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Tolth
To'rellen: Female drow Clr10; CR 10; Medium-size humanoid (elf);
HD 10d8+20; hp 65; Init +0; Spd 20 ft.; AC 17, touch 10, flat-footed
17; Atk +8/+3 melee (1d8+1/19-20, longsword); SA Rebuke undead 10/day;
SQ Drow traits; SR 21; AL NE; SV Fort +9, Ref +3, Will +11; Str
12, Dex 11, Con 14, Int 11, Wis 18, Cha 16.
Skills
and Feats: Bluff +5, Diplomacy +8, Heal +9, Hide +5, Listen
+6, Search +3, Spot +6; Combat Casting, Extra Turning, Leadership,
Martial Weapon Proficiency (longsword).
Drow
Traits: Tolth is immune to magic sleep spells and effects and
gains a +2 racial bonus on saves against enchantment spells or effects.
She has darkvision 120 ft. and is entitled to a Search check when
within 5 feet of a secret or concealed door as though actively looking
for it. She also has a +2 racial bonus on Will saves against spells
or spell-like abilities. Tolth can use the following spell-like
abilities (1/day -- dancing lights, darkness, and faerie
fire; caster level 10th). She has light blindness (blinded for
1 round by abrupt exposure to bright light, -1 circumstance penalty
on all attack rolls, saves, and checks while operating in bright
light) and a +2 racial bonus on Listen, Spot, and Search checks
(already figured into the statistics given above).
Cleric
Spells Prepared (6/6/6/5/5/3; base DC = 14 + spell level): 0
-- detect magic (2), detect poison (2), resistance
(2); 1st -- cause fear, inflict light wounds*, invisibility to
undead (2), summon monster I (2)**; 2nd -- aid, calm
emotions (2), enthrall, invisibility*, lesser restoration;
3rd -- animate dead, negative energy protection (2),
nondetection*, prayer**; 4th -- death ward, inflict critical
wounds*, restoration (2), summon monster IV; 5th -- circle
of doom*, healing circle, slay living.
*Domain
spell. Deity: Lolth. Domains: Destruction (smite 1/day), Trickery
(Bluff, Disguise, and Hide are class skills).
**Tolth
has so far used both of her summon monster I spells to cover
her party's flight from the clay golems. She used one of her prayer
spells during the combat.
Possessions:
Chainmail, large steel shield, longsword, backpack, cloak of
arachnida, potion of heal (x3), potion of cure serious
wounds (x2).
As
the great-great-great-granddaughter of Orith, Tolth is very familiar
with the story of the Traitor. She does not know, however, that
it was the drow betrayal that allowed Ellowyn to be captured by
the elves. Having finally found the Traitor's prison after decades
of searching, she is convinced that she can free Ellowyn and recruit
her into Lolth's service once more. Just in case persuasion fails,
however, Tolth gave Surya several scrolls of control undead,
which she commands Surya to use if Ellowyn won't "see reason."
Tolth
is normally very composed. However, she has been put off balance
by the unexpected appearance of the clay golems. The golems killed
her cohort, a young cleric of Lolth named Leirth N'erreden, and
forced Tolth to retreat with the rest of her party. Tolth is currently
racking her brain, trying to think of a way to get past the golems.
Perhaps Lolth has delivered her the tool that she needs in the PCs.
Turizz
Loren: Male drow Rgr10; CR 10; Medium-size humanoid (elf); HD
10d10+10; hp 65; Init +9; Spd 30 ft.; AC 17, touch 15, flat-footed
12; Atk +10/+5 melee (1d8+2/19-20, longsword) and +11 melee (1d4+2/19-20
plus poison, dagger of venom); or +16/+11 ranged (1d8+1/x3,
longbow with +1 undead bane arrow); SQ Drow traits, favored
enemies elves (+3), humans (+2), undead (+1), SR 21; AL LE; SV Fort
+8, Ref +8, Will +5; Str 15, Dex 20, Con 12, Int 11, Wis 15, Cha
10.
