Hunt Mistress

Enoby Illith'vir's page

168 posts. Alias of Orannis.


Race

Drow

Classes/Levels

Bard (Arrowsong Minstrel) 2 | HP [15/15] | AC 15, Touch 13, Flat-Footed 12 | Fort +1, Ref +6, Will +3 (+5 vs. Enchant) | Darkvision 120', Light Blindness, Perception +7 | Initiative +4 | Bluff +9, Diplomacy +3 (untrained), Intimidate +3 (untrained)

Gender

Female

Size

Medium

Age

138

Alignment

Chaotic Neutral

Deity

Trithereon

Languages

Common, Elven, Undercommon

Occupation

Vagabond and Wanted Woman

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Enoby Illith'vir

Enoby Illith'vir
Class: Bard (Arrowsong Minstrel)
Race: Drow
Deity: Trithereon
Alignment: Chaotic Neutral
Age: 138
Height: 6'5"
Weight: 125lbs

Bardic Music Rounds/Day: 9/9

Appearance:

Background:

Enoby's significant height and strikingly beautiful features earmarked her early on for a role in Drow society's matriarchal leadership. Unfortunately, she lacked the most important quality: ambition. In a defiant example of nature winning out over nurture, from an early age she found herself a poor fit for her people's vicious social structure. At first, she was a joke as her peers ascended ranks beyond her, then an embarrassment has her house struggled to justify a female scion with less clout than some males.

When it became overwhelmingly apparent that she was a liability her house intended to solve permanently, she gambled on the extremely long odds of making it on the surface world and left the Underdark forever.

While soft by Drow standards, she found the pure-hearted heroes that seemed to infest the surface world tedious, and hypocritical to boot: they were typically more concerned with taking her head to add to their glory rather than heed to the virtue required to hear out the story of a refugee terminally short on allies and friends. As such, it was little surprise she found herself falling in with bandits and brigands. The surface world was not all a disappointment, however, as she discovered faith in the teachings of Trithereon, and with that an understanding of what she truly desired in life: the freedom to live as she chose, and to not have her autonomy hindered by the expectations of others.

The savagery of the Underdark, dulled as it was in her hands, proved her excellent at banditry, and eventually she was scouted by a cult rising in the area that was in need of persons-at-arms. She took the offer, as the coin was good and they were not concerned about her race, and regretted the decision almost immediately. Drow society was savage and cruel, but life working for this cult was all of that and oppressive besides. She told herself it was the strict rules and operations of the cult, but there was something else beginning to stir in her heart that Enoby had yet to really acknowledge: Trithereon taught of personal freedom, yes, but he also taught of fighting for the freedom of others and the sanctity of their lives and individuality. She simply doesn't have the heart for taking advantage of innocent any longer.

So, for the second time in her life, she fled. But she did not flee far. This time was different. This cult had to be stopped. It was an abomination in the eyes of her newfound god and, on a more practical level, with the cult's power growing every day she doubted her ability to continue fleeing it's ever-expanding grasp.

So she found herself in Hommelet, coming to it's leaders and gambling on either their pragmatism or benevolent hearts, and revealed herself, where she had fled from, and the threat it posed to their town. The priests of the local church of St. Cuthbert distrusted her out of hand, they had much of the self-righteous in them most "heroes" she had encountered possessed, but they were pragmatic and understood the potential value of her information. The druid Jaroo seemed to genuinely trust her, or at least was wise enough to know cooperation would be easier if he made Enoby feel welcome. It was Jaroo who suggested she join the band of adventurers they were assembling to investigate happenings likely attached to the cult. Enoby accepted, noting the irony of her ending up here, joining with a band of "heroes".

She didn't fancy being branded as such, and even less traveling in the company of others who would wear the mantle proudly, but the cult had to be destroyed and if her Drow upbringing taught her at least one thing it was that sometimes the ends justified the means.

