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The following originally appeared on a forum thread that, alas, no
longer seems to exist. Elluvia Maure was one of the "Unique Entities of
the Alternate World" and appeared
here.
This rendition of her was posted by Kain Darkwind on Fri May 23, 2008
2:00 am. She appears to be a somewhat customized Wizard (Enchantress)
15/Thrall of Malcanthet 10. He places her on Shendilavri, which is
Malcanthet's level of The Abyss. He gives her two Abyssal Heritor feats
- Keeper of Forbidden Lore, and Otherworldly Countenance - which just
happen to be exactly the same two Abyssal Heritor feats that Brianna
has.
I googled the picture he included and it is somebody's idea of a
Sorceress. Elluvia is a red-head and the staff looks Necromantic, which
is forbidden to her, but everything else about it seems perfect to me.
Female Human Wizard (Enchantress) 15/ Thrall of Malcanthet 10
Medium Humanoid (Human)
Hit Dice: 25d6 + 75 (225 hp)
Initiative: +5
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 38 (+6 armor, +8 deflection, +5 Dex, +9 natural), touch 23, flat-footed 33
Base Attack/Grapple: +13/+18
Attack: Scourge +23 melee (1d8+6 and 1 Con) or spell +18 ranged touch or +14 melee touch
Full Attack: Scourge +23/+18 melee (1d8+6 and 1 Con)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Betrayal, draining kiss, fascinating presence, legendary charm, sneak attack +3d6, spell-like abilities, spells, telepathic gaze
Special Qualities: Damage reduction 10/cold iron and good, darkvision, immunity to electricity and poison, reflect enchantment, resistance to acid 10, cold 10 and fire 10, spell resistance 28
Saves: Fort +16, Ref +18, Will +26
Abilities: Str 13, Dex 21, Con 17, Int 26, Wis 16, Cha 26
Skills: Bluff +52, Concentration +31, Craft (alchemy) +17, Decipher Script +25, Diplomacy +62, Disguise +15 (+19 acting), Gather Information +30, Intimidate +47, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (nobility and royalty) +36, Knowledge (the planes) +38, Knowledge (religion) +36, Listen +15, Perform (dance) +29, Perform (sing) +29, Sense Motive +31, Spellcraft +42, Spot +15
Feats: Abyss-Bound Soul (Malcanthet), Dark Speech, Evil Brand, Extend Spell, Fortify Spell, Greater Spell Focus (enchantment), Keeper of Forbidden Lore, Otherworldly Countenance (beauty), Persistent Spell, Persuasive, Quicken Spell, Spell Focus (enhancement), Thrall to Demon (Malcanthet), Twin Spell
Epic Feats: Epic Spell Focus (enchantment), Epic Will
Climate/Terrain: Shendilavri (the Abyss)
Organization: Solitary (unique)
Challenge Rating: 20
Treasure: Possessions
Alignment: Chaotic Evil
Betrayal: Anytime Elluvia Maure deals damage to an ally with a
weapon or spell, the victim must make a Will save (DC 30) or be stunned
for 1d4 rounds.
Draining Kiss (Su): Elluvia can bestow one negative level upon
any creature she lures into an act of passion or plants a kiss upon. An
unwilling target must be grappled. The Fortitude DC to remove the
negative level is 30.
Fascinating Presence (Su): Twice per day, Elluvia can focus her
attention on a target within 30 ft. who can see her. If the target fails
a Will save (DC 30), it is fascinated for as long as Elluvia remains in
sight.
Legendary Charm (Sp): Elluvia can cast dominate monster
(DC 32) on a creature with a permanent duration. She may only have one
creature dominated in this fashion at a single time.
Spell-like Abilities: Caster level 22nd
At will - charm monster;
1/day - dominate monster (DC 32), heroism, hold
monster (DC 28), insanity (DC 30), power word
kill, power word stun, mass suggestion (DC
29), touch of idiocy.
Spells: Elluvia casts spells as an enchantress. Her prohibited
schools are Evocation and Necromancy
Wizard spells per day: 6/6/6/6/5/5/9/5/4 (Caster level 22nd, DC 18 +
spell level, Enchantment DC 23 + spell level)
Telepathic Gaze (Ex): Elluvia can communicate telepathically with
any creature within 100 feet that meets her gaze. She also detects
thoughts (as per the 3rd round of concentration) on any such creature
who fails a Will save (DC 30). She gains a +5 circumstance bonus on
Bluff, Diplomacy and Intimidate checks against any creature whose
thoughts she is reading.
Reflect Enchantment: Whenever Elluvia makes her save against an
enchantment spell, the spell is reflected back upon its original caster
as if Elluvia had cast it herself.
Possessions:
+5 adamantine scourge of wounding,
bracers of armor +6,
ring of wizardry (VII),
cloak of resistance +5,
robe of scintillating colors (no max duration),
wand of web.
ABYSS-BOUND SOUL [VILE]
You have pledged your immortal soul to a particular demon lord in return
for a gift that aids your evil works in life.
Prerequisites: Evil Brand, Thrall to Demon
Benefit: Your evil brand incorporates the personal symbol of your
demon lord patron, who watches over you from the Abyss. You gain a +2
bonus on saving throws made against spells with the good
descriptor. Additionally, a tiny portion of your patron's power infuses
your body, granting you an additional benefit. The exact benefit gained
depends on who your patron is, as given below.
Baphomet: You deal double damage with weapons when you
charge.
Dagon: You can breathe water as well as you can breathe air.
Demogorgon: Once per day, you can automatically summon a tanar'ri
equal to or less than one-half your character level. The summoned demon
follows your commands and remains at your side for up to 1 hour. This
ability is the equivalent of a spell cast at a level equal to your
character level.
