Myriana

Arathalia Drow'sbane's page

71 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Spellwarped Ghost Elf

Classes/Levels

Witchblade 1(Warlock/Hexblade gestalt)

Gender

Female

Size

Medium 5'9 137lbs

Age

43

Alignment

N

Deity

None

Strength 18
Dexterity 16
Constitution 15
Intelligence 19
Wisdom 11
Charisma 20

About Arathalia Drow'sbane

Arathalia Drow’sbane
Max HP:13 Current HP: 13
STR 18 (+4) DEX 16 (+3) CON 15 (+3) INT 19 (+4) WIS 11 (+0) CHA 20 (+5)

Defense

AC: 10+Dex(+3)+Natural(+2)+Armor (+3)= 18
Touch:
Flat footed:

Armor

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Studded Leather Armor

Spell Resistance: 12

Speed: 40

Offense

BAB:+ 1 CMB: +5

Combat
Melee: Eldritch Glaive +5 (Touch attack) damage 1d6 reach 10’

Initiative +3

Fort: + 5(+10) Reflex: +3(+8) Will: +2(+7) (+4(+9) Enchantment)

Special Abilities

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Slip Binding(easy for them to perform escapes, +10 Escape artist)*
Arcane Grace
Cantrips
Hexblade's Hex Pool (5)
Hexblade's curse(DC 15) (-2)
Eldritch Blast 1d6
Warlock's Hex Pool (5)
Least Invocations (Eldritch Glaive, Miasmic cloud)
Bonus shape Invocation
Pact
Warlock's Curse (DC 15) (-2)

Languages: Common(heavily accented), Ghost Elven, Draconic, Infernal, Elven, Drow

Skills: (4+Int)

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Acrobatics +2
Appraise+6
Bluff+5
Climb +2
Craft +2
Diplomacy+5
Escape Artist+14
Fly+2
Intimidate+9
Jump +4
Knowledge Dungeoneering +2
Knowledge Arcana+6
Knowledge Planes+6
Knowledge Religion+6
Perception +1 (+3 sight/sound)
Profession+2
Sense motive +0
Ride +2
Spellcraft+6
Stealth +4
Swim +5
Survival +0
UMD+9

Feats:

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Combat Reflexes


Traits:
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Relentless: +2 to Con related checks, fatigued becomes exhausted

Quick: +10' to speed, -1hp each level

Spells& Invocations:

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Cantrips( at will): Read Magic,Touch of Fatigue, Mage Hand,Detect Poison, Disrupt Undead

Least Invocations:
Eldritch Glaive, Miasmic cloud(DC16, fatigued 1 min)

Racial

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+2 to Dex, +2 Int, -2 Con
Medium: Ghost Elves are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as
humans in conditions of poor illumination.
Keen Senses: Ghost Elves receive a +2 bonus on sight- and
sound-based Perception checks. They can make a Perception
check to spot a secret or concealed door if they pass within
10 feet, regardless of whether or not they are actively looking.
Elven Immunities: Ghost Elves are immune to magic
sleep effects and get a +2 racial saving throw bonus against
enchantment spells or effects.
Elf Blood: Ghost Elves count as elves for any effect related to race.
Languages: Ghost Elves begin play speaking Ghost Elven a dialect of Archaic Elven mereged with infernal. The language borrows from Infernal so most who speak both Infernal and Elven can somewhat grasp what a Ghost Elf is saying
Favored Class: Ghost Elves favored class is the Hexblade

Racial History:
Ghost Elves dwelt on the fringe of elven society. They made their homes amid the ancient roots of the forest, rarely making contact with other races.
Thousands of years ago, during the elven civil war that led to the fall of the Drow, the ghost elves maintained their isolation and remained neutral in the great racial struggle. After the defeated Drow retreated into the Underdark, they schemed against their distant cousins and launched an attack on the Ghost Elves. The very shelter that had kept them safe became fiercely contested battlegrounds. The Ghost Elves were no match for the seasoned Dark Elven troops. They were virtually wiped out in the blink of an eye. The other surface elves were either unwilling or unable to aid their beleaguered kin, something the Ghost Elves have never forgotten or forgiven.
Help eventually arrived-from an unexpected source. As the defenses of the last settlement were colapsing, an alien entity calling itself Thule appeared and offered to save the Ghost Elves in return for their service.
Appalled by the slaughter of thier people the Ghost Elven leaders agreed without second thought only to realized they were tricked later on. Thule revealed himself as the Archduke Thulikazt, a pit fiend of almost godlike power, and took the Ghost Elves to his home in the Nine Hells of Baator. There he enslaved them, slowly destroying their spirits and their strong connection with the land. For hundreds of years, they toiled for the archfiend, and thousands were slaughtered on the savage arena battles and pointless experiments for Thulikazt's pleasure. This is called "The Tempering" in Ghost Elven history.
Countless centuries passed and the archfiend grew lax, allowing his slaves to take up arms and join his forces in the Blood War. The Ghost Elves learned the arts of war and conquest from fiendish generals and hellish sorcerers. They became Thulikazt's elite bodyguards, drawing admiration and envy from other fiends.
The Ghost Elves secretly contacted their master's enemies and offered to serve those lesser fiends in return for aid in destroying their hated master. Greedy for the service of Thulikazt's elite bodyguards, they lay siege to Thulikazt's citadel only to find his mutilated corpse and a thank you note.
Today Ghost Elves live on the Etheral Plane. Their cities are usually built deep in woodlands and are at least partially underground. Due to their long captivity and the dangers their settlements attract, their society has a strong martial bent. A thousand years has not cooled the anger of the devils humiliated by the "elven treachery" and even today seek they seek out the Ghost Elves.
Personality: Dwarves compare them to mithral: beautiful and delicate in appearence, but stronger than the hardest steel.