Skills
and Feats: Animal Empathy +13, Hide +13, Intuit Direction +9,
Knowledge (nature) +13, Listen +15, Search +2, Spot +4; Blind-Fight,
Dodge, Improved Initiative, Mobility, Track.
Drow
Traits: Turizz is immune to magic sleep spells and effects and
has a +2 racial bonus on saves against enchantment spells or effects.
He has darkvision 120 ft. and is entitled to a Search check when
within 5 feet of a secret or concealed door as though actively looking
for it. He has a +2 racial bonus on Will saves against spells or
spell-like abilities. Turizz can use the following spell-like abilities
(1/day -- dancing lights, darkness, and faerie fire; caster
level 10th). He has light blindness (blinded for 1 round by abrupt
exposure to bright light, -1 circumstance penalty on all attack
rolls, saves, and checks while operating in bright light) and a
+2 racial bonus on Listen, Spot, and Search checks (already figured
into the statistics given above).
Favored
Enemy: Turizz has selected elves, humans, and undead as favored
enemies. He gains a bonus (+3 against elves, +2 against humans,
and +1 against undead) on his Bluff, Listen, Sense Motive, Spot,
and Wilderness Lore checks when using these skills against these
types of creatures. He gets the same bonus to weapon damage rolls
against these creatures. He also gets the damage bonus with ranged
weapons if the target is within 30 feet. The bonus doesn't apply
to damage against creatures that are immune to critical hits.
Ranger
Spells Prepared (2/2; base DC = 12 + spell level): 1st -- magic
fang (2); 2nd -- cure light wounds (2).
Possessions:
Leather armor, longsword, dagger of venom, longbow, 20 poison
arrows (Primary poison damage: unconsciousness for 1 minute; Fortitude
save (DC 17) negates; Secondary poison damage: unconsciousness for
an additional 2d4 hours; Fortitude save (DC 17) negates, 50 +1
undead bane arrows, potion of haste (x1), potion of
heal (x4).
Turizz
is a grim and taciturn ranger of the Underdark. Tolth chose him
for this excursion because of his experience hunting the undead.
Turizz is not enthusiastic about this, but he is not willing to
face the consequences of disobedience to a cleric of Lolth. In melee,
he always fights with his longsword in his right hand, and his dagger
of venom in his left. At range, he fires poisoned arrows at
living foes, and +1 undead bane arrows at unliving ones.
He is unrelenting in combat, but he is not above flight if the odds
turn against him. If Tolth's cause seems lost, Turizz abandons her
to her fate.
Surya
T'leen: Female drow Wiz6/Ftr4; CR 10; Medium-size humanoid (drow);
HD 6d4+6 plus 4d10+4; hp 47; Init +4; Spd 20 ft.; AC 17, touch 12,
flat-footed 15; Atk +10/+5 melee (1d8+4/19-20, +1 longsword);
or +11/+6 ranged (1d8/x3, longbow with poisoned arrow); SQ Drow
traits, empathic link with familiar, rat familiar, share spells
with familiar, SR 21, touch (via familiar); AL LE; SV Fort +9, Ref
+7, Will +8; Str 13, Dex 19, Con 13, Int 19, Wis 15, Cha 9.
Skills
and Feats: Alchemy +10, Climb +4, Concentration +10, Handle
Animal +6, Jump +5, Knowledge (history) +13, Knowledge (religion)
+9, Listen +9, Ride (horse) +6, Search +8, Spellcraft +13, Spot
+9; Alertness, Brew Potion, Combat Casting, Extend Spell, Maximize
Spell, Power Attack , Scribe Scroll, Silent Spell, Weapon Focus
(longsword), Weapon Specialization (longsword).
Drow
Traits: Surya is immune to magic sleep spells and effects and
has a +2 racial bonus on saves against enchantment spells or effects.
