Safan Domvesia

Danira Mournbringer's page

21 posts. Alias of TPJ.

Full Name

Danira Mournbringer


Drow CE Sorceress (Shadow Bloodline) 6 | HP 32/32 | AC 15 (14 Tch, 12 Fl) | CMB: +3, CMD: 17 | F: +3, R: +5, W: +5 | Init: +8 | Perc: +6, Bluff +11, Int: +10 | Speed 30 ft


Spells: 1st: 7/7| 2nd: 6/6| 3rd: 4/4








Chaotic Evil






Common, Elven, Undercommon, Drow Sign Language


Criminal, Murderer, Doer of Bad Things

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 19

About Danira Mournbringer

PDF Sheet

Stats & Stuff:

Danira Mournbringer
Female Drow sorcerer 6
CE Medium humanoid (elf)
Init +8, Senses darkvision (150 ft.); Perception +6
AC 15, touch 14, flat-footed 12 (+1 armor, +1 deflection, +3 Dex, )
hp 32 ((6d6)+6)
Fort +3, Ref +5, Will +5
Immunities sleep, SR 12;
Speed 30 ft.
Ranged hand crossbow +6 (1d4/19-20)
Melee rapier +3 (1d6/18-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +6 (1d4/19-20)
Innate Spell-Like Abilities dancing lights (at will), darkness (1/day), detect magic (at will), faerie fire (1/day), feather fall (DC 10,1/day), levitate (1/day)

Sorcerer Spells Known (CL 6th; concentration +11)
3rd(4/day)-fireball(DC 17)
2nd(6/day)-haunting mists(DC 17), invisibility(DC 17), mad hallucination(DC 17), mirror image(DC ), scorching ray, spontaneous immolation(DC 16), darkvision(DC 16)
1st(7/day)-cause fear(DC 15), charm person(DC 15), color spray(DC 16), mage armor(DC 15), silent image(DC 16), vanish(DC 16), ray of enfeeblement(DC 15)
0th(at will)-acid splash, bleed(DC 14), daze(DC 14), ghost sound(DC 15), haunted fey aspect(DC ), prestidigitation(DC 14), read magic(DC )


Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 19,
Base Atk +3; CMB +3; CMD 17
Feats Drow Nobility, Eschew Materials, Improved Initiative, Spell Focus (Illusion)
Skills Bluff +11, Diplomacy +6, Disguise +5, Intimidate +10, Knowledge (Arcana) +8, Perception +6, Spellcraft +8, Stealth +8, Use Magic Device +10,
Traits Arcane Temper, Unpredictable,
Languages Common, Drow Sign Language, Elven, Undercommon
SQ bloodline arcana, bloodline powers, bonus sorcerer add spell known (6x), cantrips, darkvision, keen senses, nighteye, poison use, shadow bloodline, shadowstrike, spell-like abilities, weapon familiarity, , , , , ,
Combat Gear drow poison (2), shadow essence,
Other Gear lenses of darkness, bracers of armor +1, ring of protection +1, hand crossbow, outfit (traveler's), backpack, common, poisoning sheath (2), bandolier, crossbow bolts (10) (4), rapier, dagger (3), 367.5 gp
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bloodline Arcana Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds.

Bloodline Powers Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.

Bonus Sorcerer Add Spell Known (6x) Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Darkvision (Ex) Range 150 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Drow can see in the dark up to 120 feet.

Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Eschew Materials

Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.

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.

Nighteye (Ex) At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Shadow Bloodline Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.

Shadowstrike (Sp) At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Sorcerer Spell Level 1 (2x)

Sorcerer Spell Level 2 (4x)

Spell-Like Abilities (Sp) Drow can use dancing lights At Will, darkness 1/day, and faerie fire 1/day .

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Unpredictable Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.


Danira Mournbringer was born into a family of powerful sorcerers of Drow Nobility, their blood long ago mingled with spirits from the shadow plane.

As a Drow, Danira was already extremely evil and cruel, but to make things worse, she was bored. So very, very bored.

One day, she stole a special set of lenses of darkness, and decided to see what kind of excitement the surface world held, hoping to ease her boredom.

She came upon a party of adventurers, who seemed none too bright by her measure. She convinced them that she was an exile of her land, who had renounced the evil ways of her people, and sought to be a champion of good. Surprisingly, they bought it.

She kept up the charade for a couple years, having great adventures and growing in power, reveling in just how far she could carry on her deception.

The party became more advanced, and finally they accepted a dangerous mission to purge the land of an evil Lich, at the behest of their king. But by this point, Danira was bored yet again. She had other plans.

As the adventure continued, Danira struck a secret pact with the Lich they sought. She would not only lead the party to him, but beforehand she would help to completely break them, so as to ensure an easy victory for the Lich.

And so, Danira, having earned the trust of her party so thoroughly, allowed herself to be kidnapped by the Lich's minions.

While the party undertook a quest to find and rescue her, she led a group of the Lich's minions to the party's hometown. And then she proceeded to slaughter their families, friends, and everyone else in the town in a glorious night of bloodshed.

The party, ignorant of the horrors that transpired, made a bold last attempt to attack the Lich and rescue Danira. When they arrived, they found the heads of their loved ones and friends mounted on spikes in the Lich's lair.

As predicted, they were broken and devastated. And then Danira helped the Lich destroy them all. Except the one Rogue, who got away.


The Rogue, distraught with grief, went to the King with news of the tragedy, and the King summoned numerous magicians to destroy the Lich and bring Danira to justice.

Danira was hunted and chased, and frequently killed her pursuers with absolute delight. But then the Rogue managed to steal her lenses and led her into a trap of lights set by the magicians.

Blinded, she was subdued by enchanted devices that kept her from casting her spells, and continually exposed her to bright lights, weakening and incapacitating her.

When the Rogue asked her why she did it, she laughed wildly and replied, "Because it was fun, darling!" And then she was carried away.

The Lich vanished, whereabouts currently unknown.