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Tebryn Filifar - Stats

To be done:

  • Descriptions of all his custom or researched spells.
  • Impervious Vial, Talakara's Basin of Calling and Seeing.
  • Description of Drusilla.

Male Drow Domain Wizard (Evocation) 5/Rogue 3/Arcane Trickster 10/Archmage 1, age 141 (adult).

Tebryn
Copyright © 2003 by Eden Celeste
All rights reserved.
Tebryn is 5'3" tall and weighs 115 lb. He has shoulder length white hair and red eyes, but no facial hair. He's in good shape: fit and trim, and quick in reaction. Very robust and healthy. Not especially attractive, although he does command your attention. He has a quick mind and his eyes are watchful and observant.

Personality: Haughty, cruel, deceitful, manipulative.

He's always had the attitude that those that cast magic are superior to those that don't, and those that cast arcane magic are superior to those that depend on gods to give them spells. Hence, he can be haughty and arrogant towards such "lesser" beings, if he feels that there is no use to be gained from them. But he is throughly practiced and adept at hiding his feelings and opinions in order to manipulate others who do have something he needs.

There are any number of his companions whom he has used for his own purposes completely unknowingly. For example, Malarky considers him his closest friend, and Tebryn has, indeed, done him big favors - but Tebryn has gotten a lot more out of the friendship than Malarky. And the last "favor" he did for Malarky's was very much at the expense of Eris.

He is quite paranoid about those of his companions whom he perceives as more powerful than he. Tigerblade, in particular, worries him. Tebryn has done a lot of plotting and planning about what to do if Tigerblade suddenly turns on him: a not wholly unreasonable fear, since Tigerblade has quaffed several philters of madness over his career and attacked his own companions. As a result of this, Tebryn has been surreptitiously spreading the rumor, through Malarky, for many years that Tigerblade actually has a split personality: the good Mr. Tiger, and the evil Mr. Blade. Tigerblade's reputation has not been seriously harmed.

Tebryn also has adopted the attitude of superiority of drow towards all lesser races. I say "adopted" because he's actually a "nouveau drow" - he was born 41 years ago as a Human, named Nick, but became a drow as a side-effect of a wish spell, slightly more than 13 years ago. Much to Veracity's amusement, he adopted not only a drow given name, but also a drow surname, although there is no real connection between him and that of the house whose name he took. Nor is there any actual genetic connection between he and Veracity, although they call each other "brother" and "sister": they were step-siblings.

He is very skillful with magic, but picked up thief skills in order to be more stealthy. He is considering becoming an assassin: he truly enjoys killing, and with his combination of classes, he thinks he'd be very good as a professional. He's also considering becoming an ur-priest - an evil prestige class of those who, like he, despise divine spellcasters but envy their divine spells, and have learned how to hijack divine energy being send by the gods to their priests, and use it to cast their own divine spells.

Tebryn Filifar: Male drow Domain Wizard (Evocation) 5/Rogue 3/Arcane Trickster 10/Archmage 1; CR 20; Medium-size humanoid (elf); HD 5d4+35 plus 3d6+21 plus 10d4+70 plus 1d4+7; hp 185*; Init +5*; Spd 30 ft.; AC 28, touch 20, flat-footed 23; Base Atk +10; Grp +13; Atk +15 melee (1d6+5 + 1d6 acid, +2 corrosive rapier, critical 18-20/x2) or +16 ranged (1d4+1, +1 hand crossbow); Full Atk +15/+10 melee (1d6+5 + 1d6 acid, +2 corrosive rapier, critical 18-20/x2), or +14/+9 ranged (1d4+1, +1 hand crossbow); SA sneak attack +7d6; spell-like abilities; SD evasion, trap sense +1; SQ drow traits, familiar benefits, imp familiar, impromptu sneak attack, ranged legerdemain, spell power, trapfinding; SR 30; AL NE; SV Fort +19*, Ref +21* (+22* vs. traps), Will +17* (+19* vs, spells, +21* vs. Enchantments); Str 16*, Dex 20*, Con 24*, Int 27*, Wis 13, Cha 10. Height 5 ft. 3 in., weight 115 lb., age 141, XP 221,046 (11,046).

