Xull'rae Zauviir

©2005 commissioned art by Anna Rigby
DO NOT TAKE, permission NOT granted!

Left over money 52,500 gp

NAME: Xull'rae Zauviir
RACE: Drow
GENDER: Female
AGE: 71
EYES: Amber
HAIR: Copper
SKIN: Dark Grey
SIZE: Medium
HEIGHT: 4'10"
SPEED: 30 feet
1)Rogue 4 6
2)Cleric 1 8
3)Shadow Stalker 8 8
4)Contemplative 1 6
5)Psion 7 4
6)Shadowmind 1 6
7) -- --
8) -- --
9) -- --
10) -- --
11) -- --

STR 21 +5
DEX 31 +10
CON 20 +5
INT 23 +6
WIS 24 +7
CHA 21 +5
APP 18 +4
LT LOAD: 153
( ) -
( ) -

FORTITUDE 12 = 7 + 5 + 0 + 0
REFLEX 26 = 14 + 10 + 0 + 2
WILL 25 = 18 + 7 + 0 + 0

+2 racial bonus on Will saves vs. spells and spell-like abilities
+2 racial bonus to saves vs. enchantment spells or effects

20 = 10 + 10 + 0 + 0 + 0 + 0

FLAT FOOTED Subtract DEX mod and similar bonuses = 20
TOUCH Excludes Shield, Enhancement Bonus = 20

- - - - -
20 = 10 + 10

17 = 12 + 5 + 0 + 0
22 = 12 + 10 + 0 + 0


Appraise INT 15 = 6 + 9 + -
Autohypnosis WIS 16 = 7 + 9 + -
Balance DEX 15 = 10 + 3 + 2
Bluff CHA 29 = 5 + 24 + -
Climb STR 7 = 5 + 2 + -
Concentration CON 29 = 5 + 24 + -
Decipher Script INT 10 = 6 + 4 + -
Diplomacy CHA 29 = 5 + 16 + 8
Disable Device INT 15 = 6 + 9 + -
Disguise CHA 6 = 5 + 1 + -
Escape Artist DEX 15 = 10 + 5 + -
Forgery INT 15 = 6 + 9 + -
Gather Information CHA 20 = 5 + 13 + 2
Handle Animal CHA 6 = 5 + 1 + -
Heal WIS 8 = 7 + 1 + -
Hide DEX 34 = 10 + 24 + -
Intimidate CHA 27 = 5 + 16 + 4
Jump STR 10 = 5 + 2 + 2
Knowledge (Arcana) INT 10 = 6 + 4 + -
Knowledge (Religion) INT 20 = 6 + 14 + -
Knowledge (Psionics) INT 10 = 6 + 4 + -
Knowledge (Anatomy) INT 18 = 6 + 12 + -
Knowledge (The Planes) INT 7 = 6 + 1 + -
Knowledge (Nature) INT 7 = 6 + 1 + -
Knowledge (Nobility) INT 8 = 6 + 2 + -
Knowledge (Politics) INT 10 = 6 + 4 + -
Knowledge (Local) INT 15 = 6 + 9 + -
Listen WIS 25 = 6 + 17 + 2
Move Silently DEX 34 = 10 + 24 + -
Open Lock DEX 15 = 10 + 5 + -
Perform (Dance) CHA 6 = 5 + 1 + -
Perform (Harp) CHA 6 = 5 + 1 + -
Psicraft INT 15 = 6 + 9 + -
Ride DEX 11 = 10 + 1 + -
Search INT 25 = 6 + 11 + 8
Sense Motive WIS 37 = 7 + 24 + 6
Sleight of Hand DEX 22 = 10 + 8 + 4
Spellcraft INT 11 = 6 + 5 + -
Spot WIS 26 = 7 + 15 + 4
Stabilize Self CON 7 = 5 + 2 + -
Survival WIS 11 = 7 + 4 + -
Swim STR 7 = 5 + 2 + -
Tumble DEX 20 = 10 + 10 + -
Use Magic Device CHA 6 = 5 + 1 + -
Use Psionic Device CHA 6 = 5 + 1 + -
Use Rope DEX 11 = 10 + 1 + -

