Leviathan

A drow noble born to a mid level house, Seldsxar Olonrae quickly accepted his role as a male in a female driven society. Instead of bucking the system or resenting it, he accepted it and flourished. His matron mother placed him in the college of Sorceere to be trained in the arts of magic. But her reign was not long, and she never saw the hieghts of power or ambition her son arose to.

Conspiring with two of his sisters, Nadira and Yasraena, they entered into a dark alliance. The set up they engineered cost the house thier matron, weapons master, house mage and high priestess. In turn Nadira rose to matron, Yasraena took the mantle of high priestess, Seldsxar took the house mage position and Nadira's current lover became patron and weapons master.
They also secured the services of an Illithid named Fluopolitith, another player responsible for the demise of the upper nobles.

But ever treacherous and greedy, Yasraena soon concocted a plan to remove Nadira from the throne. With the aid of Seldsxar the two attacked the matron in her chambers and managed to slay her. Blaming the murder upon her own minotaur bodygaurds and the unfortunate silence of the spider queen, the Yasaraena secured her position, until the next ambitious priestess took sight upon the throne. After learning the secrets of the shadow weave, the house decreed that he travel to Sshamath and enroll in the shadow school there. They would exploit his newly aquired abilities and insure it with the best education money could buy.

Character Sheet

NAME:

Seldsxar Olonrae

RACE:

Drow Elf

TEMPLATE:

 

GENDER:

Male

AGE:

126

EYES:

Inky black Pools

HAIR:

White

SKIN:

Black

SIZE:

Med

HEIGHT:

5’2”

WEIGHT:

112

SPEED:

30ft

ALIGNMENT:

Chaotic Evil

 

CLASS

LEVEL

HD

1)Wizard

10

D4

2)Shadow Adept

1

D4

3)Gloomweaver

1

D4

4)Archmage

1

D4

5)

 

 

 

 

 

 

CHAR LEVEL:

13

EXPERIENCE:

78001

FEAT POOL:

 

SKILL PNTS:

 

HIT POINTS:

78

DMG REDUC:

 

SPELL RES:

24

PSION RES:

 

SPELL PNTS / Arcane:

152 (139*)

EPIC ATTK:

 

EPIC SAVE:

 

 

 

STAT

VALUE

MOD

STR

17

+3

DEX

20(24)

+5(+7)

CON

14

+2

INT

20(24)

+5(+7)

WIS

14

+2

CHA

16

+3

APP

14

+2

 

STR FEAT

VALUE

OVER HEAD: 230

16

OFF GROUND: 460

16

PUSH/DRAG: 1150

16

LT LOAD: 76 lbs or less

16

MED LOAD: 77-153 lbs

16

HVY LOAD: 154-230 lbs

16

 

MONEY

AMOUNT

COPPER

 

SILVER

 

ELECTRUM

 

GOLD

1991

PLATINUM

 

 

 

 

 

SAVING THROW

TOTAL

=

BASE

+

STAT MOD

+

MAGIC MOD

+

MISC MOD

FORTITUDE

10

=

4

+

2

+

 

+

4

REFLEX

14

=

3

+

7

+

 

+

4

WILL

18

=

12

+

2

+

 

+

4

 

AC Robe of the Archmagi

AC

=

Base

+

DEX MOD

+

SIZ MOD

+

ARMOR

+

MISC

26

=

10

+

7

+

0

+

5

+

4

 

VARIANT AC

FORMULA

=

ADJUSTED AC

FLAT FOOTED

Subtract DEX mod and similar bonuses

=

19

TOUCH

Excludes Shield, Enhancement Bonus

=

17

 

SHIELD/ITEM

BONUS

WT

PEN

SP. FAIL

 

 

 

 

 

 

INITIATIVE

=

DEX MOD

+

MISC

7

=

7

+

 

 

 

MELEE BONUS

=

BASE ATTACK

+

STR MOD

+

SIZE MOD

+

MISC

Melee Attack

=

5

+

3

+

0

+

 

RANGED BONUS

=

BASE ATTACK

+

DEX MOD

+

SIZE MOD

+

MISC

Ranged Attack

=

5

+

7

+

0

+

 

 

WEAPON/ATTACK FORM

ATTK+

DMG+

DMG

CRIT

RANGE

Hand Crossbow

12

0

1d4

19-20/2

30ft

 

SKILL NAME

KEY

SKILL MOD

=

KEY MOD

+

RANKS

+

MISC MOD

Appraise

INT

 