Stats:

Str. 12 (+1)
Dex. 16 (+3)
Con. 12 (+1)
Int. 13 (+1)
Wis. 10 (+0)
Cha. 16 (+3)

Offense:

BAB: +1
CMB: +2
Initiative: +4
Movement: 30’

Shortbow +4, 1d6, Crit 20 (x3), 60', Piercing
+1 Short Sword +3, 1d6+2, Crit 10-20 (x2), Piercing, Magic
Club +2, 1d6+1, Crit 20 (x2), Bludgeoning

Defense:

HP: 15
AC: 15 (Touch 13, Flat-Footed 12)
CMD: 15
Fort. +1
Ref. +6
Will. +3 (+5 vs. Enchantment)

Spell Resistance: 8

Feats:

Nimble Moves
Point Blank Shot
Precise Shot

Skills:

(2) Acrobatics +8
(2) Bluff +9
(2) Disguise +9
(2) Knowledge: Arcana +6
(2) Perception +7
(2) Perform(Sing) +8
(2) Sleight of Hand +8
(2) Spellcraft +6
(2) Stealth +8
(2) Use Magic Device +8

Traits:

Expatriate of Elemental Evil:
+1 Bluff, Disguise
Automatically recognize symbols related to the Temple without a roll.
Local Contact: No contacts, but know agents of the Temple are in both Hommelet and Nulb. May recognize these agents. If they recognize Enoby and are not convinced otherwise begin as Hostile.

Ambush Training:

+1 Initiative, +1 weapon damage in Surprise Rounds.

Class Abilities:

Proficiencies: Simiple Weapons, Shortbow, Longbow, Light Armor, Shields (except Tower Shields). Ignores spell failure for Light Armor and Shields.

Diminished Spellcasting: Casts 1 fewer spell per day per spell level than baseline Bard. If this would reduce spells per day to 0, she may only cast spells of that level if she possesses bonus spells per day of that level due to high Charisma.

Bardic Performance: 7 rounds/day. Standard action to activate, free action to maintain. Ends immediately if unable to take a free action.

Performances:

Inspire Courage: Affected allies gain a +1 morale bonus on saves vs. Charm or Fear, and a +1 competence bonus attack and damage rolls.

Countersong: Can disrupt the effects of sound-dependent magic. Each round she makes a Perform check, and any creature (including Enoby) within 30' that is under the effects of a sound- or language-dependent magical effect may use the total of the Perform check as a new Saving Throw against the effect.

Arcane Archery: At level 1, Enoby selects a number of spells equal to her Charisma modifier (3) and adds them to her Bard Spell list. They must still be selected as spells known. Enoby may choose from a specific list of spells, or any Sorcerer/Wizard spell of the Evocation School of 6th level or below. At 4th level, and every 4 levels thereafter, Enoby adds one more of these spells to her Bard spell list.

Selected Spells:
Gravity Bow (1st)
Scorching Ray (2nd)
Arrow Eruption (2nd)

Precise Minstrel: Gain Precise Shot as a bonus feat. Allies affected by Enoby's Bardic Performance do not provide soft cover to enemies when Enoby is making ranged attacks.

Racial Abilities:

Weapon Familiarity: Proficient with Rapier, Shortsword, and Hand Crossbow.

Immunities: Immune to magical Sleep effects. +2 on saves vs. Enchantment spells and effects.

Spell Resistance: 8

Keen Senses: +2 Perception

Stalker: While underground, may move through difficult terrain without penalty. If Dex is 13 or higher, gain Nimble Moves as a bonus feat.

Poison Use: Never risks accidentally poisoning herself.

Superior Darkvision: Can see perfectly in the dark up to 120'.

Light Blindness: Abrupt exposure to bright light causes Blindness for 1 round. On subsequent rounds, Enoby is Dazzled.

Spells:

0-Level Spells (At-Will)
Detect Magic
Mage Hand
Mending
Message
Read Magic

1st-Level Spells (2/day)
Gravity Bow
Disguise Self
Vanish

Languages:

Common, Elven, Undercommon

Gear:

Shortbow
33 Arrows
+1 Short Sword
Club
Leather Armor
Pickpocket's Outfit
Backpack
Canteen
Belt Pouch
Scroll Case
Mess Kit
Trail Rations x4
Alchemist's Fire

Weight Carried: 41lbs (Light Load)

PP:
GP: 34
SP: 8
CP:

Progression Map:

1st: Point Blank Shot, Nimble Moves(b)
2nd: Precise Shot(b)
3rd: Rapid Shot
4th: +1 Dex
5th: Arcane Strike
7th: Deadly Aim
8th: +1 Dex
9th: Manyshot