Valerian
Male Grey Elf Archivist 3 [Race MM, Class Heroes of Horror]
Alignment: True Neutral
Deity: The Undying Court
Region: Aerenal
Height: 5'11"
Weight: 135lbs
Hair: Black
Eyes: Ice Blue
Skin: Pale Grey
Age: 152
XP: 4,000
Str: 8 (-1) [2 points, -2 racial]
Dex: 14 (+2) [4 points, +2 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 18 (+4) [10 points, +2 racial]
Wis: 14 (+4) [6 points]
Cha: 10 (+0) [2 points]
Class and Racial abilities: Immune to magical sleep, +2 saves vs Enchantment spells and effects, +2 to Search, Spot, and Listen checks, can detect secret doors by passing within 5' of them. Dark Knowledge (Tactics), Lore Mastery (Decipher Script and Knowledge: The Planes). Proficient with all simple weapons (plus longsword, rapier, and longbow) as well as light and medium armor.
Hit Dice: 3d6+3
Hit Points: 18
AC: 17 (+2 Dex, +5 Armor) [Touch 12, Flat-footed 15]
Init: +2 (+2 Dex)
Speed: 20ft (30ft base, medium armor and medium load)
Action Points: 6
Saves:
Fortitude +5 [+3 base, +1 Con, +1
shroud of resistance]
Reflex +4 [+1 base, +2 Dex, +1
shroud of resistance]
Will +6 [+3 base, +2 Wis, +1
shroud of resistance]
BAB/Grapple: +1/+0
Melee Atk: -2 (1d8-1/19-20/x2, longsword)
Ranged Atk: +3 (1d8/19-20/x2, light crossbow)
Skills:
Code:
Balance -2 (0 ranks, +2 Dex, -4 armor)
Climb -5 (0 ranks, -1 Str, -4 armor)
Concentration +7 (6 ranks, +1 Con)
Decipher Script +12 (6 ranks, +4 Int, +2 class feature)
Escape Artist -2 (0 ranks, +2 Dex, -4 armor)
Hide -2 (0 ranks, +2 Dex, -4 armor)
Jump -5 (0 ranks, -1 Str, -4 armor)
Knowledge: Arcana +10 (6 ranks, +4 Int)
Knowledge: Dungeoneering +10 (6 ranks, +4 Int)
Knowledge: History +10 (6 ranks, +4 Int)
Knowledge: Religion +10 (6 ranks, +4 Int)
Knowledge: The Planes +12 (6 ranks, +4 Int, +2 class feature)
Listen +4 (0 ranks, +2 Wis, +2 racial feature)
Move Silently -2 (0 ranks, +2 Dex, -4 armor)
Search +6 (0 ranks, +4 Int, +2 racial feature)
Spellcraft +12 (6 ranks, +4 Int, +2 synergy)
Spot +4 (0 ranks, +2 Wis, +2 racial feature)
Swim -9 (0 ranks, -1 Str, -8 armor)
Feats:
Scribe Scroll (Archivist bonus) [PHB]
Spell Focus: Conjuration (flaw bonus) [PHB]
Augment Summoning (flaw bonus) [PHB]
Beckon the Frozen (1st level) [Frostburn]
Energy Substitution: Cold (3rd level) [CArc]
Flaws:
Noncombatant (-2 melee attack rolls)
Murky-eyed (roll miss chance due to concealment twice, take worse roll)
Languages:
Common, Elven, Draconic, Drow, Quor, Giant
Spells Known:
DC 14 + spell level, +1 for Conjuration spells; 4/4/3 per day
0th - all
1st -
Bane, Bless, Cure Light Wounds, Comprehend Languages, Endure Elements, Hide From Undead, Shield of Faith, Summon Monster I, Summon Undead I, Produce Flame
2nd -
Cure Moderate Wounds, Summon Monster II, Flame Blade, Healing Sting, Winter's Embrace
Equipment:
shroud (cloak)
of resistance +1 - 1,000gp
wand of
cure light wounds (CL 1st, 50 charges) - 750gp
breasplate - 200gp
longsword - 15gp
light crossbow - 35gp
quiver with 20 bolts - 2gp
silver holy symbol of the Undying Court - 25gp
waterskin - 1gp
spell component pouch - 5gp
scroll case - 1gp
~10 sheets of parchment - 20sp
backpack - 2gp
~bedroll - 1sp
~trail rations (5 days worth) - 25sp
~prayerbook - free
~scribing kit - 50gp
~everburning torch - 110gp
~identification papers - 2gp
Money:
1 pp, 12 gp, 20 sp, 10 cp, 2 gems worth 10 gp each
~~~~~~~
Appearance:
Valerian is a tall, reed-thin elf, bundled in a wispy, diaphanous shroud wrapped tightly around his body. The edges of the shroud are frayed and threads dangle and dance in even the slightest breeze. His skin is a pale, deathly gray, but his eyes are bright; icy blue in shade, they follow the actions of everyone around him with a mixture of curiosity and paranoia.
