Erdrinneir Vonnarc

Cezir's page

14 posts. Alias of JAF0.


Full Name

Cezir Duskwalker

Race

drow nightblade/6

Classes/Levels

skills:
acro 5, bluff 10, diplo 10, disguise 10, intim 11, k arc 8, k local 9, k planes 7, k nobil 10, perc 9, sm 6, splcrft 8, stlth 8

Gender

hp 45/45; AC 16 t13 f13; F 4, R 8, W 6; bab 4 +6 melee +7 range; cmb 6 cmd 19; init +4

Size

M, 5'10", 145 lbs, speed 30

Age

132

Alignment

NE

Deity

Zon Kuthon

Languages

common, undercommon, drow sign language, infernal,

Strength 14
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 11
Charisma 18

About Cezir

racial abilities:

Darkvision 120 ft. Drow can see in the dark up to 120 feet.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Immunity to magic sleep effects.
+2 racial bonus to saves against enchantment spells.
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. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Spell Resistance: Drow nobles have spell resistance equal to 6 + their character level.
Spell-Like Abilities: Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

traits:

Arcane Temper You have quick reactions and fierce concentration. Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Poisonous Upbringing (Drow) Prerequisite(s) Drow. Benefit(s) You gain a +2 trait bonus on all saves to resist poison effects.

Umbral Unmasking (drawback) Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Dirty Fighter Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

feats:

Combat Expertise Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Trip Prerequisite: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Weapon Focus (Spiked Chain) Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

nightblade class abilities:

Weapon and Armor Proficiency A nightblade is proficient with all simple weapons, plus the longsword, rapier, scythe, short sword, shortbow, and spiked chain. They are proficient with light armor, but not with shields. A nightblade can cast nightblade spells while wearing light armor without incurring the normal arcane spell failure chance.

Spells A nightblade casts arcane spells drawn from the nightblade spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a nightblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a nightblade’s spell is 10 + the spell level + the nightblade’s Charisma modifier. A nightblade need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not used up her allotment of spells per day for the spell’s level.

Cantrips (Sp) Nightblades learn a number of cantrips, or 0-level spells, as noted on Table: Nightblade Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Path The teachings of shadow magic are complex and diverse, but mastering all of its powers is nearly impossible. Instead, nightblades focus on a particular aspect of shadow magic, greatly enhancing their capabilities in that area. Each nightblade must choose a path at 1st level, representing the specialization of her shadow magic. Once chosen, it cannot be changed.

A nightblade gains a technique for her path at 1st level, 5th level, and every five levels thereafter. The techniques a nightblade gains are described in her chosen path. Each path also has an associated path power, which the nightblade can use once per day. The nightblade can use this power an additional time per day at 4th level and every three levels thereafter, to a maximum of seven times per day at 19th level.

The nightblade’s path also grants her additional class features, including an ability that utilizes shadow surges (see below) and more choices when selecting nightblade arts. These features are described in the path’s entry.

The five paths listed are those most commonly found among nightblades, though some other paths may exist. Unless otherwise stated, most nightblades are assumed to take the Path of the Darkened Fortress. The DC to save against any path powers, techniques, and so on is equal to 10 + 1/2 the nightblade’s level + her Charisma modifier, unless otherwise noted.

Evasion (Ex) A nightblade of 2nd level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the nightblade is wearing light armor or no armor. A helpless nightblade does not gain the benefit of evasion.

Shadow Surge (Su) At 2nd level, the nightblade gains the ability to create a condensed reserve of energy from the Plane of Shadow which she can expend to great effect, but creating the reserve takes effort. The nightblade can spend a standard action that provokes attacks of opportunity to gain a single shadow surge. When she does this, her shadow becomes darker and more distinct as it is infused with the planar energy.

The shadow surge is an expendable resource that the nightblade can use to fuel her various abilities. She cannot have more than one surge at a time, but there is otherwise no limitation on how many times a day the nightblade can create or use shadow surges. The nightblade has these surges indefinitely until she expends them, though she loses her surges if she is ever unconscious, asleep, or killed.

The nightblade can expend a shadow surge as a free action when making a Stealth check to enshroud herself in darkness, letting her roll twice and take the better result. In addition, the nightblade gains a method of expending her shadow surge based on her chosen nightblade path. This surge ability is described in the path’s entry. The nightblade can gain new ways to use shadow surges as she grows in skill, typically through gaining a nightblade art (see below).

Nightblade Art As a nightblade gains experience, she learns a number of techniques and powers that enhance her combat skill and shadow magic. Starting at 3rd level, a nightblade gains one nightblade art. She gains an additional nightblade art for every three levels of nightblade attained after 3rd level. A nightblade cannot select a particular art more than once. If a nightblade art calls for a saving throw, the DC is equal to 10 + 1/2 the nightblade’s level + her Charisma modifier. A nightblade can choose from any of the following nightblade arts or from any of the arts listed for her chosen path.

Nighteye (Ex) At 3rd level, the nightblade gains darkvision out to 30 feet. At 9th level, this distance increases to 60 feet. If the nightblade already has darkvision, its range is increased by these amounts. She also gains Blind-Fight as a bonus feat. If she already has this feat, she can choose any other feat she qualifies for.

Nightblade Arts:

Warp Strike (Su) Benefit: The nightblade can shift her weapon into the Plane of Shadows, distorting the distance between herself and her target. By expending a shadow surge as a swift action, all of her melee weapon attacks or natural attacks made during her turn have their reach increased by 5 feet. At 12th level, the range increases to 10 feet. She may also perform this with a single melee touch attack made on her turn. Alternatively, she can spend her shadow surge as a swift action to reduce the penalty on ranged attack rolls due to distance by 2 until the end of her turn. At 12th level, the penalty is reduced by an additional 2.

Hidden Stride Benefit: The nightblade can move at full speed while using the Stealth skill without penalty. When in dim light, the miss chance due to concealment against the nightblade increases to 50% (rather than 20%); this does not grant total concealment, it just increases the miss chance.

Path of the Bloodied Chain:

Those who follow the Path of the Bloodied Chain learn to harness the primal fear of darkness, overwhelming and terrifying their foes with shadows. Many of their powers are based on kytons, the sadomasochistic devils of the Plane of Shadow that relish in the pain and fear they inflict.

Path Power: A nightblade that follows the Path of the Bloodied Chain gains the following path power:

Umbral Shackles (Sp)

You conjure an area of fearsome shadows, entangling chains of darkness terrorizing those within. Shadowy chains twist out from a point in space you designate within 50 feet in a 10-foot radius spread. At 8th level and again at 16th level, the maximum radius of umbral shackles increases by 10 feet. You can make the radius of the umbral shackles smaller than these amounts, though the radius must be a multiple of 5 feet.

The umbral shackles lower the light level in the area as a darkness spell. Creatures within the area are entangled as the chains pull at them (no save), though they are not anchored and can still move at half speed. In addition, creatures that enter the area of your umbral shackles or start their turn in the area must make a Will save or become shaken. This effect does not stack. At 6th level, creatures that are shaken that enter the area of the umbral shackles or start their turn in the area must make a Will save or become frightened. At 12th level, creatures that are frightened that enter the area of the umbral shackles or start their turn in the area must make a Will save or become panicked. The fear effects last as long as the creature remains in the area and for 1d4 rounds after they leave. This is a mind-affecting fear effect. Creatures immune to fear are immune to both the entanglement and fear effects. You are immune to the effects of your own umbral shackles (though the area is still dark to you, as the darkness spell).

Umbral shackles lasts a number of rounds equal to 3 + 1/2 your nightblade level and can be dismissed early as a standard action. You can have multiple umbral shackle effects active at the same time; overlapping areas do not stack nor cause any additional effects.

Surge Ability: A nightblade of 2nd level that follows the Path of the Bloodied Chain gains the following ability to use with her shadow surge class feature.

Haunting Rattle (Su)

As a move action, you can spend a shadow surge to create a phantom sound of rattling chains. Any enemies within 30 feet that are currently shaken, frightened, or panicked hear this illusory sound (other creatures cannot hear it) and have the duration of those conditions increased by 1 round. This is a mind-affecting fear effect.

Path Techniques: You become more adept at using shadow magic to sow terror on the battlefield.

Frightening Display (Ex) At 1st level, you gain a bonus on Intimidate checks equal to half your nightblade level (minimum +1). If you manage to make a creature shaken for 4 or more rounds using the Intimidate skill, you can choose instead to make it frightened for 1 round for every 4 rounds it would have been shaken.

Aura of Fear (Su) At 5th level, you radiate a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.

spells:

6 known 0-lvl dc 14 snuff, message, ray of frost, prestidigitation, shape shadows, bleed

5 / day 1-lvl dc 15 color spray, ray of enfeeblement, touch of gracelessness, vanish

4 / day 2-lvl dc 16 bull's strength, see invisible, whip of spiders, mirror image

equipment:

+1 studded leather armor
mw longsword +7 1d8+2 19-20/x2
+1 spiked chain +7 2d4+2 20/x2 disarm/trip/finesse
hand crossbow 20 normal bolts, 10 silvered, 10 cold iron
handy haversack
clothing
disguise kit
flint & steel
soap
headband of charisma +2
belt of tumbling

background:

Cezir was born into the noble drow house of Duskwalker.. but being a lowly male with many sisters, he stood no chance of much of an inheritance. He had the typical male drow upbringing, with the expectation that he would become some sort of arcane caster, or perhaps an assassin. He studied magic and worked with numerous poisons, developing somewhat of a resistance to most as he was exposed to most on an intimate basis. But none of his early training engaged him thoroughly.

He started roaming further and further from home in his spare time, despite his personal discomfort away from the city. During his wanderings he ran afoul of Yffyrr, a mind flayer, and was rather surprised when it didn't kill him outright. Instead, it introduced him to many things he'd been unaware of... primarily the power in the shadows and pain... and the god Zon Kuthon and all the faith embraced... He became an apt pupil and returned many times for further training.

In time, his mentor wanted him to become entrenched in the Drow hierarchy and become his eyes and ears there. He spent many years reporting to Yffyrr during his training sessions on the doings of the Drow houses. While not particularly devoted to this cause, he had no objections to fulfilling Yffyrr's wishes either. One of his sisters caught him leaving the city surreptitiously and scryed on him while he was with Yffyrr. Yffyrr became aware of the scrying but not before she learned far too much for his taste, or Cezir's safety. Yffyrr debated saving Cezir or sending him back to his family to no doubt die, and in the end informed him of the scrying so he would be forewarned.

Cezir made the decision to leave his family forever, and offered to stay with Yffyrr for further training, but his usefulness to the creature was done, and Yffyrr sent him packing. Armed with all Yffyrr had taught him over the years, Cezir made his way into the underdark alone. He floundered for a few years, barely surviving.

Finally he caught a few duergar on their own and, disguised, took them to the nearest Drow city where he sold them as slaves. He bought slaver's gear and a wagon, and set out to collect more slaves... He made it his specialty to catch and sell rarities in the underdark, especially when he could get his hands on surface elves, and adventurers who ventured too far into the depths. He built up his slaving business, traveling and selling under the name Vervelin. He developed a regular clientele and a reputation as a purveyor of the finest slaves.

After a particularly successful trek to acquire new slaves, Cezir was heading back to one of his markets when he and his small caravan were attacked by duergar slavers, eager to take not only his cargo, but himself and his men. It was a short battle and Cezir's men, ambushed and outnumbered, were taken prisoners. Cezir himself, despite killing several duergar, including their leader, was taken prisoner as well. The lot were taken to the duergar slave pens...

could be an explanation of how some surface dwellers might have been taken at the same time as Cezir

personality and appearance:

Cezir tends to keep himself shrouded by his cloak and hood, hiding from his family more than other people, always afraid of being scryed on or watched. When he does reveal himself, he generally tends to be disguised, using wig, false mustache and beard or sometimes taking the time to grow out his own.

While being fair of face and graceful of form himself, his disguises often mask that fact and he appears older and more plain when disguised.

He tends to be guarded with new people but affable among those he considers friends. He is slow to make friendships though simply due to his upbringing among other drow and his treatment by Yffyr, his mentor. Once he calls someone friend though, he considers that a bond he is loathe to break.

When he stands up straight in his un-disguised form, he is a lithe 5'10" tall and relatively thin at 135 lbs. His eyes are reddish-purple and his smile is marred by teeth that are filed to points, giving him a quite fiendish look when he grins.