* Dex +6 (enhancement bonus) from gloves of dexterity +6. Int +6 (enhancement bonus) from headband of intellect +6. Str +6 (enhancement bonus) from belt of giant strength +6.

Skills and Feats: Concentration +30*, Craft (Alchemy) +17*, Decipher Script +17*, Disable Device +24*, Escape Artist +13*, Hide +16*, Knowledge (Arcana) +27*, Knowledge (The Planes) +11*, Listen +20*, Move Silently +16*, Open Locks +19*, Profession (Herbalist) +10*, Search +19*, Sleight of Hand +17*, Spellcraft +34*, Spot +20*; Alertness (from familiar), Armor Proficiency (Light), Cast on the Run, Craft Wondrous Item, Daylight Adaptation‡, Dodge, Improved Familiar, Leadership, Mobility, Practised Spellcaster (Wizard), Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Spell Penetration, Weapon Group (Basic), Weapon Group (Crossbows), Weapon Group (Exotic Weapons), Weapon Group (Light Blades). ‡Feat from Forgotten Realms Campaign Setting. 8 11/12 General Feat Points available.

Spells Prepared (4+1/6+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1; Caster Level 20; save DC 18 + spell level, or 20 + spell level for Evocation or Necromancy spells); 0— light§, mage hand, prestidigitation, read magic (2); 1st—chill touch¹, comprehend languages, expeditious retreat, feather fall, magic missile¹§ (3); 2nd—flaming sphere¹§, invisibility, knock, Melf's acid arrow, mirror image, see invisible, spectral hand¹; 3rd—dispel magic, fireball¹, fly, haste, lightning bolt¹§, vampiric touch¹ (2); 4th—dimension door, greater invisibility, ice storm¹, lower spell resistance, shout¹§, wall of fire¹, wall of ice¹; 5th—baleful polymorph, cone of cold¹, hold monster, passwall, teleport, wall of force¹§; 6th—Bigby's forceful hand¹§, chain lightning¹, disintegrate, eyebite¹, true seeing; 7th—banishment, greater dispel magic, Mordenkainen's sword¹§, power word, blind; 8th—horrid wilting¹ (2), Otiluke's telekinetic screen¹§, power word, stun.

§Domain spell at CL 21. Domains: Evocation (0th—light, 1st—magic missile, 2nd—flaming sphere, 3rd—lightning bolt, 4th—shout, 5th—wall of force, 6th—Bigby's forceful hand, 7th—Mordenkainen's sword, 8th—Otiluke's telekinetic screen, 9th—Bigby's crushing hand).

