Vhalhisstre Vexidyre

Dee Dee's page

No posts. Organized Play character for Apocalypso.


Race

Drow

Classes/Levels

Sorceress- Succubus Bloodline 1

Gender

Female

Size

5'4", 120lbs

Age

22

Alignment

Chaotic Neutral-Good

Languages

Common, Undercommon

Occupation

Well, it's really more of a hobby...

Strength 16
Dexterity 20
Constitution 13
Intelligence 17
Wisdom 17
Charisma 20

About Dee Dee

Sorceress, Succubus Bloodline

Description:

In her natural form Drispeera appears as a very comely drow elf; curvaceous figure, golden hair, flawless violet-black skin, large lavender eyes, lyrical voice. However, when examined more closely, there are a few oddities; her pupils are slit vertically, her perfect pearly teeth all come to points, she has claws, and when she lets down her elaborate braids—opalescent lavender horns become visible. And those who have the “opportunity” to know her better will see her barbed tail and miniature bat’s wings. Of course, those who know her so well are usually too deeply in her thrall to care about such minor details.
In the surface world she uses a Hat of Disguise to appear as a normal surface elf. In this guise her skin is ivory, instead of violet-black. Her demonic traits are all hidden. But all her other attributes remain the same, her curvy figure, her golden curls, and her enormous violet eyes appear the same.

Background:
In B’Razzan, it is known but never discussed, that the ambitions of Matron D’Lith, Drispeera’s grandmother, are bizarre and far-reaching even by drow standards. If one were to dare discuss it at all, it would be in whispers, that she purposefully mates with creatures of the Abyss to increase the powers of her fell brood. Drispeera’s grandfather may have been the most enjoyable of these encounters as he was an extraordinarily handsome and charming Incubus. Although, Matron D’Lith appears to care neither for enjoyment nor pain, as long as her offspring develop powerful abilities.
Drispeera’s mother, Drinoch, was an immense payoff for Matron D’Lith’s efforts. She grew into an extremely potent demonic cleric. So much so, that she inevitably sought to usurp Matron D’Lith as head of the House. Their final confrontation came when Drinoch was pregnant. She attempted to utilize the extra surging of arcane forces in her womb to her spellcasting advantage. Upon delivering the final death blow, Matron D’Lith split her daughter’s gut open and ripped Drispeera a month too soon into the dark drow world.
Originally, Matron D’Lith thought to sacrifice the frail newborn as tribute for victory in combat. But upon noticing her demonic markings, decided to wait and see if something useful could still be salvaged from her demonic mating.
Amongst all of her horrific part-Ilithid, part-Shadow, part-Glabrezu, and part-Lamia offspring, Drispeera was the deepest disappointment to her Matron, showing no aptitude at all as a cleric of Lloth, and instead wasting her time enticing the males (and some females) of the compound to compete with each other for her favor. The Matron had just decided to send her useless offspring to the sacrificial alter once more, when Drispeera’s father (a handsome wizard of some ability) suggested in a quavering voice that Drispeera be tested for sorcerous talent. At last Drispeera demonstrated some ability in abundance, showing special aptitude in the schools of enchantment and flame.
After completing rudimentary training, Drispeera was called before Matron D’Lith. Her terrifying grandmother continues to be the one person she dares not defy, nor attempt to play any of her whimsical games upon. The Matron informed her that she had consulted the family oracle regarding Drispeera’s fate. While several possibilities stretch out in front of her, there is one strong river of fate showing Drispeera using her enchanting mischief to carve out a large territory, and founding a powerful branch of House D’Lith in the world above. This is the path that the Matron intends for Drispeera to pursue.
Drispeera was given a Hat of Disguise so as to appear to the world above as a normal surface elf. Matron D’Lith also embedded a scrying device in the hat to keep tabs on her erstwhile progeny. She will leave Drispeera to find her own way for a time, but if she should stray too far…
Despite all probabilities, Drispeera isn’t truly evil. The demon-worshipping ways of the drow hold no allure for her. She holds faith only with beauty and merriment. She is currently Chaotic Neutral, but if the party is supportive and loyal to her, she will return those traits, edging her towards Chaotic Good. (If she has the chance to encounter the faith of Shelyn, the Goddess of Beauty will have great pull for her.
The few additional details that the oracle was able to pin down were:
* First, Drispeera must go alone, other drow would only impede her ability to charm the above-world denizens into submission;
* Second, no other drow families were to be informed. Drispeera is House D’Lith’s best chance to gain a foothold in the world above before the other drow families begin to consider the possibility. (So if the party comes across other drow, there is no awareness of each others’ agendas.)
* Third, the unwitting pawns to assist Drispeera in her quest (ie the party) would show up at “X” place and time.
(There were some other disturbing possibilities which the Matron did not deign to share with Drispeera.
One was that if Drispeera stayed in House D’Lith much longer the chaos she wreaked would tear the House apart. It was far better to set her loose in the world above.
Another was that her whimsical nature might keep her from forming a proper branch of the house, and she would simply mate with any suitably attractive races and create part-drow, part-succubus, part-whatever offspring to roam the upper reaches. While not the most desirable outcome, the patient Matron D’Lith sees far-reaching empire-building prospects even in this.
Far more disturbing was the telling of a possible future where friendship and loyalty lure Drispeera into the despicable realm of goodness, in which case Drispeera would break with House D’Lith and build a kingdom based on honorable virtues. However bizarrely improbable this might be, Matron D’Lith intends to keep a watchful eye on her unruly offspring, and intervene if necessary.

Metagame:
For purposes of character generation Drispeera will be Drow Elf. For purposes of Sorcerer bloodline she is Abyssal-Succubus.
Despite all probabilities Drispeera isn’t truly evil. She is a bit self-involved, and loves to be amused, even at other peoples’ expense.
She has no affinity for Lloth whatsoever, perhaps stemming partly from her fascination with beauty. She considers Lloth, and spiders in general to be a bit icky, although she is too clever to ever give voice to such thoughts.
At first she will consider the party to be pets, or service animals. She won’t go into the front of combat for them, but she will protect them if possible, as instruments to aid her future goals. She prefers to charm people into helping her, rather than threaten. Over time she may come to feel real fondness, and eventually friendship for the party, and her alignment may shift toward (chaotic) good.
She has been prepared to appear to the party as a “normal” elf, with her usual golden hair and lavender eyes, but with pale skin, elaborate braids covering her small horns, no vertical slits in her eyes, claws retracted, and tail hidden. She will most likely appear to the party as a damsel in distress, with her Matron having set up and timed a situation where she needs rescuing, just as the party arrives. It’s unusual for a drow female to like to appear helpless, but it’s a strategy that has served Drispeera well in her mischief.
After setting Drispeera loose in the world above Matron D’Lith will settle in to play the long game, and see what happens. However, at higher levels, if Drispeera is shifting toward good, she may take steps to intervene…

Drow:

Common drow have the following racial traits:

•Ability Adjustments: +2 Dexterity, +2 Charisma, –2 Constitution. Drow are nimble and manipulative.
•Senses: darkvision (60 feet.)
•Immunities/Saving Throw Bonuses: Immune: magic sleep effects. Saving Throw Bonuses: +2 racial bonus against enchantment spells.
•Racial Skill Bonuses: +2 racial bonus on Perception checks.
•Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
•Spell-Like Abilities: dancing lights, darkness, and faerie fire each 1/day, using his total character level as his caster level.
•Weaknesses/Vulnerabilities: Light Blindness.
•Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
•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.

Succubus Bloodline:

Class Skill: Diplomacy

Bonus Spells: Hypnotism (3rd), Hideous Laughter (5th), Vampiric Touch (7th), Summon Monster IV (9th), Symbol of Sleep (11th), Symbol of Persuasion (13th), Hold Person, Mass (15th), Irresistible Dance (17th), Time Stop (19th).

Bonus Feats (Chosen at 7th, 13th, and 19th levels): Arcane Strike, Alertness, Deceitful, Heighten Spell, Maximize Spell, Persuasive, Skill Focus: Diplomacy, Spell Focus: Enchantment.

Bloodline Arcana: Whenever you cast a spell of the enchantment subschool, increase either the hit dice or area affected by 50%, and increase the DC by 2.

Bloodline Powers: While some would say you are possessed, you know better. The demonic influence in your blood grows as you gain power.
Claws (Ex): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each plus your Strength modifier. At 5th level these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Wings of the Abyss (Su): At 9th level, you can sprout leathery bat wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in one minute increments.
Eye of Somnus (Sp): At 15th level, you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible. The eye can no longer be moved, but it acts as a symbol of sleep to all who see it. You may use this power once per day.
Solipsism (Ex): At 20th level, you can drift into the dream world, fading from the world around you. You can become incorporeal for 1 minute per sorcerer level. You gain the incorporeal subtype and take only half damage from corporeal magical attacks (you take no damage from non-magical weapons and objects). Your spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments.