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THE SAER’VAHN (CERTAIN CHAOS):
The Saer’Vahn are those Drow, who are chosen by the priests of lolth through secret testing to be taken away to a secret location known as the Evir’Dazarath or school of cleansing wrath. Any may be taken during this process whether high or lowborn and none may refuse. Noone knows what is done or taught at this place only that their families never see those who are taken there again.
The Saer’Vahn are instructed in the ways of death and chaos, pursuit and subterfuge and in the role of pursuing those skills they are branded with the dark queens mark and enter a pact with her that provides them great power in exchange for their eternal souls to her given in dedication to her purpose, the sowing of chaos.
A Saer’Vahn acts independently, though sometimes in two’s or three’s. In truth the only time more than one saer’vahn is seen together is when one is slain in pursuit of a mark. When one fails, two are sent, if they fail another three are sent and so on and so forth until the job is done, though never in the history of their order have more than three saer’vahn been required to complete a job.
The Saer’Vahn follow their dark queens aims and hunt specific people out and slay them, people their goddess has deemed necessary in order to further her goals and sow the most chaos, occasionally this even requires them to kill their own kind or even family members, for the pursuit of chaos knows no allies. Very rarely Saer’Vahn may be hired by a Drow noble house to remove a rival, but such undertakings are only accepted if the dark queen approves of the chaos such an assassination would reap.
Hit Die: d6
Requirements
To qualify to become a Saer’Vahn, a character must fulfil all of the following criteria:
Race: Drow elf
Alignment: Chaotic Evil only
Base Attack bonus: +8
Patron: Lolth
Skills: Disguise 6 ranks, Hide 8 ranks, Move Silently 8 ranks, and Survival 6 ranks
Feats: Tracking, Improved Critical, Combat Expertise, and Improved Feint
Language: Abyssal
Special: Must possess the Sneak Attack class ability.
Class Skills
The Saer’Vahn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the Saer’Vahn prestige class:
Weapon and Armour Proficiency: Saer’Vahn are proficient with Crossbows (hand, light or tri bolt), Daggers (any), Dart, Scimitar, Sap, Shortsword, Kukri and Adamantine Kill Discs, and with Light Armour and bucklers only.
Spells: A saer’vahn has the ability to cast a small number of divine spells. To cast a saer’vahn spell, a saer’vahn must have a Wisdom score of at least 10 + the spell’s level, so a saer’vahn with a Wisdom of 10 or lower cannot cast these spells.
saer’vahn bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the saer’vahn’s Wisdom modifier. When the saer’vahn gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The saer’vahn’s spell list appears below. A saer’vahn has access to any spell on the list and can freely choose which to prepare, just as a cleric. A saer’vahn prepares and casts spells just as a cleric does (though a saer’vahn cannot spontaneously cast cure or inflict spells).
Swift Tracking (Ex): A saer’vahn is adept at tracking their marks quickly and unerringly down; as a result the ancestral avenger no longer suffers a –5 penalty for tracking while moving at normal speed. Indeed they only take –10 (not the normal –20) for tracking while moving at twice the normal speed.
Use Poison: A saer’vahn is trained in the use of poison and never risk accidentally poisoning them when applying poison to a blade.
Death Attack: If a saer’vahn studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralysing or killing the target (saer’vahn’s choice). While studying the victim, the saer’vahn can undertake other actions so long as his attention stays focused on the target and the target does not detect the saer’vahn or recognize the saer’vahn as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the saer’vahn’s class level + the saer’vahn’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the saer’vahn. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the saer’vahn has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the saer’vahn does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Token: All who become Saer’Vahn are marked as beings sworn to lolth and have the mark of the Dark Blessing branded into the skin of their foreheads during their initiation ceremony. This symbol marks them in such a was that they radiate evil, which causes a –1 morale penalty to attack rolls as well as a –1 morale penalty to saves versus fear effects to all within 10 feet of them. Those immune to fear or mind influencing effects are unaffected by this effect. A slight chill in the air marks the presence of a saer’vahn. Thanks to the nature of this brand when a saer’vahn dies they dissolve into a black ichor preventing them from being raised or resurrected. A saer’vahn may be brought back with as True Resurrection or Wish spell however so long as the saer’vahn hasn’t reached level 10 in this prestige, after that point their souls belong to lolth and when they die they go to serve her in her realm in the afterlife.
Claw and Bite (Ex): Starting at 2nd level, a saer’vahn gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.
Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
A saer’vahn is considered proficient with these attacks. When making a full attack, a saer’vahn uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.
Lolth’s Blessing (Su): A Saer’Vahn as he dedicates himself to his dark goddess becomes more and more her creature as its soul is slowly subsumed by her will, transforming them slowly into something wholly more fiendish in nature.
Starting at 2nd level his ability scores increase, initially providing him a +2 bonus to Dexterity. At 4th level he gains another +2 Dexterity. At 6th level a saer’vahn's Strength increases by +2. And finally at 8th level their Strength is raised +2 again.
