House Millithor in the City of the Spider Queen PCs & NPCs

Quertus Millithor, House Wizard

Quertus Millithor, Male Elf (Drow) Wiz 14: ECL 16; Medium Humanoid (Elf); HD 14d4+56; hp 86; Init +1; Spd 30 ft; AC 13 (+1 Dex, +2 Armor); Melee The Sword Of The Dales +9/+4 (1d8+2/crit 19-20); Melee Masterwork Dagger +7/+2 (1d4-1+1d6 fire/crit 19-20); Ranged Masterwork Dagger +9 (1d4-1+1d6 fire/crit 19-20); Ranged Masterwork Darkwood Hand Crossbow +9 (1d4/crit 19-20); SA spells; SQ drow traits, summon familiar, SR 25; AL CE; SV Fort +8, Ref +5, Will +10; Str 9, Dex 12, Con 18 (12), Int 25 (21), Wis 12, Cha 12.

Skills and Feats: Bluff +6 (5 ranks, cc), Concentration +21 (17 ranks), Craft (Drawing) +17 (10 ranks), Diplomacy +5 (0 ranks), Hide +6 (0 ranks), Intimidate +6 (3 ranks, cc), Knowledge (Arcana) +24 (17 ranks), Knowledge (Architecture & Engineering) +12 (5 ranks), Knowledge (Local, Menzoberranzan) +12 (5 ranks), Knowledge (Nobility & Royalty) +12 (5 ranks), Knowledge (The Planes) +17 (10 ranks), Knowledge (Religion) +12 (5 ranks), Move Silently +6 (0 ranks), Spellcraft +26 (17 ranks); Craft Magic Arms And Armor (10th Bonus), Craft Wondrous Item (5th Bonus), Eschew Materials (3rd), Greater Spell Penetration (9th), Improved Familiar (12th), Scribe Scroll (1st Bonus), Spellcasting Prodigy (1st), Spell Penetration (6th).

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

Current Condition: Full health. AC buffed to 20. Reflex save buffed to +6.

Permanent Spells: Arcane Sight, See Invisibility, Read Magic, Tongues. All have Caster Level of 13.

Spells Cast Every Morning: Detect Scrying, Endure Elements.

Spells currently in effect: Arcane Sight, See Invisibility, Read Magic, Tongues, Endure Elements, Detect Scrying, Mage Armor, Shadow Mask, Shield, Rary's Telepathic Bond (with Quertus, Matron, Torellan, Zieggrek and Kripp), Haste, Magic Circle Against Evil.



Wizard Spells Known: 0-All; 1-Endure Elements, Shield, Mage Armor, Unseen Servant, Cause Fear, Hold Portal, Magic Missile, Tenser's Floating Disk, Disguise Self, Expeditious Retreat, Feather Fall, Jump, Detect Secret Doors, Identify, Ray of Enfeeblement; 2-Aganazzar's Scorher, Alter Self, Bull's Strength, Command Undead, Create Magic Tattoo, Daze Monster, Endurance, Fox's Cunning, Invisibility, 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-Fireball, Lightning Bolt, Magic Circle Against Evil, Displacement, Arcane Sight, Deep Slumber, Nondetection, Dispel Magic, Haste, Fly, Phantom Steed, Slow, Tongues; 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, Thunderlance; 5-Break Enchantment, Cloudkill, Cone of Cold, Dominate Person, Firebrand, Hold Monster, Permanency, Rary's Telepathic Bond, Summon Monster V, Teleport, Transmute Rock To Mud; 6-Analyze Dweomer, Chain Lightning, Contingency, Disintegrate, Planar Binding, Shadow Walk; 7-Banishment, Greater Scrying, Greater Teleport, Limited Wish, Mordenkainen's Magnificient Mansion.