Spellwarped Template

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Spellwarped
(creature modified over the
generations to absorb magic)
(MM3 p162)

Becomes an ‘Aberration’
Alignment is usually Evil
Str +4
Dex +2
Con +4
Int +4
Cha +4
Lvl Adj +4

Gains Spell Resistance 11 + HD.
+2 improvement to Natural Armor
Spell Absorption – If its spell resistance negates a spell, the
creature gains its choice of the following:
- Might: +4 Enhancement bonus to Strength for 1 minute.
- Agility: +4 Enhancement bonus to Dexterity for 1 minute.
- Endurance: +4 Enhancement bonus to Constitution for 1 min.
- Life: Gains (5 x negated spell level) Temporary Hit-Points.
- Speed: Gains (5 x negated spell level)’ to base movement.
- Resistance: Gain Energy Resistance 10 to one type of energy
of the creature’s choice (either Acid, Cold, Electricity, Fire,
or Sonic).

Equipment (lbs)

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50ft silk rope
Backpack
Bedroll
Waterskin
Belt pouch
1 lb Soap
10 day's rations
Explorer's outfit
Whetstone
2 Smokesticks
3 Acid Flasks
Flint & steel
Potion Belt
Map case

Capacity:

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Light: lbs
Medium: lbs
Heavy: lbs

ABILITIES(description)

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Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects equal to his Charisma bonus.

Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.

Hexblade's Curse (Su). As a swift action, the Hexblade can target an opponent within 60 feet with his Hexblade's Curse. The Hexblade must spend at least 1 point from his Hex Pool to activate this power; the duration of the Hexblade's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Hexblade's class level + his Charisma modifier to avoid the Hexblade's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Hexblade's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.

Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essense invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Justicator Pact: +2 Knowledge dungeoneering

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to avoid the Warlock's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Background

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After centuries, the Ghost Elf elders made a decision. Some of their people should once again walk the great forests of the Material Planes, their race would not be forgotten. Precautions had to be taken however, there were powerful enemies who sought their race's eradication.

They needed assistance, they needed power.

Centuries of enslavement in Baator had hammered Law into their veins, being so deepely intrenched in evil stifled the strengh of good within them. It is this, ironically that led them to the beings that would help them become a threat to their enemies.

The Justicators.

Beings like Celestials, mighty champions of law and neutrality, punishers of betrayal and other acts of chaos.

And so was made a pact. The Ghost Elves would ally themselves with the mightiest of Justicators in exchange for eldritch power, dark and unnatural, but unaligned in it's nature, The Gift would be bestowed upon one in twenty. The taint in their blood affects the gift however, slanting it deeper into darkness, but all who learn hold that it is they, not the power, that maintains control.

So it was that Arathalia became one of The Gifted, skilled in battle, brimming with powere, feared yet respected by her people, a Witchblade.

Ever cautious of those who would do them harm, the secretive Ghost Elf council has recently decided to send members of their protective force outside of the forest to bring back knowledge of their new homeworld.

As one of the few who believed that her people should interact with others, she was one of those chosen to explore. Her travels would soon lead to danger however, captured by an insane wizard who wished to study the unusual elf, experimented upon with all forms of bizarre arcana, her life became a nightmare. But the spirit of her people showed it's strength once again.

During one of his sick experiments her rage and hatred exploded, unleashing a word of such destructive force that many of the delicate instruments and vials were destroyed, releasing all manner of bizarre and dangerous concoctions to mix violently. The resulting conflagration engulfed the room quickly culminating in a violent explosion that destroyed the wizard's tower and everything in it.

She awoke hours later, naked in the bottom of a 200ft crater her body oddly unharmed by the magical flames. She was changed, shrouded in the essence of protective magic itself, not only capable of resisting its effects but as the spell eddies whirled past her she felt...stronger.

Wandering off into the night she reveled in her frredom, determined to see more of this world, to see if her previous opinion was mistaken.

Now, a year later, she has wandered into the legendary city of Kaledun, determined to see what life outside the forests may hold.

Personality

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Description
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With pale porcelain skin that glows in the shadows, long grey hair and unique mirrored eyes, Arathalia is not easily forgotten, her beauty haunting and ethereal even by elven standards.

Wealth

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pp gp sp cp
gems

XP

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500