+4 synergy bonus to Disguise attempts to act in character
+2 synergy bonus to Use Rope when binding someone with rope
+2 synergy bonus to Survival when following tracks
+2 synergy bonus to Use Magic Device checks involving scrolls

POWER: Free Lightning Reflexes
1st: Cloak of Dark Power
2nd: Clairaudience/Clairvoyance
3rd: Suggestion
4th: Discern Lies
5th: Spiderform
6th: Greater Dispelling
7th: Word of Chaos
8th: Greater Planar Ally
9th: Gate

POWER: Rebuke Spiders 8/day
1st: Spider Climb
2nd: Summon Swarm
3rd: Phantom Steed
4th: Giant Vermin
5th: Insect Plague*
6th: Spider Curse
7th: Stone Spiders
8th: Creeping Doom
9th: Spider Shapes

* Spiders only

DOMAIN NAME: Destruction
POWER: Smite 1/day, +4 hit/+9 dmg
1st: Inflict Light Wounds
2nd: Shatter
3rd: Contagion
4th: Inflict Critical Wounds
5th: Inflict Light Wounds, Mass
6th: Harm
7th: Disintegrate
8th: Earthquake
9th: Implosion

Blooded +2 Spot & Initiative; Immune to Shaken
Swift & Silent No -5 full move penalty
Noble Birth Double Starting Money
Legendary Trait DEX +1/6 levels
Leadership Gain Cohort & Followers
Improved Initiative +4 init
Lightning Initiative +4 init, stackable
Lightning Reflexes +2 REF saves
Dodge +1 AC vs 1 opponent
Mobility +4 AC vs AoO when moving
Blind-Fight Negates penalties
Practiced Spellcaster Cleric +4 effective caster level
Pious Soul Faith pts, 1d6 bonus attack, save, or check
Craft Magic Items

Scribe Scroll
Craft Magic Arms and Armor
Craft Wand
Craft Wondrous Item
Reach Spell Touch spells 30' range; 2 higher
Corrupt Spell Adds Evil; half dmg divine; 1 higher
Wild Talent Gain Psi Powers
Practiced Manifester +4 Effective ML
Extend Power Double duration; 2 pts higher
Craft Psionic Items

Imprint Stone
Scribe Tattoo
Craft Cognizance Crystal
Craft Universal Item
Craft Dorje
Craft Psionic Arms & Armor
Combat Reflexes +1 AoO per DEX mod=11
Deft Opportunist +4 attack all AoO
Weapon Finesse Use DEX mod for light wpn melee attack
Improved Weapon Finesse Use DEX mod for light wpn melee damage
Two Weapon Fighting One off hand attack, reduce penalties
Improved Two Weapon Fighting Two off hand attacks
Greater Two Weapon Fighting Three off hand attacks
Perfect Two Weapon Fighting Off hand attacks=Primary #
Weapon Mastery Light Blades Group
Weapon Mastery Flails & Chains Group
Weapon Proficiency Rapier
Weapon Proficiency Hand Crossbow
Weapon Group Proficiency Basic Weapons
Weapon Group Proficiency Flails and Chains
Weapon Group Proficiency Light Blades
Weapon Group Proficiency Crossbows
Weapon Group Proficiency Heavy Blades
Weapon Group Proficiency Maces & Clubs
Weapon Group Proficiency Monk Weapons
Armor Proficiency Light
Armor Proficiency Medium
Armor Proficiency Heavy
Shield Proficiency Ah-duh

43 points total
Body Marking
Your character's body has been permanently marked with a birthmark, a brand, a tattoo or some similar marking, of a nature that is nearly impossible to remove without powerful magic or intensive scarring. This flaw is especially appropriate for members of secret orders and societies. Be warned– not only does it make disguise more difficult, it may be a dead giveaway of your character's identity or nature if his enemies learn the meaning of the mark.

[2 Pts.] Difficult to Conceal: Your character's permanent mark is positioned so that it may be hidden beneath relatively long clothing (full-length shirts and trousers), but will be revealed by anything less. Your character suffers a -2 circumstance penalty to disguise checks.