Spellbook: 0—acid splash, arcane mark, dancing lights¹, daze, detect magic, detect poison, disrupt undead¹, flare¹, ghost sound, light¹, mage hand, mending, message, open/close, prestidigitation, ray of frost¹, read magic, resistance, touch of fatigue¹; 1st—bestow wound†, burning hands¹, chill touch¹, chromatic orb¹‡, color spray, comprehend languages, copy¹‡, endure elements, enlarge person, expeditious retreat, feather fall, identify, magic missile¹, magic weapon, ray of enfeeblement¹, reduce person, shocking grasp¹, Tenser's floating disk¹, unseen servant; 2nd—alter self, arcane lock, bear's endurance, bull's strength, cat's grace, command undead¹, continual flame, darkbolt¹†, daylight¹, flaming sphere¹, invisibility, knock, levitate, locate object, Melf's acid arrow, mirror image, protection from arrows, resist energy, see invisibility, spectral¹ hand, vocalize‡, web, wither limb¹†; 3rd—clairvoyance/clairaudience, dispel magic, displacement, fireball¹, fly, gaseous form, greater magic weapon, halt undead¹, haste, hold person, invisibility sphere, lightning bolt¹, nondetection, phantom steed, protection from energy, ray of exhaustion¹, sepia snake sigil, slow, tongues, vampiric touch¹, vile lance¹†, water breathing; 4th—arcane eye, bestow curse¹, confusion, contagion¹, damning darkness¹†, dancing chains†, dimension door, enervation¹, fear¹, fire shield¹, fire trap, greater invisibility, ice storm¹, Leomund's secure shelter, locate creature, lower spell resistance‡, phantasmal killer, polymorph, remove curse, scrying, stoneskin, wall of fire¹, wall of ice¹; 5th—animate dead¹, baleful polymorph, cloudkill, cone of cold¹, contact other plane, dismissal, dominate person, dream, hold monster, Leomund's hidden lodge, Leomund's secret chest, overland flight, passwall, permanency, sending¹, Tebryn's teleport anchor‡, telekinesis, teleport, wall of force¹, wall of stone, waves of fatigue¹; 6th—analyze dweomer, antimagic field, chain lightning¹, disintegrate, eyebite¹, flesh to stone, globe of invulnerability, greater dispelling, guards and wards, legend lore, permanent image, planar binding, shadow walk, stone to flesh, true seeing, wall of iron; 7th—banishment, control undead¹, delayed blast fireball¹, ethereal jaunt, finger of death¹, greater scrying, greater teleport, limited wish, phase door, plane shift, power word: blind, prismatic spray¹, teleport object, waves of exhaustion¹; 8th—greater planar binding, horrid wilting¹, polymorph any object, power word: stun, prismatic wall. ¹ Evocation or Necromancy spell. †Book of Vile Darkness. ‡Researched.

Languages: Drow, Undercommon, Elvish, Common, Dwarven, Ancient Elvish.

Possessions: bracers of armor +8, +2 corrosive rapier, +1 hand crossbow, bolts (20), belt of giant strength +6, gloves of dexterity +6, headband of intellect +6, shirt of health +6, cloak of resistance +5, ring of protection +5, ring of invisibility and inaudibility, scarab of protection (8), stone of good luck, portable hole, crystal ball, rod of the twisted weave (30 charges), rod of metamagic (empower, lesser), nerfed staff of the magi, Boccob's blessed book, dust of appearance (10), dust of disappearance (6), scroll of antimagic field, scroll of stone to flesh, scroll of limited wish (2), impervious vial, masterwork thieves' tools*, arcane foci for analyze dweomer, Mordenkainen's sword, Leomund's secret chest, 78,365 gp.

*Already figured into statistics above.

Other Possessions: Talakara's basin of calling and seeing, Talakara's chains of absorption, +1 manual of quickness in action (used), +1 tome of clear thought (used), Ruallith's spell book, spell book of Baron Lum the Mad.

Drow traits: +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma (included in listed statistics); Spell like abilities 1/day—dancing lights, darkness, faerie fire as a sorceress of her character level; darkvision up to 120 feet; Entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Light Blindness (Ex): Abrupt exposure to bright light blinds drow for 1 round. While operating in bright light, suffer -1 circumstance penalty to attacks, checks, and saves. (removed by Daylight Adaptation Feat); Spell resistance of 11 + character level; Immune to magic sleep spells and effects; +2 racial bonus on Will saves against spells and spell-like abilities; additional +2 racial bonus on saves against Enchantment spells and effects; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above); Preferred class: Wizard (male) or Cleric (female); Level adjustment +2.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Tebryn takes no damage with a successful saving throw.

Familiar Benefits As long as his familiar Drusilla is within reach, Tebryn has the benefits of the Alertness feat (already figured into the statistics above), and the following additional benefits.

Empathic Link (Su): Tebryn can communicate telepathically with Drusilla at a distance of up to 1 mile. He has the same connection to a person, item or a place that Drusilla does, for the purpose of scrying or teleportation.

