• Welcome to The Campaign Builder's Guild.
 

Battle for the Underdepths! Information and Characters

Started by sparkletwist, March 08, 2015, 03:17:09 PM

Previous topic - Next topic

sparkletwist

The next game is Saturday September 12 at 4:00 pm CDT

Please post your Battle for the Underdepths characters here.
To keep the thread tidy, please don't post anything but characters here. If I'm going to request changes to a character, I'll post, and then delete my comments later.

[ic=Welcome to Torizzod]
After the collapse of the great Arach Empire, in a time so long ago the younger races may not recall it all, dark elven society splintered into dozens of mostly independent city-states. Each one had its own nobility, tracing its roots all the way back to the elites of the fallen empire, and nearly every last one of them was, as one would expect of the drow, matriarchal, corrupt, and decadent. Of course, those on the surface would not be the least surprised, for they accuse the dark elves as a whole of being a greedy, decadent, corrupted race prone to debauchery, scheming and backstabbing without end. While this may be true... who isn't? It isn't as though the shining light of human civilization, the Republic, is particularly devoid of these traits. Perhaps the only thing that really sets the drow apart is that their religion and culture is based around embracing the aspects of their nature-- the fundamental nature of all sentient life, one might say-- that other races would dismiss as being unseemly. The question then becomes, does this make the drow evil, or simply honest?

On the shores of the black Undersea, the city of Torizzod (officially, the Sovereign City-State of Torizzod) is a bustling metropolis housing well over ten thousand drow, numerous slaves and various hangers-on of other races, and perhaps a few hundred more visitors of all races. Its position puts it at the nexus of several lucrative trade routes, both land and sea, and this has made the city wealthy... at least, it has made the city's nobility wealthy. There is a great gap between rich and poor in Torizzod, and the rich live in incredible luxury while the poor seethe and struggle in the twisting streets below. The city is confined by an ancient outer wall: a sturdy, nearly impregnable defensive fortification built of rune-enhanced purple stone and reinforced with adamantine, adorned with statues of notable drow and carvings of the Great Spider-Queen. It is always manned with numerous armed guards, and ensures neither local upstart nor distant despot can exert her will upon the independent city-state. Although slums and shanty towns spill outward on the far side of the wall, most residents prefer to live within the city's confines-- therefore, given the current crowded state of the city, the only way to go is up, and the city proper is a maze of spires and towers, ramshackle walkways, and outlandish magically reinforced structures reaching upward, some so tall that they are supported as much by the gaping cavern's ceiling as by its floor.

In the center of the city, surrounded by a smaller inner wall, are the estates of the city's noble families. In the center are the three oldest and perhaps most prestigious houses: the House of Sevrezar, the House of Tthiki and the House of Unghûl. Surrounding them are the estates of (ostensibly) lesser houses, each one trying to outdo the others in grandeur and decadence, to eclipse the three ancient houses in wealth and power, and to earn their place among the city's inner circle as well. Of course, all of the noble houses, regardless of age or prestige, are quite intermarried and allied with one another, and the factional politics of the nobility of Torizzod is an ever-changing tangle that is perhaps more twisted-- and more perilous to navigate-- than the city's dimly lit streets and alleys.

In true drow fashion, there is really no distinction between the city's government and the city's organized crime. To the noble families, it's all just business interests, after all. The city's official government is a council of eight nobles called the Octet. The Houses of Sevrezar, Tthiki and Unghûl have permanent seats, and the other five seats are chosen via election among all of the nobility. Naturally, this leads to much scheming and jockeying: various upstarts try to get on the Octet, those with seats try to preserve them, the three permanent members try to get members elected who will vote with them, and so on, and corruption runs rampant. That said, it isn't as though Torizzod is a haven for crime, as such. Petty street crime isn't good for business after all, so the noble quarter, the wealthy shopping districts, and the main thoroughfares are quite safe. The back alleys and side streets are another matter entirely.

Of course, the noble houses are not the only center of power in Torizzod. The religious authorities hold much power as well, due to their control over the city's food supply. While plenty of the city's food comes from fungi and mosses cultivated in the surrounding caverns as well as fish caught in the Undersea, in truth, this would be barely half of what is needed to feed the city's bustling population. The rest is conjured by a staff of clerics working for the High Priestess of the Spider-Goddess, and its sale is a source of great wealth and influence for the city's de facto official church. Each day, the conjured food is auctioned to the highest bidder, who is usually a broker who then attempts to sell it to various distributors and marketeers, as well as speculators who are themselves looking to make a sale-- the entire matter could likely be made far simpler and fairer had anyone in power a mind to reform it, but such a thing seems quite unlikely. Other deities such as the Gravemistress, the Hungering Cold, the Queen of Succubi, and the Gnarled Root are also revered, but their sects have not been able to amass nearly the power of the followers of the Spider-Goddess.

Sprawling outward from the noble quarter are numerous boutiques, tea houses, salons, courtesan houses, and other businesses primarily focused towards providing luxuries to the nobility. Nearest the inner wall, the shops are elegant and discreet, but grow more garish and overt as one travels outward-- the true heart of the city is a veritable carnival of vice, consisting of numerous brothels, as well as other establishments for drinking, narcotics, gambling, fighting, and nearly any other vice one can imagine; each is one adorned with a garish arcane mark glowing in some fluorescent color like a bioluminescent fungus. Not far from the shores of the Undersea is a large open square that is filled with a teeming and thriving market full of small stalls offering any number of things-- mundane necessities like food and tools, to weapons and ammunition of all types, to bizarre magical knickknacks from foreign lands, and, of course, slaves. The drow are known for many things, but the taking of slaves is undeniably one of them, and they do not disappoint, with every type of creature available for purchase. The majority of slaves are goblins, who are believed to be an inferior race by nearly everyone in the Underdepths, but orcs and kobolds are also plentiful, and the occasional surface-dweller makes it into the slave markets as well. Disgraced dark elves are perhaps the rarest find, but they fetch the highest price.

[ic=Businesses of Note]
Bank of Torizzod - The Bank of Torizzod is a stately, impressive stone building straddling the border between the noble district and the commercial district, as it serves the interests of both. It is a fearsome looking building, being windowless and covered with serrated spikes to prevent climbing, warded against nearly any sort of magic, as well as always patrolled by numerous well-armed and well-trained guards. This place houses the wealth of Torizzod, and all involved want depositors to know their wealth is safe.

Blyazz's Books - Blyazz's is owned and operated by a crazy old man named Blyazz, ancient even by drow standards, claiming to remember nearly every historical detail one would care to recall but always getting the details wrong. He is cantankerous and not particularly welcoming, and one would often wonder how his store even stays in business given his ill manners. However, if he can be provoked to open up, his stories are generally enthralling, if completely implausible.

Camellia's - A charming little apothecary and magical sundry shop whose proprietress is a full-blooded succubus. Camellia stocks potions of nearly every type, alchemical brews, as well as numerous reagents, gems, trinkets, scrolls, and a wide variety of other useful things. Almost everyone finds something they need there, and, even if they didn't need anything, the charms of the hostess ensure almost nobody leaves Camellia's without spending a tzal or ten.

Chopper's Meat - At the far end of a street rather disparagingly but truthfully known as Carrion Way, for its constant reek, this large shop sells just about every sort of meat imaginable. Every cut, every organ, and just about every creature is butchered by a fierce-looking orc known only as "Chopper," never seen without an enormous meat cleaver in hand. Rumors are almost constant that slaves that just don't sell at the slave market eventually find their way here, but Chopper is silent on the allegations, and nobody dares to press him on the matter.

