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Veracity - Stats

To be done:

  • Descriptions of all her custom or researched spells.
  • Sword of Kas: Ego, etc. What are Caster Level and DC of shield and paralysis?
  • Compendium Maleficarum, Unbreakable Bow String, 2 Hell Balls, Gauntlets of Hell Ball Handling, Portal Index, (Left) Eye of Iuz, (Left) Hand of Veracity

Female Drow Swashbuckler 3/Domain Wizard (Enchantment) 5/Eldritch Knight 10, age 135 (adult)

Veracity
Copyright © 2003 by Eden Celeste
All rights reserved.
Here is where I will have a paragraph describing Veracity's appearance, personality, and, perhaps, her usual tactics. A DM should be able to take this and have a fully usable NPC.

Veracity CR 18
Female drow Swashbuckler 3/Domain Wizard (Enchantment) 5/Eldritch Knight 10
NE Medium-size humanoid (elf)
Init +11; Senses darkvision 120; Listen +4, Spot +4
Languages Drow, Undercommon, Elvish, Common, Draconic, Abyssal, comprehend languages, tongues
Height 5 ft. 2 in., weight 107 lb., age 135, XP 193,249 (3,249).


AC 30, touch 24, flat-footed 30
hp 150 (17 HD)
Immune charm, fear, hold, magic missile (from Sword of Kas); magic sleep spells and effects (elf trait); debilitating effects of pain (from Rhapsody of Pain)
Resist SR 28
Fort +19, Ref +21, Will +17 (+19 vs. spells, +21 vs. Enchantments)
Speed 30 ft. (6 squares)
Melee Sword of Kas +26/+21/+16 (1d6+10 +9 (insightful strike)/19-20) and +4 keen short sword of life stealing +24/+19 (1d6+8 +9 (insightful strike)/17-20) or
masterwork whip +23/+18/+13 (1d3+4 +9 (insightful strike)/20) or
masterwork scourge +23/+18/+13 (1d8+4 +9 (insightful strike)/20), or
Ranged +1 seeking flaming frost shock composite longbow (+2 Str bonus) +23/+18/+13 (1d8+3 +1d6 fire +1d6 cold +1d6 electricity/20)
Base Atk +15; Grp +19
Attack Options spells, spell-like abilities, insightful strike (+9 additional damage against foes that are not immune to critical hits)
Combat Gear godstone, pearl of power: level 3 spell, pearl of power: level 4 spell, ring of invisibility, scroll of symbol of pain
Wizard Spells Prepared (CL 18 or CL 19 for domain spells):
7th— evil glare (DC 26), final rebuke (DC 26), insanityED (DC 30), ...one other
6th— greater dispel magic, greater heroismED, mass suggestionE (DC 29), veil, ... one other
5th— dominate personE (DC 28), feeblemindE (DC 28), hold monsterED (2) (DC 28), passwall, teleport
4th— assay spell resistance, charm monsterE (DC 27), confusionED (DC 27), crushing despairE (DC 27), dimension door, ice storm (DC 23), wrack (DC 23), (recall 1/day via pearl of power)
3rd— fly, greater malison (DC 22), haste, suggestionED (DC 26), Tenser's deadly strike, vampiric touch, Veracity's whip of pain (DC 22), (recall 1/day via pearl of power)
2nd— detect thoughts (DC 21), knock, levitate, mirror image, sadism, see invisibility, Tasha's hideous laughterED (DC 25)
1st— charm personED (DC 24), comprehend languages, expeditious retreat, feather fall, jump, magic missile (3)
0— dazeED (DC 23), detect magic, open/close, prestidigitation, read magic
DDomain spell EEnchantment spell at DC +4
Wizard Domains Enchantment
0th—daze, 1st—charm person, 2nd—Tasha's hideous laughter, 3rd—suggestion, 4th—confusion, 5th—hold monster, 6th—greater heroism, 7th—insanity, 8th—mass charm monster, 9th—dominate monster.
Spell-Like Abilities (CL 17):
1/day dancing lights, darkness, faerie fire (save DC 13 + spell level).
Abilities Str 18, Dex 24, Con 18, Int 28, Wis 19, Cha 16
SQ continuous sadism and masochism, drow traits, friend and ally of the wind dukes, grace
Feats Armor Proficiency (Light, Medium, Heavy), Craft Magical Arms and Armor, Craft Wondrous Item, Daylight Adaptation (negates Light Blindness)‡, Endurance, Eschew Materials, Greater Spell Focus (Enchantment), Improved Initiative, Improved Toughness, Improved Two-Weapon Fighting, Practiced Spellcaster (Wizard), Sexual Training, Shield Proficiency, Spell Focus (Enchantment), Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Group (Basic, Bows, Crossbows, Exotic Weapons,Flails & Chains, Heavy Blades, Light Blades). 7 General Feat Points available
Skills Bluff +11, Climb +4, Concentration +23, Craft (Bowyer/Fletcher) +14, Craft (Weaponsmith) +14, Diplomacy +15, Intimidate +13, Jump +2, Knowledge (Arcana) +23, Knowledge (Religion) +14, Knowledge (The Planes) +14, Listen +4, Move Silently +17, Perform (Sexual Techniques) +17, Ride +9, Search +11, Sense Motive +17, Spellcraft +23, Spot +4, Swim +6, Use Rope +13
Possessions combat gear plus bracers of armor +6, Sword of Kas, +4 keen short sword of life stealing, +1 seeking flaming frost shock composite longbow (+2 Str bonus), +2 arrows (60), +2 longtooth dagger, masterwork whip, masterwork scourge, cloak of resistance +5, belt of giant strength +4, nipple ring of dexterity +6, headband of intellect +6, nipple ring of health +6, periapt of wisdom +6, Rhapsody of Pain, drow boots of elvenkind, ring of protection +5, Veracity's blessed book (contains all her spells), Z'henara's tools, folding boat, quiver of Ehlonna, rope of climbing, 4 black necrotic skin patches, holy symbol of Loviatar, 93,392 gp.
Equippable Possessions ring of detect invisibility, ring of three wishes (1)
Sellable Possessions periapt of wisdom +2
Treasures Mithril necklace of sapphires (1,100 gp) [Birthday gift from Kress], Red Tear gems (800 gp, 900 gp) [Birthday gifts from Igor], Clearest Bright Green Emerald (4,000 gp) [Love gift from Brianna], cloth of gold drow stole (550 gp).
IOUs none
Debts none
Spellbook 0—acid splash, arcane mark, dancing lights, dazeE, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st—charm personE, comprehend languages, copyR, endure elements, expeditious retreat, feather fall, grease, hypnotismE, identify, jump, magic missile, sleep*, spider climb, summon monster I; 2nd—arcane lock, bear's endurance, bull's strength, cat's grace, darkboltV, daze monsterE, detect thoughts, eagle's splendor, entice giftV, fox's cunning, invisibility, knock, levitate, minor malisonR, mirror image, owl's wisdom, protection from arrows, resist energy, sadismV, sap strengthV, see invisibility, spectral hand, summon monster II, tasha's hideous laughterE, touch of idiocyE, vocalizeR; 3rd—clairaudience/clairvoyance, deep slumberE, dispel magic, displacement, fly, greater magic weapon, greater malisonR, haste, heroismE, hold personE, keen edge, pain touchR, phantom steed, protection from energy, rageE, sign of sealingR, sonic blast, suggestionE, summon monster III, Tenser's deadly strikeR, tongues, vampiric touch, Veracity's whip of painR; 4th—assay spell resistance, charm monsterE, confusionE, crushing despairE, damning darknessV, dancing chainsV, dimension door, ice storm, lesser geasE, polymorph, stoneskin, summon monster IV, wrackV; 5th—cone of cold, dominate personE, fabricate, feeblemindE, hold monsterE, Leomund's secret chest, mind fogE, overland flight, passwall, sending, summon monster V, symbol of pain, symbol of sleepE, teleport; 6th—greater dispel magic, greater heroismE, mass suggestionE, shadow walk, summon monster VI, veil; 7th—evil glare, final rebuke, insanityE, summon monster VII. EEnchantment spell at DC +4 RResearched VBook of Vile Darkness

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.

Foresight: The Sword of Kas continuously grants Veracity the benefits of the foresight spell: she is never surprised or flat-footed, she gains +2 to AC and reflex saves, and she has advance warning of any attack targeting her, knowing exactly what is about to happen and the best action she can take to avoid harm.

Friend and ally of the wind dukes: As one of the characters who recovered the Rod of Seven Parts, Veracity will be forever remembered as a friend and ally of the wind dukes: the vaati. As such, no creature of air nor any being of the Elemental Plane of Air will attack her without being attacked first, and all such creatures will demonstrate respect for her and will assist her if able.

Grace (Ex): Veracity a +1 competence bonus on Reflex saves (included above).

Immunities: The Sword of Kas continuously grants Veracity immunity to charm, fear, hold, magic missile.

Insightful Strike (Ex): Veracity can add her Intelligence bonus (+9; already included above) to damage done with any weapon she can use Weapon Finesse with, in addition to her Strength bonus. Targets immune to critical hits or sneak attack are immune to insightful strike.

Spell-like Abilities: 1/day—dancing lights, darkness, faerie fire at caster level 16; save DC 13 + spell level.


Black Necrotic Skin Patch
If one of these patches is applied to the skin, it creates a temporary graft, which slowly imparts its stolen life energy to the wearer. For the next 3d6 days, the wearer needs no food or sleep and gains a +4 bonus to Constitution. At the end of this time, there is a four day refractory period in which the user suffers a -4 penalty to Constitution, a -3 penalty to all other rolls, and suffers virulent nightmares. It radiates evil.

Folding Boat
Command words: "Suthellin" converts it into a rowboat, "Maraniath" into a ship, and "Tûmberrin" back into a box.

Godstone (Minor Artifact)
Jet black stone with silver marbling resembling a starry night with points of light. At will, one per round at Caster Level 20: fireball, Evard's black tentacles, stoneskin, transmute rock to mud, energy drain

Holy Symbol of Loviatar
Unusual only (we think) insofar as it was given to her by the Avatar of the goddess herself.

+2 longtooth dagger
Extremely sharp dagger that cuts wood and stone as easily as softer materials. In the hands of a Small character, such as a Gnome or Halfling, does as much damage as a Short Sword.

Rhapsody of Pain: (Minor Artifact from Book of Vile Darkness)
These oddly named earrings allow the wearer to function as if continually under the effects of both a sadism and a masochism spell. Furthermore, the wearer is immune to the debilitating effects of pain, such as those brought on by a symbol of pain. although she still feels the pain.

Caster Level: 16th; Weight -

Sword of Kas (Major Artifact)
Intelligent short sword (NE) with a wavy blade, guards of unicorn horn, a basket resembling a grimacing face, and an unusually long hilt, allowing it to be wielded with either one or two hands. Constant powers: +6 defender, foresight, defiles holy water within 30', grants immunity to charm, fear, hold, magic missile; Invoked powers: shield 3/day, paralysis by touch (save -4) 3/day
[Anything about Ego, etc.?]

Veracity's blessed book
A reward from Shina-Tsu-Hiko for her role in defeating Vecna, this appears to be a finely-made book, 12″ by 8″ by 1″. The cover is fine leather, inlaid with Veracity's sigil in mithril, and the corners are bound in iron. The book is permanently arcane locked, keyed to Veracity, and is waterproof and indestructible. This small book contains 1,440 pages on which Veracity can inscribe spells, two pages per spell level, without paying the standard 25 gp per page in order to do this. The book currently contains all 112 of her spells on 545 pages.

Z'henara's Tools (From Dragon magazine #298 August 2002)

Z'henara was a drow torturer whose skill reached legendary proportions. She specialized in the extraction of information from mind flayers, considering them the most challenging of races to break. Over time, she created a series of magical implements of torture to help her crack through the most difficult wills.

The kit contains hooks, scalpels, barbs, razor-sharp tongs, and other sinister looking item, all of which are made of polished silver. The tools have an unusual activation: They must be placed one by one in front of the victim who has to be able to see them. After all the tools have been placed, the torturer is then free to pick them up and use them on the victim.

Z'henara's tools grant a +10 profane bonus to Intimidate checks during the course of the torture session. Once per day, the tools can generate a zone of truth as if cast by a 12th level cleric. Curiously, this ability can only be activated after one full hour of torture has been performed. Sages speculate that Z'henara built in this safeguard in case the subject proved too difficult to break through conventional methods, and they remain convinced the ability was rarely used.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, zone of truth; Market Price: 8,640 gp; Cost to Create: 4,320 gp + 346 xp.


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.

Entice Gift (Book of Vile Darkness)
Enchantment (Compulsion) [Mind-Affecting]
Level: Greed 2, Sor/Wiz 2
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

The caster enchants a creature so that it feels suddenly compelled to give her what it is holding when she casts the spell. On the creature's next action, it moves as close to the caster as it can get in a single round and offers her the object as a standard action. The spell allows the caster to act out of turn and accept the "gift" if the creature reaches her to hand her the object (assuming she has a free hand and can carry the object). The subject defends itself normally and acts however it wishes on subsequent rounds, including attempting to get the object back, if desired. If the subject is prevented from doing as the spell compels, the spell is wasted. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.

Greater Malison
Transmutation
Level: Sor/Wiz 3
Components: V

As minor malison, but the saving throw enhancement penalty is -2, or -3 vs. a single school of magic.

Minor Malison
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Area: 30-ft.-radius burst
Saving Throw: None
Spell Resistance: Yes

This spell allows a mage to adversely affect all the saving throws of his enemies. Targeted creatures receive an enhancement penalty of -1 on all saving throws.

If desired, the mage can select a single school of magic and cause saves against spells or spell-like effects from that school only to receive a penalty. In this case, the enhancement penalty is -2.

Pain Touch
Necromancy [Evil]
Level: Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster gains a melee touch attack that can be used one time per level. A successful touch induces extreme pain in the target. The pain causes no damage, but for the next 1d4 rounds, the opponent must make a Fortitude save each round. On a failed save, the target is effectively dazed that round and can take no actions, although he can defend himself if attacked. On a successful save, the target can act as desired, but with a -2 circumstance penalty on attacks, saves, and checks.

The material components for this spell are a needle and the finger from a scorched glove.

Sadism (Book of Vile Darkness)
Enchantment [Evil]
Level: Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

For every 10 points of damage the caster deals on a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.

Material Component: A leather strap that has been soaked in human blood.

Sap Strength (Book of Vile Darkness)
Enchantment [Evil]
Level: Cleric 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster drains the personal well-being from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Material Component: A long needle and a tiny glass bottle.

Sign of Sealing (Complete Arcane)
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 door, chest, or portal up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: Reflex half; see text
Spell Resistance: No

You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half).

A knock spell doesn't negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign's creator). A sign of sealing is a magical trap that can be disarmed with a successful DC28 Disable Device check. You can pass your own sign safely, and it remains set behind you.

Material Component: A crushed emerald worth 100 gp.

Tenser's Deadly Strike
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: The caster
Duration: 1 round/level

This spell improves the martial prowess of the caster. All attacks made by the caster with a melee or hurled weapon are at the usual chance to hit, but every successful attack does maximum damage to the opponent for the duration of the spell. The spell works in combination with any other magic that enhances fighting ability.

The material component is the claw of a tiger.

Veracity's Whip of Pain
Evocation [Evil, Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting time: 1 standard action
Range: 0
Effect: One whip of force
Duration: 1 round/level
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes

This spell creates a whip-like, flexible line of force, emanating from the fingertips of one of the caster's hands. The caster wields this crackling, coiling line of purple sparks proficiently as a magical weapon with an enhancement bonus of +1 per 2 caster levels (max +5). The magical whip strikes opponents up to 15 feet distant. As a force effect, the whip can affect ethereal and incorporeal creatures.

If the wielder successfully strikes a target, there is a loud snapping sound, and the target suffers 2d4 + (enhancement bonus) + (Str bonus) points of damage.

Additionally, any hit afflicts the target with intense pain. Each hit forces the creature to make a Fortitude save. If the creature succeeds at the save, it feels only enough pain to suffer a -1 penalty to its next attack roll. Failure wracks the creature with pain, stunning it for 1 round. Multiple hits in the same round force multiple saves. The effects are cumulative.

The material components of this spell are a drop of the caster's blood and one of the caster's hairs.

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.

Wrack (Complete Divine)
Necromancy [Evil]
Level: Clr 3, Pain 3, Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A humanoid subject of the spellcaster's choosing is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell, the subject is considered helpless and cannot take actions.

Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes. The subject's sight returns at the end of the spell's duration.


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