6 Int), Knowledge (Nobility & Royalty) +25 (+19 Rank, +6 Int), Knowledge (Religion) +13 (+7 Rank, +6 Int), Listen +5 (+2 Feat, +2 Racial, +1 Wis), Ride +9 (+8 Rank, +1 Dex), Scry +14 (+8 Rank, +6 Int), Search +8 (+2 Racial, +8 Int), Sense Motive +16 (15 Rank, +1 Wis), Spellcraft +25 (+19 Rank, +6 Int), Spot +5 (+2 Racial, +2 Alertness, +1 Wis), Swim +6 (+3 Rank, +3 Str); Alertness, Blind-fight (B), Craft Arms & Armor (B),[Scribe scroll], Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Nullify Magic (Divine)*, Quicken Spell, Still Spell, Two Weapon Fighting, Craft Wondrous Items. Drow Qualities Elf Qualities Mature Powers: Levitation and Detect Magic once each per day Sense hidden: Bonus blind fight feat Uncanny Dodge 1: Never caught flat footed Possessions: +3 Ioun* Acidic Burst Spell Storing Bastard Sword, +6 Fire Resistance Moderate Fortification Bracers of Armor, Wand of Shadow Cloak, +4 Ring of Protection, +5 Amulet of Natural Armor, Cloak of Displacement (Major), Headband of Intellect +6, Gloves of Dexterity +4, 4 Potions of Cure Serious Wounds (3d8+5), 4 Scrolls of 9th level spells, 4 Scrolls of 6th level spells, Ring of Evocation*, Blessed Book, Bag of Holding 3 (7400) Wealth: coin: 928 gold coins (928 gp), 422 platinum coins (4,220 gp) art (carved harp of exotic wood with ivory inlay and zircon gems (389.2 gp), decorative mask, exotic wood and feathers (180.5 gp), meteoric iron necklace with sapphire eye (3,168.7 gp), translucent apple chrysoprase gold earring (488.7 gp) gem: allanite (black epidote) (11.6 gp), almandine (bright red - garnet) (326.5 gp), aquamarine (blue-green beryl) (651.2 gp), balas ruby (pink spinel) (1,127.1 gp), blue lace agate (10 gp), blue topaz (782.9 gp), brown spinel (429.5 gp), crazy lace agate (9 gp), diopside (brown) (9.7 gp), hematite (10.8 gp), kornerupine (123.5 gp), mother-of-pearl (varies - inside of shell - usually irridescent and multiple colors) (76.9 gp), peridot (green) (586.7 gp), pink fluorite (crystals are like intertwined blocks) (7.3 gp), schorl (black, brown, or dark blue tourmaline) (119.5 gp), tabasheer (31.6 gp), turritella (agate) (9.1 gp) Total Gem & Art value: 8552. Wizard Spells Known (4/6/6/5/5/5/4/3/2/1): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Charm Person, Chill Touch, Detect Undead, Endure Elements, Mage Armor, Magic Missile, Mount, Protection from Chaos, Protection from Law, Shield, Shocking Grasp, Sleep, Spider Climb, Summon Monster I. 2nd -- Blindness/Deafness, Detect Thoughts, Endurance, Invisibility, Knock, Levitate, Melf's Acid Arrow, Minor Image, Mirror Image, Pyrotechnics, See Invisibility, Web. 3rd -- Blink, Dispel Magic, Fly, Haste, Invisibility Sphere, Lightning Bolt, Magic Circle against Law, Slow. 4th -- Arcane Eye, Chains of Vengeance**, Dimension Door, Fire Trap, Improved Invisibility, Polymorph Self, Scrying, Wall of Fire. 5th -- Cloudkill, Cone of Cold, Hold Monster, Permanency, Teleport, Wall of Stone. 6th -- Analyze Dweomer, Disintegrate, Eyebite, Globe of Invulnerability, Greater Shadow Evocation, Mass Suggestion, True Seeing. 7th -- Delayed Blast Fireball, Instant Summons, Finger of Death, Greater Scrying, Mass Invisibility, Mordenkainen's Magnificent Mansion, Power Word, Stun, Summon Monster VII. 8th -- Horrid Wilting, Maze, Polymorph Any Object, Protection from Spells, Symbol. 9th -- Meteor Swarm, Scry Ward*, Shapechange, Infernal Whip*. Save DCs (with headband): 19+level. Tactics: If combat is imminent, Tamn’Shar will prepare as many buffs as possible, with a preference to Haste. He will enter combat hasted, using either his Ioun bastard sword or (if cast) his infernal whip to perform an attack each round in addition to whatever spells he has cast (the fact that the whip can be remanifested at will and the ioun sword can be grasped at will makes this very convenient). If he has no more offensive spells, he will dual wield his sword and whip. Background: A shrewd house wizard in the destroyed Drow city, Tamn’Shar Verekk was always mindful of his family’s back, but especially his own. He became one of the many warrior-mages that served for the drow, but soon turned to politics. Servants of the spider queen were ever watchful of him to ensure that he remained loyal and knew his place as a male, but this soon proved to be their undoing. Tamn’Shar Verekk pried Scry Ward from the mind of a servant of Skuttle and researched an arcane version. The priestesses of the spider queen were taken totally unawares by this powerful spell, and many of them lost their lives trying to divine his secrets. He hedges his abilities against other priests by developing methods of making his arcane negation magic specifically target divine magic. However, it was only a short time after this that the cataclysm came. Though hateful of the surface world, Tamn’Shar knows that the cataclysm was an opportunity worth siezing, and he rallied the remnants of some of the most powerful surviving figures in the city to his side (including Himoust, who was more than eager to ply his twisted trade on the hapless lizardfolk). Tamn’Shar bides his time, slowly trying to recover the treasures of his former city, gathering power for the day that he can confidently return to the darkness below and remain in power over a drow city traditionally ruled by female servants of the spider queen. Creation notes: I am using Artificer’s Handbook for the cost of standardized items like bonus items (weapons, armor, stat booksters), potions and scrolls. I also use the option from the Arms & Equipment guide to add armor characteristics to bracers. Weapon statistics not figured into attack bonuses. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Psion's Drow (and other) Villainy thread
Top