The Gibbering Mouther - This tavern got its name after a glib comparison between Torizzod's common population and the namesake creature-- all eyes and mouths, chattering incoherently, with a voracious appetite. The place is raucous and rowdy, and a favorite of scoundrels and rakes, with bar fights breaking out nearly every day and all sorts of unseemly business going on in the place's dark corners. Yet, there is a certain code of honor about the place, and an unwritten rule as to when enough is enough: anyone found to be too unruly will be quite hastily expelled by the regulars.

The Hungry Human - Although the drow have a disdain for surface-dwellers, they also have a general zeal for the exotic, and this place aims to indulge that, offering what purport to be the finest culinary delights of the world above. Anyone who has ever been there would find that the food served at the Hungry Human is basically nothing like surface food at all, but it's strange and unusual to drow tastes, and that is all that is really needed to keep it in business.

Jrol's Junk - On the edge of the market, what would originally appear to be simply a twisted heap of scrap metal and refuse is actually Jrol's Junk, a store rather famous (or perhaps infamous) for buying and selling nearly anything. Jrol herself is a loud-mouthed, comely but slovenly drow sorceress known for her penchant for making good-looking male customers very uncomfortable. On the other hand, most of the town's beggars adore her, as they make a meager but sustainable living gathering all sorts of trash from the noble quarter and selling it to Jrol for a few coppers.

Laaxi's Esoterica - A small, cramped shop that smells of dust, brimstone, and stranger things, this place is part boutique and part museum. Everything is for sale, but some of the prices are so high that it seems obvious the wares are just for show. On the other hand, there is quite a wide variety of scrolls, gems, wands, and other miscellaneous magical goods on sale here. The shop's proprietress, Laaxi, is charming if somewhat vapid, although her apparent empty-headedness does not extend to her craft, as she seems to have intimate knowledge of everything in stock.

Miss Reznen's - In a city with numerous brothels, bordellos, and other establishments of ill repute, it is difficult to stand out, but Miss Reznen's does exactly that simply by virtue of its sheer posh exclusivity. Even having heard of the place is enough to make one feel a bit like a cut above, given the business does not advertise at all, and occupies a simple, unmarked building not far from the noble quarter without so much as a sign on the street. However, the waiting list to become a client of Miss Reznen's is so long that there is literally no need for her to advertise.

The Palace - The hotel with the lofty name of the Palace occupies what was once the manse of the House of Elakkêl, until that house was disgraced and driven from the city. Its lands were auctioned and snapped up by entrepreneurs, who sought to bring a taste of the nobles' luxury to everyone... or, at least, everyone who could afford a night at The Palace. The only entrance to the place is on the second floor, access to which is gained by enchanted stones out front that magically levitate customers, giving the feeling of being nobility even before one enters the door. The actual nobility considers the place something between a curiosity and a bad joke.

Zatzo's Armory - This building is plain and spartan, but it stocks a high quality assortment of weapons, with everything from mundane daggers to masterwork elven curve blades. Zatzo is a gruff tiefling who has little interest in small talk and a general disdain for anything that isn't a weapon or armor, but he knows his craft and his prices are always fair, so his business enjoys a healthy patronage.
[/ic]
[/ic]

sparkletwist

#1
Rumors from the Underdepths
Every character knows four of these rumors; roll a d10 or just pick topics that seem like something your character would know. If you have ranks in Knowledge(Local), you know two more.

[spoiler=(1) Below the Great Jungle]Within the Great Jungle, there is a place where the greenery gives way to rough red rock, and there is yawning chasm that descends into unknown blackness. Many rumors circulate about what lies at the bottom-- an entrance to a cave thought forever lost beneath the Undersea, lost treasure of a long-dead empire, and perhaps even the hiding place of the Kobold-God himself?[/spoiler]
[spoiler=(2) Beneath the Undersea]Far down in the cold, black waters of the Undersea, there are said to be the sunken ruins of an ancient city built by a long-destroyed drow empire. Rumor also has it that there is a more direct means of transit to the sunken city hidden away in a seaside cave located to the northeast.[/spoiler]
[spoiler=(3) Blade of Ice]There is a cave in the realm of Blackflame devoid of lava or fire due to the influence of a powerful and ancient magical blade, infused with the power of ice. It is said it was forged long ago to fight hideous apparitions from the void whose only vulnerability is ice.[/spoiler]
[spoiler=(4) Death from Above]Rumor has it that the surface-dwellers are mobilizing. There are rumors of a host of warriors standing for "light" and "justice" and other such ridiculous notions, on its way down to attempt to sack Torizzod.[/spoiler]
[spoiler=(5) Depths of Blackflame]The depths of Blackflame contain chambers of fire so hot that no creature without some form of protection could dare enter them. Yet, a community of tieflings make their home in this inferno, seeing it as a place of sanctuary. It is also said they share their home with an otherwordly draconic being that has a touch of the blood of hellish fiends.[/spoiler]
[spoiler=(6) Duergar Ruins]In a cavern to the west, it is said there are the ruins of a duergar city that is now the home of a tribe of kobolds known as the Black Skull Tribe. It has almost certainly been plundered thoroughly, but there are rumors of lower chambers still protected by duergar traps that the kobolds do not dare enter.[/spoiler]
[spoiler=(7) Kobold Bounty]A wily old kobold named Gnagng and his band of brigands has been an endless source of trouble for Torizzod's merchants. A bounty of 3000 gp is offered for his head by the Torizzod Mercantile Guild.[/spoiler]
[spoiler=(8) Master of the Crypt]Although the Eye Tyrants went extinct long ago, it is said that an undead form of one of these terrible creatures still lurks deep within the Crypt of Phantoms.[/spoiler]
[spoiler=(9) Tunnels]The Underdepths are full of tunnels, of course, but even the city of Torizzod proper has numerous hidden tunnels beneath it. It is said that one of them leads straight down into a forgotten crypt filled with riches... and dangers.[/spoiler]
[spoiler=(10) Worm Bounty]An enormous worm creature lives in the far southern portion of the Great Jungle, devouring all in its path. A bounty of 5000 gp is offered for slaying it by the High Priestess of Torizzod.[/spoiler]

Kindling

#2
[ic=Ulrynn Ironheart]
Quote from: descriptionAs a priestess-ascetic of the Hungering Cold, Ulrynn Ironheart looks inward. As much as vengeful murder and the creation of blessed unlife are sacred to her, the true focus of her devotion is her self. She strives to harden her spirit, the better to endure the tortuous mockery that is life - and ultimately to be prepared for the eternal wintry emptiness that is life's end. To her mind, becoming unfeeling is a step closer to becoming unliving. She tries in all things to be as emotionless and relentless as the undead whose ranks she hopes one day to join.
Narrow, compact, hatchet-faced and dreadlocked, Ulrynn wears severe black robes, her only ornament being the silver Jaws-of-Death pendant that hangs around her neck as a token of her dedication to the Boundless Silence.