These increases stack and are gained as if through level advancement.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Hide in Plain Sight (Su): A Saer’Vahn can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a saer’vahn can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.
Natural Armour Increase (Ex): At 4th level the saer’vahn gains a point of natural armour, which stack with existing natural armour (if any). As their skin thickens, a saer’vahn takes on more and more of a fiendish appearance.
Marked Foe (Su): A Saer’Vahn have a supernatural ability to track any mark they have previously inflicted at least one point of actual damage on. Provided they have done so then they can ignore any modifiers to their Survival checks for the purposes of tracking that foe that are incurred from the age of a trail, as well as any modifiers due to weather conditions and visibility of the trail. Provided a mark can avoid a saer’vahn for a year and a day then the saer’vahn loses this benefit against that mark, and would have to inflict harm on them again before being able to track them unerringly in this way again.
Traceless Passage (Su): When they reach 7th level, a saer’vahn becomes permanently affected as though by a non-detection spell as lolth clouds their presence from those who would seek them out (and any gear they wear or carry), and as a result of this a saer’vahn cannot be located by clairaudience/clairvoyance, locate object, or detect spells and also detection from magic items such as crystal balls. If a divination is attempted against a saer’vahn, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 12 + saer’vahn’s level + their Int modifier in order for the divination to succeed.
The Becoming (Su): Finally upon reaching 10th level, a saer’vahn’s soul as part of their pact with lolth becomes hers and the saer’vahn transforms further into a fiend gaining +2 Constitution, Immunity to poison, Damage reduction 5/magic, Darkvision 60 feet (reduction), Resistance to Fire 10 and their type changes to Outsider. At this stage the Drow now appears as an ebon skinned, muscular yet sinuous creature with long knife like class and needle sharp teeth. Their long white hair grows long and down their backs and their eyes glow with an inner red light. They have a tendency to move on all fours when running and at other times stand hunched with their clawed hands before them ready to strike as they sniff the air for signs of their quarry. Saer’vahn at this point can still use tools and wear clothing, armour and even speak but are now more thing than Drow.
The Saer’Vahn Spell List:
A Saer’Vahn must choose their spells from the following list:
1st level: Disguise self, Detect poison, Feather fall, Ghost sound, Obscuring mist, True strike, Sleep, Alarm.
2nd level: Alter self, Cats grace, Detect thoughts, Blur, Knock, Invisibility, Pass without trace, Rope trick, Locate object.
3rd level: Deep slumber, Deeper darkness, Arcane sight, Magic circle against good, Displacement, Gaseous form.
4th level: Clairvoyance/Clairauidence, Dimension door, Freedom of movement, Greater invisibility, Locate creature, Modify memory, Enervation.
Saer’Vahn Advancement
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +0 +2 +2 Swift Tracking, Use Poison, Death Attack, Token 0 - - -
2nd +2 +0 +3 +3 Lolth’s Blessing (+2 Dex), Claw & Bite 1 - - -
3rd +3 +1 +3 +3 Sneak Attack +1d6, Hide in Plain Sight 2 0 - -
4th +4 +1 +4 +4 Lolth’s Blessing (+2 Dex), +1 Natural Armour 3 1 - -
5th +5 +1 +4 +4 Marked Foe 3 2 0 -
6th +6 +2 +5 +5 Lolth’s Blessing (+2 Str), Sneak Attack +2d6 3 3 1 -
7th +& +2 +5 +5 Traceless Passage 3 3 2 0
8th +8 +2 +6 +6 Lolth’s Blessing (+2 Str) 3 3 3 1
9th +9 +3 +6 +6 Sneak Attack +3d6 3 3 3 2
10th +10 +3 +7 +7 The Becoming 3 3 3 3
THE SAER’VAHN (Certain Chaos)
Saer’Vahn Origins
“Lil waela lueth waela ragar brorna lueth wund nind, kyorlin elghinn” (The foolish and unwary find surprises and among them, waiting death)
The Saer’Vahn, pronounced (Sair Varn) date back almost to the Crown Wars, during which the Illyithiri elves (the Drow) warred with their surface cousins and were banished to the underdark. Out of the Chaos that was created during that time, today’s Drow were born, and to perpetuate chaos, and to create fear, as well as to remove those who would cause her problems. Lolth put into place a plan, by which she would have her priests test those most skilled to find the perfect subjects, those who met the required qualities. These Drow, Lolth would spirit away to a place in the Abyss, where she would have them trained and conditioned, and infused with her dark vile power, to make these chosen Drow the ultimate slayers, of course the price was the Drow’s Soul, not that they were given the choice to refuse mind.
When those chosen would finally be returned to their cities, they would no longer belong to any noble house, or family, they were given instructions to form hidden groups called “Hezjel” which means “the Hidden” in undercomman, these Hezjel would lay in wait for the call from their goddess, they were bound to no rules, and no authority other than Lolth’s. She would often use a Saer’Vahn to remove a Drow noble, leaving evidence to implicate another house simply to create chaos, the Saer’vahn are so skilled at slaying without detection, that this has worked thousands of times over the centuries. It is unknown for certain how many dead the Saer’Vahn are responsible for, but it would be wise to suspect far, far more than they have ever be accredited for. Occasionally the Hezjel would be given leave to contact a Drow house and offer their services in the removal of a rival, the reasons they are allowed to do this are uncertain, but no doubt it is part of furthering Lolth’s aims, and breeding more fear and Chaos.