She has darkvision 120 ft. and is entitled to a Search check when
within 5 feet of a secret or concealed door as though actively looking
for it. Surya has a +2 racial bonus on Will saves against spells
or spell-like abilities, and she can use the following spell-like
abilities (1/day -- dancing lights, darkness, and faerie
fire; caster level 10th). She has light blindness (blinded for
1 round by abrupt exposure to bright light, -1 circumstance penalty
on all attack rolls, saves, and checks while operating in bright
light) and a +2 racial bonus on Listen, Spot, and Search checks
(already figured into the statistics given above).
Empathic
Link (Su): Surya can communicate telepathically with her familiar
at a distance of up to one mile. She has the same connection to
an item or a place that the familiar does.
Share
Spells: Surya may have any spell she casts on herself also affect
her familiar if the latter is within 5 ft. at the time. Surya may
also cast a spell with a target of "You" on her familiar.
Touch:
The familiar can deliver touch spells for Surya.
Wizard
Spells Prepared (4/4/4/3; base DC = 14 + spell level; 30% chance
of arcane spell failure): 0 -- detect magic, disrupt undead
(3); 1st -- charm person, detect undead, identify, true strike;
2nd -- knock (3), spectral hand; 3rd -- dispel
magic, halt undead, lightning bolt.
Spellbook:
0 -- arcane mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, ghost sound, light, mage hand, mending,
open/close, prestidigitation, ray of frost, read magic, resistance;
1st -- burning hands, cause fear, charm person, chill touch,
comprehend languages, detect undead, identify, ray of enfeeblement,
true strike; 2nd -- knock, scare, spectral hand, whispering
wind; 3rd -- clairvoyance, dispel magic, halt undead,
lightning bolt.
Possessions:
Chainmail, +1 longsword, longbow, scrolls of control undead
(5)*, 20 poison arrows (Primary poison damage: unconsciousness
for 1 minute; Fortitude save negates (DC 17); secondary poison damage:
unconsciousness for an additional 2d4 hours; Fortitude save negates
(DC 17)), ring of feather falling, potion of heal
(x4).
*Surya
may botch the spell (caster level check is DC 14) as per the guidelines
on page 203 of the Dungeon Master's Guide.
Ignar:
Male rat familiar; CR -- ; Tiny magical beast; HD 1/4d8 (effective
10d8); hp 23; Init +2; Spd 15 ft., climb 15 ft.; AC 17, touch 14,
flat-footed 15; Atk +11 melee (1d3-4, bite); Face/Reach 2.5 ft.
x 2.5 ft./0 ft.; SQ Empathic link with Surya, improved evasion,
low-light vision, scent, speak with Surya; AL LE; SV Fort +6, Ref
+5, Will +7; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2.
Skills
and Feats: Balance +10, Climb +18, Hide +18, Move Silently +10;
Weapon Finesse (bite).
Empathic
Link (Su): Ignar has an empathic link with Surya out to a distance
of up to one mile. Surya cannot see through Ignar's eyes, but the
two of them can communicate telepathically. Because of the empathic
link between Ignar and Surya, Surya has the same connection to an
item or place that Ignar does.
Improved
Evasion (Ex): If Ignar is subjected to an attack that normally
allows a Reflex save for half damage, he takes no damage on a successful
save and half damage even if the saving throw fails.
Low-Light
Vision: Ignar can see twice as far as a human in starlight,
moonlight, torchlight, and similar low-light conditions.
Scent
(Ex): Ignar can detect approaching enemies, sniff out hidden
foes, and track by sense of smell.
Speak
with Master: Ignar and Surya can communicate verbally as if
they were using a common language. Other creatures do not understand
the communication without magical help.
Tolth
chose Surya for her combination of necromantic knowledge and fighting
skills. She was initially enthusiastic about the opportunity to
study ancient elven magic up close, but she has since become more
skeptical since their encounter with the clay golems.
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