Drow Cleric 4
Domains: Death, Void
XP: 9000

STR 14 +2
DEX 14 +2
CON 10 +0
INT 10 +0
WIS 18 +4
CHA 10 +0

Max HP: 21
Current HP: 21

BAB +3
AC 17 (+2 DEX +1 dodge +4 chain shirt)
CMB +5
CMD 18

FORT +4
REF +3
WILL +8

Speed: 30ft
Armour check penalty: -1
Carrying capacity: 0-33/34-66/67-100

Melee attacks:
Longsword +6 1d8+2 19-20/x2
Dagger +5 1d4+2 19-20/x2

Ranged attacks:
Composite longbow +6 1d8+3 x3 110ft
Dagger +5 1d4+2 19-20/x2 10ft

Skills:

Escape Artist 0 (+2 DEX +2 Stealthy)
Knowledge (history) 2 (+3 class)
Knowledge (religion) 2 (+3 class)
Perception 3 (+4 WIS +2 Drow)
Sense Motive 1 (+3 class +4 WIS)
Stealth 4 (+2 DEX +2 Stealthy)

Feats:

Deadly Aim: -1 to ranged attack rolls for +2 to ranged damage
Dodge/Mobility: +1 AC. Additional +4 AC vs attacks of opportunity from movement
Martial Weapon Proficiency: Longbow
Stealthy: +2 bonus to Escape Artist and Stealth checks

Race and class abilities:

Aura: Strong Evil aura
Bleeding Touch: Melee touch attack causes target to take 1d6 bleed damage for 2 rounds, usable 7/day
Channel Energy: 30ft burst of negative energy, heals undead or damages living 2d6 hit points, usable 3/day
Guarded Mind: +2 to saves vs mind-affecting effects
Immunities: Immune to Sleep and +2 to saves vs enchantments
Languages: Elven, Undercommon
Spell resistance: 10
Spell-like abilities: Cast Dancing Lights, Darkness and Fearie Fire once per day
Spontaneous Casting: Exchange any prepared spell for an Inflict spell of the same level or lower

Equipment:

Cleric's vestments
Silver (un)holy symbol
Masterwork chain shirt
Masterwork longsword
Dagger
+1 composite longbow (+2STR)
50 arrows

Gold: 610
Property: Apartments adjacent to a Shrine of the Hungering Cold in the temple district or similar

Prepared spells:

0th: Detect Magic, Detect Poison, Read Magic, Stabilize
1st: Bane, Cause Fear, Cure Light Wounds x 2, Doom
2nd: Cure Moderate Wounds, Hold Person, Levitate, Weapon of Awe[/ic]

[ooc]Let me know if you think anything should change. Other than a cool name I didn't come up with much for the Hungering Cold in the end, except for the domains and that longsword seemed an interesting choice as favoured weapon - inspired by how Death in the Discworld uses a scythe for most people, but also carries a sword for kings...[/ooc]
all hail the reapers of hope

Ghostman

[ic=Malagaun]

Quote from: description
Dark elves sometimes practice diabolic rituals that involve copulation with fiendish beings summoned from the lower planes. Such unholy couplings may bear fruit in the form of half-demonic offspring, which might later pass their infernal heritage on to further generations. Malagaun is one among those so tainted. His demonic blood is readily apparent to all beholders, manifest in a pair of stunted horns jutting out from his forehead, his long black forked tongue, and a faint eldritch glow in his eyes. Aside from these features he looks a beautiful, albeit startlingly androgynous (even to elven eyes) dark elf of youthful semblance, slender figure, dainty features and a long silky white hair.

Malagaun, styling himself a "sword devil", is a roguish duelist who compensates for his lack of raw strength by means of sorcerous might and trickery, drawing power from his fiendish origins. A shameless hedonist by nature, he is chiefly motivated by the lustre of gold and the pleasures of flesh, having little interest in politics or loyalty to any higher cause - his blade is always for sale for the highest bidder, though he is ever wary of treacherous employers.

Malagaun's infernal ancestor is a guileful creature known by many names and epithets, most commonly as Errah-ull. This fiend has been rather agreeable to trafficking with the dark elves for a long time now, and has sired a copious number of mortal descendants among their kind. Errah-ull has also shown a surprising interest in his progeny, frequently contacting many of them via feverish visions in their dreams. Malagaun himself has received many such dream-callings, and developed a strangely affable relationship to his otherwordly forebear. It would seem that Errah-ull regards itself as something of a demonic godfather, carefully watching over the brood that sprung from his black seeds as they play their roles in some grandiose and enigmatic plot he's set in motion.

Tiefling Magus 4

Current XP: 11900
Next Level: 15000

STR  10 (+0)
DEX  18 (+4)
CON  12 (+1)
INT  18 (+4)
WIS  9 (-1)
CHA  10 (+0)


Max HP:  29  ( 21 Magus + 4 favored class + 4x1 CON )
Current HP:  25

Initiative:  +4  (+4 DEX)

BAB  +4
AC  20  ( 10 + 4 Chain shirt + 4 DEX +2 Armor of the Pit )

CMB 3  ( +3 BAB + 0 STR + 0 size )
CMD 17  ( 10 base + 3 BAB + 0 STR + 4 DEX + 0 size + 0 misc. modifiers )

FORT  +5  ( 4 base + 1 CON )
REF  +5  ( 1 base + 4 DEX )
WILL  +3  ( 4 base + -1 WIS )

Speed:  30 ft (25 ft armored)
Carrying capacity:  0-33 lbs / 34–66 lbs / 67–100 lbs


Melee attacks:
Dagger  +8  1d4+4  19-20/x2
Dueling Sword  +8  1d8+4  19-20/x2

Ranged attacks:
Dagger  +8  1d4  19-20/x2
Light Crossbow  +8  1d8  19-20/x2


Skills:
Acrobatics (Dex)  5  (1, +4 Dex)
Bluff (Cha)  6  (4, +0 Cha, +2 Tiefling)
Climb (Str)  5  (2, +0 Str, +3 class skill)
Diplomacy (Cha)  1  (1, +0 Cha)
Intimidate (Cha)  5  (2, +0 Cha, +3 class skill)
Knowledge (Arcana) (Int)  9  (2, +4 Int, +3 class skill)
Knowledge (Dungeoneering) (Int)  8  (1, +4 Int, +3 class skill)
Knowledge (Local) (Int)  5  (1, +4 Int)
Knowledge (Planes) (Int)  8  (1, +4 Int, +3 class skill)
Knowledge (Religion) (Int)  5  (1, +4 Int)
Perception (Wis)  3  (4, -1 Wis)
Sense Motive (Wis)  0  (1, -1 Wis)
Spellcraft (Int)  9  (2, +4 Int, +3 class skill)
Stealth (Dex)  7  (1, +4 Dex, +2 Tiefling)
Survival (Wis)  1  (2, -1 Wis)
Swim (Str)  4  (1, +0 Str, +3 class skill)


Feats:
* Exotic Weapon Proficiency: Dueling Sword (bonus proficiency)
* Armor of the Pit (bonus feat)
* Weapon Finesse (1st level)
* Deadly Agility (3rd level; Path of War)

Racial abilities:
* Native outsider
* Cold resistance 5, electricity resistance 5, and fire resistance 5
* +2 Racial bonus on Bluff and Stealth checks
* Darkness once/day (caster level 4)
* Darkvision 60 ft


Class abilities:
* Proficient in simple and martial weapons
* Proficient in light armour
* Arcane pool 6/6
* Spell combat
* Spellstrike
* Magus arcana: Arcane Accuracy
* Spell recall


Languages:
* Undercommon
* Infernal
* Draconic
* Duergar
* Abyssal
* Elven


Spells Known:
Cantrips:
* Acid Splash
* Arcane Mark
* Dancing Lights
* Daze
* Detect Magic
* Disrupt Undead
* Flare
* Ghost Sound
* Light
* Mage Hand
* Open/Close
* Prestidigitation
* Ray of Frost
* Read Magic
* Spark

1st level:
* Blade Lash
* Enlarge Person
* Expeditious Retreat
* Feather Fall
* Flare Burst
* Floating Disk
* Long Arm
* Mirror Strike
* Shield
* Shocking Grasp
* True Strike

2nd level:
* Ablative Barrier
* Mirror Image


Spells Prepared:
Cantrips:
* Ghost Sound
* Dancing Lights
* Disrupt Undead
* Mage Hand
1st level:
* Floating Disk
* Long Arm
* Shield
* Shocking Grasp
2nd level:
* Ablative Barrier
* Mirror Image

Cloak of the Hedge Wizard:
* Prestidigitation (at will; caster level 1st)
* Detect Magic (at will; caster level 1st)
* Detect Secret Doors (1/day; caster level 1st)
* True Strike (1/day; caster level 1st)

Quick Runner's Shirt:
* Once per day as a swift action, the wearer can take an additional move action to move on his turn.