=

 

+

 

+

 

Autohypnosis

WIS

 

=

 

+

 

+

 

Balance

DEX

 

=

 

+

 

+

 

Bluff

CHA

5

=

3

+

2

+

 

Climb

STR

 

=

 

+

 

+

 

Concentration

CON

17 / 21

=

2

+

15

+

4 (combat)

Craft(Alchemy )

INT

16

=

7

+

7

+

 

Decipher Script

INT

13

=

7

+

6

+

 

Diplomacy

CHA

 

=

 

+

 

+

 

Disable Device

INT

 

=

 

+

 

+

 

Disguise

CHA

 

=

 

+

 

+

 

Escape Artist

DEX

 

=

 

+

 

+

 

Forgery

INT

 

=

 

+

 

+

 

Gather Information

CHA

 

=

 

+

 

+

 

Handle Animal

CHA

 

=

 

+

 

+

 

Heal

WIS

 

=

 

+

 

+

 

Hide

DEX

9

=

7

+

2

+

 

Intimidate

CHA

 

=

 

+

 

+

 

Jump

STR

 

=

 

+

 

+

 

Knowledge (Arcana )

INT

23

=

7

+

16

+

 

Knowledge (Dungeoneering)

INT

13

=

7

+

6

+

 

Knowledge (History)

INT

13

=

7

+

6

+

 

Knowledge ( Nobility and Royalty)

INT

13

=

7

+

6

+

 

Knowledge( Planes)

INT

16

=

7

+

9

+

 

Knowledge(Religion )

INT

13

=

7

+

6

+

 

Listen

WIS

7

=

2

+

1

+

2+2

Move Silently

DEX

 

=

 

+

 

+

 

Open Lock

DEX

 

=

 

+

 

+

 

Perform( )

CHA

 

=

 

+

 

+

 

Profession(Alchemist )

WIS

11

=

2

+

7

+

 

Psicraft

INT

 

=

 

+

 

+

 

Ride

DEX

 

=

 

+

 

+

 

Search

INT

10

=

7

+

1

+

2

Sense Motive

WIS

 

=

 

+

 

+

 

Sleight of Hand

DEX

 

=

 

+

 

+

 

Spellcraft

INT

28

=

7

+

16

+

2+3

Spot

WIS

7

=

2

+

1

+

2+2

Stabilize Self

CON

 

=

 

+

 

+

 

Survival

WIS

5

=

3

+

2

+

 

Swim

STR

 

=

 

+

 

+

 

Tumble

DEX

 

=

 

+

 

+

 

Use Magic Device

CHA

7 / 11

=

3

+

2

+

2 (4 scrolls)

Use Psionic Device

CHA

 

=

 

+

 

+

 

Use Rope

DEX

 

=

 

+

 

+

 

 

Spells Chosen: (LofM= Lords of Madness; champ=champions of ruin; vile=book of vile darkness; MofF=Magic of Faerun; Und=Underdark)

Description

Spellbook: Green Dragon skin book holds spells level 1-4, Shadow Dragon Skinn book holds spells level 5-7

+4 Spell Penetration

Spell Level: 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7

Spell Cost: 0 / 1 / 3 / 5 / 7 / 9 /11 / 13

Save DC 17 + Spell Level

1st: Bestow Wound(vile)(P), Blackbag (vile), Charm Person (E,S), Drug Resistance (vile,E,S), Extract Drug (vile), Hail of Stone (Und), Know Protection (MofF), Net of Shadows(MofF), Protection from Good, Protection from Evil, Ray of Enfeeblement (N,S), Sleep(E,S), Stupor (vile,E,S), Summon Undead 1, Spirit Worm (MofF), Tensers Floating Disc(P).

18

2nd: Create Magic Tatoo(MofF), Cloud of Bewilderment (MofF,P), Darkbolt (vile,S,P), Darkness (players,S), Death Armor (MofF,N,S), Protection from Arrows, Reflective Disguise (Und,I,S), Web

19

3rd: Amanuensis (MofF), Dispel Magic, Drown (vile), Evil Eye (vile,E,S), Eyes of the Zombie (MofF), Fireball(P), Healing Touch (MofF), Love’s Pain (corrupt,vile,P),  Summon Undead 3 (MofF), Reverse Arrows (MofF), Touch of Ghaundaur(Juiblex,corrupt,vile,P), Undead Lieutenant (MofF,N,S), Undead Torch (MofF)

