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Description of Nightlife.
Female Drow Cleric 3/Domain Wizard (Necromancy) 3/True Necromancer 11, age 141 (adult).
Yol is frightening. She is a devoted Cleric of Hel, the goddess of
Death, Poison and Disease. Her very presence scares those weaker than
herself and makes everybody else uneasy. She completely lacks Veracity's
attractiveness and allure. Unlike Veracity, she takes no real pleasure
in causing pain. In fact, Yol is probably incapable of feeling joy, and
it shows on her face. Her scowl, is not one of anger, but a grim one,
showing her resignation to death. When she smiles at all, it is a just
fleeting smirk, as if she just confirmed that things are as bad as she
believes they are. She is 5' even, 88 lbs (normal drow size) with white
hair and red eyes. She wears a dark cloak.
Yol CR 17
Female drow Cleric 3/Domain Wizard (Necromancy) 3/True Necromancer 11
CE Medium humanoid (elf)
Init +9; Senses Listen +11, Spot +15
Languages: Drow, Undercommon, Elvish, Common,
Abyssal, comprehend languages
Height 5 ft. 0 in., weight 88 lb., age 141, XP 196,494 (6,494).
AC 31, touch 18, flat-footed 26
hp 133 (17 HD)
Immune magic sleep spells and effects (elf trait);
disease, poison (Hel's boon)
Resist SR 28, fire 20
Fort +15, Ref +13, Will +20 (+22 vs. spells, +24 vs. Enchantments);
Speed 30 ft. (6 squares)
Melee +2 wounding rapier +12/+7 (1d6+3/18-20x2) or
+1 dagger of venom +11/+6 (1d4+2/19-20x2) or
Ranged dart +14 (1d4+1) or
+1 hand crossbow +16 (1d4+2/19-20/x2) (with +1 bolt)
Base Atk +9; Grp +10
Attack Options spells, spell-like abilities
Special Attack rebuke/command/bolster undead 5/day at CL 16
Combat Gear
2 javelin of lightning,
potion of detect thoughts,
potion of lesser restoration,
potion of spider climb,
arcane scroll of tongues,
arcane scroll of water breathing,
scroll of blade barrier (2 @ CL11),
scroll of flame strike (CL9),
divine scroll of protection from spells, spell turning, spell resistance (Yol's CL),
staff of frost (20 charges),
wand of unholy blight (CL8, 18 charges)
Cleric Spells Prepared (CL 15 or CL 18 for Necromancy spells):
6th
harmDN (DC 25),
heal (2)
5th
flame strike (DC 22),
mass inflict light woundsDN (DC 24),
summon undead V,
true seeing
4th
death wardDN,
freedom of movement,
neutralize poison,
poisonN (DC 23),
recitation
3rd
blindness/deafnessN (DC 22),
contagionDN (DC 22),
invisibility purge,
prayer,
remove curse,
remove disease,
speak with dead
2nd
augury,
death knellDN,
lesser restoration,
remove paralysis,
resist energy,
silence (DC 19),
spiritual weapon
1st
bane,
cause fearDN (DC 20),
comprehend languages,
deathwatchDN,
detect undead,
protection from evil (3)
0
detect magic (3),
detect poison,
guidance,
purify food and drink
D Domain spell. N Necromancy spell at CL 18.
Domains
Death (Death touch 1/day. Succeed with a melee touch attack against a
living creature. If total of <cleric level>d6 is greater
than creature's current HP, it dies.).
1stcause fear,
2nddeath knell,
3rdanimate dead,
4thdeath ward,
5thslay living,
6thcreate undead,
7thdestruction,
8thcreate greater undead,
9thwail of the banshee),
Destruction (Smite power 1/day. Single melee attack gains +4 attack
bonus and damage bonus equal to cleric level.)
1stinflict light wounds,
2ndshatter,
3rdcontagion,
4thinflict critical wounds,
5thinflict light wounds, mass,
6thharm,
7thdisintegrate,
8thearthquake,
9thimplosion.
