Drow

Elaugvyr Shynklyr's page

25 posts. Alias of DarkOne the Drow.


About Elaugvyr Shynklyr

Elaugvyr Shynklyr

Levels: Sorcerer (Umbral) 1

Race: Drow
Alignment: Lawful Evil

Statistics:
Ability Scores
STR: 6 (-2) = 6(roll)
DEX: 12 (+1) = 10(roll) +2(drow)
CON: 10 (+0) = 12(roll) -2(drow)
INT: 19 (+4) = 19(roll)
WIS: 16 (+3) = 16(roll)
CHA: 25 (+7) = 21(roll) +2(drow) +2(trait)

Size: Medium
Speed: base: 30', actual: 20'
Vision: 120' Darkvision

Deity: -
Association/tribe: House Shynklyr

Languages: Elven(r), Undercommon(r), Drow Sign Language(a), Common(a), Albyssal(a), Draconic(a)

Favoured class: Sorcerer
Heroic path: ??

Skills:
+Acrobatics: 1 = 0(ranks) +1(Dex)
*+Appraise: 4 = 0(ranks) +4(Int)
*+Bluff: 7 = 0(ranks) +7(Cha)
+Climb: -1 = 1(ranks) -2(Str)
*+Craft (Untrained): 4 = 0(ranks) +4(Int) [1sp / day]
+Diplomacy: 7 = 0(ranks) +7(Cha)
Disable Device: --
+Disguise: 7 = 0(ranks) +7(Cha)
+Escape Artist: 1 = 0(ranks) +1(Dex)
*+Fly: 1 = 0(ranks) +1(Dex)
Handle Animal: --
+Heal: 3 = 0(ranks) +3(Wis)
*+Intimidate: 7 = 0(ranks) +7(Cha)
*Knowledge (Arcana): 8 = 1(ranks) +4(Int) +3(class)
Linguistics: --
+Perception: 6 = 0(ranks) +3(Wis) +2(drow) +1(favourite class)
+Perform: 7 = 0(ranks) +7(Cha)
*Profession (Merchant): 7 = 1(ranks) +3(Wis) +3(class) [1/2 check gp/week]
+Ride: 1 = 0(ranks) +1(Dex)
+Sense Motive: 3 = 0(ranks) +3(Wis)
Sleight of Hand: --
*Spellcraft: 8 = 1(ranks) +4(Int) +3(class)
*+Stealth: 5 = 1(ranks) +1(Dex) +3(class)
+Survival: 3 = 0(ranks) +3(Wis)
+Swim: -2 = 0(ranks) -2(Str)
*Use Magic Device: 11 = 1(ranks) +7(Cha) +3(class)
* = class skill
+ = untrained

Skill ranks per level
Sorcerer: 2 + Int

Special qualities and feats:
Racial abilities
  • Ability Scores: +2 Dex, -2 Con, +2 Cha
  • Darkvision: 120'
  • Drow Immunities: immune to magic sleep effects, +2 bonus vs enchantment spells
  • Keen Sense: +2 on Perception
  • Languages: start: Elven, Undercommon; additional (high Int): Albyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, and Goblin
  • Light Blindness: abrupt exposure to bright light, blind for 1 round, consequent rounds dazzled while remaining in affected area.
  • Poison Use: never risk accidentally poisoning themselves. Drow poison: injury; Fort: DC 13; freq: 1/min, duration: 2 min; initial effect: unconsciousness 1 min; secondary effect: unconsciousness 2d4 hours; cure: 1 save
  • Spell-Like Abilities: dancing lights 1/day, darkness 1/day, faerie fire 1/day; all at CL
  • Spell Resistance: SR = 6 + character level
  • Weapon Familiarity: proficient with crossbow, rapier and short sword

Class abilities

  • Armour Profeciency: No armour or shield proficiency
  • Cantrips: re-usable level 0 spells
  • Bloodline: Umbral
  • Bloodline Arcana: in dim or darkness; effective caster level is +1
  • Bloodline Bonus Spells: in addition to table 3-15, not exchangeable; ray of enfeeblement (3rd), darkvision (5th), deeper darkness (7th), shadow conjuration (9th), shadow evocation (11th), shadow walk (13th), power word blind (15th), greater shadow evocation (17th), shades (19th)
  • Bloodline Class Skill: Stealth
  • Bloodline Feats list: Acrobat, Blind-Fight, Dodge, Quick Draw, Silent Spell, Skill Focus (Stealth), Stealthy, Weapon Finesse
  • Bloodline Power (Cloak of Shadows) (Sp): in dim or darkness; target: 1; Stealth checks: +1/2 sorcerer level, min +1; duration: rounds = 1/2 sorcerer level, min 1 round; uses: 3 + Cha per day
  • Eschew Materials: ignore material componets for spell, where material component is less or equal to 1 gp.
  • Spells: DC: 10 + spell level + Cha; do not prepare spells; known spells (see table 3-15); spells per day (see table 3-14) + bonus (see table 1-3)
  • Weapon Proficiency: all simple weapons

Feats

  • Combat Casting: +4 on Concentration while casting on defense
  • Spell Penetration: +2 on caster level checks

Traits

  • Charismatic: +2 Charsima, -2 Wisdom
  • Charismatic (2nd): cancels -2 Wisdom
  • Havoc of the Society: spell damage: +1 force damage
  • Reactionary: +2 on Initiative checks

Defenses:
HP: 6
AC: 11 = 10 +0(armour) +0(shield) +1(Dex)
FF: 10
Touch: 11
Initiative: +1 = +1(Dex)
CMD: 10 = 10 +0(BAB) -2(Str) +1(Dex) +0(size)

Saves
Fort: +0 = 0(base) + 0(Con)
Ref: +1 = 0(base) + 1(Dex)
Will: +5 = 2(base) + 3(Wis) [+2 vs enchantment spells]

Offence:
BAB: +0
CMB: -2 = +0(BAB) -2(Str) +0(size)

Dagger: +0; 1d4-2; 19-20/x2; type: S/P; range: 10'
Crossbow, light: +0; 1d8; 19-20/x2; type: P; range: 80'

Equipment:
Encumbrance
Light: 20 (23)
Medium: 40 (46)
Heavy/Overhead: 60 (70)
Max lift: 120 (140)
Push/Pull: 300 (350)

Weight calculations done in spreadsheet

Body
Outfit: Explorer's Outfit
Back: Backpack, Masterwork; cap: 1 c.ft, 60 lbs

Outfit
1 Pouch (Belt)
1 Mirror (Small/Steel)
1 Dagger (belt)

Backpack
1 Bedroll
1 Waterskin (Filled)
2 Rations (Trail/Per Day)
1 Flute
1 Crossbow, light
20 Bolts, crossbow

Pouch
1 Flint and Steel
0 Coin (Copper Piece)
9 Coin (Silver Piece)
5 Coin (Gold Piece)
1 Coin (Platinum Piece)

Total weight carried: 30.2 lbs
Current load: Medium

Storage (camp, room, wagon, etc)
None

Special items

  • None

Notes

  • None

Group equipment
None

Spells:
Prepared spells

Level 0 DC: 17; unlimited uses per day

Level 1 DC: 18; per day: 5 (3+2)

Known spells

Level 0 spells: 4
Detect Magic
Flare
Open/Close
Penumbra

Level 1 spells: 2
Mage Armour
Magic Missile

Description:
Height: 6' 0"
Weight: 114 lbs
Gender: Female
Eyes: White
Hair: Silver white
Skin: Dark grey
Dominant Hand: Right
Age: 100

Being on the run with her brother, she opted to wear functional dark grey outfit. She usually wears her hooded cloak to help conceal her drowish features. Wearing the brim hat during the day when outdoors. Tucked behind her belt is her dagger and pouch tied to the belt, yet stuffed into a pocket of her leather breeches. When she wears her backpack, her crossbow and bolts are attached to the outside of her backpack. She also wears gloves to help hide her dark skin.

When she is in a safe environment, she would often pull back her hood and remove her gloves, to reveal her incredible natural beauty.

Personality
She is like a typical female drow, being second in command of a drow house. She is ambitious and determined, always looking for opportunities to increase her power and status. She is extremely authoritative, expects her commands to be carried out without question, especially her brother and the other drow that are with her. She does think before speaking out her mind. Does not worry about others being killed, harmed, hurt in order to achieve her goals. She won't kill children, unless they are a direct threat, though she will punishment them none the less. Since her horrid attack, she is very much reclusive when there is a possibility of having to show physical strength. She enjoys playing the flute, and to sing to others. She is loyal to her brother, and will protect him as best as she can.

Background:
In the depths below the surface, on the Sekamina level, in one of the larger caverns is a drow settlement of Blackstrand. Shurdriira Shynklyr became a successful merchant, accumulated enough wealth to create her own merchant house, House Shynklyr, and immediately began plotting to overthrow one of her long time rival houses, House Molvdeln. She chose one of the house guards, a strong warrior named Urlryn, to be her consort instead so she may continue her own lineage. She gave birth to Kalmafein, and was displeased that he was the first born, wanting to have a daughter to be next ruler of House Shynklyr. Twenty nine years passed before she decided to try again for a daughter. This time she was rewarded with the birth of a very beautiful baby girl, who she named Elaugvyr.

As she grew she became more radiant with increasing beauty, and she learnt to use her beauty and improving skill of the tongue to get her way on many occasions. Even though Kal, as she called Kalmafein, had to obey her direct orders, she preferred using her witty charming voice to get him to do little things for her, like stealing some cookies, and the like. She loved her brother very much for he was very much with her, even though he would get into trouble many times for being too much with her. With Kal being so willing to take her beatings and punishment for her, she became very loyal to her brother, at times using her influences to help her brother acquiring what he needed. Her mother was very please with Elaugvyr developing into a strong leader, being physically strong and agile to hand out punishment, yet very charismatic with intelligence and wisdom to back her decisions. For being far more physically and mentally strong than those of her age, Shurdriira believed that her daughter would lead House Shynklyr to become one of the most powerful houses and command a loyal army to the the house.

One day when she was 30 years old, while Kal was away on an errant, the house wizard was to hasty in summoning a more powerful demon. He made a small mistake, enough for the demon to spot and break free from the control of the wizard. After killing the wizard, the demon went on a killing rampage through the buildings of the compound. Eventually the demon came to her bedroom, where it found her cowering with dreadful fear. The demon pounced onto her ripping at her with it's filthy claws, inflicting serious wounds. She thought she was going to die like many others already, when she heard the demon screaming from pain as it attacked her. Before passing out from her injuries, she saw Kal standing above the fallen demon.

When she opened her eyes a few days later, she saw her brother sitting on a chair beside her bed. She tried to lift her arm to touch him, yet found she could hardly move her arm. The rotting fleshing on the demon's claws was covered with plenty diseases. The house priest did managed to heal many of her wounds, yet struggled to cure the diseases. Shurdriira ordered Kal to fetch a priest who specialized in diseases. By the time he returned and the priest could remove all the remaining diseases, her body was severely damaged resulting in being physically weaker and less agile. She was unable to wear her armour she proudly wore. Shurdrirra realizing that if the rival houses discovered that Elaugvyr had become very weak, they would take opportunities to eliminate her and her daughter, she commanded Kalmafein to remain at her side at all times. When she had to wear her armour, he had to ensure she did not falter, else suffer the consequences of failure to protect the image of the house.

Even though she was healed and cured of diseases, there was something physically different about her other than her major weakness and average agility. Something was left behind and flowed in her blood, and one day the hidden power began to manifest around her body when she was sitting in a dim lit corner of a room, giving Kal a huge fright when he looked back briefly at her to discover she was missing, only to see that she was blending slightly into the background. After that day she tried to hide from sight, succeeding and failing at times. A few days later Kal and herself realized that her strange ability only worked in areas of darkness or dim light. As the months went by practising her hiding with shadows her skill increased and more strange abilities began to also manifest.

She was busy practising her skills at moving stealthily when Kal was summoned to appear immediately before Shurdriira. Being curious, she later she made her way to the room where Kal and mother was. She walked into the room only seeing an executioner preparing to thrust a blade though Kal. She screamed at the execution to back off or die himself, and place herself between Kal and the executioner. She begged Shurdrirra not to kill Kal, not knowing why he was to be executed. When mother gave in to her request, she left the room holding Kal's arm locked with hers, telling the guards to get out of her way.

She took Kal to his room, so he could collect his belongings. Seeing his armour of Asmodeus, she decided not discuss the issue until much later, as they guards were instructed to escort him immediately out of the House. After most of the House have gone to sleep for the day, she sneaked out of the compound to him at the prearranged location, being one of their secret favourite places. After speaking with him for a while about he worshipping Asmodeus, she realized their mother would never allow Kal back to the House. Elaugvyr decided that she would run away with her brother Kal. She returned home to collect some adventuring gear in the House stores, and also left a letter for Shurdriira, informing her that she would be on a secret quest to find a way to reverse the effects of the diseases.

It has been 20 years since they left Blackstrand. Now they were employed in the mercenary company Blackdogs in Absalom.

Adventure history:
Experience: 0 / 2000
  • 0 xp: Adventure starts at Blackdogs in Absalom

Notes:
  • Future feats: Uncanny Concentration, Greater Spell Penetration, Expanded Arcana, plus meta magic feats.