Equipment & goods:
Outfit, Courtier's (30 gp, 6 lbs)
Cloak of the Hedge Wizard (Divination) (2500 gp, 1 lb)
Quick Runner's Shirt (1000 gp, -)
Chain shirt (100 gp, 25 lbs)
Sword, dueling (20 gp, 3 lbs)
Dagger (2 gp, 1 lb)
Crossbow, light (35 gp, 4 lbs)
Bolts, crossbow (26/30)  (3 gp, 3 lb)
Backpack, common (2 gp, 2 lbs)
Bedroll (-, 1 lb)
MW Longsword (loot)
2x Sword, dueling (40 gp, 6 lbs)
Total weight carried: 51 lbs

Fixed assets:
Apartment middle way up a giant hollowed stalagmite with a view toward a mushroom forest, worth 1000 gp
Large spidersilk tapestry decorated with erotic illustrations, worth 500 gp

Total money at hand: 768 gp

[/ic]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Xathan

[ic=Areza Baenafin]

QuoteSome Drow are born into social status. They have it fed to them in the cradle with their mother's milk, and it runs through their veins from the moment of conception. These Nobles rule Drow society and are at the peak of the social food chain. Areza Baenafin is not one of those Drow. Born to a merchant house, Areza was the fourth daughter and, as such, had even less social status than her older siblings. Realizing from an early age that her inheritance was minimal and her prospects less, Areza decided to taking her ageing mother's offer to get her inheritance early (an offer the family matron made to all her daughters, to reduce motivation for assassination), Areza invested in the ever-prosperous slave market - right before the Luminferous Rot began spreading among the slaves of the upper classes, causing demand for new slaves to skyrocket.

Areza made a killing in the post-rot market, enough so to hire some of the best tutors in the city to school her in the mystic arts. Most of their efforts were to no avail - Areza was a mediocre wizard at best, but she did show a knack for summoning and binding. One such attempt brought her in contact with a demonic Eidolon, Brazilith, who offered to serve her in exchange for channelling some of her budding power and ambition back into him to assist his continued evolution. She eagerly accepted, and Brazilith has since then served as her loyal manservant and butler.

With this new tutor, Areza turned her attention back to what she most desired: Status. She used most of what was left to her to purchase some new, personal slaves and build herself a manor and an adjacent house of pleasure, drink, and rest, the Sable Web. Catering to the hedonistic whims of the Drow, as well as serving as an Inn, the Sable Web is Areza's pride and the cornerstone of her life. Aided more and more by the creatures she was summoning and acquiring additional slaves - whom she treats much better than most of her ilk - she found herself slowly climbing the social ranks, and begun using that to start attempting to get the attention of nobles and priestesses and other people of some minor import.

She cashed in on this by founding the Emberfall Cabal, an exclusive social club based out of a luxurious room in the back of the Sable Web attached to a laboratory designed to accommodate all kinds of pursuits. With a stated goal of allowing people to pursue their own interests and occasionally banding together to achieve a common goal, the Emberfall Cabal is designed with an added air of exclusivity and elitism designed to appeal to Drow sensibilities. All of this hides an unfortunate fact for Areza: with the added financial burden of hosting lavish events for the Emberfall Cabal, her finances are nearly depleted, and without one of those "common goals" soon, she may have to consider something dire before she loses all that she has gained so far.

Areza is a beautiful Drow woman that works hard to keep herself in good health, and takes great care with her apperance. Her Sleeves of Many Garments are among her most prized possessions, allowing her to keep up with all the latest fashions without completely bankrupting herself, although she does purchase some.

Drow Summoner (Master Summoner) 4

Str 10 +0
Dex 14 +2
Con 12 +1
Int 15 +2
Wis 12 +1
Cha 18 +4

Speed: 30 feet

Defence
Max HP: 25 (4d8+4)
Current HP: 25

AC: 12 (+2 Dex), Touch 12, Flat footed 10, 16 with mage armor, 14 when next to Eidolon
SR 10
Immunities: immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Fort: +2 (+4 when next to Eidolon)
Ref: +3 (+5 when next to Eidolon)
Will: +5 (+6 when next to Eidolon)

Attacks:
BAB +3, CMB +3, CMD 15
Light Crossbow +5 range (1d8, 19–20/×2)
Masterwork Rapier +4 melee (1d6, 18–20/×2)
Acid Splash +5 range (1d3)

Senses:
Darkvision 120 ft
Init +2
Perception: +5
Light Blindness
Languages: Elven, Undercommon, Drow Sign Language, Dwarven

Skills: (Favored Class +4)
Bluff 1 (+10)
Diplomacy 3 (+7)
Knowledge (Arcana) 1 (+6)
Knowledge (Dungeoneering) 1 (+6)
Knowledge (Local) 1 (+6)
Knowledge (Nobility) 3 (+8)
Knowledge (History) 1 (+6)
Perception 2 (+3)
Profession (Merchant) 1 (+5)
Sense Motive 4 (+5)
Spellcraft 2 (+7)

Equipment:
Masterwork Rapier 320 gp
Light Crossbow 35 gp
40 Bolts (40 gp)
Sleeves of Many Garments 200 gp
Ring of Sanctuary
[spoiler=Ring of Sanctuary]The Ring of Sanctuary appears as a luxurious gold or silver ring, with a glittering amethyst stone. After being forged, it is attuned to one wearer and one special location in an arcane ritual that is kept a closely guarded secret. After it is so attuned, once per day, the owner may cast dimension door to return herself and any allies she touches (following the usual rules for dimension door) back to her designated sancutary. The target location is inflexible, but the spell has much a greater range than an ordinary dimension door, although it cannot breach the barriers between planes.[/spoiler]

Feats:
Exotic Weapon Proficiency (Whip) (B)

[spoiler=Spell Focus (conjuration)]Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.[/spoiler]

[spoiler=Summon Evil Monster]You can summon the aid of creatures driven their very nature to destroy goodness.

Prerequisite(s): Evil alignment.

Benefit(s): When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can't act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don't apply for creatures from the standard list that aren't also on this list.

Special: If you possess the Sacred Summons feat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura.

Click for link of applicable summoned monsters[/spoiler]

[spoiler=Augment Summoning (B)]Prerequisite: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.[/spoiler]

[spoiler=Evolved Summon Monster]Prerequisite(s): Augment Summoning, Spell Focus (conjuration), ability to cast summon monster I.

Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution from those available to a summoner's eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures.

If you summon more than one creature with a single spell, only one creature gains this evolution.