Wizard Spells Prepared (4/10/6/6/6/4/4/3); Save DC 17 + Spell Level: 0-Arcane Mark, Detect Poison, Ghost Sound, Predigitistation; 1-Magic Missile (4), Endure Elements**, Feather Fall, Shield*, Ray of Enfeeblement (3); 2-Bull's Strength (3*), Endurance (2*), Shadow Mask*; 3-Dispel Magic (2), Haste*, Magic Circle Against Evil (3*); 4-Detect Scrying**, Dimension Door, Dimensional Anchor (2)*, Enervation (2), Evard's Black Tentacles; 5-Cone of Cold*, Rary's Telepathic Bond*, Summon Monster V (2); 6-Disintegrate, Enervation (3); 7-Banishment*, Greater Teleport, Limited Wish.

* = Cast. ** = Cast every morning/day.

Equipment Worn: Sword of The Dales (+3 Longsword, Water Breathing 1/day, Glows blue light, Knock on chains and manacles within 30’, command word “Merrydale”, works as a Lich's Phylactery), Mw Darkwood Hand Crossbow (with 1 poisoned bolt), 18 Bolts, Mw Dagger, Quertus' Amulet (as Headband of Intellect +4 and Hand of The Mage), Quertus' Boots (as Winged Boots and Boots of Elvenkind), Cloak of Elvenkind, Ring of Wizardy 1, Ring of Counterspells (with Disintegrate), Bracers of Armor +2, Belt of Health +6, Bag of Holding 1, Millithor House Insignia (Message 3/day to other people with House Insignia).

Equipment Carried: Adamantine Longsword, Potion of Delusion, Ring of Protection +1 (Morn's), Ring of Feather Fall (Morn's), 40 bolts, 2 Spellbooks (114 pages taken), Xasalk Thuch's Spellbook, Boccob's Blessed Book, Ring of Sustenance, 10 days worth of trail rations, 2 Waterskins, Silk Rope, 10 Sheets of Paper, 2 ink vials, 2 inkpens, 10 candles, scroll case, 4 Doses of Drow Sleep Poison, 11 Potions of Cure Light Wounds, Potion of Cure Moderate Wounds, Wand of Magic Missile (level 3 caster, 35 charges), 3 Sp.

Temporary: Cold iron dagger, Bless Weapon oil.

Spell Components & Focuses: Analyze Dweomer focus, Contingency focus.

Scrolls: Detect Secret Doors, Comprehend Languages, Hold Person, Wall of Force, Telekinesis, Veil, Lesser Ironguard (FRCS), Protection From Evil, Vampiric Touch, Mage Armor, Spider Climb, Teleportation Circle.



Spellbook 1 (96 Pages Taken): 0-All; 1-Endure Elements, Shield, Mage Armor, Unseen Servant, Magic Missile, Tenser's Floating Disk, Disguise Self, Expeditious Retreat, Feather Fall, Jump, Detect Secret Doors, Identify; 2-Protection From Arrows, Melf's Acid Arrow, Bull's Strength, Invisibility, Alter Self, Create Magic Tattoo, See Invisibility, Spider Climb, Aganazzar's Scorher, Mirror Image, Endurance, Fox's Cunning; 3-Fireball, Lightning Bolt, Displacement, Nondetection, Dispel Magic, Haste, Fly; 4-Stoneskin, Leomund's Secure Shelter, Wall of Fire, Greater Invisibility, Dimension Door.

Spellbook 2 (25 Pages Taken): 5-Cloudkill, Cone of Cold, Hold Monster; 6-Shadow Walk, Disintegrate.

Xasalk Thuch's Spellbook (34 Pages Taken): 1-Cause Fear, Hold Portal, Identify, Tenser’s Floating Disk; 2-Command Undead, Daze Monster, Obscure Object, Touch of Idiocy, Whispering Wind; 3-Arcane Sight, Deep Slumber, Fireball, Nondetection; 4-Evard’s Black Tentacles, Lesser Geas.

Boccob's Blessed Book (132 Pages Taken): 1-Ray of Enfeeblement; 2-Scorching Ray, Shadow Mask, Web; 3-Magic Circle Against Evil, Phantom Steed, Slow, Tongues; 4-Detect Scrying, Dimensional Anchor, Enervation, Fire Shield, Remove Curse, Thunderlance; 5-Break Enchantment, Dominate Person, Firebrand, Permanency, Rary's Telepathic Bond, Transmute Rock To Mud; 6-Analyze Dweomer, Chain Lightning, Contingency, Planar Binding; 7-Banishment, Greater Scrying, Greater Teleport, Limited Wish, Mordenkainen's Magnificient Mansion.