Personality:
Valerian is a free soul. He bridles at any attempt to put him under the dominion or command of another being, although he will accept a subserviant position if the rewards (or lack of punishments) are great enough. He is curious and inquisitive, but at the same time cautious and pessimistic. He wants to know how everything works - especially magical objects - but is intelligent and sensible enough to know when to be silent and observe. While he is not evil as such, he is willing to perform amoral and dire acts if doing so will serve the greater purpose which drives him.
Background:
Valerian is an Aereni elf of a minor Line. Like many Aereni, he pursued a path of magery; his path, however, was not the traditional Aerenal magical path. Instead of studying under a master or becoming a priest of the Undying Court, he chose to investigate the true source of magic. His studies led him from tomb to temple to monument, across the breadth of Aerenal.
His goals are the same as most of his race; to master the art of magic and further the cause of his people. His methods, on the other hand, are quite different. While most Elven arcanists practice Necromancy, it is usually of the positive energy variety, as Mabar-bound undead are anathema to the Undying Court. Valerian believes that ignoring the source of your enemy's power is allowing your enemy to gain power over you. Since he's not particularly keen for anyone to have power over him, he thus felt it was both wise and justified to learn what he could of Mabar and the negative energy Necromancy that is the norm outside of Aerenal.
At first, no one suspected anything, as Valerian had always been detached, and was rarely among the greater population of elves, preferring instead to either be in the field exploring ruins, or to be locked in his home reviewing and experimenting with his latest finds. Eventually, however, his experimentations were discovered by the Deathguard and he was banished from Aerenal, never to return.
While this upset him deeply, Valerian decided that this was the perfect opportunity to continue his explorations abroad, and set out on an expedition to Xen'drik. Once he reached Stormreach, he advertised his services as a spellcaster to fellow explorers and adventurers, eventually finding a small party headed to a ruin in the heart of the Xen'drik jungles. Over the course of the next three months, he and his companions battled their way into the depths of Xen'drik, explored and looted the temple, and managed to escape back to Stormreach relatively unscathed once their looting awoke the ancient guardian of the temple - a gigantic stone golem made to resemble a writhing mass of tentacles.
The golem intrigued Valerian and he began to research some of the eldritch writings he copied from the once-temple, believing that the two were linked in some deeper fashion. The writings seem to hint at some connection between the magic of the people who built the temple and the plane of Dal Quor. However, before he could fully decipher the writings and follow up on those discoveries, he began to have strange dreams... even stranger for the fact that elves do not dream.
[sblock=Currently Memorized Spells]
0th -
Cure Minor Wounds x2,
Guidance, Detect Magic
1st -
Shield of Faith, Produce Coldfire*,
Summon Monster I, Cure Light Wounds
2nd -
Summon Monster II, Winter's Embrace, Cure Moderate Wounds
* - Produce Flame energy substituted to cold[/sblock]
[sblock=Commonly Memorized Spell-sets]
Valerian's default "non-combat" memorized spells (ie, he's not expecting much, if any, combat that day)
0th -
Detect Magic, Read Magic x2.
Amanuensis
1st -
Comprehend Languages, Summon Undead I, Summon Monster I, Cure Light Wounds
2nd -
Healing Sting, Summon Monster II, Cure Moderate Wounds
Valerian's default "combat" memorized spells (ie, he IS expecting to fight)
0th -
Cure Minor Wounds x2,
Guidance, Detect Magic
1st -
Shield of Faith, Produce Coldfire*,
Summon Monster I, Cure Light Wounds
2nd -
Summon Monster II, Winter's Embrace, Cure Moderate Wounds
* - Produce Flame energy substituted to cold[/sblock]
[sblock=Common Summoned Monsters]
All monsters here have the Augment Summoning (+4 Str and +4 Con) and Beckon the Frozen (cold subtype and +1d6 cold damage on natural attacks) feat effects added in. Beckon the Frozen is optional, but it's easy to just subtract the cold subtype and cold damage when he chooses not to use it; using it will be default.
[sblock=Icecrown Scorpion (small frozen fiendish monstrous scorpion)]
NE small magical beast (Cold)
Initiative: +0
Senses: Spot +4, Listen +0; Darkvision 60’, Low-Light Vision, Tremorsense 60’
Languages: None
AC 14, touch 11, flat-footed 14; +1 Size, +3 Natural Armor
Hit Points: 8 (1 HD)
Fortitude +6,
Reflex +0,
Will +0
Immune cold
Speed 30’
Melee Full Attack 2 claws +2 (1d3+1 plus 1d6 cold) and sting -3 (1d3+1 plus 1d6 cold plus poison) or
Melee claw +3 (1d3+1 plus 1d6 cold)
Base Attack Bonus: +0;
Grapple: -3
Abilities Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Special Qualities: Fiendish Traits, Cold Subtype, Constrict, Improved Grab, Poison
Feats: Weapon Finesse
Skills: Climb +5, Hide +8, Spot +4
Fiendish Traits: Smite Good (+1 damage vs good, 1/day), cold and fire resist 5, SR 6
Cold subtype: immune to cold damage, takes +50% damage from fire
Constrict: deals automatic claw damage on a successful grapple check
Improved Grab: Can initiate a grapple as a free action when it hits a tiny or smaller creature with a claw attack, using Str or Dex to modify the check.
Poison: DC 12, initial and secondary 1d2 Con[/sblock]
[sblock=Rime-rager (frozen celestial badger)]
CG small magical beast (Cold)
Initiative: +3
Senses: Listen +3, Spot +3; Darkvision 60', Low-Light Vision, scent
Languages: None
AC 15, touch 14, flat-footed 12; +1 size, +3 dex, +1 natural armor
Hit Points: 8 (1HD)
Fortitude +6,
Reflex +5,
Will +1
Immune cold
Speed 30', burrow 10'
Melee Full Attack 2 claws +4 (1d2+1 plus 1d6 cold) and bite -1 (1d3+1 plus 1d6 cold) or
Melee claw +4 (1d2-1 plus 1d6 cold)
Base Attack Bonus: +0;
Grapple: -3
Abilities Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Special Qualities: Celestial Traits, Cold Subtype, Rage
Feats: Track, Weapon Finesse
Skills: Escape Artist +7, Listen +3, Spot +3
Celestial Traits: Smite Evil (+1 damage vs evil, 1/day), acid/cold/electricity resist 5, SR 6
Cold subtype: immune to cold damage, takes +50% damage from fire
Rage: A Rime-rager that takes damage in combat flies into a rage, gaining 4 strength and constitution and losing 2 AC. The rage only ends when it or its opponent is dead; it cannot end the rage voluntarily.[/sblock]
[sblock=Frostwing (frozen celestial eagle)]
CG small magical beast (Cold)
Initiative: +2
Senses: Spot +14, Listen +2; Darkvision 60', Low-Light Vision
Languages: None
AC 14, touch 13, flat-footed 12; +1 Size, +2 Dexterity, +1 Natural Armor
Hit Points: 7 (1 HD)
Fortitude +5,
Reflex +4,
Will +2
Immune cold
Speed 10’, fly 80’ (average)
