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Psion's Drow (and other) Villainy thread
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<blockquote data-quote="Psion" data-source="post: 1224320" data-attributes="member: 172"><p>I told myself I wasn’t going to make a cleric that could cast 9th level spells for this adventure... but after the havoc the characters caused last session, I have to do something to keep them on their toes.</p><p></p><p>Under Plot & Poison, the spider queen has 8 “claws”, lesser deity attendants, one corresponding to each school of magic. It just so happens that the claw of necromancy, Black Widow, is lawful evil. One of the most challenging templates that can be applied to clerics is the eternal confessor from Necromantic Lore by FFG, and it just so happens that clerics of black widow fit the bill (being lawful evil with the death domain.)</p><p></p><p><strong>Eternal Confessor Valanthequi</strong>, female undead elf (drow) Clr16: CR 23; Size M (4 ft., 11 in. tall); HD 20d12; hp 130; Init +2 (+2 Dex); Spd 30 ft.; AC 33/39 (+3 Dex, +6 Natural, +10/13 Armor, +3 Shield, +1/4 deflection); Attack +23(25)/+18(20)/+13(15) (+12 Base, +6(8) Str, +5 mace) melee (1d8+11(13)/19-20), or +15/+10/+5 (+12 Base, +3 Dex) ranged; SV Fort +12 (+10 Base, +2 Feat), Ref +7 (+5 Base, +2 Dex), Will +20 (+10 Base, +8 Wis, +2 feat); AL LE; Str 23(26), Dex 15(17), Con --, Int 15, Wis 22(26), Cha 17(21).</p><p></p><p>Languages Spoken: Common, Draconic, Elven, Sylvan, Undercommon.</p><p></p><p>Skill points: Clr 76</p><p>Skills and feats: Concentration +25 (+8 Racial, +12 Rank, +5 Cha), Craft +6 (+4 Rank, +2 Int), Diplomacy +13 (+8 Rank, +5 Cha), Hide +3 (+3 Dex), Knowledge (arcana) +12 (+10 Rank, +2 Int), Knowledge (religion) +13 (+11 Rank, +2 Int), Listen +10 (+8 Wis, +2 Racial), Move silently +2 (+2 Dex), Profession +14 (+6 Rank, +8 Wis), Scry +14 (+12 Rank, +2 Int), Search +4 (+2 Int, +2 Racial), Spellcraft +16 (+14 Rank, +2 Int), Spot +10 (+8 Wis, +2 Racial); Combat Expertise, Craft Arms and Armor, Domain Access* (Necromancy), Dragon Cohort***, Great Fortitude (B), Improved Critical (heavy mace)(B), Iron Will (B), Quicken spell-like ability**, Scribe Scroll, Spell Focus (Necromancy).</p><p></p><p>* - Trinalia campaign feat; this feat allows access to an additional domain’s spells (chosen from the character’s deity’s normal list), but not the granted power of the domain.</p><p>** - Book of Vile Darkness/MMII</p><p>*** - From Draconomicon</p><p></p><p>Undead Traits</p><p>Elf Traits</p><p>Drow Traits</p><p>Special Attack DC: 25</p><p>Rebuke undead 6/day</p><p>Smite 3/day, +3 to hit, +10 damage</p><p>Thundering Mace (Su): Any mace wielded by the eternal confessor counts as a +5 thundering heavy mace, that does +1d8 damage against any creature that is not lawful evil.</p><p>Unholy Touch (Su): Drains 1d6 hp permanently</p><p>Confessor abilities (Sp): detect good or evil at will, continual antipathy, freedom of movement, invisibility to animals, true seeing, and zone of truth.</p><p>Energy resistance(Ex): cold, fire, electricity, and sonic resistance 25.</p><p>Spell immunity(Su): Spells of 5th level are lower have no effect.</p><p>Spell like abilities (Sp): At will: augury, blindness/deafness, death knell, deeper darkness, dispel magic, dominate person, gaseous form, greater command, hold person, invisibility, locate creature, locate object, melf’s acid arrow, produce flame, shatter, silence, summon monster III. 1/day - circle of doom, disintegrate, feeblemind, finger of death, flesh to stone, forbiddance, geas/quest, haste, imprisonment, inflict serious wounds, iron body, lightning bolt, mark of justice, maze, polymorph other, prying eyes, righteous might, slow, spell turning, summon monster VII, and wall of force. Save DC 15+spell level.</p><p>DR 25/+3, Fast healing: 5, Turning Immunity, SR 33</p><p></p><p>Possessions: +2 mithril full plate, +2 heavy steel shield, ring of protection +1, gloves of dexterity +2, +1 heavy mace, hand crossbow, 10 bolts, 3 doses poison, cloak of charisma +4, scroll 1 - 7th (greater planar binding), 2 x 6th (harm x 2), 4 x 5th (circle of doom, dispel chaos, plane shift, word of recall), ioun stone (deep red & black - grants combat reflexes), 1900 gp in jewelry.