Wizard Spells Prepared (CL 11 or CL 14 for Necromancy or CL 15
for domain spells):
6th
chain lightning (DC 24),
circle of deathDN (DC 26),
eyebiteN (DC 26)
5th
cloudkill (DC 23),
cone of cold (DC 23),
summon undead V,
wave of fatigueDN (DC 25)
4th
dimension door (2),
enervationN (DC 24),
fearDN (DC 24),
greater invisibility,
stoneskin
3rd
dispel magic,
fireball (DC 21),
fly,
gaseous form,
lightning bolt (DC 21),
slow (DC 21),
vampiric touchDN
2nd
blindness/deafness (DC 20),
false lifeDN,
mirror image (2),
scorching ray (DC 20),
see invisibility,
spectral handN
1st
charm person (DC 19),
chill touchN,
feather fall,
magic missile (2),
ray of enfeeblementN (DC 21)
0
detect poison,
disrupt undeadDN (2) (DC 20),
mage hand,
read magic
DDomain spell NNecromancy spell at DC +2
Wizard Domains Necromancy
0thdisrupt undead,
1stray of enfeeblement,
2ndfalse life,
3rdvampiric touch,
4thfear,
5thwaves of fatigue,
6thcircle of death,
7thcontrol undead,
8thhorrid wilting,
9thenergy drain.
Spell-Like Abilities:
2/day: create undead (CL 19);
1/day: create greater undead (CL 19), dancing lights (CL
16), darkness (CL 16), faerie fire (CL 16), horrid
wilting (CL 19, DC 28).
Abilities Str 12, Dex 20, Con 18, Int 26, Wis 25, Cha 14
SQ cat familiar, drow traits, familiar benefits, major
desecration, necromantic prowess +3
Feats
Alertness (from familiar),
Armor Proficiency (Light, Medium, Hevy),
Daylight Adaptation,
Dual Spontaneous Casting,
Empower Spell,
Hel's Boon (Immune to Poison and Disease),
Improved Initiative,
Practiced Spellcaster (Cleric),
Shield Proficiency,
Silent Spell,
Spell Focus (Necromancy),
Weapon Group (Basic, Crossbows, Heavy Blades, Light Blades, Slings & Thrown Weapons).
Feat from Forgotten Realms Campaign Setting.
Dargas Feat.
6 2/3 General and 1 Wizard Feat Point available.
Skills
Concentration +24,
Craft (Poisonmaking) +21,
Heal +14,
Hide +5,
Knowledge (Arcana) +22,
Knowledge (Nature) +25,
Knowledge (Religion) +22,
Listen +11,
Move Silently +8,
Profession (Herbalist) +22,
Search +14,
Spellcraft +30,
Spot +15,
Swim +2;
Possessions combat gear plus
bracers of armor +7,
+5 mithral buckler,
Bersteck's hand,
+2 wounding rapier,
+1 dagger of venom,
greater death spear (8 charges),
+1 hand crossbow,
+1 bolt (10),
darts (10),
hollow glass darts (10),
belt of giant strength +2,
cloak of charisma +4,
gloves of dexterity +6,
headband of intellect +6,
periapt of wisdom +6,
shirt of health +6,
ring of major fire resistance,
ring of protection +3 and resistance +3,
quiver of Elhonna,
balor bile (4),
deathblade poison (4),
drow poison (35),
shadow essence poison,
wyvern venom (4),
backpack,
healer's kit,
silver unholy symbol of Hel.
32,270 gp.
Other Possessions
The Nathlum (5,000),
robe of gentle repose (10,000),
Agrovale's +1 wounding longsword,
blood stone (20 gp),
Irae T'sarran's religious texts relating to worship of Kiaransalee,
Cabrath's worship book of Kiaransalee (450).
Spellbook 0arcane 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; 1stcharm person, chill touch, feather fall,
magic missile, ray of enfeeblement, sleep; 2ndghoul
touch, invisibility, mirror image, scare, spectral hand;
3rdfireball, fly, halt undead, lightning bolt, sonic blast,
vampiric touch; 4thdimension door, enervation, fear, ice
storm; 5thcloudkill, waves of fatigue;
6thcircle of death, chain lightning, eyebite
Cat Familiar: Yol has a fiendish black cat familiar named Nightlife.
Drow traits: +2 Dexterity, -2 Constitution, +2 Intelligence, +2
Charisma (included in listed statistics); Spell-like abilities
1/daydancing 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.
Familiar Benefits: As long as her familiar Nightlife is within
reach, Yol has the benefits of the Alertness feat (already figured into
the statistics above), and the following additional benefits.
Empathic Link (Su): Yol can communicate telepathically with
Nightlife at a distance of up to 1 mile. She has the same connection to
a person, item or a place that Nightlife does, for the purpose
of scrying or teleportation.
Share Spells: Yol may have any spell she casts on herself also
affect Nightlife if the latter is within 5 feet at the time. She may
also cast a spell with a range of Personal on her familiar.