Special: You can take this feat multiple times. Each time you do, select an additional 1–point evolution for one of your summoned creatures. If you summon more than one creature, you can choose to apply all the evolutions to a single summoned creature, or split them between the creatures summoned.[/spoiler]

Race Qualities:
Ambitious Schemer Replaces Keen Senses (+2 Bluff, Bluff becomes class skill)
SLA: Dancing Lights, Darkness, and Faerie Fire 1/day each.
Poison use

Class Features:
Cantrips
Lesser Eidolon (2nd Level)
Life Link
Summon Monster 2 (9/Day)
Shield Ally

Spells:
Cantrips: (at will)
Detect Magic, Acid Splash, Resistance, Message, Arcane Mark, Mage Hand

Level 1: (4/Day)
Grease, Glue Seal, Mage Armor, Life Conduit

Level 2: (2/Day)
Haste, Create Pit
[/ic]

[ic=Eidolon]
Eidolon (Biped Base Form)

Str 17 +3
Dex 13 +1
Con 13 +1
Int 7 -2
Wis 10 +0
Cha 11 +0

Speed: 30 feet, Climb 30 Feet

Defence
Max HP: 12 (2d10+2)
Current HP: 12

AC: 17 (+1 dex, +6 natural armor) Touch 11, Flat Footed 16)
Fort: +4
Ref: +1
Will: +3

Attacks:
BAB +2, CMB +5, CMD 16
Claw +5 Melee (1d4+3)
Full attack: 2 Claws +5 Melee (1d4+3)

Senses:
Darkvision 60 ft
Init +1
Perception: +6
Languages: Elven, Undercommon, Drow Sign Language, Dwarven

Skills:
Acrobatics 2 (+6)
Perception 2 (+6)
Climb 2 (+8)
Diplomacy 1 (+4)
Profession (Butler) 1 (+12)
Use Magic Device 2 (+5)

(Chosen Class Skills: Acrobatics, Diplomacy, Profession, Use Magic Device)

Feats:
Dodge

Special Qualities:
Link, Share Spells, Evasion

Evolutions
Improved Natural Armor, Skilled (Profession - Butler), Climb, Magic Attacks[/ic]
[ic=Archons]
Archon
Base Creature: Drow Petitioner (Hunted)
CE Medium Outsider (extra planar)
Init +2; Senses darkvision 160 ft.; Perception +2

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 natural armor, +2 Dex)
hp 18 (2d10+7)
Fort +5, Ref +5, Will –1; +2 vs. enchantment
DR 5/-, Fast healing 1

OFFENSE

Speed 30 ft.
Slam +4 (1d6+2)

STATISTICS

Str 15, Dex 15, Con 14, Int 10, Wis 9, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Toughness
Skills Acrobatics +4, Bluff +5, Knowledge (Planes) +5, Perception +4, Sense Motive +4, Stealth +7

SPECIAL ABILITIES
DR 5/-, Fast Healing 1 (Hunted Petitioner), Improved Natural Armor[/ic]

[ic=Myrmidon]
Myrmidon
Base Creature: Drow Petitioner (Hunted)
CE Medium Outsider (extra planar)
Init +2; Senses darkvision 160 ft.; Perception +2

DEFENSE

AC 16, touch 12, flat-footed 12 (+2 natural armor, +2 Dex)
hp 18 (2d10+7)
Fort +5, Ref +5, Will –1; +2 vs. enchantment
DR 5/-, Fast healing 1

OFFENSE

Speed 30 ft.
Slam +4 (1d8+2)

STATISTICS

Str 15, Dex 15, Con 14, Int 10, Wis 9, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Toughness
Skills Acrobatics +4, Bluff +5, Knowledge (Planes) +5, Perception +4, Sense Motive +4, Stealth +7

SPECIAL ABILITIES
DR 5/-, Fast Healing 1 (Hunted Petitioner), Improved Damage[/ic]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Steerpike

#5
[ic=Morwen of the House of Unghûl]
Quote from: DescriptionA mass of white hair,;tted coils of it spilling to the floor like thick, pale grave-worms, trails behind Morwen, Seventh Daughter of the House of Unghûl. Within that pallid profusion, spiders nest, spinning webs and laying eggs, a symbiotic colony; a hundred bone charms and jewels have been sewn into the dense, rustling tendrils. Whatever her white locks touch seems to wither and decay. Beneath her hair, Morwen is a small, lithe little creature with dusky violet skin, intricately tattooed with esoteric sigils. She wears garments of tattered pale lace and spider-silk that might once have been great finery, and a gruesome poppet of flesh and bone always dangles round her neck.

Morwen pursues unclean pleasures and macabre obsessions. Seen as disreputable and wayward, she has not been formally disowned by the House of Unghûl for fear of scandal, but her rakehell ways have driven a wedge between her and her family. Unwelcome in the Unghûl manse, she dwells in a hut fashioned from bones and necrotic flesh on the outskirts of Torizzod, her emblamed pets milling in the yard out back; the hut is imbued with unlife when she is present, walls muttering, furnishings made hideously animate, and her zombies occasionally hoist the hut up to move it. She spends much of her time digging about in tombs and charnel houses, searching for raw material for her unwholesome experiments. At any given time, Morwen is surrounded by a coterie of the dead. Lovingly embalmed corpses dressed in garments of spidersilk follow her in a cadaverous retinue, like some ghastly parody of a noblewoman's footmen and ladies-in-waiting. Many are strangely modified with grafts and alchemical augmentations, shambolic works of art. She murmurs to these creations with something between a mother's pride and a lover's ardour, and caresses them frequently.

Morwen's current goal is lichdom – in undeath, she will be able to slake her black appetites eternally. She has recently become interested in the rituals of Khai'Usza the Writhing Goddess, called the Mother of Maggots and the Gravemistress, as well as the Hungering Cold and other death-gods of the drow. She sees such deities not as idols to be worshiped but as something closer to role models. Who knows what fell apotheosis she might eventually achieve?

Drow Gravewalker 4
Medium Humanoid (Elf)
XP: 9000

STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 18 (+4)
WIS 8 (-1)
CHA 14 (+2)

Max HP: 24 (16 Gravewalker +4 Favored Class +4x1 Con)
Current HP: 22

BAB +2
AC 13 (+3 Dex), touch 13 (+3 Dex), flat-footed 10, 17 with Mage Armour (+3 Dex, +4 Armour)
CMB +2
CMD 15
INIT +3

FORT +2
REF +4
WILL +3

Speed: 30ft
Armour Check Penalty: 0
Carrying Capacity:  0-33 lbs / 34–66 lbs / 67–100 lbs

Melee Attacks: Masterwork Sickle +3 (1d6/x2, trip) and Hair +2 (1d3+2/x2)

Ranged Attacks: Dagger +5 (1d4/x2)

Skills:

Craft (Alchemy) +11 (+4 ranks, +3 class, +4 Int)
Knowledge (Arcana) +11 (+4 ranks, +3 class, +4 Int)
Knowledge (Nobility) +5 (+1 rank, +4 Int)
Knowledge (Planes) +10 (+3 ranks, +3 class, +4 Int)
Profession (Embalming) +6 (+4 ranks, +3 class, -1 Wis)
Spellcraft +11 (+4 ranks, +3 class, +4 Int)
Use Magic Device +9 (+4 ranks, +3 class, +2 Cha)

Feats

[spoiler=Drow Nobility]You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.[/spoiler]
[spoiler=Spider Step] You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore, you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar spells (such as the web cloud spell).[/spoiler]
[spoiler=Spell Focus (necromancy)]Add +1 to the Difficulty Class for all saving throws against spells from the necromancy school.[/spoiler]

Racial Abilities:

[spoiler=Spell Resistance]Morwen possesses Spell Resistance 10.[/spoiler]
[spoiler=Keen Senses]Drow gain a +2 racial bonus on Perception checks.[/spoiler]
[spoiler=Spell-Like Abilities] A drow can cast dancing lights, seducer's eyes, and lock gaze each once per day, using his total character level as his caster level. Drow Nobility adds  feather fall and levitate to this list.[/spoiler]
[spoiler=Seducer]Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with this trait may use charm person once per day as a spell-like ability (caster level equal to the drow's character level).[/spoiler]
[spoiler=Superior Darkvision]Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.[/spoiler]
[spoiler=Poison Use]Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.[/spoiler]
[spoiler=Light Blindness] As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.[/spoiler]

Class Abilities:

[spoiler=Spell Poppet]Each gravewalker carries around a gristly, inanimate poppet stitched from humanoid skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker's spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet.