</p><p></p><p>Cleric Domains: Death, Vengeance*, Necromancy* (spells only)</p><p>Death domain ability: Death touch: 1/day, touch attack, roll 16d6, if total equal or greater than target’s hp, target dies.</p><p>Vengeance domain ability: If struck for 10 or more points of damage, you gain a +5 morale bonus to attack the source of the damage if your next action is to attack the source.</p><p>Cleric Spells Per Day: 6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1. 0 - Detect Magic (x2), Guidance (x2), Read Magic, Resistance; 1 - Bane, Bless, Shield of Faith (*2), (3 more?) ; 2 - Bull’s Strength (x2), Desecrate, Shatter, Spiritual Weapon, Static Field, Wither Limb**; 3 - Animate Dead, Contagion, Protection from Elements, Magical Vestment (x2) Sadism, Wrack; 4 - Air Walk, Dismissal, Greater Magical Flow Enhancement, Poison, Righteous Mantle, Tongues; 5 - Break Enchantment, Dispel Good, Ethereal Jaunt, Flame Strike, Plane Shift, ; 6 - Antilife Shell, Greater Dispelling, Harm, Word of Recall; 7 - Blasphemy, Divine Talion, Repulsion, Summon Monster VII; 8 - Fire Storm, Symbol, Unholy Aura.</p><p>Cleric Domain Spells: 1 - Doom; 2 - Spectral Hand; 3 - Animate Dead; 4 - Fire Shield; 5 - Slay Living; 6 - Magic Jar; 7 - Destruction; 8 - Horrid Wilting.</p><p>Spell DC: 18+Spell Level. (20 + level for necromancy spells)</p><p></p><p>* - From Plot & Poison</p><p>** - From Book of Vile Darkness</p><p></p><p>Tactics:</p><p>Upon noticing something amiss, Valanthequi will send prying eyes to investigate and activate buffs, bringing her strength to 26 and shield of faith or unholy aura and magic vestement bring her AC to 39, cast forbiddance in the area, protect herself with antilife shell, divine talion, and unholy aura. She will use her scroll and summon monster spells and abilities to call allies. She will maze one party member and try to imprison another, and then hit the party with powerful damaging spells. Using her quicken spell-like ability feat, she can use a spell like ability in parallel with a spell every round.</p><p></p><p>I expect this will be a bit more of a challenge for the party. Maze and imprisonment could easily take out two party members, true seeing will negate the displacement, and horrid wilting is not on option for the party. The bear lord's summonings and shape changes will be frustrated by the invisibility to animals.</p></blockquote><p></p>
[QUOTE="Psion, post: 1224320, member: 172"] I told myself I wasn’t going to make a cleric that could cast 9th level spells for this adventure... but after the havoc the characters caused last session, I have to do something to keep them on their toes. Under Plot & Poison, the spider queen has 8 “claws”, lesser deity attendants, one corresponding to each school of magic. It just so happens that the claw of necromancy, Black Widow, is lawful evil. One of the most challenging templates that can be applied to clerics is the eternal confessor from Necromantic Lore by FFG, and it just so happens that clerics of black widow fit the bill (being lawful evil with the death domain.) [b]Eternal Confessor Valanthequi[/b], female undead elf (drow) Clr16: CR 23; Size M (4 ft., 11 in. tall); HD 20d12; hp 130; Init +2 (+2 Dex); Spd 30 ft.; AC 33/39 (+3 Dex, +6 Natural, +10/13 Armor, +3 Shield, +1/4 deflection); Attack +23(25)/+18(20)/+13(15) (+12 Base, +6(8) Str, +5 mace) melee (1d8+11(13)/19-20), or +15/+10/+5 (+12 Base, +3 Dex) ranged; SV Fort +12 (+10 Base, +2 Feat), Ref +7 (+5 Base, +2 Dex), Will +20 (+10 Base, +8 Wis, +2 feat); AL LE; Str 23(26), Dex 15(17), Con --, Int 15, Wis 22(26), Cha 17(21). Languages Spoken: Common, Draconic, Elven, Sylvan, Undercommon. Skill points: Clr 76 Skills and feats: Concentration +25 (+8 Racial, +12 Rank, +5 Cha), Craft +6 (+4 Rank, +2 Int), Diplomacy +13 (+8 Rank, +5 Cha), Hide +3 (+3 Dex), Knowledge (arcana) +12 (+10 Rank, +2 Int), Knowledge (religion) +13 (+11 Rank, +2 Int), Listen +10 (+8 Wis, +2 Racial), Move silently +2 (+2 Dex), Profession +14 (+6 Rank, +8 Wis), Scry +14 (+12 Rank, +2 Int), Search +4 (+2 Int, +2 Racial), Spellcraft +16 (+14 Rank, +2 Int), Spot +10 (+8 Wis, +2 Racial); Combat Expertise, Craft Arms and Armor, Domain Access* (Necromancy), Dragon Cohort***, Great Fortitude (B), Improved Critical (heavy mace)(B), Iron Will (B), Quicken spell-like ability**, Scribe