Criminial Honor Code
Your character lives by an intricate, mostly secret code of conduct that places individual satisfaction above societal "justice."

[2 Pts.]: There are four cardinal principles articulated by this code of conduct:

  • Never go to the authorities when you have been wronged by another; never inform the authorities of wrongdoing by another. Personal insults and affronts must be settled personally– to ask someone in power to protect or compensate you is unworthy and cowardly (as is offering true testimony before a magistrate or a similar figure of authority)
  • Justice must be of an equal measure to the crime; injury for injury, theft for theft, death for death. A direct personal insult (to one's manhood, womanhood, or sense of honor) must be met with a duel or with murder if a duel is not accepted
  • Never, under any circumstances, forgive any insult or injury on anyone's terms but your own, after full satisfaction has been achieved. The sole exception is when you are forced to extend forgiveness by a figure in authority over you
  • Never betray a close friend; Never reveal information to anyone that would be harmful to a friend; In turn, never forgive a betrayal by a former friend or ally

Your character takes genuine pleasure in inflicting pain upon others, and often in watching pain be inflicted. It is rarely satisfying to him to merely defeat his enemies when he can humiliate them or prolong their suffering as well.

[2 Pts.]: Your character is not necessarily murderous, nor does he even necessarily like his cruel streak. Nonetheless, he feels a definite thirst for cruel, punishing solutions to his life’s problems– he desires those who interfere with him to suffer a commensurate degree of aggravation, pain, and loss before he overcomes them. A straightforward and sporting victory is an empty one, according to his heart. Clever cruelties fill him with joy– after all, he is not a mindless brute, but rather a shaper of punishments to fit the nature of each crime.

Debt of Honor
Your character owes a debt to a powerful NPC, and that debt is to be repaid with service rather than with goods or money.

[2 Pts.]: Moderate Debt: Over the course of the unfolding campaign, your character will be called upon to perform three substantial services for an NPC. These services will test the character’s abilities and will contain assorted challenges and dangers. If your character fails to heed the call when his services are requested, something unfortunate will happen to him– he and his friends will very likely be targeted for violence by the character he has spurned.

Special Handicap [Certain Weirdness, +2 Pts.]: Oh, gods. The nature of the NPC (master thief, powerful noble, mysterious sorcerer, etc.) should be such that he feels no real emotional connection to your character. Your character will therefore have no idea how much of a risk he is facing when he undertakes each service. The nature of each service will also probably be contrived to minimize potential reward for your character, especially when the NPC wants something of value retrieved or an enemy wiped out. These missions are duties to be discharged, not opportunities to acquire loot and glory.

Special: The NPC won’t mind at all if other characters accompany yours out of friendship or duty, but he won’t offer them a single copper in compensation for their time and effort.

Driving Obsession
Your character is totally consumed by a fixation with a single far-reaching (and probably unattainable) goal. This obsession has become the cornerstone of his life’s work--although he may occasionally be diverted from it by necessity, he always returns to it. Obsessions of this sort are often vengeful. A young man who saw his parents murdered and vowed to hunt criminals for the rest of his life would be a prime candidate, for example.

[2 Pts.]: Your character can feign temporary disinterest in his driving obsession, but it really is his reason for living. He will not long tolerate any distraction from it, and he will tolerate no sarcasm or teasing as a result of it. If your character attempts to set aside his driving goal, he will find himself tormented by everything from nightmares to waking hallucinations--at the DM's discretion, this psychological punishment will make life increasingly unlivable until the character resumes the duties dictated by his obsession. This obsession will definitely come between your character and the long-term relationships most of us take for granted--especially love and family.

Your character is bound by a regular and formal duty to an NPC or an organization. This is not simply a personal feeling of loyalty--it is an official capacity, a commitment that mustbe met, or there will be consequences--personal, social, and perhaps even criminal.

[2 Pts.] Unchallenging/Occasional Duty: Your character either carries out his duties only part of the time or has an extremely unchallenging duty, requiring him only to carry out orders and assignments.