Deliver Touch Spells: At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.[/spoiler]
[spoiler=Aura of Desecreation] At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

The current radius of Morwen's Aura if 25 feet.[/spoiler]
[spoiler=Prehensile Hair] The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score (18). Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.[/spoiler]
[spoiler=Bonethrall] At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC – currently 16 for Morwen.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch's aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature's.[/spoiler]

Equipment:

7 Zombies (50 gp in onyx gems each)
Wand of inflict light wounds (44 charges, 750 gp) fashioned from a drow ulna
Wand of chill touch (50 charges, 750 gp) fashioned from a drow femur
Wand of restore corpse (47 charges, 750 gp) fashioned from a drow radius
Wand of create pit (1 charge) expeditious excavation (4 charges) fashioned from rusty metal
Potion of lesser restoration (300 gp)
2 ghast retch flasks (50 gp each)
7 black onyx gems (50 gp each)
4 black onyx gems (10 gp each)
23 bottles of common wine (2 sp each)
Spell component pouch (5 gp)
Noble's outfit (75 gp)
Masterwork sickle (proficient) (306 gp)
2 Daggers (2 gp)
Masterwork longsword
Rickshaw

Stashed

Construct eye shell
Chest (from the Crypt of the Phantoms)

Money: 322 gp

Property: Undead Hut (1500 gp) with Alchemist's Lab (200 gp) and Sentry Skull (10 gp)

Languages:

Abyssal
Aklo
Elven
Goblin
Necril
Undercommon

Spells Known (in Poppet):

Cantrips:
*Arcane Mark
*Bleed
*Dancing Lights
*Daze
*Detect Magic
*Detect Poison
*Guidance
*Light
*Mending
*Message
*Putrefy Food and Drink
*Read Magic
*Resisteance
*Spark
*Stabilize
*Touch of Fatigue

1st Level:
*Carrion Compass
*Cause Fear
*Decompose Corpse
*Inflict Light Wounds
*Mage Armour
*Ray of Sickening
*Restore Corpse
*Summon Monster I
*Web Bolt

2nd Level:
*Command Undead
*Lesser Animate Dead
*Sentry Skull
*Unnatural Lust
*Vomit Swarm

Spells Prepared:

Italics indicate a spell has been used.

Cantrips:
*Bleed
*Detect Poison
*Putrefy Food and Drink
*Read Magic

1st Level:
*Cause Fear
*Mage Armour
*Summon Monster I
*Web Bolt

2nd Level:
*Lesser Animate Dead
*Unnatural Lust (+1 DC)
*Vomit Swarm[/ic]

Tangential

#6
[ic=Zzlang'kor of House Tzrilmok]

Quote[spoiler][/spoiler]
Carrying himself with laid-back elegance, this youthful drow gentleman's rakish, hooded eyes the color of amber drawn attention, their lids drawn in silver-kohl to match  his scimitar-lips. Prominement, elegent ears display lavish daily-chaning gems, while high cheek bones play accent to luxurious ringlets of pallid hair. His entourage is careful to match thier demeanors, sleeves, and scarves with his own.  

To contrast is wild and public reputation. Among his associates among the Emberfall, Zzlang'kor has maintained a cool demeanor recently. In the last year, the necromancer had taken a vow incorporating sleeplessness, chastity, and near total silence. It is set to end in mere days.


[ooc] @ Xathan - I would like to tie in Zzlang'kor to Areza Baenafin by saying they became associated only after the Cabal - through mutual friends perhaps - at which time he became fascinated by Brazilith's company. Areza has recieved several anonymous payments in recent months that have helped keep her and the salon afloat [[lets say 600 gp]], which she may or may not have traced to Zzlang'kor.

@ Steerpike - I would like to tie in my Tzril'mok fellow with Morwen in an especially forward manner, that seems suited to real-time discussion. Please PM me or send me a message thru Gmail. I'll also try to be in IRC awhile before the game.

@ Ghostman - I would like to tie in Zzlang'kor to Malagan. Perhaps they engaged in petty crime and tail-chaising in their youth, to the initial disapproval of higher society in a fashion that revered to garner Malagan to patronship by a respected duelist leading to his present status? Just spitballing.

@ Kindling - I would like to tie in my Tzril'mok fellow to your Ironheart publicly vicious, privately friendly rivals. Perhaps Ulrynn was partially or fully esponsible for the austere vow Zzlangkor took, this being U's first serious win when it come to persuading Z of the Undying Hunger's doctrine.[/ooc]

Some Knowledge: Nobility Results
DC 15 - Zzlang'kor is known in Torrizod for a opulent wardrobe often composed of, severe china-white leather and onyx shards worth more than small diamonds. This arcane using aristocrat of House Tzrilmok has strange predilections and an in vogue entourage but hasn't been seen around as much lately.

DC 20 -  Many say this drow is a harbinger of hauntings, but never in his own favorite haunt - the Sable Web. His rare lovers are always capable of casting miracles and sleep with in him an austere bed carved from drakebone. It is said that he runs with a lethal, salacious cabal called the Emberfall. Some seekers have found rare books in his personal library, available for loan with the right bribe.

DC 40 - Zzlang'kor is a twilight sage, whose birth on a Tzrilmok surface raid is considered to fit an ancient Torrizod prophecy. He  doomed to 'walk forever in the wilds between the calm river of death and the bright road of life,' according to the fragment the arcanist learned from his own House. The secret he most yearns for is who within the city holds the rest of the divination.

Drow Noble Arcanist [Twlight Sage]; XP 9000/15000
Medium Humanoid (elf}
Chaotic Evil
hp 16/16 ; Init +2

Senses Darkvision 120; Speed 30
Speaks - Abyssal, Elven, Common, Draconic, Drow Sign Language, Goblin, Necril, Orc, Undercommon.

Str 8 Dex 12 -> 14 rac Con 12 -> 10 rac Int 17 -> 19 rac -> 20 lvl Wis 13 Cha 12 -> 14 rac

BAB +2 CMB +3
AC 12 [Dex +2]; CMD 12
Fort +2 Refx +4 Will +6

Weaknesses Light Blindness
Immune magic sleep
Resistance +2 vs [enchantment] effects; SR 10

Combat Options
Melee Attack -5 thorn bracers 1d6 -1 /x2; http://goo.gl/En30hX
Melee Attack -1 rapier 1d6 -1; 18-20/ x2
Ranged Attack -1 alkys; 1d8/x2, 20 ft.; http://goo.gl/vu8F7W
Ranged Attack -1 snag net; grapple trip, 10 ft; http://goo.gl/Bf9eny
Ranged Attack +3 heavy crank crossbow 1d10+1, grapple, 120 ft., barbed bolts; http://goo.gl/fJ2Edu

Ranged Touch Spell +3

Arcane Resevoir= 9/9

Skills
[spoiler]Appraise (Int) 1 5 3 = 9
Bluff (Cha) 1 2 3 2 = 8
Fly (Dex) 1 1 3 = 5
Knowledge: Arcana 4 5 3 = 12
Knowledge: Dungeoneering 2 5 3 = 10
Knowledge: Engineering 1 5 3 = 9
Knowledge: Geography 1 5 3 = 9
Knowledge: History 1 5 3 = 9
Knowledge: Local 2 5 3 = 10
Knowledge: Nature 1 5 3 = 9
Knowledge: Nobility 2 5 3 = 10
Knowledge: Planes 1 5 3 = 9
Knowledge: Religion 1 5 3 = 9
Linguistics (Int) 2 5 3 = +10
Profession (jeweler) 1 1 3 = 5
Spellcraft (Int) 2 5 3 = 9
Use Magic Device (Cha) 4 2 3 = 9[/spoiler]

Feats
[spoiler]1 Drow Nobility -- See SLAs
B Improved Drow Nobility -- See SLAs
3 Greater Drow Nobility -- See SLAs
B Command Undead -- http://goo.gl/QkWwvm[/spoiler]

Proficiencies, Drow Racial  Traits, Campaign Rules
Zzlang'kor is proficient with all simple weapons. He is not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause him spells with somatic components to fail.
Weapon Familiarity: hand xbow, rapier, shortsword, light crank crossbow (B)
Favored Class (Ex) (Ruling as Elf) +4 Arcane Resovoir
Ambitious Schemer: Gain Bluff skill, and +2 bonus.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Lesser SR: 6 + class levels [4]

Class Abilities
Arcane Reservoir -- http://goo.gl/I2FWy7

Arcanist Exploits
Level 1 -- (Twilight) Arcane Barrier
Level 3 -- School Understanding: Necromancy: Power over Undead --> Grant Command Undead as a (B) Feat. May be used 3 + Int / day using 10 + 1/2 arcanist level + Cha. At 20th level, undead cannot add their channel resistance to the save against this ability.