No other faction in the underdark has ever created as much fear, and terror in the Drow and their enemies than the Saer’Vahn, their name is only spoken in hushed whispers if at all, for fear that to do so may draw their attention. In some underdark cultures like the Svirfnebli, the stories they tell their children of bogey men, and creatures who will slip into their rooms and cause them hurt unless they do as they are told and behave, all stem from the myth created by the awesome abilities of the Saer’Vahn.
Saer’Vahn Structure
“Xun izil dos phuul quarthen, lueth dro” (Do as you are ordered, and live)
Contrary to the mystique of the Saer’Vahn brotherhood, they are actually not just lone individuals, but a network, of well organized and informed operatives. There is one Hezjel sect in each Drow city. And within each Hezjel there is a ranking structure.
Those who are newly initiated, and have only just been given the Dark Blessing are called “Kyorlin Elghinn” (waiting death), every six Kyorlin Elghinn are overseen, and given orders by the next highest ranking position in Saer’Vahn Hezjel’s called the “Veldrin del Elghinn” (Shadows of Death), every six of these reports in turn to the Highest ranking member of each
Hezjel who is called “Jabbuk del Elghinn” (Master of Death).
Every Hezjel reports to a Handmaiden of Lolth via magical means, this may be the same handmaiden or different, but it or they in turn, report direct to Lolth.
Saer’Vahn Purpose
“Vel’uss zhaun alur taga lil quarval-sharess?” (Who knows better than the goddess?)
The Purpose of the Saer’Vahn within Drow society is actually very crucial, following the tenets of the Drow’s spider goddess, they promote chaos, they inspire fear and terror, and more importantly they almost never fail. They remove rivals, and enemies, those who threaten or upset Lolth’s plans, they are used to foster disputes, and cause general panic. They are the nightmare of any civilized world.
Not even the Drow noble houses know the structure of the Saer’Vahn, or even what a Hezjel is, and they definitely do not know why they do what they do, or who for, the only thing anyone is certain of, is that the Saer’Vahn are almost perfect killing machines, capable of going where almost none can undetected. And that in their passing there is always someone, or something left dead.
Saer’Vahn Methods
“Nindyn vel’uss kyorl nind ratha thalra elghinn dal lil alust” (Those who watch their backs meet death from their front).
Nothing inspires fear like a Saer’vahn hunting you, except the knowledge a Saer’Vahn IS hunting you. Their abilities are without a doubt unmatched and awesome, but their reputation has made them feared and dreaded even in the corrupt Drow society.
They employ numerous techniques, but most commonly, they will identify a foe by gathering information on their habits, description, locale etc, this is done mostly by magic or scrying, but occasionally personally. Once the target is found, a single Saer’Vahn is chosen for the job, the rank of Saer’Vahn is determined by the judged strength and skill of the foe, it is rare for
More than one to be sent on any mission, except where the foes are in vast numbers, or are extremely tough beyond normal means. The Saer’Vahn also have a policy of avenging their dead, this is mostly because Lolth does not want them to gain the reputation of being vanquish able. And so if one Saer’Vahn fails, two will follow, and then three, and so on, up to an entire Hezjel if needs be, but no existing records have ever indicated an instance where that many have ever been needed.
Once a mark is tracked to their locale, they are commonly marked quickly, so that they may be tracked should the need arise, they never underestimate their prey. They will then lie in wait, watching from a distance, learning their preys tactics and routine, and when the time is right they wait until the target in the ideal place for them to finish their job, and move in for the kill, they try to deliver the killing strike as quickly and quietly as possible. This they refer to as “Belbol del Elghinn” which roughly translated means “Gift of Death”, and once done they are always sure to remove all traces of their presence afterwards, by normal means or magical.
Once the mark is dead they collect the victims soul in a soul gem and return to their Hezjels with the gem as proof. If necessary they can use the gem to extract any useful information, all of which is filtered back through the ranks to Lolth keeping her very well informed without the need for overuse of avatars.
The use of the Soul Gems is integral, as while a soul is in them, they deceased cannot be raised, or resurrected, this promotes the image that anyone slain by a Saer’Vahn is dead forever, as commonly if such miracles are to be performed they are done in the first few days.
Saer’Vahn Specialized Items
“Lil alurl velve zhah lil velkyn uss” (The best knife is the unseen one)
All Saer’Vahn are provided with below specialized Equipment, and access to a few unique items, of Drow manufacture. Note these items are not available anywhere, and even in Drow society they are not available for sale, they are ONLY found on Saer’Vahn.