Fraz-Urb'luu: You cast illusion spells at +1 caster level.
Graz'zt: You have immunity to fear effects.
Jubilex: You gain resistance to acid 5 (or your current
resistance to acid increases by 5).
Kostchtchie: You gain resistance to cold 5 (or your current
resistance to cold increases by 5).
Malcanthet: You cast enchantment spells at +1 caster level.
Obox-ob: Your natural armor bonus increases by 1
Orcus: You cast necromancy spells at +1 caster level.
Pale Night: You gain immunity to insanity and confusion
effects.
Pazuzu: When flying, you gain a +2 profane bonus on Reflex
saves.
Yeenoghi: When you attack with natural weapons, you gain a +1
profane bonus on attack and damage rolls
Zuggtmoy: You ignore extra damage from critical hits and sneak
attacks 25% of the time.
Special: When you die, your soul becomes the personal plaything
of your demon patron. You can be restored to life only by true
resurrection, miracle, or wish.
DARK SPEECH [VILE] (Fiendish Codex I: Hordes of the Abyss)
The character learns a smattering of the language of truly dark power.
Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring loathing
and fear to others, to help cast evil spells and create evil magic
items, and to weaken physical objects. The four basic uses are detailed
below.
Dread: Whenever you use Dark Speech in this manner, you take ld4
points of Charisma damage, and every other creature in a 30-foot radius
must attempt a Will save (DC 10 +1/2 your character level + your Cha
modifier). The result of a failed save by a listener depends on the
listener's character level and alignment, as detailed on the table
below.
Levels 1-4 |
Nonevil |
Listener is shaken for 1d10 rounds and must flee from you until
you are out of sight. |
Evil |
Listener cowers in fear for 1d10 rounds. |
Levels 5-10 |
Nonevil |
Listener is shaken for 1d10 rounds. |
Evil |
Listener is charmed by you (as charm monster) for 1d10 rounds. |
Levels 11+ |
Nonevil |
Listener is filled with loathing for you but not otherwise influenced. |
Evil |
Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future. |
Power: Whenever you use Dark Speech in this manner, you take 1d4
points of Charisma damage. By incorporating the Dark Speech into the
verbal component of a spell, you increase its effective caster level by
1. By using it during the creation of an evil magic item, you increase
its caster level by 1 without increasing the cost.
Corruption: As a full-round action, you can whisper vile words at
an inanimate object and reduce its hardness by half. This use does not
drain you, but you cannot use the ability more than once on a single
object.
Dark Unity: You can use Dark Speech to establish a hive mind in
any swarm of vermin or animals with an Intelligence score of 2 or
lower. Thereafter, you can give the swarm one command as per the
suggestion spell (caster level equals your Hit Dice). Whenever
you infuse a swarm in this manner, you take ld4 points of Constitution
damage.
Special: The character gains a +4 circumstance bonus on saving
throws made when someone uses the Dark Speech against him or her.
Normal: Attempting to utter a word of the Dark Speech always ends
in immediate death for a speaker who is not trained in its dark
power. Fortunately, it is impossible to make someone use the Dark Speech
if he or she is unwilling, because the language's pronunciation is so
exacting.
EVIL BRAND [VILE]
The character is physically marked forever as a servant of an evil power
greater than herself or as a villain who does not care who knows that
she seeks only death, destruction, and misery for others. The symbol is
unquestionable in its perversity, depicting a depravity so unthinkable
that all who see it know beyond a doubt that the bearer is forever in
the sway of the blackest powers.
Benefit: Evil creatures automatically recognize the symbol now
emblazoned upon the character as a sign of her utter depravity or
discipleship to a powerful patron, although the specific identity of the
patron is not revealed. She gains a +2 circumstance bonus on Diplomacy
and Intimidate checks made against evil creatures.
KEEPER OF FORBIDDEN LORE [ABYSSAL HERITOR]
Prerequisite: Int 13.
Benefit: You gain a bonus on Knowledge (the planes), Spellcraft,
and bardic knowledge checks. The magnitude of this bonus equals the
number of Abyssal heritor feats you possess. In addition, Knowledge (the
planes) and Spellcrafr are always class skills for you, and you can use
them untrained.
Special: You have trouble acquiring information in more
conventional ways, which translates to a -2 penalty on Gather
Information checks.
OTHERWORLDLY COUNTENANCE [ABYSSAL HERITOR]
Prerequisite: Cha 15.
Benefit: When you take this feat, you must decide whether you are
unusually beautiful or unusually hideous. Once you make this choice, you
cannot change it. You gain a bonus on Perform checks (if you chose
beauty) or Intimidate checks (if you chose ugliness) equal to the number
of Abyssal heritor feats you possess.
As a full-round action, you can attempt to distract a target within 30
feet by focusing your attention upon it. The target must be able to see
you and can resist your distracting appearance by making a Will save (DC
10 + 1/2 your character level + your Cha modifier). Failure indicates
that the target is fascinated (if you are beautiful) or sickened (if you
are ugly) for as long as you remain in its line of sight. You can affect
a specific creature in this manner only once per day. This ability is
usable a number of times per day equal to the number of Abyssal heritor
feats you possess.
Special: Your appearance is so striking that it's difficult to
hide. You take a -2 penalty on Disguise checks.
THRALL TO DEMON [VILE]
The character formally supplicates himself to a demon prince. In return
for his obedience, the character gains a small measure of power.
Benefit: Once per day, while performing an evil act, the
character may call upon his demonic patron to add a +1 luck bonus on any
one roll.
Special: Once a character takes this feat, he may not take it
again; he may not be the thrall of more than one demon. Nor may he take
the Disciple of Darkness feat.
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