Touch: Nightlife can deliver touch spells for Yol.
Hel's Boon: Yol is immune to all poisons and diseases.
Major Desecration (Su): Yol exudes an aura of negative energy
that extends to a radius of 100 feet. This aura is identical to the
effects of a desecrate spell except that it affects only allied
undead.
Necromantic Prowess +3 (Ex): Whenever Yol rebukes undead, casts a
necromantic spell, or uses a spell-like ability that mimics a necromancy
spell, her effective caster level increases by her Necromantic Prowess
value.
Spell-like Abilities: 2/day: create undead (CL 19);
1/day: create greater undead (CL 19), dancing lights (CL
16), darkness (CL 16), faerie fire (CL 16), horrid
wilting (CL 19, DC 28)..
Yol's familiar is a fiendish black cat named Nightlife.
Nightlife: Female black cat familiar;
Skills and Feats:
Improved Evasion (Ex): If Nightlife 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.
Bersteck's Hand (Minor Artifact)
This minor artifact appears to be a length of wood with the mummified
remains of a barghest's paw affixed to one end. This rod can be used in
combat as a +4 returning trident. Once per round, the wielder can
affect a creature struck in melee with charm monster as a free
action. When this power is activated, the paw animates and seems to
caress the target tenderly.
Bersteck's Hand also allows the use of the following spells, once per
day each: crushing despair (DC 15), dimension door,
misdirection, and project image. The wielder of Bersteck's
Hand gains the benefit of pass without trace, and can
polymorph into a dire wolf at will.
Strong Conjuration, Enchantment, and Illusion; CL 20th; Weight 6 lb.
Death Spear
A +1 long spear which is bathed in an aura of negative energy
that deals an additional 1d6 points of negative energy on a successful
attack. Additionally, the spear can be used to deliver
an enervation (lesser death spear) or energy drain
(greater death spear) spell on a successful hit. The spear has 10
charges when it is created and each use of the spell effect uses one
charge. When drained of its charges, the spear retains its aura of
negative energy and its enhancement bonus.
Caster Level: 7th (lesser death spear) or 17th (greater death spear)
Market price: 13,905 (lesser death spear) or 38,905 (greater death spear).
+1 long spear: 2,305 gp
+1 flaming long spear: 8,305 gp -> equivalent to chargeless death spear.
10 charges of enervation: 13,905 - 8,305 = 5,600 = 560 gp/charge
10 charges of energy drain: 38,905 - 8,305 = 30,600 = 3,060 gp/charge
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The Nathlum (Pages from the Mages)
Unconverted from the 2e sourcebook.
History and Description
A nondescript volume of brown, curling parchment leaves sewn to a gray
canvas cover, The Nathlum is powerful and wholly evil. Its
protective magic cannot be dispelled (at least, not by the dispel
magic spell), and these protections cause all creatures of good
alignment and instinct to suffer blinding, burning pain in the eyes
and head. (Elminster offers a confusing description of the symptoms
which need not be detailed here but can be interpreted thus: Anyone of
good alignment suffers 1-4 points of damage per round that the book is
in his or her hands.) Its origin and the reason for its name are
unknown; its first definite identification is in the catalog of Tymor
Threeshields, an inventory of the booty he brought back from the
Orcfastings war. Hints of it can be traced through the scanty written
records of the orcs under the leadership of Wund. Orfidel writes
almost 400 years ago of his meeting with the evil mage Lethchauntos
the Black, who went to dwell among the orcs, and describes what could
well be The Nathlum in Lethchauntos's possession. From Tymor's
hall, the volume went to Neverwinter as part of the dowry of Tymor's
daughter Nulauznee (Elminster suspects that Tymor wished to be rid of
it). Nothing more is heard of it until The Nathlum passes
unexpectedly into the hands of Phrandjas of Port Llast (a northern
town), a thaumaturge whose careful and exacting studies enabled him to
subsequently rise quickly in the ranks of the Art.
Phrandjas takes characteristic pains over his notes regarding The
Nathlum; we learn that it appeared to be complete when he
received it, and held sixteen recipes for poisons, four glyphs of
warding set down nowhere else, and the formula of the
spell maze. Phrandjas, despite the pain caused him by
perusing the book (because he was good), copied certain of the
recipes for later sale to the alchemists of the town, and all of the
glyphs, and Elminster has passed on some of this information.