Adamantine Kill Discs (Exotic Ranged)
An Adamantine kill disc is a vicious disc shaped with handgrips on the top surface, it is perfectly weighted and shaped for
Throwing. They have serrated edges along the rim of the disc; these awesome weapons can ct through flesh and bone like butter, and wood and stone with a bit more effort. They have a 20 hardness, and 40 hit points. And provide the user a natural +1 to attack rolls because of the Adamantine used to make them, and when used to sunder or attack objects ignore all hardness below 20.
Cost Damage Critical Range Increment Weight Type
N/A 2d4 18-20/x2 30 ft. 3lb Slashing
Tri Bolt Hand Crossbows (Exotic Ranged)
A tri Bolt Hand Crossbow, is a unique design, they appear as normal Hand crossbow, except they are made of Adamantine as
Opposed to wood, and have a design that allows the launching of three quarrels at once, as opposed to one, the quarrels are
Arranged in a triangular pattern, and to load the crossbow they are pushed into the firing end, which pushed the string back until it catches; this action requires a strength of at least 13 to perform.
The quarrels are slightly smaller than normal hand crossbow quarrels, the weapon is 20 Hardness, and 40 hit points because of
It’s Adamantine construction, and it provides the user a natural +1 bonus to attack rolls.
Cost Damage Critical Range Increment Weight Type
N/A 1d3x3 18-20/x2 30 ft. 5lb Piercing
Reinforced Leather
The Saer’Vahn use a special process of reinforcing leather in vital places with an Adamantine weave, this adds a little to the weight, but provides comparable protection as Studded leather, with little of the hindrances. The secret of this amours construction and how to make a thin weave of Adamantine is not known outside of the Saer’Vahn. Not enough adamantine is used in the construction to provide damage reduction as a full suit of adamantine light armor normally would.
Cost Armor bonus Max Dex Armor Chk Spell fail Weight
N/A +3 +5 0 10% 20lb
MAGIC ITEMS
“lil valsharess del veldrin, belbau orthae faer belbol” (The queen of shadows, gives holy magical
gifts)
These Magic Items, are not found on every Saer’Vahn, but may be used by them, the higher-ranking Saer’Vahn are more likely to have more of them. These items are not provided to all automatically, the below items are simply those created by and used exclusively by the Saer’Vahn.
Bracers of Draining
These Adamantine bracers 20 hardness, 40 hit points, are worn around the forearms of the Saer’Vahn, They allow the wearer to drain the life from a target on a touch attack 1/Day, if the target is drained 6d6 Hit points. The Saer’Vahn gains an amount equal to that drained, up to normal maximum +10, these temporary Hit points vanish after one hour.
Caster Level: 12th; Prerequisites: Craft Wondrous magic Item, Vampiric touch;
Market Price: 17,400 gp; XP Cost: 696; Cost to Make: 8,700 gp; Time to Make: 18 days
Dark Power Amulet
The Dark power amulet, are made of Obsidian, and engraved with the silver symbol of Lolth, they must be worn over naked skin to function, and if worn by a person of any non-evil alignment they receive no benefits. The amulet when worn it provides continual regenerative abilities, granting the Saer’Vahn regeneration 1 point, allowing them to treat all damage as non lethal, which they heal at one point of damage each round from any source except fire and acid, which does actual lethal damage to them they cannot regenerate.
While this amulet is in contact with the Saer’Vahn’s flesh they can also regenerate lost limbs, organs, or any other body part. Note only damage taken while wearing the amulet, is regenerative.
Caster Level: 15th; Prerequisites: Craft Wondrous magic Item, Regenerate;
Market Price: 182,000 gp; XP Cost: 7,280; Cost to Make: 91,000 gp; Time to Make: 183 days
Soul gems
These magical clear, multi faceted gems, are designed to hold the life essence of a recently deceased person, for a short time. Basically when a Saer’Vahn slays a target if a soul gem is placed upon the deceased persons forehead within 3 rounds of their death, their soul is pulled into the gem. Once a gem is full it glows and sparkles with white light. A soul gem will hold the spirit of a deceased for 6 days and nights, at the beginning of the seventh day, the soul gem shatters and the spirit goes free to it’s afterlife. Note while a soul is within a gem it can be questioned as if by a Speak with Dead spell 1/day, and the contained souls body cannot be raised, or resurrected while their soul is in the gem, it can however be animated.
Caster Level: 20th; Prerequisites: Craft Wondrous magic Item, Magic jar, speak with Dead;
Market Price: 6,600 gp; XP Cost: 264; Cost to Make: 3,300 gp; Time to Make: 7 days
Shadow Cloak
These cloaks, are made from black spider silk, and enchanted with special rites, they allow the wearer to Shadow Walk once per day. When activate the wearer is transported to the realm of Shadow, where he can remain for 6 hours, every 10 minutes within this realm, the wearer can move at a rate of seven miles distance relative to the prime material plane, thus being able to move through the shadow plane and return to the prime long distances away in a short time.
