Zasorthane, exiled of house Izridas Zigân
Lawful Evil Drow Hexblade 4
Hit Dice: 4d10+4 (37 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (
Light Load: 48.5 lb./58.0 lb.)
AC: 18 (+3 dex, +5 armor)
Full Attacks: +1 large adamantine greatsword +6 melee (3d6+4/19-20x2 slashing), masterwork alchemically silvered shortsword +7 melee (1d6+1/19-20x2 piercing)
Attacks: +1 large adamantine greatsword +6 melee (3d6+3/19-20x2 slashing), masterwork alchemically silvered shortsword +7 melee (1d6+1/18-20x2 piercing)
Racial Traits (ECL +2): Darkvision (120 ft.), drow racial traits, drow weapon proficiencies, elf sense, favored class (wizard), immunity to magic sleep effects, light blindness, spell-like abilities, spell resistance 15
Class Features: Arcane resistance, hexblade's curse 1/day, hexblade spells, light armor proficiency, martial weapon proficiency (all), mettle, simple weapon proficiency (all), summon familiar
Saves: Fort +2, Ref +4, Will +4; +2 bonus vs. enchantment spells or effects, +7 bonus vs. all Spells and spell-like effects
Abilities: Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 19 (21)
Skills: Bluff +12 [7 ranks], Concentration +5 [4 ranks], Diplomacy +7 [2 ranks], Intimidate +7 [2 ranks], Knowledge (arcana) +4 [3 ranks], Spellcraft +4 [3 ranks]; +2 racial bonus on Listen, Search, and Spot checks, +2 Alertness bonus to Listen and Spot when familiar is within arms reach, +3 familiar bonus to Bluff when familiar is within 1 mile, +4 Combat Casting bonus to concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned
Feats: [Combat Casting], Monkey Grip, Weapon Focus (Greatsword)
Languages: Common, Draconic, Elven, Underdark
Arcane Resistance (Su): The hexblade gains a bonus equal to his charisma bonus on saving throws against spells and spell-like effects.
Elf sense (Ex): 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.
Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 17) negates the effect.
Mettle: A hexblade can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Spell-like abilities: Drow can use the following spell-like abilities once per day:
dancing lights (DC 15),
darkness (DC 17),
faerie fire (DC 16). Caster level equals the drow’s class levels.
Familiar
Tiny Viper -
HD: 1d8 (hp 14);
Initiative: +3;
Speed: 15 ft., climb 15 ft., swim 15 ft.;
AC: 18 (+2 size, +3 dex, +3 natural), touch 15, flat-footed 14;
Base Attack/Grapple: +0/-11;
Attack: Bite +7 melee (1 plus poison);
Full Attack: Bite +7 melee (1 plus poison);
Space/Reach: 2-1/2 ft./0 ft.;
Special Attacks: Poison;
Special Qualities: Alertness, empathic link, improved evasion, scent, share spells;
Saves: Fort +2, Reflex +5, Will +5;
Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2;
Skills: Balance +11, Bluff +3, Climb +11, Diplomacy -2, Intimidate -2, Hide +15, Listen +6, Spellcraft +4, Spot +6, Swim +5;
Feats: Weapon finesse
Hexblade Spells (Caster Level 2)
1st (2/day) DC 16 -
Expeditious Retreat,
Undetectable Alignment
Equipment (12,837/13,000 gp)
+1 Chain shirt (1,250 gp) [25 lb.]
+1 Large adamantine greatsword (5,400 gp) [16 lb.]
Masterwork cold iron shortsword (320 gp) [2 lb.]
Masterwork hand Crossbow (250 gp) [2 lb.]
Alchemically silvered bolts x20 (42 gp) [2 lb.]
Flask of cure light wounds, 8 doses) (400 gp) [0.8 lb.]
Bull’s strength potion x2 (600 gp) [0.2 lb.]
Barkskin +2 potion (300 gp) [0.1 lb.]
Shield of faith +2 potion x3 (150 gp) [0.2 lb.]
Scroll of identify (125 gp) [0.1 lb.]
Cloak of charisma +2 (4,000 gp)
Snake familiar (100 gp)
Background (Out of Character)
The Complete Guide to the Drow said:
There have been tales whispered in dark taverns and late night inns of lone drow figures that stalk the surface of the world. Some of these tales tell of the lone dark figure on the road that offered assistance to those in trouble. Other stories tell of the renegade murderer, kept away from his underground home. No matter what the tail told, they are always told with an aura of fear and mystery.
Drow that walk the surface world are normally renegades that have renounced their ancestral homes for a chance at a new life. Sometimes that is as a champion of law and justice, but it is more likely as a lone killer for hire that stalks the humans and elves of the surface.
Male drow are the most likely candidates for the life of an adventuring loner. In a female-dominated society, there are few places for a lone drow male to call home. Some males are left on the surface after raids, either as punishment for a minor infraction or left for dead by the rest of the raiding party. There is a chance that this character is hunted by either his former family or by associates that he has left behind.
Zasorthane,is the exiled of house Izridas Zigân, former body guard to a younger sister of house Izridas Zigân. During a raid, Zasorthane’s fate was abandonment on surface after a crossbow bolt nicked the priestess Zasorthane was duty bound to protect. The bolt intended to hit the drow bodyguard’s heart, and when Zasorthane moved to avoid it, the projectile continued through the air to split the skin along left shoulder of the priestess. Another lieutenant watched this incident, and reported it to his superiors to undermine the bodyguard. Zasorthane tried to refute this effort, but was unable to convince his superiors that he was innocent of any intentional selfishness and dereliction of duty. He is never to return to the underdark, or face the peril a more painful punishment.
The young drow priestess injured during this confrontation fled her home to chase after Zasorthane many months later. She met her end at the blades of a group of bandits on the surface. Of course, having been blamed for
her supposed death, Zasorthane is being pursued by a number of house mercenaries, including the man who first pointed out Zasorthane's infraction, though his pursuit has something far more personal to it. Only recently, he discovered the priestess death.
This accursed kin of the dark elves wears clothing such that his face, ears, and skin is not visible normally, and tries to conceal his origin at all costs through deceit. He wears chain shirt with this clothing, and bears a cloth-sheathed large great sword on his back as his primary weapon. Zasorthane is slowly drifting towards neutral and good, as he has progressed in his adventures, but still uses the guise of his Undetectable Alignment spell every day to conceal his corrupted past and present. He is looking for some way out, away from his enemies. This search makes him willing to break his belief in the birthright of the Drow, and now Zasorthane makes allies with humans and surface elves freely, looking for a way to change his identity and escape his pursuers. Zasorthane has become desperate, as his pursuers are becoming more and more diligent.