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Started by Ebiris, March 21, 2009, 05:47:36 PM

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Ebiris


Corwin

#1
Riina Sengir, NE female drow
Beguiler lvl6
Updated: 09/05/2009

Hit Dice: 28hp
Init: +4
Speed: 30ft
Armor Class: 16 touch, 21 normal
Base Attack/Grapple: 3/2
Full Attack (Masterwork Hand Crossbow): +8 to hit, 1d4 19-20/x2 damage, 30ft distance
Special Qualities: Armored Mage (Ex), Trapfinding, Cloaked Casting (Ex), Surprise Casting (Ex), Advanced Learning (Ex, Serene Visage, SC p182), Immune to Sleep, Darkvision 120ft, Light Blindness, Spell Resistance 17, Darkness 1/day (Sp), Faerie Fire 1/day (Sp), Dancing Lights 1/day (Sp), CL6.
Saves: Fort +3, Ref +6, Will +5
   +2 racial saving throw bonus against Enchantment spells or effects.
   +2 racial bonus on Will saves against spells and spell-like abilities.
Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 22 (+6), Wis 10 (+0), Cha 15 (+2)
Languages: Elven (a), Undercommon (a), Common (a), Drow Sign Language, Dwarven, Gnomish, Goblin

Skills: Bluff (9) +11, Concentration (7) +8, Diplomacy (7) +13, Disable Device (9) +15, Gather Information (3) +7, Hide (5) +9, Knowledge: Arcana (5) +11, Knowledge: Local (5) +11, Intimidate (4) +8, Listen (0) +2, Move Silently (5) +9, Search (9) +17, Sense Motive (7) +7, Spellcraft (7) +15/+17 decipher scrolls, Spot (0) +2, Survival (7) +7, Tumble (9) +13, Use Magic Device (9) +16/+18 scrolls
* Open Lock -> Survival

Feats: Dark Speech (bonus, Vile, Fiendish Codex I p85), Silent Spell (bonus), Trickery Devotion (CC p63), Spell Penetration, Greater Spell Penetration


Spells Per Day:
Lvl0: 6
Lvl1: 8 (6+2)
Lvl2: 7 (5+2)
Lvl3: 4 (3+1)

Spell DC: 16 +level
Cloaked Casting DC: 17 +level
CL: 6
CL vs SR: 10

Spells:
lvl0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic.
lvl1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse (PHBII p124), Silent Image, Sleep, Undetectable Alignment, Whelm (PHBII p129).
lvl2: Blinding Color Surge (PHBII p105), Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand (PHBII p127 Immediate), Touch of Idiocy, Vertigo (PHBII p128-9), Whelming Burst (PHBII p129).
lvl3: Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils (PHBII p109), Deep Slumber, Dispel Magic, Displacement, Glibness, Halt (PHBII p115 Immediate), Haste, Hesitate (PHBII p115 Immediate), Hold Person, Inevitable Defeat (PHBII p116), Invisibility Sphere, *Legion of Sentinels (PHBII p117), Major Image, Nondetection, Slow, Suggestion, Vertigo Field (PHBII p129), Zone of Silence.

*The Sentinels have an attack bonus equal to the caster's CL, threaten on a 19-20, and deal 1d8 damage +1 per 3 caster levels (max +5).

Equipment:

FUNDS: 180gp

Gloves of UMD +5 [2,500gp]
Circlet of Int +2 [4,000gp]
Mithril Chain Shirt +1, Drowcraft [5,100gp]: AC +7, Max Dex +6, ACP 0, ASFC 10%

Wand of CLW [750gp]: 46 charges
Masterwork Hand Crossbow [450gp]
Bolts, 100 [10gp]
Cold Iron Bolts, 20 [4gp]
Silver Bolts, 20 [6gp]

-- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
-- 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.
-- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
-- Trapfinding is not required to locate/disarm traps with a DC higher than 20. It does however entitle a character to an automatic search check should they pass within 5 feet of a trap.


Riina's ambitions and driving motivation are pretty standard. She wants to advance her house, and naturally she is the best candidate for that. Until Miruz joined House Sengir, however, all those were just empty wishes. Riina was fully aware that she couldn't succeed on her own, and the only reliable alliances she could form to fulfil her goals had to come from within the house; unfortunately, all her siblings were either in her older sister's grasp, intimidated by her, or too young to be of any help. Miruz, however, wasn't indoctrinated into doing things Spir'rin. By stepping back and letting her sister's nature take its course, it wasn't even a month before her abuse and cruelty had given Miruz the same hatred of Spir'rin than Riina already had, and that opened the doorway to an alliance. As she spent time with Miruz, Riina realized that their partnership could go farther. Miruz wasn't interested in power within the house, only worrying about having support for his studies. Towards that goal, Riina saw Miruz as willing to support her, sharing in her belief that she was the best candidate for that.