Caster Level: 18th; Prerequisites: Craft Wondrous magic Item, Shadow Walk;
Market Price: 38,880 gp; XP Cost: 1,555; Cost to Make: 19,440; Time to Make: 39 days
“Vel’uss dhu olist dal lil elamshinn” (who can hide from the will of Lolth)
The Saer’Vahn are those Drow, who are chosen by the priests of lolth through secret testing to be taken away to a secret location known as the Evir’Dazarath or school of cleansing wrath. Any may be taken during this process whether high or lowborn and none may refuse. Noone knows what is done or taught at this place only that their families never see those who are taken there again.
The Saer’Vahn are instructed in the ways of death and chaos, pursuit and subterfuge and in the role of pursuing those skills they are branded with the dark queens mark and enter a pact with her that provides them great power in exchange for their eternal souls to her given in dedication to her purpose, the sowing of chaos.
A Saer’Vahn acts independently, though sometimes in two’s or three’s. In truth the only time more than one saer’vahn is seen together is when one is slain in pursuit of a mark. When one fails, two are sent, if they fail another three are sent and so on and so forth until the job is done, though never in the history of their order have more than three saer’vahn been required to complete a job.
The Saer’Vahn follow their dark queens aims and hunt specific people out and slay them, people their goddess has deemed necessary in order to further her goals and sow the most chaos, occasionally this even requires them to kill their own kind or even family members, for the pursuit of chaos knows no allies. Very rarely Saer’Vahn may be hired by a Drow noble house to remove a rival, but such undertakings are only accepted if the dark queen approves of the chaos such an assassination would reap.
Hit Die: d6
Requirements
To qualify to become a Saer’Vahn, a character must fulfil all of the following criteria:
Race: Drow elf
Alignment: Chaotic Evil only
Base Attack bonus: +8
Patron: Lolth
Skills: Disguise 6 ranks, Hide 8 ranks, Move Silently 8 ranks, and Survival 6 ranks
Feats: Tracking, Improved Critical, Combat Expertise, and Improved Feint
Language: Abyssal
Special: Must possess the Sneak Attack class ability.
Class Skills
The Saer’Vahn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the Saer’Vahn prestige class:
Weapon and Armour Proficiency: Saer’Vahn are proficient with Crossbows (hand, light or tri bolt), Daggers (any), Dart, Scimitar, Sap, Shortsword, Kukri and Adamantine Kill Discs, and with Light Armour and bucklers only.
Spells: A saer’vahn has the ability to cast a small number of divine spells. To cast a saer’vahn spell, a saer’vahn must have a Wisdom score of at least 10 + the spell’s level, so a saer’vahn with a Wisdom of 10 or lower cannot cast these spells.
saer’vahn bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the saer’vahn’s Wisdom modifier. When the saer’vahn gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The saer’vahn’s spell list appears below. A saer’vahn has access to any spell on the list and can freely choose which to prepare, just as a cleric. A saer’vahn prepares and casts spells just as a cleric does (though a saer’vahn cannot spontaneously cast cure or inflict spells).
Swift Tracking (Ex): A saer’vahn is adept at tracking their marks quickly and unerringly down; as a result the ancestral avenger no longer suffers a –5 penalty for tracking while moving at normal speed. Indeed they only take –10 (not the normal –20) for tracking while moving at twice the normal speed.
Use Poison: A saer’vahn is trained in the use of poison and never risk accidentally poisoning them when applying poison to a blade.
Death Attack: If a saer’vahn studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralysing or killing the target (saer’vahn’s choice). While studying the victim, the saer’vahn can undertake other actions so long as his attention stays focused on the target and the target does not detect the saer’vahn or recognize the saer’vahn as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the saer’vahn’s class level + the saer’vahn’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the saer’vahn. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the saer’vahn has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the saer’vahn does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Token: All who become Saer’Vahn are marked as beings sworn to lolth and have the mark of the Dark Blessing branded into the skin of their foreheads during their initiation ceremony. This symbol marks them in such a was that they radiate evil, which causes a –1 morale penalty to attack rolls as well as a –1 morale penalty to saves versus fear effects to all within 10 feet of them. Those immune to fear or mind influencing effects are unaffected by this effect. A slight chill in the air marks the presence of a saer’vahn. Thanks to the nature of this brand when a saer’vahn dies they dissolve into a black ichor preventing them from being raised or resurrected. A saer’vahn may be brought back with as True Resurrection or Wish spell however so long as the saer’vahn hasn’t reached level 10 in this prestige, after that point their souls belong to lolth and when they die they go to serve her in her realm in the afterlife.
Claw and Bite (Ex): Starting at 2nd level, a saer’vahn gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.
Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
A saer’vahn is considered proficient with these attacks. When making a full attack, a saer’vahn uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.
Lolth’s Blessing (Su): A Saer’Vahn as he dedicates himself to his dark goddess becomes more and more her creature as its soul is slowly subsumed by her will, transforming them slowly into something wholly more fiendish in nature.
Starting at 2nd level his ability scores increase, initially providing him a +2 bonus to Dexterity. At 4th level he gains another +2 Dexterity. At 6th level a saer’vahn's Strength increases by +2. And finally at 8th level their Strength is raised +2 again.
These increases stack and are gained as if through level advancement.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Hide in Plain Sight (Su): A Saer’Vahn can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a saer’vahn can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.
