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Erdrinneir Vonnarc

Naal'suul's page

98 posts. Alias of DarkLightHitomi.


Full Name

Naal'suul

Gender

HP: 30/31 | AC 19 | T 13 | FF 16 | CMD 17 | F +3 | R +5 | W +6 | Init +3 | Per +9 | SR 16

About Naal'suul

Name: Naal'suul
Race: Female Drow Noble
Age: Adult 134 (appears to be about 24 in human terms)
Size: Medium, 5' 6" 106Lbs
Type: Humanoid (elf)
Level: 5
Classes: Cleric 3 /Sorceress 2
Favored: Cleric
Social:
Faith: Self
Home: J'Usteax
Jobs: Military
Languages: Undercommon, Elven, Draconic, Drow Sign Language

Str 12 (+1), Dex 16 (+3), Con 10 (0), Int 14 (+2), Wis 16 (+3), Cha 15 (+2)

Appearance:

She stands about 5'6" and has an athletic build. She has a scar on her right hand and it flows up to her elbow, it has a jagged flow to it. Her eyes are light purple and her white hair has been braided and hangs down to her calves the end tied with a purple ribbon and a red dyed lock frames the left side of her face.

While out of the city or when she's is looking for trouble, she wears a deep red long sleeve shirt with matching leather pants, good knee high black boots, a red vest worn loose over her scale shirt, and a black cloak with the hood often worn up.

When it is inappropriate to be wearing armor, she has a loose purple vest and a pair of swishy blue pants with blue boots.

Senses dark vision 60-ft; Perception +
Aura Faint Law (see detect evil)
Init +3; Speed 30 ft. (40 ft, boots)
BAB +3; CMB +4; CMD +17
Concentration + 10
Fort +3, Ref +5, Will +6
+2 vs Enchantments
Immune: magical sleep effects
AC 19, ff 13, touch 16; (+5 Armor, + Deflection, +3 Dex, + Dodge, +1 Natural, + Shield, + Sacred)
hp 31 ( HD: 3D8+2D6 )

Melee weapon +4 (1d8+1d6, 19-20/*2)
Reach 15 whip +2(+6) (1d3, 20×2)

SKILLS:

+ 4 Acrobatics ( 3 ) 1 ( ) [ ] +9 when jumping, boots
+ 3 Appraise ( 3 ) ( 0 ) [ ]
+ 8 Bluff ( 2 ) 3 ( 3 ) [ ]
+ 1 Climb ( 1 ) ( ) [ ]
+ 2 Craft: ( 2 ) ( 0 ) [ ]
+ 8 Diplomacy ( 2 ) 3 ( 3 ) [ ]
+ 3 Disable Device ( 3 ) ( ) [ ]
+ 2 Disguise ( 2 ) ( 0 ) [ ]
+ 3 Escape Artist ( 3 ) ( ) [ ]
+ 3 Fly ( 3 ) ( 0 ) [ ]
+ 2 Handle Animal ( 2 ) ( ) [ ]
+ 3 Heal ( 3 ) ( 0 ) [ ]
+ 2 Intimidate ( 2 ) ( 0 ) [ ]
+ 2 Knowledge: ( 2 ) ( ) [ ]
- + 6 Arcana (2) 1 ( 3 ) [ ]
- + 4 Dungeoneering (2) 1 ( ) [ 1 ]
- + 2 Engineering (2) ( ) [ ]
- + 2 Geography (2) ( ) [ ]
- + 2 History (2) ( 0 ) [ ]
- + 2 Local (2) ( ) [ ]
- + 2 Nature (2) ( ) [ ]
- + 2 Nobility (2) ( 0 ) [ ]
- + 2 Planes (2) ( 0 ) [ ]
- + 6 Religion (2) 1 ( 3 ) [ ]
+ 2 Linguistics ( 2 ) ( 0 ) [ ]
+ 9 Perception ( 3 ) 4 ( ) [ 2 ]
+ 2 Perform: ( 2 ) ( ) [ ]
- + 2 Act ( 2 ) ( ) [ ]
- + 2 Comedy ( 2 ) ( ) [ ]
- + 2 Dance ( 2 ) ( ) [ ]
- + 2 Keyboard ( 2 ) ( ) [ ]
- + 2 Oratory ( 2 ) ( ) [ ]
- + 2 Percussion ( 2 ) ( ) [ ]
- + 2 String ( 2 ) ( ) [ ]
- + 2 Wind ( 2 ) ( ) [ ]
- + 2 Sing ( 2 ) ( ) [ ]
+ 3 Profession: ( 3 ) ( 0 ) [ ]
+ 3 Ride ( 3 ) ( ) [ ]
+ 8 Sense Motive ( 3 ) 2 ( 3 ) [ ]
+ 3 Sleight of Hand ( 3 ) ( ) [ ]
+ 9 Spellcraft ( 2 ) 4 ( 3 ) [ c ] +2 concentration checks
+ 8 Stealth ( 3 ) 2 ( 3 ) [ ]
+ 7 Survival ( 3 ) 1 ( 3 ) [ c ] +1 in the darklands
+ 1 Swim ( 1 ) ( ) [ ]
+ 2 Use Magic Device ( 2 ) ( 0 ) [ ]
+ 2 Wild Empathy ( 2 ) ( ) [ ]

FEATS & TRAITS

Show:

RACIAL TRAITS

Drow Noble:
Drow Noble Racial Traits:
Stats moved here


  • Ability Adjustments: +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
  • Senses: darkvision (60 feet.)
  • Immunities/Saving Throw Bonuses: Immune: magic sleep effects. Saving Throw Bonuses: +2 racial bonus against enchantment spells.
  • Racial Skill Bonuses: +2 racial bonus on Perception checks.
  • Spell Resistance: Drow Nobles possess spell resistance equal to 11 plus their class levels.
  • Weaknesses/Vulnerabilities: Light Blindness.
  • Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
  • Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
  • Spell-Like Abilities: dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion 1/day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.

CLASS ABILITIES

Cleric:
Cleric Class Features

  • Prof, Light and Medium Armor
  • Prof, Shields
  • Prof, Favored Weapon
  • Channel Energy, Positive, 2d6
  • Domain, Darkness
  • Domain, Trickery
  • Archtype, Hidden Priest
  • - Replaces 1st LVL power from the Darkness Domain and the 8th LVL power from the Trickery Domain
  • Divine Focus, Scar on the right hand and wrist
  • 1/pd/4LVLs -1 : cast a spell with the Still Spell and Silent Spell metamagic feats without changing cast time or SL
  • Orisons

Sorcerer:
Sorcerer Class Features

  • Bloodline, Elemental, Air
  • Cantrips
  • Eschew Materials
  • When casting a spell that deals energy damage, can change that energy type to electricity
  • Elemental Ray
  • Knowledge (Planes) is a Class skill

EQUIPMENT

Worn/Equipped: 24lbs:

Outfit: Explorer's Outfit
Magic Item Slots:
  • Armor: Mithral Scale Armor +5 Armor, +5 Max Dex, 15% ASF
  • Neck: Amulet of Natural Armor +1
  • Ring L: Ring of Sustenance
  • Boots: Boots of Striding and Springing

Non-Slotted Items:


  • Holy Symbol, Silver (1 lbs)
  • Divine Focus, Scar (Right hand and wrist)

Carried: 12 lbs:


  • Melee Weapons: Double Bladed Sword "Shin-Shin", Shock on each blade, 1d8+1d6 dmg each, 19-20/*2, Slashing, double
  • Masterwork Whip, 1d3 dmg, 20/*2, Slashing, disarm, trip, nonlethal, reach 15

Belt Pouch (#1): 1.5 lbs:

Belt Pouch: (0.5 lbs empty)

  • Healer's Kit (1 lbs)
  • Potion of Cure Light Wounds x 2
  • 35g 4s

Pack/Droppable: 5lbs:

Handy Haversack: (5 lbs)

  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Climber's Kit (5 lbs)
  • Hammock (3 lbs)
  • Mirror, Small Steel (0.5 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Scroll Case (0.5 lbs)
  • Waterproof Bag
  • Waterskin (4 lbs)
  • 30g

Capacity
(12) —
light: 43, medium: 86, heavy: 130

BACKGROUND

History:

When she was a child, Naal'suul had made a mistake, she got rather mouthy to the shrine in the left wing, the demon that it represented had decided to put her in her place and Naal'suul had attacked and the result blew up the shrine and that collapsed most of the left wing. Luckily Naal'suul had been alone, and she had escaped mostly intact. Her mother not realizing who caused the explosion had healed her. Naal'suul had never really cared about the demons her house had worshiped and she had spurned them, if her mother had found out who in the house had actually caused the explosion that destroyed the left wing, Naal'suul wouldn't be standing, but her mother never finished trying to find out who it was.

House J' Usteax had heard of this collapse and decided to take advantage of it and they attacked, during the attack a summoned air elemental was sweeping through the armory. Naal'suul had hidden in the armory to get away from the fighting, but when the elemental came in she grabbed the only available weapon, a double bladed sword. The blade was in the process of being enchanted, when the elemental attacked Naal'suul without thinking tried to absorb the power of the elemental into the crystals on the weapon, but it was to much for her to handle and with the unstable magic of the blade the power of the elemental was channeled instead into her and burned her hand up to her elbow, leaving the scar she now bears.

This had marked her with the elementals power, and given her insight to how her magic worked. She realized that she had used magic from a source within herself, she believed this source to be her faith in herself, and thus divine magic must be fueled by faith, not demons. This time she had been seen by one one of the elder sisters of House J' Usteax, that sister saw the child a capable individual and young enough to be manipulated, so she took Naal'suul to her own house to be raised.

Naal'suul's birth house ceased to exist that night but Naal'suul had survived and did not forget the consequences of being seen as weak.

The original sword that she had used that eventful night was broken but she kept it and eventually was able to get it repaired and enchanted. It has become her favored weapon, as the first weapon she actually used in combat.

Naal'suul as not from the main family is often given the secondary tasks to be done was made an officer the house's military forces eventually she was put in charge of a patrol unit that sweeps the caverns. Naal'suul takes advantage of this and prefers her time out in the tunnels away from the society.

Naal'suul is always watching everything around her, she values knowledge highly and reads everything she can find. When not reading, she is out in the tunnels either running patrols or taking part in meetings with the few groups that the drow use (trade with).

Spells and abilities:

Constant
Detect Magic

At Will
Dancing Lights
Deeper Darkness
Faerie Fire
feather Fall
Levitate

1 per day
Divine Favor
Dispel Magic
Suggestion

By spell slots
Cleric CL 3
LVL 0 (4) - DC13
-Create Water
-Purify Food and Drink
-Read Magic
-Guidance
LVL 1 (2+1) 3/3 DC14
-Infernal Healing
-Charm Person
'Obscuring Mist
LVL 2 (1+1) 2/2 DC15
-Protective Penumbra
'Invisibility
(*noted for future reminder* instant armor, status)

Sorceress CL 2
LVL 0 (5) - DC 12
-Detect Poison
-Mage Hand
-Prestidigitation
-Acid Splash
-Haunted Fey Aspect
LVL 1 (2) 4/4 DC 13
-Shield
-Silent Image

Domains
Darkness
Get Blind fight as bonus feat.
No 1st level power(Given up for archetype)
Spells; Obscuring Mist, Blindness
Trickery
Bluff, Disguise, Stealth are class skills
Copycat; 5/6
Create an illusory double like mirror image.
Spells; Disguise Self, Invisibility
Bloodline
When ever I cast a spell that deals energy damage, I can change that energy type to electricity.
Elemental Ray; 4/5
30ft ranged touch attack, deals 1d6+1/2CL electricity damage


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