Solveig Ayrdahl

Crystal Shalhoume's page

1,019 posts. Alias of Lufien "Silvertongue" Loamin.

Full Name

Crystal Shalhoume





| HP 32/32 | AC 27(29)/15/22(24) | F +4 (+6) R +7 W +9 | Init +8 | Perc +13 | CMB +6 CMD 18 | 20 ft | Channel 5/5







Special Abilities

Lawful Aura, Evil Aura, Channel Energy 2d6 5/day, Domains (Fire, Trickery), Orisons

Darkvision 60 ft, Channel Resistance +4, DR 10/magic and silver, resist cold 10 electricity 10, fast healing 5, undead immunities






The City





Strength 13
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 18
Charisma 12

About Crystal Shalhoume

Crystal Shalhoume
Female Human Cleric 3
LE Medium Humanoid
Init +8; Senses Perception +13
AC 27 (29), touch 15, flat-footed 22 (24) (+6 armor, +2 shield (when equipped), +4 Dex, +6 Natural, +1 Dodge)
hp 38 (3d8, +2 favored class, +9 Cha, Toughness)
Fort +4 (+6), Ref +9, Will +9
Concentration +7
Speed 20 ft.
Ranged MW Comp Longbow (1 pull) +7 (1d8+1/x3)
Melee Mace +6 (1d8+4/x2), Dagger +6 (1d4+4/19-20 x2)
Str 13 (19), Dex 14 (18), Con 10 (14), Int 10 (12), Wis 18 (20), Cha 12 (16)
Base Atk +2; CMB +6; CMD 18
Lawful & Evil Aura - Crystal emits a lawful and evil aura that can be detected by those with the ability to do so.
Channel Negative Energy 2d6 - 5 times per day Save DC 13
Reference Image

- Fire, Trickery
Fire - Firebolt- Fire a bolt (standard action) from outstretched hand as ranged touch attack 30 ft for 1d6 + 2 damage 7/day
Trickery - Copycat - Creates one image (move action) as mirror image that lasts for 3 rounds or until dispelled 7/day


Martial Weapon Proficiency (Longbow)
Point Blank Shot
Craft Wondrous Item
Combat Reflexes
Improved Initiative
Lightning Reflexes


Deft Dodger - +1 Reflex
Reactionary - +2 Initiative



Diplomacy (3) +10
Sense Motive (3) +14 (+22)
Spellcraft (3) +7
Profession: Courtesan (1) +9


Acrobatics +4 (-2 in armor and shield)
Bluff +2 (+10)
Climb +4 (-2 in armor and shield)
Intimidate +4
Perception +7 (+15)
Stealth +4 (+12) (+6 in armor and shield)
Swim +4 (-2 in armor and shield)




MW Composite Longbow with +1 pull, 20 Arrows, Heavy Mace, Dagger, Breastplate, Large Steel Shield, Backpack, Bedroll, Flint & Steel, 10 days rations, 50' hemp rope, 2 empty sacks, 5 torches, waterskin, Cleric's Vestments, Courtier's Outfit (80 gp with jewelry) (White dress with gold trim, silver bracelet, silver necklace, and silver earrings with red gemstones), Light Riding Horse with riding saddle, bit & bridle, silver holy symbol of Asmodeus, Potion of Cure Light Wounds x 2, Grooming Kit, +1 Cloak of Resistance, Lesser Crown of The City (1/day, casts Mage Armor the first time Initiative would need to be rolled), 6gp, 2sp, 5cp

Prepared Spells:

0 - Bleed, Detect Magic, Light, Virtue
1 - Burning Hands (D), Command, Cause Fear, Cause Light Wounds, Protection from Good
2 - Invisibility (D), Silence, Darkness

Crystal was brought up by followers and clergy of Asmodeus, having the good fortune to not be sacrificed by her parents. Showing a rare amount of wisdom and sense at an early age, her parents discovered she also had divine talent, so cultivated it, encouraging her to grow in her worship of The Prince of Darkness to one day dominate a region of the world for His inevitable return.

She was a personable child, and was able to interpret the words and actions of the other children into knowledge of their motivations and fears. She then played upon these for her enjoyment, smiling wickedly when engineering a fist fight between two girls, laughing as another child confronted their parents and was beat mercilessly (with coaxing from Crystal), and her favorite so far, two adult men who were both enamored with her clashing over her, one going so far as to pull out a knife and stab the other one.