Natural Armour Increase (Ex): At 4th level the saer’vahn gains a point of natural armour, which stack with existing natural armour (if any). As their skin thickens, a saer’vahn takes on more and more of a fiendish appearance.
Marked Foe (Su): A Saer’Vahn have a supernatural ability to track any mark they have previously inflicted at least one point of actual damage on. Provided they have done so then they can ignore any modifiers to their Survival checks for the purposes of tracking that foe that are incurred from the age of a trail, as well as any modifiers due to weather conditions and visibility of the trail. Provided a mark can avoid a saer’vahn for a year and a day then the saer’vahn loses this benefit against that mark, and would have to inflict harm on them again before being able to track them unerringly in this way again.
Traceless Passage (Su): When they reach 7th level, a saer’vahn becomes permanently affected as though by a non-detection spell as lolth clouds their presence from those who would seek them out (and any gear they wear or carry), and as a result of this a saer’vahn cannot be located by clairaudience/clairvoyance, locate object, or detect spells and also detection from magic items such as crystal balls. If a divination is attempted against a saer’vahn, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 12 + saer’vahn’s level + their Int modifier in order for the divination to succeed.
The Becoming (Su): Finally upon reaching 10th level, a saer’vahn’s soul as part of their pact with lolth becomes hers and the saer’vahn transforms further into a fiend gaining +2 Constitution, Immunity to poison, Damage reduction 5/magic, Darkvision 60 feet (reduction), Resistance to Fire 10 and their type changes to Outsider. At this stage the Drow now appears as an ebon skinned, muscular yet sinuous creature with long knife like class and needle sharp teeth. Their long white hair grows long and down their backs and their eyes glow with an inner red light. They have a tendency to move on all fours when running and at other times stand hunched with their clawed hands before them ready to strike as they sniff the air for signs of their quarry. Saer’vahn at this point can still use tools and wear clothing, armour and even speak but are now more thing than Drow.
The Saer’Vahn Spell List:
A Saer’Vahn must choose their spells from the following list:
1st level: Disguise self, Detect poison, Feather fall, Ghost sound, Obscuring mist, True strike, Sleep, Alarm.
2nd level: Alter self, Cats grace, Detect thoughts, Blur, Knock, Invisibility, Pass without trace, Rope trick, Locate object.
3rd level: Deep slumber, Deeper darkness, Arcane sight, Magic circle against good, Displacement, Gaseous form.
4th level: Clairvoyance/Clairauidence, Dimension door, Freedom of movement, Greater invisibility, Locate creature, Modify memory, Enervation.
Saer’Vahn Advancement
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +0 +2 +2 Swift Tracking, Use Poison, Death Attack, Token 0 - - -
2nd +2 +0 +3 +3 Lolth’s Blessing (+2 Dex), Claw & Bite 1 - - -
3rd +3 +1 +3 +3 Sneak Attack +1d6, Hide in Plain Sight 2 0 - -
4th +4 +1 +4 +4 Lolth’s Blessing (+2 Dex), +1 Natural Armour 3 1 - -
5th +5 +1 +4 +4 Marked Foe 3 2 0 -
6th +6 +2 +5 +5 Lolth’s Blessing (+2 Str), Sneak Attack +2d6 3 3 1 -
7th +& +2 +5 +5 Traceless Passage 3 3 2 0
8th +8 +2 +6 +6 Lolth’s Blessing (+2 Str) 3 3 3 1
9th +9 +3 +6 +6 Sneak Attack +3d6 3 3 3 2
10th +10 +3 +7 +7 The Becoming 3 3 3 3
THE SAER’VAHN (Certain Chaos)
Saer’Vahn Origins
“Lil waela lueth waela ragar brorna lueth wund nind, kyorlin elghinn” (The foolish and unwary find surprises and among them, waiting death)
The Saer’Vahn, pronounced (Sair Varn) date back almost to the Crown Wars, during which the Illyithiri elves (the Drow) warred with their surface cousins and were banished to the underdark. Out of the Chaos that was created during that time, today’s Drow were born, and to perpetuate chaos, and to create fear, as well as to remove those who would cause her problems. Lolth put into place a plan, by which she would have her priests test those most skilled to find the perfect subjects, those who met the required qualities. These Drow, Lolth would spirit away to a place in the Abyss, where she would have them trained and conditioned, and infused with her dark vile power, to make these chosen Drow the ultimate slayers, of course the price was the Drow’s Soul, not that they were given the choice to refuse mind.
When those chosen would finally be returned to their cities, they would no longer belong to any noble house, or family, they were given instructions to form hidden groups called “Hezjel” which means “the Hidden” in undercomman, these Hezjel would lay in wait for the call from their goddess, they were bound to no rules, and no authority other than Lolth’s. She would often use a Saer’Vahn to remove a Drow noble, leaving evidence to implicate another house simply to create chaos, the Saer’vahn are so skilled at slaying without detection, that this has worked thousands of times over the centuries. It is unknown for certain how many dead the Saer’Vahn are responsible for, but it would be wise to suspect far, far more than they have ever be accredited for. Occasionally the Hezjel would be given leave to contact a Drow house and offer their services in the removal of a rival, the reasons they are allowed to do this are uncertain, but no doubt it is part of furthering Lolth’s aims, and breeding more fear and Chaos.