Scroll, Spell Focus (Necromancy). * - Trinalia campaign feat; this feat allows access to an additional domain’s spells (chosen from the character’s deity’s normal list), but not the granted power of the domain. ** - Book of Vile Darkness/MMII *** - From Draconomicon Undead Traits Elf Traits Drow Traits Special Attack DC: 25 Rebuke undead 6/day Smite 3/day, +3 to hit, +10 damage Thundering Mace (Su): Any mace wielded by the eternal confessor counts as a +5 thundering heavy mace, that does +1d8 damage against any creature that is not lawful evil. Unholy Touch (Su): Drains 1d6 hp permanently Confessor abilities (Sp): detect good or evil at will, continual antipathy, freedom of movement, invisibility to animals, true seeing, and zone of truth. Energy resistance(Ex): cold, fire, electricity, and sonic resistance 25. Spell immunity(Su): Spells of 5th level are lower have no effect. Spell like abilities (Sp): At will: augury, blindness/deafness, death knell, deeper darkness, dispel magic, dominate person, gaseous form, greater command, hold person, invisibility, locate creature, locate object, melf’s acid arrow, produce flame, shatter, silence, summon monster III. 1/day - circle of doom, disintegrate, feeblemind, finger of death, flesh to stone, forbiddance, geas/quest, haste, imprisonment, inflict serious wounds, iron body, lightning bolt, mark of justice, maze, polymorph other, prying eyes, righteous might, slow, spell turning, summon monster VII, and wall of force. Save DC 15+spell level. DR 25/+3, Fast healing: 5, Turning Immunity, SR 33 Possessions: +2 mithril full plate, +2 heavy steel shield, ring of protection +1, gloves of dexterity +2, +1 heavy mace, hand crossbow, 10 bolts, 3 doses poison, cloak of charisma +4, scroll 1 - 7th (greater planar binding), 2 x 6th (harm x 2), 4 x 5th (circle of doom, dispel chaos, plane shift, word of recall), ioun stone (deep red & black - grants combat reflexes), 1900 gp in jewelry. Cleric Domains: Death, Vengeance*, Necromancy* (spells only) Death domain ability: Death touch: 1/day, touch attack, roll 16d6, if total equal or greater than target’s hp, target dies. Vengeance domain ability: If struck for 10 or more points of damage, you gain a +5 morale bonus to attack the source of the damage if your next action is to attack the source. Cleric Spells Per Day: 6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1. 0 - Detect Magic (x2), Guidance (x2), Read Magic, Resistance; 1 - Bane, Bless, Shield of Faith (*2), (3 more?) ; 2 - Bull’s Strength (x2), Desecrate, Shatter, Spiritual Weapon, Static Field, Wither Limb**; 3 - Animate Dead, Contagion, Protection from Elements, Magical Vestment (x2) Sadism, Wrack; 4 - Air Walk, Dismissal, Greater Magical Flow Enhancement, Poison, Righteous Mantle, Tongues; 5 - Break Enchantment, Dispel Good, Ethereal Jaunt, Flame Strike, Plane Shift, ; 6 - Antilife Shell, Greater Dispelling, Harm, Word of Recall; 7 - Blasphemy, Divine Talion, Repulsion, Summon Monster VII; 8 - Fire Storm, Symbol, Unholy Aura. Cleric Domain Spells: 1 - Doom; 2 - Spectral Hand; 3 - Animate Dead; 4 - Fire Shield; 5 - Slay Living; 6 - Magic Jar; 7 - Destruction; 8 - Horrid Wilting. Spell DC: 18+Spell Level. (20 + level for necromancy spells) * - From Plot & Poison ** - From Book of Vile Darkness Tactics: Upon noticing something amiss, Valanthequi will send prying eyes to investigate and activate buffs, bringing her strength to 26 and shield of faith or unholy aura and magic vestement bring her AC to 39, cast forbiddance in the area, protect herself with antilife shell, divine talion, and unholy aura. She will use her scroll and summon monster spells and abilities to call allies. She will maze one party member and try to imprison another, and then hit the party with powerful damaging spells. Using her quicken spell-like ability feat, she can use a spell like ability in parallel with a spell every round. I expect this will be a bit more of a challenge for the party. Maze and imprisonment could easily take out two party members, true seeing will negate the displacement, and horrid wilting is not on option for the party. The bear lord's summonings and shape changes will be frustrated by the invisibility to animals. [/QUOTE]
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