20

4th: Abyssal Might(vile), Detect Scrying, Fire Shield (P), Geas lesser (E,S), Hell’s Power (vile), Invisibility Greater(I,S), Liquid Pain (vile), Minor Creation, Reduce Person Mass, Scrying, Shadow Conjuration (players,I,S), Shadow Well (MofF,S), Stoneskin, Viscid Glob (Und), Wrack (vile,N,S)

21

5th: Call Nightmare (vile), Dismissal, Dominate Person (S), Permanancy, Shadow Evocation (players,I,S), Magic Jar, Major Creation, Mordenkainen’s Private Sanctum, Shadow Hand(MofF,S), Sending (P), Stop Heart (vile,N,S), Summon Undead V (MofF)

22

6th: Alert Bebilth(vile), Analyze Dweomer, Chain Lightning (P), Circle of Death (N,S), Contingency(P), Disintegrate (P), Dispel Magic Greater, Ectoplasmic Enhancement (Vile,N,S), Globe of Invulnerability, Planar Binding, Repulsion, Shadow Walk(I,S), True Seeing

23

7th: Death by Thorns (corrupt)(vile), Delayed Blast Fireball (P), Hold Person Mass (E,S), Invisibility Mass (I,S), Finger of Death (N,S), Project Image (I,S), Shadow Conjuration Greater(I,S), Spell Turning, Teleport Greater, Wall of Eyes (vile), Whirlwind of Teeth(vile,P)

24

8th:

25

9th:

26

 

Book of Blood (full)

Save DC 17 + Spell Level

2nd: Addiction (vile,E,S), Dance of Ruin (vile,N,S) , Detect Abberations (LofM), Disguise Undead (MofF,I,S), Entice Gift (vile,E,S), Igedrazar’s Miasma(MofF), Masochism (vile,E,S), Sadism (vile,E,S)Spectral Hand(N,S)

19

3rd: Cruel Disappointment (vile,I,S), Deeper Darkvision (Und)(P), Drown (vile), Eradicate Earth (Und), Lightning bolt(P), Protection from Energy, Undulant Innards (LofM,P)

20

4th: Bestow Curse(N,S), Charm Monster(E,S), Dimensional Anchor, Enervation(N,S), Grim Revenge (vile,N,S), Phantasmal Killer(I,S), Psychic Poison(vile), Summon Undead IV (MofF,N,S), Tirumael’s Energy Spheres (MofF,P)

21

5th: Call Dretch Horde (vile), Dimensional Lock (MofF), Feeblemind(S), Forbidden Speech (corrupt,vile,E,S), Necrotic Skull Bomb (Champ,N,S), Power Leech (corrupt,vile,N,S), Soul Shackles(vile,N,S),Wall of Dispel Magic (Und)

22

6th: Burrow, Mass (Und,P), Gaurds and Wards, Mislead(I,S) , Probe Thoughts (LofM), Remorseless Charm (Champ,S), Tunnel Swallow (Und),Undeath to Death(N,S)

23

7th: Control Undead (S,N), Limited Wish, Mordenkinen’s Magnificent Mansion, Plane Shift, Rapture of Rupture (corrupt,vile,P), Shadow Trap (Champ,S)

24

8th:

25

9th:

26

 

FEAT

DESCRIPTION

Noble Birth

Double starting gold.

Combat Casting

+4 bonus on Concnetration checks to cast a spell in combat.

Spell Focus Necromancy

+1 DC on all saving throws for spells of the Necromancy school.

Skill Focus Spell Craft

+3 bonus on all skills involving Spell Craft.

Quicken Spell

Cast a quickened spell as a free action. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spells actual level.

Shadow Weave

 +1 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells.

Insidious Magic

When a weave user employs a divination spell, ability, or item that may detect the magical aura of one of your spells, the weave user must make a check (DC 11 + your caster level) to detect it. Benefit does not extend to Evocation or Transmutation spells.

Pernicious Magic

Your spells resist counter spell attempts. When a weave user tries to counterspell a spell you are casting, he must make a level check (DC 11 + your caster level) to succeed. Benefit does not extend to Evocation or Transmutation spells. Nor to opponents using dispel magic to counterspell.

Tenacious Magic

Your spells resist dispelling attempts by weave users. When a weave user makes a dispel check to dispel one of your spells (including dispel magic to counterspell) the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of Evocation or Transmutation.

Spell Focus Illusion

+1 DC on all saving throws for spells from the Illusion school.