Poisons
The poison recipes have not been made known by Elminster; in his
words, "They are largely simple to make, and recipes will undoubtedly
fall into the wrong hands, given your sometimes too efficient
communications." For adventurers, however, he has provided the means
of identifying the substances.
Lhurdas (also known as "the yellow death" and"Beltyn's Last
Drink") is a wine-based poison. It has a sharp, dry white-grape wine
taste, and will readily mix with white wine. It reacts with the
digestive acids in the stomach (and is effectual in human, orcish, and
elven body chemistries) to eat away internal organ tissues. Ingestion
produces rapid (within two rounds) nausea, convulsions, and terrific
internal cramps and burning pain, doing 1-6 points of damage in its
first effective round, 2-12 in the second, and 1-4 in the
third. Thereafter it will do no more damage, regardless of dose, and
further exposure to lhurdas will cause discomfort and inhibit healing,
but cause no greater damage to the body for a period of 3-24 days. It
is ineffective if applied externally. (Save for half damage.)
Varrakas is a black, thick syrup. To avoid detection, single
drops are usually added to gravy or dark sauces, but the effects
increase with the dose ingested. Varrakas has a slightly oily taste,
but no strong flavor. Every drop of varrakas does 1-4 points of damage
when it enters the bloodstream (it passes the digestive system
masquerading as a nutrient), and does not act for a period of 19-24
turns after ingestion. Varrakas is harmless if applied externally, and
is effective in all mammals. (Save for half damage.)
Prespra (also known as "Mother's Bane") is an odorless,
colorless liquid that mixes readily with all drinkable liquids except
milk and dairy products, from which it separates. Effective only in
humans and only when ingested, it causes sudden dizzy spells and
visual distortion, beginning 1-3 rounds after contact and lasting for
1-12 rounds. During this time the victim moves unsteadily and fights
at -2 to hit, -2 penalty on AC if having only normal (distorted)
vision, or -1 to hit and -2 on AC if endowed with infravision
or heightened visual senses. At the same time the victim endures 1-2
points of damage per round as surface blood vessels burst all over the
body (giving a blotched, reddened appearance to the skin). Each round
a successful saving throw will avoid such damage, but if the victim
suffers an injury through combat or misadventure during the round, no
saving throw is allowed (the cause and shock of the injury aggravates
the sudden fluctuations in blood flow and pressure prespra causes; it
works by alternately and erratically constricting and expanding blood
vessels throughout the victim's body).
Belpren is a luminescent blue, acidic substance that does 1-12
points of dam age instantly upon contact with skin or internal
tissues. (No save.) Further applications of belpren to affected areas
do not cause any further harm but the damage given above is for a
roughly hand-sized area of body exp sure; for each additional such
area of skin affected, an additional 1-12 points of damage will be
suffered. However no additional damage from ingestion is possible;
immediate and involuntary vomiting will be induced by any further
belpren applied to affected internal areas. Belpren does not corrode
metal nor does it harm cloth or cured leather It dries and becomes
ineffective in just over one round when exposed to air and so cannot
be used on weapons. Belpren can be neutralized by the application of
lamp oil. It is effective on creatures.
Orvas is a translucent liquid with a green cast and a
bittersweet taste. It does 1-6 points of damage upon entering the
bloodstream (immediately if insinuation, which must be through scrape
or wound, or in 19-24 turns if by ingestion), and 1-4 points of damage
each round for the following two rounds. A successful saving throw
means that orvas is ineffective against the target creature. Orvas is
an antidote to varrakas (see above) if introduced into the bloodstream
before varrakas has run its course. Orvas works in all mammals.
Huld (also called "Leap" or "Deathdance") is an odorless oil
that is effective on non-humanoid creatures (it is not effective on
demihumans and humans) and works only by insinuation. Its effects are
the same regardless of dosage, and appear 1-4 rounds after the
application. (Save for no damage.) Huld causes severe muscle spasms
involving nausea and the loss of motor control, balance, and speech,
lasting for 1-6 rounds. During this time a victim is helpless but by
no means an easy target for physical attack, since he or she is
usually thrashing and moving about rapidly and wildly. Mental
processes are entirely unaffected (psionic or other communication can
be initiated or continue, and in some cases can be used by the victim,
as well as others, to control the poison's effects). A particular
individual will be 95% resistant to huld for a period of 11-20 days
after an exposure to it, and thus repeated dosages in a single
encounter will almost always not be effective. Huld is generally
thought to affect all individuals, but some apparent immunities are
reported and conjectured.