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.

Height; 5'2'', Weight; 102 lbs. Hair; White (Bald). Eyes glow blue.

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.
 
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Endur, is the following item from MoF ok? Kinda fits with the whole theme. :)

Rod of Viscid Globs (6000gp)
5/day the rod can be used to fire a blob of goo functionally equivalent to a tanglefoot bag.

Aside from the backpack o' travel gear which I haven't costed out yet, the below version of Carcelon should be mostly complete.
 

Attachments


The Rod of Viscid Globs is fine.

I think you still have another feat available. And you might have spent two too many characteristic points (I think you spent 37 instead of 35).

Pyrex said:
Endur, is the following item from MoF ok? Kinda fits with the whole theme. :)

Rod of Viscid Globs (6000gp)
5/day the rod can be used to fire a blob of goo functionally equivalent to a tanglefoot bag.

Aside from the backpack o' travel gear which I haven't costed out yet, the below version of Carcelon should be mostly complete.
 

Endur said:
I think you still have another feat available. And you might have spent two too many characteristic points (I think you spent 37 instead of 35).

Yep. Had too many stats. Not only that but I figured my
int bonus for skills wrong...

I've got 3 feats at 10th level, is there a bonus feat somewhere I missed?
 



Removed extra stat pts.
Added missing feat.
Recalculated skills (including synergy bonuses and ACP).
Bought scrolls, potions & wands.
Bought clothes & basic travel gear.

Assuming no other serious goofs on my part Carcelon should be done.
 

Attachments



Torrellan Millithor, Male
FR-Elf(Drow) Sor2/Ftr8:
CR 10; AL CE; SR 21;
Medium Humanoid ;
HD 2d4+8d10; hp 48;
Init +6; Spd 30;
AC 21; BAB: +9;
Melee BAB: +13; Ranged BAB: +11; Melee:
+1 Longsword +15/+10 (+1 Longsword, 1d8+5/crit 15-20/x2); Melee: +1 Longsword +15/+10 (+1 Longsword, 1d8+7/crit 17-20/x2);
SA: , Spell-like abilities
SQ: Immunity: Sleep (Ex), Drow (Elf) traits (Ex), Darkvision (Ex), Light blindness (Ex), Resistance: Spell (Ex)
Class Features: Sorcerer: Simple weapon proficiency, Spells, Summon Familiar Fighter: Shield proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Heavy armor proficiency, Medium armor proficiency, Light armor proficiency, Bonus Feats (5), Weapon specialization
Racial Features: +2 Will bonus to Enchantment spells
SV Fort +8, Ref +6, Will +5;
STR 18, DEX 14, CON 10, INT 14, WIS 10, CHA 11.
Skills:
Appraise +2,
Balance +1,
Bluff +3,
Climb +3,
Diplomacy +3,
Disguise +3,
Escape Artist +1,
Forgery +2,
Gather Information +3,
Hide +11,
Intimidate +3,
Jump +3,
Listen +6,
Move Silently +24,
Perform +3,
Ride +2,
Scry +2,
Search +4,
Spot +2,
Swim -2,
Tumble +4,
Feats: Quick Draw, Cleave, Weapon Focus: Longsword, Great Fortitude, Dodge, Improved Critical: Longsword, Power Attack, Great Cleave, Improved Initiative.
Sorcerer Spells (6/5):
0-Daze, Detect Magic, Open/Close, Prestidigitation, Read Magic;
1-Mage Armor, Shield.
Equipment: 6935 GP,
+1 Longsword: Might Cleaving Keen,
+3 Chain shirt: Silent Moves,
Ring: Evasion,
Ring: Protection +2,
Wondrous: Vest of Resistance +2,
Wondrous: Cloak of elvenkind,
Wondrous: Boots of elvenkind.
Everyone has a House Insignia with the following powers:
Levitate 3/day (caster level 3)
Message 3/day (caster level 3, only to another who has a House Insignia)
 


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