No other faction in the underdark has ever created as much fear, and terror in the Drow and their enemies than the Saer’Vahn, their name is only spoken in hushed whispers if at all, for fear that to do so may draw their attention. In some underdark cultures like the Svirfnebli, the stories they tell their children of bogey men, and creatures who will slip into their rooms and cause them hurt unless they do as they are told and behave, all stem from the myth created by the awesome abilities of the Saer’Vahn.
Saer’Vahn Structure
“Xun izil dos phuul quarthen, lueth dro” (Do as you are ordered, and live)
Contrary to the mystique of the Saer’Vahn brotherhood, they are actually not just lone individuals, but a network, of well organized and informed operatives. There is one Hezjel sect in each Drow city. And within each Hezjel there is a ranking structure.
Those who are newly initiated, and have only just been given the Dark Blessing are called “Kyorlin Elghinn” (waiting death), every six Kyorlin Elghinn are overseen, and given orders by the next highest ranking position in Saer’Vahn Hezjel’s called the “Veldrin del Elghinn” (Shadows of Death), every six of these reports in turn to the Highest ranking member of each
Hezjel who is called “Jabbuk del Elghinn” (Master of Death).
Every Hezjel reports to a Handmaiden of Lolth via magical means, this may be the same handmaiden or different, but it or they in turn, report direct to Lolth.
Saer’Vahn Purpose
“Vel’uss zhaun alur taga lil quarval-sharess?” (Who knows better than the goddess?)
The Purpose of the Saer’Vahn within Drow society is actually very crucial, following the tenets of the Drow’s spider goddess, they promote chaos, they inspire fear and terror, and more importantly they almost never fail. They remove rivals, and enemies, those who threaten or upset Lolth’s plans, they are used to foster disputes, and cause general panic. They are the nightmare of any civilized world.
Not even the Drow noble houses know the structure of the Saer’Vahn, or even what a Hezjel is, and they definitely do not know why they do what they do, or who for, the only thing anyone is certain of, is that the Saer’Vahn are almost perfect killing machines, capable of going where almost none can undetected. And that in their passing there is always someone, or something left dead.
Saer’Vahn Methods
“Nindyn vel’uss kyorl nind ratha thalra elghinn dal lil alust” (Those who watch their backs meet death from their front).
Nothing inspires fear like a Saer’vahn hunting you, except the knowledge a Saer’Vahn IS hunting you. Their abilities are without a doubt unmatched and awesome, but their reputation has made them feared and dreaded even in the corrupt Drow society.
They employ numerous techniques, but most commonly, they will identify a foe by gathering information on their habits, description, locale etc, this is done mostly by magic or scrying, but occasionally personally. Once the target is found, a single Saer’Vahn is chosen for the job, the rank of Saer’Vahn is determined by the judged strength and skill of the foe, it is rare for
More than one to be sent on any mission, except where the foes are in vast numbers, or are extremely tough beyond normal means. The Saer’Vahn also have a policy of avenging their dead, this is mostly because Lolth does not want them to gain the reputation of being vanquish able. And so if one Saer’Vahn fails, two will follow, and then three, and so on, up to an entire Hezjel if needs be, but no existing records have ever indicated an instance where that many have ever been needed.
Once a mark is tracked to their locale, they are commonly marked quickly, so that they may be tracked should the need arise, they never underestimate their prey. They will then lie in wait, watching from a distance, learning their preys tactics and routine, and when the time is right they wait until the target in the ideal place for them to finish their job, and move in for the kill, they try to deliver the killing strike as quickly and quietly as possible. This they refer to as “Belbol del Elghinn” which roughly translated means “Gift of Death”, and once done they are always sure to remove all traces of their presence afterwards, by normal means or magical.
Once the mark is dead they collect the victims soul in a soul gem and return to their Hezjels with the gem as proof. If necessary they can use the gem to extract any useful information, all of which is filtered back through the ranks to Lolth keeping her very well informed without the need for overuse of avatars.
The use of the Soul Gems is integral, as while a soul is in them, they deceased cannot be raised, or resurrected, this promotes the image that anyone slain by a Saer’Vahn is dead forever, as commonly if such miracles are to be performed they are done in the first few days.
Saer’Vahn Specialized Items
“Lil alurl velve zhah lil velkyn uss” (The best knife is the unseen one)
All Saer’Vahn are provided with below specialized Equipment, and access to a few unique items, of Drow manufacture. Note these items are not available anywhere, and even in Drow society they are not available for sale, they are ONLY found on Saer’Vahn.