Arcane Reach

The Archmage can use spells with a range of touch on a target up to 30ft away. The archmage must make a ranged touch attack.

Darkspeech

Able to communicate in the language of evil itself as well as able to use the words of Dread, Power, Corruption, and Dark Unity.

Spell Focus Enchantment

+1 DC on all saving throws for spells of the Enchantment school.

Spell Penetration

+2 bonus on Spell Penetration checks.

Brew Potion

Create magic potions

Craft Magic Arms and Armor

Create magic weapons, armor, and shields.

Craft Rod

Create magic rods

Craft Staff

Create magic staffs

Craft Wand

Create magic wands

Creaft Wonderous Item

Create magic wondrous items

Forge Ring

Create magic rings

Scribe Scroll

Create magic scrolls

Alertness

+2 bonus on listen and spot checks.

 

 

     

 

FLAW

DESCRIPTION

Lightblindness

Abrupt light blinds for 1 round. Dazzeld if remain in lighted area.

Shadow Magic

-1 effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor). The reduction affects spells range, duration, damage, and any other level dependant variables, including dispel magic checks against you.

Insidious Magic

Ability to detect weave magic is impaired. Any divination spell you use against a weave effect is successful only if you make a level check against a DC of 9 + the casters level. This penalty does not extend to Enchantment, Illusion, or Necromancy spells.

Pernicious Magic

Ability to counterspell weave magic is impaired. When you attempt to counter a weave spell, you must make a level check with a  DC of 9 + you opponents caster level to succeed. This penalty does not extend to Enchantment, Illusion, or Necromancy spells. You may attempt to counterspell with Dispel Magic normally.

Tenacious Magic

Ability to dispel weave spells is impaired. When you make a dispel attempt (or use dispel magic to counterspell) the DC is 13 + the opponent’s caster level. The penalty does not extend to Enchantment, Illusion, or Necromancy effects, which you can dispel normally.

Ambitious

You crave power. Once per session the DM or another player can trigger this flaw to get you to chase after power, even if the deal your getting into is risky.

Arrogant

You firmly believe you are better than anyone else is. Once per session the DM or another player can trigger this flaw to get you to show contempt or disdain for someone else.

Cruel

You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Once per game week the DM or another player can trigger this flaw to get an underling that’s sick and tired of the treatment betray you.

Curiosity

You are a naturally curious person and find mysteries of any sort irresistible. Once per session the DM or another player can trigger this flaw to get you to investigate something unusual, even though it may be dangerous.

Extravagant

You enjoy living in the lap of luxury. Once per session the DM or another player can trigger this flaw to get you to focus on your own comfort instead of your job or plans.

Paranoid

Everyone is waiting for their chance to betray you. Make sure you get rid of them before they get the chance. Once per session the DM or another player can trigger this flaw to get you to believe that one of your underlings has or is about to betray you.

 

 

 

GEAR/ITEM

DESCRIPTION

Robe of the Archmagi, Black

+5 Armor bonus to AC, +4 bonus all saving throws, 18 spell resistance, +2 enhancement to spell penetration checks.

Ring of Protection +4

+4 deflection bonus to AC

Gloves of Dexterity +4

+4 bonus to Dexterity

Headband of Intellect +4

+4 bonus to Intelligence

Hewards handy haversack

Extradimensional Backpack. Two side pockets hold 2 cubic feet or 20lbs each. Central portion can contain up to 8 cubic feet or 80lbs. Even when so filled the backpack always weighs only 5lbs.

Traverlers Cloak

Endure elements (cold), Furthermore the cloak sheds precipitation, keeping dry the area of the body covered by the cloak (head to knees). Three times a day, the wearer can reach into one of the pockets and pull out trail rations sufficient to feed himself. From another pocket, the wearer may draw out a stoppered 1-quart metal flask that produces either pure cool water or sugared hot tea. The flask produces up to two gallons per day. The flask only refills if placed back in the pocket of the cloak; if separated from the cloak or wearer, it has no magical properties. Finally the cloak can expand to the size of a one person tent 1/day upon uttering a command word.

Boots Winged

Fly without having to concentrate as the Fly spell. He can fly three times a day for up to 5 minutes per flight.

Book of Blood

Once per day its wielder can summon a Yeth hound. The wielder can also cast Finger of Death once per day, but each use in this manner permanently drains 1 hp. The book must be held to utilize its powers. The book is otherwise waterproof, fireproof, locked, and can contain up to forty-five (full) spells of any level. Caster Level 13th.