Share Spells: Tebryn may have any spell he casts on himself also affect Drusilla if the latter is within 5 feet at the time. He may also cast a spell with a target of "You" on his familiar.

Touch: Drusilla can deliver touch spells for Tebryn.

Imp Familiar: Tebryn has an imp familiar known as Drusilla Barbtail.

Impromptu Sneak Attack: Twice a day, Tebryn can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Ranged Legerdemain: Three times per day, Tebryn can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and Tebryn cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

Sneak Attack: If Tebryn's opponent is ever denied his Dexterity bonus to AC, or if Tebryn flanks him, he does an extra 7d6 damage on each attack.

Spell-like Abilities: 1/day—dancing lights, darkness, faerie fire at caster level 19; save DC 11 + spell level.

Spell Power: Tebryn's effective caster level is +1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only. This is archmage High Arcana for which Tebryn sacrificed a 5th level spell slot.

Trap Sense (Ex): Tebryn receives a +1 dodge bonus to AC against attacks by traps and a +1 bonus on Reflex saves to avoid traps.

Trapfinding: Tebryn can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps.

Summoned Creatures: Tebryn has used his staff of wizardry to summon several kinds of creatures. When he summons a series of creatures of the same type, the same ones always appear as the last time he summoned that type of creature.

Leonals: Yellowmane (114 HP), Loudroar (119 HP), Longclaw (125 HP), Fiercebite (106 HP).

Celestial Rocs: Windwing (225 HP), Swifttalon (205 HP)

Tebryn's familiar is an imp named Drusilla Barbtail.

Drusilla Barbtail: Female imp familiar;

Skills and Feats:.

Improved Evasion (Ex): If Drusilla is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful saving throw and half damage even if the saving throw fails.

Tebryn's unusual or unique magic items:

+1 Manual of Quickness of Action
As a result of reading this, Tebryn has a +1 inherent bonus to Dexterity, accounted for in the stats above. Since it has been used, the book is no longer magical.

+1 Tome of Clear Thought
As a result of reading this, Tebryn has a +1 inherent bonus to Intelligence, accounted for in the stats above. Since it has been used, the book is no longer magical.

Rod of the Twisted Weave
This rod is a long black scepter with a point at one end. The other end is an intricate design of loosely woven and twisted strands, with raw magical energy glowing pale green in the midst of it, like a burning jet of natural gas.

The device functions like a rod of absorption, automatically absorbing single-target spells or rays (and spell-like abilities duplicating those effects) directed at the possessor or the possessor's gear. However, instead of storing absorbed spell energy, the rod immediately creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the caster of the spell. A successful Will save reduces the damage by half. A negative energy protection spell negates the damage and undead spellcasters are actually healed by this effect.

Scarab of Protection
Absorbs energy draining attacks, death effects, and negative energy effects.

Staff of the Magi (Minor Artifact)

A long wooden staff shod in iron and inscribed with sigils and runes. Currently contains 50 charges.

The following powers do not use charges:

  • detect magic
  • enlarge person (Fortitude DC 15 negates)
  • hold portal
  • light
  • mage armor
  • mage hand

The following powers drain one charge per usage:

  • dispel magic
  • fireball (10d6 damage, Reflex DC 17 half)
  • ice storm
  • invisibility
  • knock
  • lightning bolt (10d6 damage, Reflex DC 17 half)
  • passwall
  • pyrotechnics (Will or Fortitude DC 16 negates)
  • wall of fire
  • web

The following powers drain two charges per usage:

  • monster summoning IX
  • plane shift (Will DC 21 negates)
  • telekinesis (400 lb. maximum weight, Will DC 19 negates)

Grants spell resistance of 23. If this is willingly lowered, the staff absorbs arcane spell energy directed at its wielder as a rod of absorption does, but absorbed energy is converted into charges. If the staff ever absorbs spell energy to exceed 50 charges, it explodes as if a retributive strike had been performed.