Most of the following century was spent gathering resources and power within the house, which is where Maruna enters the picture. Much like Miruz, she got to experience Spir'rin's copious abuse to cultivate her hatred towards the eldest Sengir child, except this time there was an alternative in the form of Riina, an alternative Maruna took. Riina's powers weren't too useful against the kind of drow that would oppose her if she challenged her goals head on, so Maruna's protection and Miruz's support exist to help cover her blind spots, cementing their alliance as far as Riina is concerned. A key breakthrough occured when Spir'rin joined the clergy. From that moment it was clear that she would never regain her spot as Matron Haelde's favorite, and that meant that Riina could vie for the position at last, bringing her closer to her goals. After Spir'rin suffered a mysterious death, Riina took it as encouragement that her mother gave up on the first-born and was looking elsewhere.
<Steph> I might have made a terrible mistake

Carthrat

#2
Formerly of House Xertai, Miruz's original house was besieged and entirely destroyed- except for him. Oh, he was dealt a terrible wound, to be sure, and lay at death's door. But somehow, he was saved. Long after the fact, he concluded that someone healed him back from the brink- most likely for the sole purpose of being given a chance to demand the mockery of Drow 'Justice' on the attackers of his house.

He went through the motions, but something had changed within him. Once a would-be wizard, his touch with death had given Miruz a perspective on the issue that soon became a way of life, a philosophy. Visions assailed him of what would await him in the afterlife... time spent wandering as a lost soul... bargaining with devils to gain the honour of becoming their slave... becoming a worthless petitioner in the realm of some decadent spider-goddess...

None appealed. It was not a choice of picking a 'better' god- all were the same, all deeply rooted in making slaves out of mortals, snuffing out any hope of power! Even mere oblivion was preferable. And yet Miruz had no interest in that, either. No, the only way, he decided, was to utterly transcend death. To control it, shape it, not for power in this world- but to ensure his soul would always be his.

Of course, as a drow elf, he was inextricably tied with the ruthless politics and unending egos of his brethren. Indeed, as a male, he realised that there was no point trying to escape slavery in death when he was practically a servant today! Going solo would merely mean he lacks access to the resources he requires, and even worse, that he would simply be swept up in great events (with seem to occur with startling frequency) without any chance to control his fate.

Thus, he approached House Sengir of his own accord (it's better if he sets the terms of his allegience!), and the relatively small house was only too happy to accept a drow elf with at least some mystical training. Over time, Miruz has made a name for himself amongst the others of the house, if for nothing else than being a rather withdrawn and introverted youth. A series of bullying incidents cemented his distaste for the majority of his new siblings, save Riina and Maruna, who he has come to rely upon as footholds of trust in an otherwise paranoid world. If he can put them into power, then he can surely acquire all the personal liberty he needs without the actual problems that come with being a loner.

With such strong views on his own personal liberty (his soul is at stake, here!), Miruz shows little concern for that of others, and finds the family business mostly a series of either irritating chores or interesting exercises. Still, should a slave make a particularly spirited or ingenious (or even successful!) attempt at breaking his chains, Miruz, amongst all drow, is probably the least likely to chase after him- indeed, perhaps applauding the slave for his tenacity.

Miruz Sengir, NE Drow. Probably male.

6th Level Dread Necromancer

Size/Type: Medium Humanoid (Drow)
Hit Dice: 6+5d6+12 (35)
Initiative: +2
Speed: 30ft
Armor Class: 19 (Touch 14, Flat-Footed 17)
Base Attack/Grapple: +3/+3
Attacks:
   Charnel Touch +3, 1d8+1/x2
   Touch +3
   Ranged Touch +5
   Spectral Hand +5
Space/Reach: 5ft/5ft
Special Attacks: Charnel Touch, Rebuke Undead, Negative Energy Burst (6d4, DC 18 half), Scarbarous Touch 1/day, Fear Aura

Special Qualities: Immune to Sleep, Darkvision 120ft, SR 17, Drow Spell-Like Abilities, Light Blindness, DR 2/Magic and Bludgeoning
Saves:    Fort +4, Reflex +4, Will +5
   will save +2 vs. spells and spell-like abilities
   all saves +2 vs. Enchantment,
   all saves +2 vs. stunning, paralysis, poison, disease
Abilities: Str 10, Dex 15, Con 14, Int 14, Wis 10, Cha 20
Skills (6*9 = 54, max rank 9): Bluff 5 (+10), Concentration 8 (+10), Disguise 8 (+17), Knowledge: Arcana 8 (+10), Knowledge: Religion 8 (+10), Intimidate 9 (+19), Listen +2, Search +4, Spot +2, Survival +8 (+8)
Languages: Common, Elven, Undercommon, Drow Sign Language, Abyssal
Feats: Spell Penetration, Necromantic Presence, Necromantic Might, Willing Deformity (Vile)
Gear: Drowcraft Chain Shirt +1 (4,250), Cloak of Charisma +2 (4000), Bag of Holding I (2,500), Hat of Disguise (1,800),  Disguise Kit (50), 2 Daylight Pellets (300), 1100gp

Feats

Spell Penetration: +2 on checks to defeat spell resistance.
Necromantic Presence: Friendly undead within 60ft get +4 turn resistance.
Necromantic Might: Friendly undead within 60ft get +2 to attacks and saves.

