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About Adinauf DhaunvirlStats:
Adinauf Dhaunvirl Male Noble Drow Conjurer 3/ Master Specialist 10 LN Medium humanoid (elf) Init +4; Senses Darkvision 120 ft.; Perception +15 --------------------------------------------------------------------------- ----------------------------------------------------- AC 21, touch 15, flat-footed 17 (+4 Dex, +2 AC, +2 Nat, +2 Shield, +1 Deflection) hp 117 (13 HD) Immune to (magic sleep effects, web entrapment, detect thoughts, discern lies, and any attempt to magically discern alignment), Resist Electricity 10, Miss 20%, Nondetection Fort +8 (+2 vs spider poison), Ref +10, Will +11 (+2 vs enchantment effects) --------------------------------------------------------------------------- ----------------------------------------------------- Speed 30 ft., fly 60 ft. (good) Melee: Cold Iron Rapier +7 (1d6+1/18-20x2) or Silver Dagger +7 (1d4+1/19-20x2) Ranged: +10 Atk Options: Spell-Like Abilities: Constant- detect magic at will- dancing lights, deeper darkness, faerie fire, disguise self, spider climb, feather fall, levitate, 1/day- divine favor, dispel magic, suggestion, web, 1/charge- comprehend languages, alter winds, misdirection, SR 24 --------------------------------------------------------------------------- ------------------------------------------------------ Abilities: Str 12, Dex 18, Con 14, Int 26, Wis 12, Cha 14 Base Atk +6; CMB +7; CMD 21 Feats: Scribe Scroll, Magical Aptitude, Breadth of Experience, Spell Focus (Conjuration), Combat Casting, Skill Focus (Spellcraft), Arcane Mastery, Greater Spell Focus (Conjuration), Leadership, Augment Summoning, Summon Elemental (+1 CL to summoning), Craft Contingent Spell, Uncanny Concentration, Traits: Dangerously Curious- Use Magic Device gets a +1 and always a class skill Hedge Magician- Reduce the cost of crafting magical items by 5% Natural-Born Leader- All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects, you gain a +1 trait bonus to your Leadership score. Skills: Acrobatics +4 Appraise +8 Bluff +2 Climb +1 Craft (Sculptures) +24 Diplomancy +2 Disguise +2 Escape Artist +4 Fly +21 Heal +1 Intimidate +2 Knowledge (Arcana) +26 Knowledge (Dungeoneering) +10 Knowledge (Engineering) +10 Knowledge (Geography) +24 Knowledge (History) +10 Knowledge (Local) +10 Knowledge (Nature) +21 Knowledge (Noblility) +10 Knowledge (Planes) +21 Knowledge (Religion) +10 Linguistics +24 Perception +15 Perform +2 Profession (Sailor) +21 Ride +4 Sense Motive +1 Spellcraft +34 Stealth +14 Survival +1 Swim +1 Use Magic Device +23 Languages Elven, Undercommon, Common, Draconic, Drow Sign Language, Aquan, Abyssal, Aklo, Auran, Celestial, Giant, Goblin, Ignan, Infernal, Sylvan, Terran, Polyglot, Azlanti, Orc, Osiriani, SQ: Cantrips, Arcane Bond (ring), Rapid Summoning, Summoner's Charm (6), 11/day Shift 30 ft., Dimensional Steps 390 ft., Minor School Esoterica (15), Moderate School Esoterica (20th), Major School Esoterica 11/day, Combat Gear: Potion of Cure Serious Wounds (5), Wand of Black Tentacles (loaded), Wand of Cure Serious Wounds, Metamagic Rod Extend, Possessions: Combat gear plus Blessed Book (476 left), Improved Handy Haversack, Abacus, Masterwork Artisan's Tools, Bedroll, Winter Blanket, The Book of Magic, Pathfinder Chronicle, Scroll Case, Compass, Skyrocket (2), Flint and Steel, Dark and Stormy (5), Kiss of the Mantis (5), Grappling Hook, Small Silver Nethys Statue, Ink (10), Inkpen, Map Making Kit, Masterwork Manacles, Small Steel Mirror, Parchment (50), Spellbook, Spell Components Pouch, Silk Rope, Scent Cloak, Sealing Wax (2), Smelling Salts, Pavilion Tent, Iron Vial (10), Pocket Watch, Waterskin, Spring Loaded Wrist Sheath (2), Cold Iron Rapier, Silver Dagger (loaded), Ivory Statuette, Scroll of (Greater Invisibility, Tongues, Phantom Steed, Create Treasure Map, Blindness/Deafness, Comprehend Languages (2), Alter Winds (4), Magic Missile (4), Restore Corpse, Sculpt Corpse), Rings of Sustenance (4/2) Magic Items:
Weight: 5 lbs.