Can be broken for a retributive strike. Must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet take 8 times the number of charges hit points of damage. Those between 11 and 20 feet take 6 times the number of charges. Those between 21 and 30 feet take 4 times the number of charges. A DC 17 Reflex save reduces damage by half.

The character breaking the staff has a 50% chance of travelling to another plane, but if she does not, she is destroyed.

Stone of Good Luck
Grants Tebryn a +1 luck bonus to saving throws, ability checks, and skill checks.

Tebryn's non-standard spells:

Copy
Evocation
Level: Sor/Wiz 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: Instantaneous
Effect: 1 Page or Book
Saving Throw: None
Spell Resistance: No

The Copy spell enables the caster to make a perfect copy of a map, letter, or other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy. The caster holds the blank object over the object to be copied, than casts the spell; the copy appears on the formerly blank object. The length of the text is limited to 10 pages of standard size (roughly 9 inches by 12 inches).

The copy is permanent and is a perfect duplicate of the original. The spell cannot duplicate magical writings of any sort.

The material components for this spell are a piece of blank parchment (or a book with blank pages) and a drop of black ink.

Damning Darkness (Book of Vile Darkness)
Evocation [Darkness, Evil]
Level: Clr 4, Darkness 4, Sor/Wiz 4
Components: V, M/DF
Casting time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell is similar the darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damage effect).

Damning darkness counters or dispels any light spell of equal or lower level.

Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.

Dancing Chains (Book of Vile Darkness)
Transmutation
Level: Demonologist 3, Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One chain per level within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster's normal ranged attack bonus on attack rolls or grapple checks (treat each chain as a Medium-size when grappling).

The caster can climb a chain she controls at a normal speed without making a Climb check.

Darkbolt (Book of Vile Darkness)
Evocation [Darkness, Evil]
Level: Clr 2, Darkness 2, Sor/Wiz 2
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other half has no specific type. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overcome by the evil charge of the darkbolt.

Lower Spell Resistance (Draconomicon)
Transmutation
Level: Clr 4, Sor/Wiz 4
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 round
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Fortitude negates (see text).
Spell Resistance: None

This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15). This reduction can't lower a target's spell resistance below 0.

The target of the spell takes a penalty on its saving throw equal to your caster level.

Name: Tebryn's Teleport Anchor
Transmutation
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Area: 10' cube per level
Duration: Permanent until discharged
Saving Throw: None

The teleport spell has a factor of error built into it. Tebryn's teleport anchor ensures an "on target" result the next time a mage uses teleport to a destination within the Area of Effect.

The spell has two variants. Using a finely crafted lead anchor of no less than 100 GP value as a focus, the mage can enchant an area that will subsequently be used as the destination of a teleport spell. The anchor remains in place until it is physically moved (which negates the spell) or until a mage eleports to a point within the Area of Effect, which will always be successful. A 13th level caster can use permanency to make this effect permanent on an area at a cost of 2500 XP.

The alternate form of this spell allows the mage to enchant two finely crafted lead anchors, each of which is worth no less than 100 GP. One anchor is left at the expected destination of a subsequent teleport spell. The mage carries the other anchor. When she subsequently casts teleport with the destination being the other anchor, she will arrive safely at the current location of the other anchor - which may not be exactly what is expected if the second anchor was found and moved!

Vocalize
Transmutation
Level: Sor/Wiz 2
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

This spell allows you to cast spells that normally require a verbal component without the caster needing to make a sound. Such spells must be cast within the duration of the spell. This spell is also useful in situations where silence is desired, or when the recipient is under the influence of a silence spell.

Vocalize does not negate a silence spell, but merely offsets it for the purpose of spell casting; if a spell caster under the effect of vocalize casts a spell that has a verbal component, that sound would be masked as long as silence remains in force. Vocalize does not affect normal vocal communication.

The material component of this spell is a small bell with no clapper.


Copyright © 2011 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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