Green dragon skin Spellbook

Waterproof, Major Resistant(resistance 12 against acid, cold, electricity and fire attacks), Dragon hide(shadow) with vellum pages (100).

Shadow dragon skin Spellbook

Waterproof, Major Resistant(resistance 12 against acid, cold, electricity and fire attacks), Dragon hide(shadow) with vellum pages (100).

Drow house Insignia, House Olonrae

Blur, Water breathing, Unseen Servant, Shield, Knock, Protection from Arrows, Nondetection, Magic Mouth, Dispel Magic, Lesser Ironguard, Fire Shield, and Evard's Black Tentacles. Caster level 16th.

Clothes

1 Courtier’s Outfit, 2 Noble’s Outfits, 1 Scholar’s Outfit

Pouch, Belt

 1 pair of small iron bars attached to two small canine statuettes one black one white 50gp (repulsion Focus), 1 minature portal of ivory with silver spoon and polished marble (mordenkinens magnificent mansion Focus), Topaz crystal worth 100gp (magic jar Focus), Statue of Seldsxar carved from elephant ivory and decorated with gems worth 1,500gp (contingency Focus), Tiny lens of Ruby set in a small golden hoop with gemstones worth 1,500gp (analyze dweomer Focus)

Spell component Pouch x 2

10 small eye agates 10gp each(bestow curse), 4 zombie eyes (zombie eye), 10 human eyes (wall of eyes), 750gp worth of diamond dust (stoneskin), 4 pearls 100gp each (identify), 2 sets of ointment (trueseeing), 2 curshed black pearls 500gp each(circle of death), 10 pieces of Jade worth 5gp (hail of stone), 2 elf child hearts (hells power), 2 dwarf child hearts (abyssal might), 4 pastes made of herbs, bones and crushed onyx worth 50gp (death armor), Powdered jade worth 200gp (permanent image), 4 small dolls of Seldsxar worth 5gp (Project Image)

Hand Crossbow

20 arrows with quiver

Flask

Filled with brackish water (zombie eye)

Mirror

4 foot x 2 foot mirror of highly polished silver worth 1,000gp (scrying Focus)

Vial x 4

Four empty vials (liquid pain)

Baccaran x 10

10 doses of Baccaran drug (stop heart)(addiction)(drug resistance)

Roatak, Seldsxar’s Quasit Familiar

  Tiny Outsider (Chaotic Evil, Extraplanar); HP: 39; Init +7; Spd 20ft, Fly 50ft (perfect); AC 24, touch 15, flat-footed 21; Base Atk +3; Grp –6; Atk +8 melee (1d3-1 plus poison, claw), Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3 melee (1d4-1, bite); Space/reach 2-1/2ft / 0ft; SA poison, spell-like abilities; SQ alternate form, darkvision 60ft, deliver touch spells, damage reduction 5/cold iron or good, fast healing 2, immunity to poison, improved evasion, resistance to fire 10, speak with master, spell resistance 18, scry on familiar, granted abilities; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 10.

  Skills and feats: Bluff +6, Diplomacy +2, Disguise +0 (acting +2), Hide +17, Intimidate +2, Knowledge Arcana +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse claw

  Poison (EX): Injury, Fort DC 13, initial damage 1d4 Dex, secondary 2d4 Dex

  Spell-like abilities: At will – detect good, detect magic, and invisibility (self only); 1/day – cause fear (as per spell but a 30 foot radius; save DC 11). Caster level 6th. Once per week can use commune to ask six questions (otherwise as the spell cast by a 12th level cleric)

  Alternate form (SU): As plymorph, caster level 12th , Choices are: Small Spider or Small Bat.

 

 

 

ADDITIONAL NOTES/ERRATA

  • -2 wis from Shadow Weave feat (cleric of shar can remove, with attonement spell. Usually after a quest, likely killing a follower of selune that equals your level).
  • Shadow Adept gains Shadow feats at first level. Shadow feats give Insidious Magic, Pernicious Magic, Tenacious Magic feats.
  • N= Necromancy Specialization +1 Dc of saves.
  • I= Illusion Specialization +1 Dc of Saves.
  • E= Enchantment Specialization +1 Dc of saves
  • S= Shadow Magic bonus +1 Dc of Saves/ +1 Spell Penetration.
  • P= Shadow Magic Penalty –1 level of spell.
  • * = Arcane Range costs one 7th level spell