Jeteye is a glossy (i.e., reflective) black liquid that affects
all mammals upon ingestion. (Ineffective if insinuative contact only;
save for half damage.) It causes the pupils of the eyes to go black
(although this does not affect vision) and causes 1-8 points of neural
damage immediately. No pain is felt by the victim, however, for jeteye
kills all pain and tactile sensation for a period of 9-16 rounds (the
"black eyes" sign is of the same duration as this anesthetic
effect). Jeteye is sometimes voluntarily used before torture or
immediately after battle injuries (preventing a system shock survival
roll). It has a bitter, black walnut-like taste and is hard to conceal
in food or drink.
Ulcrun is a milky-white, viscous liquid that is effective on
all warm-blooded creatures, by insinuation only. (No saving throw.)
Two rounds after contact, it causes 1-4 points of muscular damage,
weakening and softening tendons, ligaments, bones, and cartilage. On
the following round it causes 1-12 points of damage, and 1-4 points on
the round thereafter, whereupon its effects pass. Until healing
processes (natural or magical) counter its effects, the creature
affected will have lost 1-4 points of Strength and one point of
Dexterity.
Dwarfbane is a rare, gummy oil that is poisonous only to
dwarves. Insinuative, it is commonly smeared on weapons. It does not
dry out, but prolonged exposure to air lessens its potency; it is
effective only for 26-31 days. Upon contact, dwarfbane does 1-8 points
of damage with a pain "like blazing skewers," and a further 1-6 points
on each of the following three rounds. (A successful saving throw
reduces all damage by half.)
The Glyphs of The Nathlum
The glyphs of warding found in The Nathlum reflect its evil
nature. All may be used only by those of evil alignments, and will
harm only those of good alignments. Anyone of good alignment may pass
a glyph's location unharmed by speaking its name or by destroying the
glyph. The passage of neutral or evil characters will not trigger any
of these glyphs. They are as follows:
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Zuth can be cast only by a cleric of 6th or higher
level. It is cast upon a door or the frame of an opening. Anyone
of good alignment passing through or under the portal will
suffer 2-12 points of electrical damage. The electricity arcs
from side to side of the frame at many points.
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Yammas can be cast only by a cleric of 8th or higher
level. When activated, from 11-18 screaming, chittering mouths
appear all about the glyph, and shoot forth on long (up to 20
feet long) snakelike necks to bite at the creature activating
the glyph. The victim must save against each manifestation or be
struck by it, suffering 1-4 points of damage. The fangs dig in,
much as a lamprey attacks, and the mouths drain 1 hit point of
blood each per round thereafter until they or the victim are
destroyed. Each neck/mouth is AC 13 and can be severed by
inflicting 7 points of damage on it (as long as at least the
seventh point is caused by an edged weapon), or by the victim
pulling free of its grasp. Any character with a Strength of 16
or more is allowed to attempt saving throws against three of the
mouths each round; if a particular save is successful, the
mouth's grip breaks, it does not drain blood on that round, and
it shrinks back into the wall or hangs lifeless. This glyph does
not vanish after one activation; it retracts its surviving
mouths and waits for the next victim, until all the mouths have
been destroyed.
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Hlack can be cast only by a cleric of 9th or higher
level. This functions as a magical barrier preventing those of
good alignment from passing. This barrier of force will stand
until the actual area on which the glyph was cast is destroyed,
thus breaking the glyph, or until a knock, erase,
or similar spell is employed. Anyone of good alignment
attempting to pass the glyph strikes an invisible wall and
suffers 1-6 points of electrical damage. Further contact with
the barrier causes 1-6 points of electrical damage per round (no
save).
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Curtal can be cast only by a cleric of 10th or higher
level. Attempts to pass this glyph cause arms of fire to burst
from its three pointed ends and strike the creature or creatures
attempting to pass. Each arm inflicts 4-16 points of
damage. Each arm of fire strikes a different target if there are
three or more targets available; otherwise two will strike the
nearest target and one another, or all three will strike at a
solitary target. (Save for half damage.) Activation of this
glyph always alerts a guardian, sometimes summoning a demon or
devil to the spot instantly, but more often warning spellcasters
or beast-keepers to ready their charges. The glyph remains
until erased, striking out with its arms of flame every
time it is activated. Dispel magic causes one of the arms
of fire to shrink back and not strike for that activation. In
each round that creatures stand before the glyph but do not
speak its name (ie. not having passed it, but within 15
feet), curtal activates, so slow-moving creatures could
be struck several times.
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