Spells:

8/6/4, DC = 15+Spell Level

1st Level: Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, infict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment
2nd Level: Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II*, Shroud of Undeath (Advanced Learning, Spell Compendium)
3rd Level: Crushing despair, death ward, halt undead, infict serious wounds, ray of exhaustion, speak with dead, summon undead III*, vampiric touch

Charnel Touch: 1d8+1 damage per touch.
Fear Aura: 5ft area, enemies become shaken, Will DC 18 ignores for the day
Negative Energy Burst: 5ft burst, 6d4 damage, Will DC 18 for half
Rebuking/Commanding Undead: 8 Attempts/Day

Turning Check: 1d20+5, see table to determine total HD turnable

Turning Check
Result    Most Powerful Undead Affected
(Maximum Hit Dice)
0 or lower    Cleric's level -4
1—3       Cleric's level -3
4—6       Cleric's level -2
7—9       Cleric's level -1
10—12       Cleric's level
13—15       Cleric's level +1
16—18       Cleric's level +2
19—21       Cleric's level +3
22 or higher    Cleric's level +4

Turning Damage: 2d6+11, total HD turnable.

Rebuked Undead cower in awe (+2 on attacks vs. them, last 10 rounds)
Commanded Undead are commanded if they have half my HD.


THE UNDEAD HORDES

3 Orc Skeletons, equipped with longswords and heavy shields.

6 HP, Str 17 Dex 13 Con - Int - Wis 10 Cha 1
Init: +5
AC: 15, touch 11, flat-footed 14
Attack: Longsword +3, 1d8+3, 19-20/x2
Fort +0, Ref +1, Will +2
DR 5/Bludgeoning
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Sierra

#3
Maruna Sengir

Female Drow Duskblade 6
NE Medium Humanoid
Init: +2
Senses: Darkvision
Languages: Elven, Undercommon, Common, Drow Sign Language, Draconic, Aquan

AC: 19
HP: 41
Immune: N/A
Fort +8, Ref +5, Will +8
+2 racial bonus on Will saves against spells and spell-like abilities.

Speed: 30 feet
BAB: +6/+1; Grip +9
Attacks: Spiked Chain +10 (2d4+6 damage)
Attack Options: Power Attack

Abilities: STR 16 (+3) DEX 14 (+2) CON 12 [14] (+2) INT 17 (+3) WIS 14 (+2) CHA 14 (+2)

Class Features: Arcane Attunement, Armored Mage (Light, Medium), Combat Casting, Arcane Channelling, Quick Cast, Spell Power +2

Spell-Like Abilities (6/day, CL 6th): Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic

Duskblade Spells Known (CL 6th): (* just notes for my reference that these are touch spells and can be channelled)

2nd (4/day): (2 known) Dimension Hop*, Ghoul Touch*

1st (7/day): (5 known) Chill Touch*, Ray of Enfeeblement, Resist Energy*, Shocking Grasp*, True Strike

0 (6/day): (8 known) Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*

Feats: Exotic Weapon Proficiency: Spiked Chain, Weapon Focus: Spiked Chain, Power Attack, Vile Martial Strike: Spiked Chain

Class Skills: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge, Sense Motive, Spellcraft, Survival (ditched Ride for this), Swim

Skills (28+35): Climb 5 (+8), Concentration 8 (+10), Jump 5 (+8), Knowledge: Dungeoneering 9 (+12), Knowledge: Geography 5 (+8), Knowledge: History 5 (+8), Knowledge: Nature 7 (+10), Sense Motive 5 (+7), Survival 9 (+11), Swim 5 (+8)

Possessions: 875 gp (12,125 gp spent)

Amulet of Con +2 (4,000gp)
Cloak of Resistance +1 (1,000gp)
Mithril Chain Shirt +1, Drowcraft [5,100gp]: AC +7, Max Dex +6, ACP 0, ASFC 10%
Spiked Chain +1 (2025gp)

Other details:

-- SR 17
-- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
-- 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.
-- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.

~

Being a neglected younger child in a large family can be rough. Being a younger child in an extended family of drow? That's much worse. Tall and ungainly, socially awkward, Maruna never had the charisma to rally others to her side, nor the wit to plot the great intrigues necessary to to rise to the top of drow society. This doesn't mean she doesn't want to--it just means waiting for the right moment. What she does have is that deep-set survival instinct any child of a noble house needs just to make it to adulthood, and so far she's been able to stay alive in the background by making herself useful wherever the House needs a strong arm. That doesn't mean she doesn't resent her more successful siblings, though, or that she wouldn't take advantage of an opportunity for a more prominent position if one presented itself.

Maruna is laconic, stolidly unimaginative, but reliable in carrying out any orders to serve the best interests of the House (assuming that said orders also benefit her). Prone to random acts of brutality when bored or irritated, though lacking the patience for anything as disciplined as torture. Not especially attractive (she's built like a surfboard, though she insists that "willowy" is the proper adjective and will hit people who disagree too energetically), though drow society fortunately makes this rather irrelevant by encouraging people of her station to simply take what they want.