Melee Full Attack 2 talons +3 (1d4+2 plus 1d6 cold) and bite -2 (1d4+2 plus 1d6 cold) or
Melee talon +3 (1d4+2 plus 1d6 cold)
Base Attack Bonus: +0;
Grapple: -2
Abilities Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6
Special Qualities: Celestial Traits, Cold Subtype
Feats: Weapon Finesse
Skills: Listen +2, Spot +14
Celestial Traits: Smite Evil (+1 damage vs evil, 1/day), acid/cold/electricity resist 5, SR 6
Cold subtype: immune to cold damage, takes +50% damage from fire[/sblock]
[sblock=Glacier-Tunneling Scorpion (medium frozen fiendish monstrous scorpion)]
NE medium magical beast (Cold)
Initiative: +0
Senses: Spot +4, Listen +0; Darkvision 60’, Low-Light Vision, Tremorsense 60’
Languages: None
AC 14, touch 10, flat-footed 14; +4 Natural Armor
Hit Points: 17 (2 HD)
Fortitude +7,
Reflex +0,
Will +0
Immune cold
Speed 40’
Melee Full Attack 2 claws +4 (1d4+3 plus 1d6 cold) and sting -1 (1d4+1 plus 1d6 cold plus poison) or
Melee claw +4 (1d4+3 plus 1d6 cold)
Base Attack Bonus: +1;
Grapple: +4
Abilities Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Special Qualities: Fiendish Traits, Cold Subtype, Constrict, Improved Grab, Poison
Skills: Climb +5, Hide +4, Spot +4
Fiendish Traits: Smite Good (+2 damage vs good, 1/day), cold and fire resist 5, SR 7
Cold subtype: immune to cold damage, takes +50% damage from fire
Constrict: deals automatic claw damage on a successful grapple check
Improved Grab: Can initiate a grapple as a free action when it hits a small or smaller creature with a claw attack, using Str or Dex to modify the check.
Poison: DC 13, initial and secondary 1d3 Con[/sblock]
[sblock=Draugr (frozen human warrior skeleton)]
NE medium undead
Initiative: +5
Senses: Listen +0, Spot +0; Darkvision 60'
Languages: Common
AC 15, touch 11, flat-footed 14; +1 dex, +2 natural, +2 shield
Hit Points: 6 (1 HD)
Fortitude +0,
Reflex +1,
Will +2
Immune cold, mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, physical (str, dex, con) ability damage, fatigue, exhaustion, Fortitude saves (except as object), massive damage save
Speed 30'
Melee Full Attack 2 claws +3 (1d4+3 plus 1d6 cold) or
Melee scimitar +3 (1d6+3 / 18-20) or
Melee claw +3 (1d4+3 plus 1d6 cold)
Base Attack Bonus: +0;
Grapple: +3
Abilities Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1
Special Qualities: Cold Subtype, Skeletal Traits
Feats: Improved Initiative
Equipment: Scimitar, heavy steel shield
Cold subtype: immune to cold damage, takes +50% damage from fire
Skeletal Traits: DR 5/bludgeoning[/sblock]
[sblock=Scaled Shambler (frozen kobold zombie)]
NE small undead
Initiative: +0
Senses: Listen +0, Spot +0; Darkvision 60'
Languages: Draconic
AC 13, touch 11, flat-footed 12; +1 size, +2 natural
Hit Points: 16 (2 HD)
Fortitude +0,
Reflex +0,
Will +3
Immune cold, mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, physical (str, dex, con) ability damage, fatigue, exhaustion, Fortitude saves (except as object), massive damage save
Speed 30', can't run
Melee spear +3 (1d6+1 / x3) or
Melee slam +3 (1d4+1 plus 1d6 cold) or
Ranged light crossbow +4 (1d6 / 19-20)
Base Attack Bonus: +1;
Grapple: -3
Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
Special Qualities: Cold Subtype, Zombie Traits
Feats: Toughness
Equipment: small spear, small light crossbow, 10 small bolts
Cold subtype: immune to cold damage, takes +50% damage from fire
Zombie Traits: DR 5/slashing, single actions only[/sblock]
[/sblock]