Adamantine Kill Discs (Exotic Ranged)
An Adamantine kill disc is a vicious disc shaped with handgrips on the top surface, it is perfectly weighted and shaped for
Throwing. They have serrated edges along the rim of the disc; these awesome weapons can ct through flesh and bone like butter, and wood and stone with a bit more effort. They have a 20 hardness, and 40 hit points. And provide the user a natural +1 to attack rolls because of the Adamantine used to make them, and when used to sunder or attack objects ignore all hardness below 20.
Cost Damage Critical Range Increment Weight Type
N/A 2d4 18-20/x2 30 ft. 3lb Slashing
Tri Bolt Hand Crossbows (Exotic Ranged)
A tri Bolt Hand Crossbow, is a unique design, they appear as normal Hand crossbow, except they are made of Adamantine as
Opposed to wood, and have a design that allows the launching of three quarrels at once, as opposed to one, the quarrels are
Arranged in a triangular pattern, and to load the crossbow they are pushed into the firing end, which pushed the string back until it catches; this action requires a strength of at least 13 to perform.
The quarrels are slightly smaller than normal hand crossbow quarrels, the weapon is 20 Hardness, and 40 hit points because of
It’s Adamantine construction, and it provides the user a natural +1 bonus to attack rolls.
Cost Damage Critical Range Increment Weight Type
N/A 1d3x3 18-20/x2 30 ft. 5lb Piercing
Reinforced Leather
The Saer’Vahn use a special process of reinforcing leather in vital places with an Adamantine weave, this adds a little to the weight, but provides comparable protection as Studded leather, with little of the hindrances. The secret of this amours construction and how to make a thin weave of Adamantine is not known outside of the Saer’Vahn. Not enough adamantine is used in the construction to provide damage reduction as a full suit of adamantine light armor normally would.
Cost Armor bonus Max Dex Armor Chk Spell fail Weight
N/A +3 +5 0 10% 20lb
MAGIC ITEMS
“lil valsharess del veldrin, belbau orthae faer belbol” (The queen of shadows, gives holy magical
gifts)
These Magic Items, are not found on every Saer’Vahn, but may be used by them, the higher-ranking Saer’Vahn are more likely to have more of them. These items are not provided to all automatically, the below items are simply those created by and used exclusively by the Saer’Vahn.
Bracers of Draining
These Adamantine bracers 20 hardness, 40 hit points, are worn around the forearms of the Saer’Vahn, They allow the wearer to drain the life from a target on a touch attack 1/Day, if the target is drained 6d6 Hit points. The Saer’Vahn gains an amount equal to that drained, up to normal maximum +10, these temporary Hit points vanish after one hour.
Caster Level: 12th; Prerequisites: Craft Wondrous magic Item, Vampiric touch;
Market Price: 17,400 gp; XP Cost: 696; Cost to Make: 8,700 gp; Time to Make: 18 days
Dark Power Amulet
The Dark power amulet, are made of Obsidian, and engraved with the silver symbol of Lolth, they must be worn over naked skin to function, and if worn by a person of any non-evil alignment they receive no benefits. The amulet when worn it provides continual regenerative abilities, granting the Saer’Vahn regeneration 1 point, allowing them to treat all damage as non lethal, which they heal at one point of damage each round from any source except fire and acid, which does actual lethal damage to them they cannot regenerate.
While this amulet is in contact with the Saer’Vahn’s flesh they can also regenerate lost limbs, organs, or any other body part. Note only damage taken while wearing the amulet, is regenerative.
Caster Level: 15th; Prerequisites: Craft Wondrous magic Item, Regenerate;
Market Price: 182,000 gp; XP Cost: 7,280; Cost to Make: 91,000 gp; Time to Make: 183 days
Soul gems
These magical clear, multi faceted gems, are designed to hold the life essence of a recently deceased person, for a short time. Basically when a Saer’Vahn slays a target if a soul gem is placed upon the deceased persons forehead within 3 rounds of their death, their soul is pulled into the gem. Once a gem is full it glows and sparkles with white light. A soul gem will hold the spirit of a deceased for 6 days and nights, at the beginning of the seventh day, the soul gem shatters and the spirit goes free to it’s afterlife. Note while a soul is within a gem it can be questioned as if by a Speak with Dead spell 1/day, and the contained souls body cannot be raised, or resurrected while their soul is in the gem, it can however be animated.
Caster Level: 20th; Prerequisites: Craft Wondrous magic Item, Magic jar, speak with Dead;
Market Price: 6,600 gp; XP Cost: 264; Cost to Make: 3,300 gp; Time to Make: 7 days
Shadow Cloak
These cloaks, are made from black spider silk, and enchanted with special rites, they allow the wearer to Shadow Walk once per day. When activate the wearer is transported to the realm of Shadow, where he can remain for 6 hours, every 10 minutes within this realm, the wearer can move at a rate of seven miles distance relative to the prime material plane, thus being able to move through the shadow plane and return to the prime long distances away in a short time.
Caster Level: 18th; Prerequisites: Craft Wondrous magic Item, Shadow Walk;
Market Price: 38,880 gp; XP Cost: 1,555; Cost to Make: 19,440; Time to Make: 39 days
“Vel’uss dhu olist dal lil elamshinn” (who can hide from the will of Lolth)