While most heroic adventurers enjoy the rewards of theirmissions, your character covets the acquisition of new material possessions to an extremely unhealthy degree. [2 Pts.]: The lure of wealth seems to draw a curtain down over your character’s better judgment. Any chance for easy money (heck, any chance for not-so-easy money, too) has your character wetting his lips, rubbing his hands together, and trying to think up some scheme (often quite ludicrous) whereby he can get away with said money.

Curiously enough, once he’s got his hands on a new pile of cash, he tends to do with it as he pleases and thinks no more of it. It’s the acquisition of riches that sets his blood on fire, not the hoarding of them.

At the GM’s discretion, your character may be forced to make a Will Save against a moderate DC (12-16) to successfully turn down a money-making opportunity unless pressing, life-or-death business is keeping him occupied.

Explosive Temper
When your character gets angry, he erupts--losing control over his words and actions, and often making impulsive, heated decisions that he will later have cause to regret.

[2 Pts.]: When something happens to make your character angry, he must succeed at a Will Save (DC set by the GM based on circumstances, ranging from moderate to near-impossible) to avoid flying completely off the handle. While he’s bad enough when he makes that save, he’s a terror when he fails it. He will kick objects, throw things, threaten his friends and allies, disorder everything around him, start fights, and throw himself heedlessly into potentially foolish combat. After a temper tantrum has spent itself, your character will generally sulk, making himself miserable company for an hour or two.

Inferiority Complex
Your character has a permanent chip on his shoulder. All his life, as he sees it, nobody has ever appreciated the true depth of his talents and abilities.

[2 Pts.]: Your character is extremely sensitive about small things that he imagines reflect the contempt others feel for him. If asked to take the lead on the trail, he’ll assume it’s because he’s thought unimportant enough to be risked. If asked to take the rear, he’ll assume it’s because they think him boring. If asked to take the middle, he’ll assume it’s because they don’t think he’s skilled enough to handle himself in the front or the rear.

While your character is usually able to subsume his festering resentment beneath a layer of jagged humor or false conviviality, it occasionally boils over and causes extreme discomfort for everyone around him. Sometimes, your character also takes foolish and unnecessary risks in an effort to demonstrate his skills.

Insatiable Curiosity
Your character is compelled at every step of his life by an incurable need to peek behind every closed door (metaphorically speaking) and unearth every secret he possibly can. This includes everything from the intricacies of a villain’s plans to the hidden contents of abandoned buildings. Your character must be exceedingly cautious, lest he go the way of the proverbial cat.

[2 Pts.]: Whenever your character is confronted with a chance to learn something new and interesting, especially if relevant to his current adventure or investigation, he must make a Will Save against a DC set by the GM in order to keep his mind on whatever else he needs to be doing.

Special: No character with this flaw is ever compelled to pry into the private lives and secrets of those he trusts, respects, and adventures with. Though surely a few questions every now and again can’t hurt a bit....

Your character lacks patience--in moments of crisis, he demands action immediately, even if it may be the wrong action, for in his opinion there’s absolutely nothing worse than inaction.

[2 Pts.]: Your character hates to wait for advice, confer on a plan or procedure, or put off any decision that can (in hisopinion) be made immediately. When his under-utilized common sense does take hold, he will still be forcefully opposedto what he thinks of as "dithering and dickering", and will tend to quickly aggravate others with his insistence upon rapid, decisive action.

Nemesis {organization}
Your character has made an enemy of a powerful non-governmental organization. This could be anything from a private "think tank" to a secret society, a religious cult, or a body of organized criminals.
[ Church of Eilistraee ]

[2 Pts.] Local Trouble: The organization is either very weak and overextended, or its power is confined to a relatively small area.

Your character suffers from recurring and nearly incurable nightmares, stemming from an extremely stressful event or encounter in his past (or perhaps from some mysterious cause not yet explained).

[2 Pts.] Occasional Nightmares: There is a 40% chance per period of sleep that your character will experience extremely vivid and lengthy nightmares. The character must make a Will Save against a DC of 15; failure means that the character will be mentally fatigued the next day. While he can still run and charge, he will suffer a -2 circumstance penalty to all Spot, Search, Knowledge, and Concentration checks, and he will suffer a -1 circumstance penalty to all of his attack rolls. These penalties last until he is next able to sleep undisturbed.

Your character is feared, hated, and discriminated against for something in his nature that he cannot change, be it his skin color, his social background, or any unusual racial abilities and powers.

[2 Pts.] Limited Ostracism: Your character experiences occasional taunts from strangers, and often finds himself subjected to epithets or unpleasant scrutiny. Sometimes, shops or restaurants won’t admit him, but he’s relatively free from actual violence.

Your character is absolutely certain that he can take any challenge set before him, even if the odds against him are ridiculous. Unfortunately, your character is also pretty much wrong.

[2 Pts.]: Your character scoffs at the idea that "discretion is the better part of valor." He won’t back down from a fight, he dislikes calling for reinforcements, and he has a habit of constantly underestimating any danger or opponent placed in his way. Your character might be forced to make a Will Save (difficulty relatively high) any time he attempts to withdraw from danger or back down from a challenge.

Your character has an unreasoning fear of a certain thing or situation. This phobia must center on an object or situation that is reasonably common, yet not entirely disruptive to the ongoing game.
[ Phaerimm ]

[4 Pts.] Severe Phobia: When your character is in the presence of the object of his phobia, he suffers a -2 morale penalty to all of his skill checks, attack rolls, and saving throws. He will attempt to remove himself from proximity to the object of the phobia as fast as possible; each round in which he wishes to even remain in sight of the object (or venture back toward it) will require a Will Save, minimum DC 16). Failure of any such Will Save means the character will be unable to attempt another one for at least five rounds. If the need to get away from the phobia trigger interferes with other actions he might wish to take during this time, so be it--he flees first and thinks later.

Poor Reputation
Your character has an extremely unflattering reputation in a certain area or within a certain group of people. Regardless of whether or not the reputation is deserved, it’s firmly entrenched and all but impossible to counter. This is not the same as a formal record of alleged wrongdoing (like a criminal record), but it can be just as troublesome.

[2 Pts.] Suspicious/Untrustworthy: The precise nature of the reputation should be left to the GM, as appropriate to your character’s background. If your character is law-abiding, he might have a reputation as a suspicious and unsavory person. If your character is already an unsavory person, he might have a reputation among other unsavory people as an oath-breaker, or potential informer. While this reputation won’t make anyone attack your character on sight, it will make virtually everything he tries to do more difficult. Contacts won’t take him seriously, guard officers or criminals (or both) will hassle him on the streets, and so forth.

This flaw will provide a +3 bonus to all Reputation checks made by appropriate NPCs when attempting to identify your character. If your character is successfully identified, he will suffer –4 circumstance penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Gather Information, and Perform.

Your character is obstreperous, thick-skulled, and incorrigible--whatever decision he makes and however he makes it, he expects to have his way. No appeal to duty, rationality, or friendship can penetrate this stubborn veneer without a fight.

[2 Pts.]: Your character is aggravatingly certain that he knows best about everything. He will fight to have his own way just about all the time, asserts his authority over others even when he doesn’t have any, and disregards the good advice of those who know better even when it’s for his own clear good. In certain circumstances, your character may be allowed a Will Save (moderate difficulty) to swallow his pride and accept someone else’s leadership without protest for some length of time.

Your character cannot bear to let others have the last word or the last blow. If wronged, he must revenge, no matter how inconvenient or foolish that may prove.

[2 Pts.]: Your character has a vicious revenge complex, and is incapable of bearing up with dignity under insults or injury. Likewise, he is all but incapable of forgiving a slight or an injury, and will go to elaborate (and frequently dangerous) lengths to secure his revenge. Although he does not ask that his friends and allies help him achieve his vengeance, he grows highly irate when they attempt to interfere. "Letting it go" is not in his vocabulary; strung together in that order, those three words are meaningless to him.

Special (Dedicated Flaw Synergy): If your character has a Criminal Honor Code, this flaw will exacerbate that beyond any rational limit. Your character, when wronged, will be a demon incarnate, thirsting for blood. This flaw, taken in combination with Criminal Honor Code, is worth one (1) additional Flaw Point.

See accompanying pages for Xull'rae's items

Rogue Abilities
Sneak Attack +2d6
Trap Sense +1
Uncanny Dodge (No lose DEX bonus to AC if flat-footed)

Shadow Stalker Abilities
Detect Good at will
Profane Stealth +8
--Spend spell slot (Swift Action) to give Profane bonus on Hide and Move silent for 1 min/spell level
Discover Subterfuge +6 (Competence bonus to Search & Sense Motive)
Profane Defense
--Spend spell slot (swift) to gain +4 Profane bonus to AC for 1 round/spell level
Sneak Attack +2d6
+7 Effective caster level

Cleric Abilities
Spellcaster Level 1st; Total caster level 9th
Evil Aura (strong)
Restricted Spells: Lawful and Good
Spontaneous Inflict
Rebuke Undead 6/day (at +2 bonus on rebuke check)

Divine Contemplative Abilities
Bonus Domain ( )
+1 caster level

Cleric Spells
Caster Level 9th; Effective Caster Level 13th
  • 1st Level (DC 21)
    • Detect Undead
    • Divine Favor
    • Ebon Eyes
    • Foundation of Stone
    • Grave Strike
    • Shield of Faith
    • Sign
  • 2nd Level (DC 22)
    • Aid
    • Align Weapon
    • Balor Nimbus
    • Cure Moderate Wounds
    • Desecrate
    • Divine Insight
    • Hold Person
  • 3rd Level (DC 23)
    • Bestow Curse
    • Daylight
    • Dispel Magic
    • Mass Lesser Vigor
    • Protection from Energy
  • 4th Level (DC 24)
    • Assay Spell Resistance
    • Divine Power
    • Sound Lance
    • Wrack
  • 5th Level (DC 25)
    • Flame Strike
    • Righteous Might
    • Righteous Wrath of the Faithful

Psion (Telepath) Powers
Manifester Level 7th; Total Manifester Level 8th; Effective Manifester Level 12th
  • 1st Level (DC 17)
    • Detect Psionics
    • Far Hand
    • Force Screen
    • Mindlink
    • Mind Thrust
  • 2nd Level (DC 18)
    • Concealing Amorpha
    • Damp Power
    • Ego Whip
    • Feat Leech
    • Read Thoughts
  • 3rd Level (DC 19)
    • Crisis of Breath
    • Dimension Twister
    • Dispel Psionics
    • Empathic Transfer, Hostile
    • Share Pain, Forced
    • Touchsight
  • 4th Level (DC 20)
    • Mindlink, Thieving
    • Mindwipe
    • Schism

Wild Talent: Kinetic Control

Drow Traits
Darkvision 120'
SR 11 +1/Character Level
+2 racial bonus on Will saves vs. spells and spell-like abilities
+2 racial bonus to saves against enchantment spells or effects
+2 racial bonus on Listen, Search, and Spot checks
Immunity to Sleep spells and effects
Spell-like abilities (Usable 1/day each as a Sorcerer of Character level)
  • Dancing Lights
  • Darkness
  • Faerie Fire
  • Detect Good
  • Detect Magic
  • Levitate
  • Clairaudience/Clairvoyance
  • Discern Lies (DC 17)
  • Dispel Magic
  • Suggestion (DC 16)

Light Blindness (Negated)

Fighting Styles
Fegrin's Pair [Master of the Short Blade]
( Paired Dagger & Short Sword)
-Final Insult: Any foe taken to negative hit points will lose 2 hp/round
-Greater Whole: Combine all attacks from round vs. DR on foes
-Bloody Ground: Perform a Coup de Gras as a move-equivalent action
-Single Strike: Increase Threat Range and Critical Multiplier by one w/Paired Dagger & Short Sword

Languages Known
Elven (Drow dialect)
Drow Sign Language