Recently sent out into the world (after a disagreement with her parents almost became irreconciliable), Crystal has happened upon The City in her travels, with its strategic keep and large, malleable population. She felt her calling come upon her, that she would soon come to rule these people with an iron fist.

Crystal is practical above all things. She doesn't mind who she is working with as long as they work towards her ends. She loves to dominate people, and particularly likes to hear them fawn and beg. Appearances are important to her, and if not pressed she spends a lot of time fixing her hair and adjusting her clothing to best effect. Secretly a coward at heart, she uses her bow and spells to keep enemies from closing. Crystal is vain about her looks, and becomes enraged and jealous of any woman she thinks better looking than herself.

Crystal is a pretty but not gorgeous woman with light blond hair and dark blue eyes. Her otherwise good looks can be dispelled by the cruel looks she gets when engaged in her fine work. She is of average height with a slender build, but has a fine muscle tone.

Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see Natural Attacks). Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted.

Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Special Qualities: A vampire gains the following.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ability Scores Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

RP Example for DM-Kal:
Crystal grinned at the handsome paladin through the cell's iron bars, the man's struggles against the strong metal providing cold amusement to her as her four thugs gathered round the cell door.

Grin still in place, excitement shining in her blue eyes, she says smoothly, "Remove your clothing, Jonathan. You may keep your smallclothes...I know you and your modesty." She winks, sweeping her blond hair out of her face with a delicate hand with red nails. His response is unsurprising to her, and she nods to her men, who proceeded to open the door and commence beating the holy warrior with their blackjacks.

"Don't get carried away. I want him looking nice for me. Bring him to my chambers in fifteen minutes." She chuckles at the enthusiasm of her men-at-arms. Such passion for their work, but they had been known to provide corpses after such a beating, so making her intentions clear was always wise.


Crystal sits at her armoire, back to the bedroom door, as she hears a knock. She calls out commandingly, "Enter!" She hears the portal open and the curses of her men and sees in her mirror Jonathan in his smallclothes struggling in vain against his captors as they cross the threshold.

She is dressed in a gown of white, with gold trim. The neckline has a modest V that exposes the tops of her creamy breasts, and there is a slit from the top of her legs on the front of each side of the bottom, to expose her shapely legs as she walks. She rises, resuming running the brush through her blond locks. "Bind him to the table, then leave us." She nods to the large table near the blazing hearth, then continues to brush as her help complies, having to beat the man a bit more as they approach the fire. She lays the brush down.

After they leave, she approaches the table slowly, enjoying the paladin's eyes on her as she swished her hips from side to side for full effect. As the warrior's stare did not turn to one of lust, but retained its anger, her pink lips purse and her brow wrinkles for a moment before she retains control, smiling gently down at the man as she stops near him.

She spins slowly in a circle for full effect, smiling sweetly at the man. "Isn't this how you like your women, Jonathan? Dressed in white and meek and mild? Join with me, and I can be that for you..." She extends her right pointer finger, her red nail tracing his jawline. Her finely crafted pale eyebrow raises in a delicate arch, a smirk crossing her features. "What? No, you have it all wrong, my dear. I know my limitations, my weaknesses. That is why I so desire you! You will help temper my...zealousness to punish, and I will help educate you on the ways of the world. And we will enjoy each other physically, as well, I assure you!" At this she moves her right hand down to his well-muscled leg, rubbing down his thigh, feeling the curvature of it, enjoying his body tensing at her touch.

Assuming a look of mock disappointment at his expected refusal, she sighs. Secretly she had hoped he would indeed agree, but there would be other enjoyment to come out of this. She climbs onto the table, straddling his legs, placing her hands on his chest. The right side of her lips curl up in a half smile as he attempts to buck her off. She leans forward, her lips going to his ear, kissing the lobe of it, then scraping her teeth across it softly. "I had hoped you would be reasonable. I would gain more enjoyment from you willingly serving me."

With that, she reaches over to the hearth, grabbing the handle of an iron implement. Quickly, before he can react, she places the glowing red other end of it into the paladin's flesh, just above his smallclothes on his lower stomach. She grins wickedly at his howls of pain, nose wrinkling at the smell, his muscles bulging as he strains against his tight bonds. She releases the brand and drops it to the floor, smoke still rising from the newly created mark of Asmodeus she has left imprinted on him.

She gets to her feet on the floor next to him, wiping his hair out of his face. She leans down again to whisper, the sweat beading on his forehead from the pain. "Now all who you lay with will know that you belong to me."