Light Blindness- Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Poison Use- Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spells Prepared:
Wizard Spells (CL 13th/15th Conjuration, 1d20+13/15 to overcome SR): 9th-
5/7/7/7/7/5/4/3/0/0
Spellbook:
Spellbook (Opposition School Enchantment and Necromancy) --9th-
The Silver Sin:
The Silver Sin Colossal water vehicle (Wingship) Squares 144 (30 ft. by 120 ft.) Defense AC 2; Hardness 5 hp 2160 (1080) Base Save +0 Offense Maximum Speed 240 ft. (current); Acceleration 40 ft. (current) CMB +8; CMD 18 Ramming Damage 8d8 Propulsion current (air; three masts, 60 squares of sails, hp 300), current (water) Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC Forward Facing the ship’s forward Driving Device steering wheel Driving Space the nine squares around the steering wheel, typically located in the aft of the ship Crew Min: 20, Max: 60, Additional Soldiers or Passengers: 140 Decks 3 Weapons Left Bank- Magical Bombard (1) / Right Bank- Magical Bombard (1) Ammo Circle of Death Bomb (1), Freezing Sphere Bomb (2-5d6), Cloudkill Bomb (1), Fireball Bomb (2-6d6/1-10d6), Stone Bomb (30-3d6) --Ship Inventory: Alchemist's Lab, Altar, Wood Idol (2), Astrolabe, Decanter of Endless Water, Lyre of Building,
Ship Crew:
Akza:
Akza: --Silver Sin Pirate, Male/Female Human Fighter 1 or Monk 1 (30) --Scout Viorec Zolraz, Male Varisian Two Weapon Ranger Guide 2 --Scout Anca Zolraz, Female Varisian Archery Ranger Guide 2 --Trapmaster Qiao, Female Tian-Shu Rogue 3 --Battle Mage Lurco Brimstone, Male Tiefling Evoker 4 --Marshal Shuku Littletusk, Male Half Orc Fighter 5 Leadership:
Score: 22/24 Cohort Level: 14th Followers: 1st (75), 2nd (7), 3rd (4), 4th (2), 5th (2), 6th (1) Boon:
Captain's Orders: You gain a +2 to your Leadership score, but only in regards to followers. 3/day, you may activate an effect that duplicates both Inspire Courage (+1) and Inspire Competence (+2), as if you were a 3rd level Bard, except it last for a number of rounds equal to your Int modifier (+8), always has an audible component and also grants a +1 Morale bonus to AC. Homunculus:
Name: Briel Stats: As per Bestiary, but with 50 ft. swim spd as well. Cohort:
Omiv Male Half Elf Cleric of Nethys 11 LN Medium humanoid Init +4; Senses Low-Light Vision; Perception +8 --------------------------------------------------------------------------- ----------------------------------------------------- AC 20, touch 14, flat-footed 18 (+2 Dex, +2 AC, +2 Nat, +2 Shield, +2 Deflection) hp 121 (11 HD) Immune to magic sleep effects Fort +13, Ref +8, Will +16 (+2 vs enchantment effects) --------------------------------------------------------------------------- ----------------------------------------------------- Speed 30 ft. Melee: Darkwood Quarterstaff +10/+5 (1d6+3/1d6+3x2) or Dagger +10/+5 (1d4+2/19-20x2) Ranged: +10/+5 Atk Options: Spell-Like Abilities: SR --------------------------------------------------------------------------- ------------------------------------------------------ Abilities: Str 14, Dex 14, Con 16, Int 12, Wis 23, Cha 15 Base Atk +8; CMB +10; CMD 22 Feats: Skill Focus (Sense Motive), Versatile Channeler, Selective Channeling (2), Command Undead (DC 17), Combat Casting, Spell Penetration, Extra Channel, Traits: Focused Mind- You gain a +2 trait bonus on concentration checks. Elven Reflexes- You gain a +2 trait bonus on initiative checks. Skills: Acrobatics +2 Appraise +1 Bluff +2 Climb +2 Craft +1 Diplomancy +16 Disguise +2 Escape Artist +2 Fly +2 Heal +6 Intimidate +2 Perception +8 Perform +2 Profession (Sailor) +20 Ride +2 Sense Motive +26 Spellcraft +15 Stealth +2 Survival +6 Swim +2 Languages Common, Elven, SQ: Orisons, Spontaneous Casting (Cure), 7/day Channel Energy 6d6 (Positive or Negative), Domains (Protection, Destruction), 9/day Destructive Smite (+5 dmg), 11/rounds Destructive Aura 30 ft. (+5 dmg), 9/day Resistant Touch (+3 all saves), 11/rounds Protection Aura 30 ft. (+1 deflection, resist 5 all) Combat Gear: Possessions: Combat gear plus Handy Haversack, Darkwood Quarterstaff, Cold Iron Dagger (loaded), Silver Dagger (loaded), Antitoxin (2), Bedroll, Winter Blanket, Bloodblock (4), The Book of Magic, Pathfinder Chronicle, Candle (10), Scroll Case, Flint and Steel, Silver Symbol of Nethys, Holy Water (4), Ink (10), Inkpen, Lamp, Small Steel Mirror, Lamp Oil (5), Parchment (10), Spell Component Pouch, Quieting Needles, Silk Rope, Scent Cloak (2), Sealing Wax (3), Smelling Salts, Vermin Repellent (2), Spring Loaded Wrist Sheath (2), Magic Items:
Weight: 5 lbs.
Cleric Spells (CL 11th, 1d20+13 to overcome SR): 9th-
4/6+1/6+1/5+1/4+1/3+1/2+1/0/0/0
Background:
Adinauf Dhaunvirl was born and raised in Zirnakaynin, last home of the elves. His house name is false and none have ever been able to uncover that secret. During his time as an apprentice he was singled out for his affinity with elemental magic, his favored element being in direct opposition to his surroundings. During one of his missions to the surface as magical support for a drow war party his chance came in the form of a Lantern Bearer ambush. Adinauf was the lone survivor of the encounter, dispite his limited time on the surface he knew much about the world, at least as much as a drow could know about the ways of the sun blasted lands. He used his magic to move about with relative freedom, he soon found the surface lands to his liking. He grew interested in the vast oceans with their lure of power and freedom, something he had been long denied with in the darklands and his homeland. After years of researching and gathering funds thru out the coast he had the Silver Sin created. A unique ship that could outpace any other ship upon the sea. The Silver Sin features great sweeping sails akin to bird wings giving it the nickname as a wingship. While it was built as a thing of beauty and speed its effectiveness was first and foremost during construction, as such its graceful fragility is a deception to its sturdy build and deadly nature in naval battles. Once completed Adinauf had all those involved gathered and magically stripped of their memories concerning the Silver Sin, having destroyed all traces of the Silver Sin's construction he went to find a crew and begin his life as a privateer. Unlike many new captains Adinauf did not plunder without thought, in fact he quickly rose as a power to be respected in his hunting grounds. He would board any ship without regard but would avoid undue violence, those that made the mistake of taking this as weakness found themselves upon the ocean floor slain to a man with their skulls sent back to employers. Spells used to speak to the dead confirmed their ill fate and served as a warning to others who would challenge the Sin Pirates as some had taken to calling them. Adinauf spent his days plundering and improving his beloved ship and those who rode her. Yet in time his own growing power turned on him, more ships were traveling his hunting grounds in groups beyond his ability to overcome or under the protection of the pirate lords of the Shackles. Worse yet ships started to appear in the distance following his own in dogged pursuit, if it were not for the Silver Sin's speed he would have been cornered in short order. Adinauf was becoming a hunted outlaw on all sides, while he had recieved offers from the pirate lords he did not wish to return to the games of intrigue he had left in the darklands. He found his salvation on the dreaded Mediogalti Island, the home of the red mantis held one of the only ports still open and safe to the Silver Sin. Also it presented a chance that Adinauf did not have previously, a chance to create a hidden refuge for himself from those that would hunt him. Making use of his spells and the dread reputation of the Red Mantis he created his refuge on a small island known as the Hermitage off the back side of Mediogalti Island. Before long his hide away became a small hamlet under his control and loyal to him. He named the place Akza and as his own power grows so to do the people of Akza prosper. The Silver Sin has sense expanded its range, influence, and power, being hired by many of its former hunters.
Description:
Adin wears a black tricorne on his head covering most of his somewhat spikey silver hair with a loose braid coming out the back, a dark ocean blue long coat with a high collar over a gray vest and white shirt, his pants are also dark gray but loose and flowing, finally he wears well worn high black boots. His hands are covered by black gloves leaving little exposed. |