Arcane Barrier (Su)
As a swift action, Zzlang'kor, an arcanist, can expend 1 point from his arcane reservoir to create a barrier of magic that protects him from harm. This barrier grants the Zzlang'kor 6 temporary hit points [x equal to her arcanist level + her Charisma modifier], and lasts for 4 minutes [1 per arcanist level] or until all the temporary hit points have been lost. Each additional time per day the arcanoist uses this ability, the number of arcane reservoir points he must spend to activate it increases by 1. The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Twilight Barrier (Ex)
Zzlang'kor's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage.
Whenever an attack removes the last temporary hit point from Zzlang'kor's arcane barrier, the barrier's negative energy lashes back at the
attacker, dealing 6  negative energy damage [equal to the barrier's maximum temporary hit point capacity].

Consume Life (Su)
By wresting a soul from life to death, Zzlang'kor, a twilight sage, gains slightly deeper understanding of mortality, fueling his curiosity and eldritch power. As a full-round action, he can consume the life energy of a helpless living creature, killing it.This creature must have 2 or more Hit Dice and be below 0 hit points. He adds 2 points to his arcane reservoir if the creature's Hit Dice equaled or exceeded 4, or 1 point if the creature's Hit Dice equaled at least 2. This ability is a death effect.

Necromantic Focus (Ex)
Zzlan'kor considers his research into life and death to be paramount, beyond all other concerns. Each day, the twilight sage of House
Tzrilmok must prepare at least one necromancy spell of each spell level he can cast.

Casting Options
Spell-Like Abilities (Su)
Constant -- Detect magic
At will -- Bleed, stricken heart, interrogation, hide from undead, and repair undead? spell-like abilities.

Spells
Spells Per Day
1st - 4, 2nd - 2

Spells Prepared
3 level 1 - Infernal Healing, ray of sickening, sculpt corpse
1 level 2 - spectral hand
cantrips - Haunted Fey Aspect -   You surround yourself with disturbing illusion; penumbra, spark, scoop, read magic, message,

Spellbook -- Shallowgrave Tome
[spoiler]
26/100 pages filled with arcane formulae in black ink by a still hand, necromantic notations are rendered instead in a spidery notation
Cantrips
Acid Splash -   Orb deals 1d3 acid damage.
Arcane Mark -   Inscribes a personal rune on an object or creature (visible or invisible).   
Breeze -   Create a light wind that blows against target from direction of your choice.
Daze -   A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights -   Creates torches or other lights.   
Detect Magic -   Detects all spells and magic items within 60 ft.   
Detect Poison -   Detects poison in one creature or small object.   
Disrupt Undead - Deals 1d6 damage to one undead.   
Drench - A sudden downpour soaks a target creature or object.   
Flare - Dazzles one creature (–1 on attack rolls).
Ghost Sound - Figment sounds.   
Haunted Fey Aspect -   You surround yourself with disturbing illusions.
Jolt -    Deal 1d3 electrical damage with a ranged touch attack.   
Open/Close - Opens or closes small or light things.   
Mage Hand - 5-pound telekinesis.   
Mending -   Makes minor repairs on an object.   
Message -   Whisper conversation at distance.      
Light -Object shines like a torch.   
Penumbra -Protects creature or object touched from bright light.   
Prestidigitation -Performs minor tricks.   
Ray of Frost -Ray deals 1d3 cold damage.   
Read Magic -Read scrolls and spellbooks.
Resistance -Subject gains +1 on saving throws.
Root -Reinforces a subjects defense against being moved or tripped.   
Scoop -Create a scoop of force to pick up or carry liquids.   
Spark - Ignites flammable objects.   
Touch of Fatigue - Touch attack fatigues target.   

Level 1
Bed of Iron - You can sleep comfortably in armor without suffering fatigue.   
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.   
Chill Touch - One touch/level deals 1d6 damage and possibly 1 Str damage.   
Decompose Corpse - Turn a corpse into a clean skeleton.   UM
Ray of Enfeeblement - Ray causes 1d6 Str penalty + 1 per 2 levels.   
Ray of Sickening - Ray makes the subject sickened.   
Sculpt Corpse -   Makes corpse look like another creature.   
Infernal Healing - Touch a creature with devils blood, giving it fast healing 1.
Blood Money - Use your blood to create material components for spells.

Level 2
Spectral Hand - Creates disembodied glowing hand to deliver touch attacks.   
Life Pact - Affected creatures automatically donate hp to stabilize fallen ally.
[/spoiler]
Equipment
General Wealth
35 gp
~900/1500 gp Torizzod lifestyle fund [discounting the bribe, this money (his allowance?) is usually spent on carousing and the occasional rare book]

Worn Equipment

  • Cloak of Resistance +1 - 1000 gp
    Thorn Bracers - 30 gp

Stowed / Sheathed

  • Rapier - 20 gp
  • 20 barbed bolts - 20 gp
  • Wand of CLW (30 charges) [/b]

Wielded

Minor bag of holding
[spoiler]
Wight: 41/50 lbs =

Alchemy & Adventuring Equipment
--An illuminated scroll set that grants a +2 circumstance bonus on Survival checks to get along in the 'Depths, deal with underweather, keep from getting lost, avoid natural hazards such as noxious gas, and predict the tunnel collapses
  • 1 flasks of holy water
  • 1 vial of holy water
  • 1 each antiplague, antitoxin, padzahr, soul stimulant, and twitch tonic
  • 1 silversheen
  • crownbar
  • spiritbane spike
  • chain, 10 ft.
  • decent lock
  • stubborn nail
  • alchemical cement
  • alkys
  • snag net
  • heavy crank crossbow
  • silk rope x150 feet

Folio of Scrolls to Decipher & Learn

  • Discern Next of Kin - Read the target's mind to learn about its family - 1st level
  • Expeditious Excavation - Moves 5-ft. cubes of earth -1st
  • Endothermic Touch - This spell slows the metabolism and other bodily functions of a creature for a short amount of time - 1st
  • Negative Reaction - Target's actions and words fail to impress.
  • Steal Voice - Target gains the croaking spellblight -2nd
  • Defending Bone - You animate a bone which gives you damage reduction 5/bludgeoning -2nd
  • Brow Gasher - Slashing weapon deals bleed damage to an opponent's head -2nd
  • Limp Lash - Create a magical noose around target's head, possibly paralyzing them -2nd
  • Pernicious Poison -Target takes a -4 penalty against poison -2nd
  • augry - 1
  • Skinsend - Animate and possess your own skin as if it were a separate creature -2nd
[/spoiler]


[ooc]NORMALLY ONLY A ORC SPELL, IS IT PERMISSIBLE TO LEARN? - IF SO WILL SWAP SCROLL OF BROW GNASHER?
Sentry Skull   M   Turn a severed head into a magical sentry --  http://goo.gl/Nv2mrq[/ooc][/list]
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Polycarp

#7
[ic=Ikgra, Half-Dead]
Quote from: DescriptionThis kobold is almost completely covered in dark, mismatched clothes, from crude stitched leather to grey rothe-wool and gauzy elven shrouds.  Hooded and veiled, with cloth wrappings covering its hands and feet, only a small part of its face around its pink eyes betrays its unnatural deathly pallor.  Despite its layers of clothing, it moves with surprising quickness.

By darkvision, its scaly skin merely appears very pale.  Under the glare of true light, however, its exposed skin is partially translucent.  Innumerable crazed blue veins are clearly visible beneath its hide.  Its sharp teeth show through its cheeks and its eye sockets are faintly outlined even through closed eyes, like a leering reptilian skull.

Quote from: BackgroundThe first time the "ghost kobold" was beheld in flickering firelight, Ikgra was despised by its kind.  Had it been a drow or a human, it likely would have been put to death immediately as an unholy aberration.  Kobolds, however, emerge from their eggs almost fully functional.  The skull-faced kobold fled from its people, only to be caught by slavers and sold as a grotesque curiosity to a drow noble of Torizzod.

The master found the reject amusing, but as time went on the master's other slaves were increasingly unnerved by the skull-faced kobold that stared silently at them with its pale pink eyes.  Its agility and light step did not seem to entirely account for the whispers in the servants' quarters – of the kobold just showing up behind them without a sound, or emerging from a room they swore had just been locked and empty a moment ago.  Itself a living part of the master's eclectic "collection," it spent its time in forbidden places, lurking amid the specimens, curios, and dusty tomes of the master's vaults.

One day a roaring fire ripped through the master's residence, consuming not only some of the servants, but the master and much of his collection as well.  The kobold vanished; the only ones still alive who knew of its existence assumed it had died in the flames, or that it had just been absorbed into the teeming servile masses of Torizzod's slums.

Since then, the veiled kobold has resurfaced in the streets of Torizzod as a ragpicker, pushing its cart through alleys to collect rubbish and sift through it for scraps.  Some may wonder how it is that a kobold who picks through trash finds such valuable items to sell at Jrol's Junk, and if they knew what it carried beneath its shawls and wrappings they might draw very different conclusions about its true occupation.  The kobolds have an inkling – some of them still speak of the grisly murders of several kobolds who used to torment the ragpicker, calling it "ikgra," half-dead.  Others have heard the creak of a cart's wheel down a dark alley, only to learn later of a drunken reveler or lone traveler who wandered down the same path and perished in the lonely dark.

But these things are beneath the notice of the drow, who in their arrogance think nothing of consequence may ever come from such small and wretched creatures.

Kobold Stalker 4
Small Humanoid (Reptilian)

Initiative +7; Senses Perception +10, Darkvision 60 ft.
AC 21, touch 16, flat-footed 21; CMD 16
+4 mithril chain shirt, +4 Dex, +1 class, +1 size, +1 natural
HP 29 (21+8)
Fort +3, Ref +8, Will +7

Speed 40 ft.
Melee +1 Tri-Bladed Katar +9 (1d3+5, 20/x4) [+2 damage with BB maneuvers]
Ranged Dagger +8 (1d3, 19-20/x2)
BAB +3; CMB +2

Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 10
Feats Draconic Aspect, Veiled Moon Style, Victorious Recovery, Tactical Rush
Skills Acrobatics +14* (4 ranks), Appraise +5** (2 ranks), Bluff +7 (4 ranks), Disable Device +9 (2 ranks), Escape Artist +8 (1 rank), Heal +7 (2 ranks), Perception +10 (4 ranks), Sense Motive +7 (1 rank), Stealth +15 (4 ranks)
*Does not include +4 racial/circumstance bonuses to jump/dodge
** Does not include +1 circumstance bonus from Ioun Stone
Languages Draconic, Undercommon

Special Qualities Darkvision, Light Sensitivity, Fire Resistance 5
Special Abilities
Ki Pool (5/5)
Ki Insight: 1 ki for +4 to single Perception or Sense Motive check as immediate action
Deadly Strike: +1d10 damage vs. target for 3 rounds, activated by crit or flat-footed attack
Combat Insight: +Wis as insight bonus to Init and Reflex; Uncanny Dodge
Maneuver Recovery: As a full round action, regain 3 maneuvers, gain +4 dodge AC, and move up to base speed; next attack thereafter adds Deadly Strike damage
Echo Whistler: Mimic sounds or speech 3/day, +2 to Bluff in tunnels or echoing areas
Stalker Arts
Killer's Implement (1st): Weapon Finesse and Deadly Agility for one weapon
Deadly Ambush (3rd): Targets denied Dex to AC trigger Deadly Strike
Alacrity (4th): +10 base speed; +Wis to Acrobatics; spend 1 ki point to increase bonus to +30 for one minute but suffer fatigue for 1d4 minutes thereafter

Martial Maneuvers (5 readied, initiator level 4)
Dimensional Strike
Bronze Knuckle
Flurry Strike
Fading Strike
Half-Gone

[spoiler=Known Maneuvers and Stances]
1st Level Maneuvers:
Flurry Strike (BB Strike): Make 2 attacks at full BAB in one action
Shards of Iron Strike (BB Strike): If attack hits, target is staggered for one round
Dimensional Strike (VM Strike): Target is flat-footed for one attack
Inner Sense (VM Counter):  +2 insight bonus to save
Offensive Roll (TS Strike): Acrobatics vs. AC to render target flat-footed for one attack and add 1d6 damage; Full round action, must move 10 ft. by opponent to activate
Leaping Dragon (TS Boost): Jump as swift action, +10 Acrobatics

2nd Level Maneuvers:
Fading Strike (VM Strike): Teleport up to base speed before or after an attack
Bronze Knuckle (BB Boost): +2d6 damage this turn when part of a BB strike, ignore DR
Half-Gone (VM Counter): Stealth v. Perception to become incorporeal in response to one attack; or substitute Stealth for Reflex vs. one targeted or AOE spell

Stances:
Body of the Night (SS 1st): Add Heal ranks as competence bonus to Stealth; +4 attack and +1d6 damage vs. targets denied Dex bonus to AC
Pugilist Stance (BB 1st): +1d6 damage with discipline weapons[/spoiler]

Notable Equipment (4,106 gp)
+1 Tri-bladed Katar, 2,006 gp (1 lb)
Mithril Chain Shirt, 1,100 gp (5 lbs)
Belt of Tumbling, 800 gp (1 lb)
Ioun Stone, Cracked Scarlet and Blue Sphere [Appraise], 200 gp

Other Equipment
Outfit, Pickpocket's (1 lb)
Wrist Sheath
Masterwork Thieves' Tools (100 gp, 2 lbs)
Punching Dagger (in boot, 1/2 lb)
Daggers in clothes, 4 (2 lbs)
Caltrops, 2 bags (4 lbs)
Merchant's Scale (1 lb)
Silk Rope (5 lbs)
Twine and fishing hook (1/2 lb)
Flint and Steel
Coins, 50 gp

Encumbrance (Light, 23/25 lbs.)
Armor and Clothing: 7 lbs
Weapons: 3.5 lbs
Gear: 12.5

[spoiler=Items in Lair]
Brazen Lantern with continual light, worth about 150 gp
Crystal Hourglass, worth about 200 gp
Rare Books mostly in Draconic, worth about 150 gp
Hot Goods, worth about 1,000 gp (various jewelry, clothing, tableware, curios)[/spoiler][/ic]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius