Clanartus Viliras

Eryan Duskwalker's page

656 posts. Alias of True Repentance.


Full Name

Eryan Duskwalker

Race

Drow

Classes/Levels

Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Gender

Male

Size

Medium

Age

111 years

Special Abilities

Detect Magic at will. Dancing lights, Deeper Darkness, Faerie Fire, Featherfall and Levitate(2/day). Invisibility(4 minutes/day).

Alignment

Lawful Evil

Deity

Asmodeus

Location

Adrastus Thorn's Lair

Languages

Undercommon, Elven, Infernal, Common, Draconic, Drow Sign Language.

Occupation

Servant of Asmodeus

Strength 8
Dexterity 18
Constitution 15
Intelligence 16
Wisdom 10
Charisma 21

About Eryan Duskwalker

Stat Sheet:

Eryan
Drow Oracle of Wind(Possessed) 3
LE Medium Humanoid(Elf)
Init +6; Senses darkvision 120 ft.; Lightblindness; Perception +2
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Defense
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AC 18, touch 14, flat-footed 14 (+4dex, +4 armour)
hp 34 (4d8+8)
Fort +4, Ref +6, Will +5(+4 vs ecnhantment spells or affects)
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Offense
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Speed 30 ft.
Melee Heavy Mace +1 1d8-1(x2)
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Spellcasting
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Orisons DC 15 Detect Poison, Enhanced Diplomacy, Guidance, Read Magic, Resistance, Spark.
1st level spells DC 16(8/day) Cure Light Wounds, Shield of Faith, Moment of Greatness, Ventriloquism, Murderous Command.
2nd level spells DC 17(4/day) Spider Climb, Cure Moderate Wounds, Communal Protection from Good.
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Statistics
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Str 8, Dex 18, Con 15, Int 16, Wis 10, Cha 21
Base Atk +3; CMB +2; CMD 16
Feats: Drow Nobility, Improved Drow Nobility.
Traits: Attempted Murder, Indomitable Faith, Reactionary, Deception is a Tool.
Skills: 2 Acrobatics +9, 4 Bluff +15, 4 Diplomacy +12, 2 Escape Artist +9, 2 Fly +9, 2 Intimidate +12, 2 History +8, 2 Planes +8, 2 Religion +8, 4 Perception +4, 2 Sense Motive +6, 4 Spellcraft +9, 4 Stealth +11
Languages: Undercommon, Elven, Infernal, Common, Draconic, Drow Sign Language.
Other Gear Noble Clothes, Mithral Chain Shirt, heavy mace, Sir Balin's Cloak of Resistance +1, Headband of Charisma +2, Wand of Infernal Healing(44).
Carrying Capacity Light = <26lbs.
Current Held Weight 20.5lbs.
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Special Abilities
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Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and shortsword. Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance(10) Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Ambitious Schemer(Bluff) Seduction and treachery are tools for advancement in drow society, even for the martially inclined. drow with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks.
Spell-Like Abilities(Su) Detect Magic at will, Dancing lights, Deeper Darkness, Faerie Fire, Featherfall and Levitate twice each per day, using their total character level as caster level.
Ancestral Grudge The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes.
Superior Darkvision Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Oracle's Curse(Ex) Tongues(Infernal): Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Mystery(Wind) An oracle with the wind mystery adds Acrobatics, Escape Artist, Fly, and Stealth to her list of class skills. A possessed oracle must take the Two Minds revelation at 1st level.
Revelation(Two Minds) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.
Revelation(Invisibility) As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.
Attempted Murder You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Indomitable Faith You gain a +1 trait bonus on Will saves.
Reactionary You gain a +2 trait bonus on initiative checks.
Deception is a Tool, Master it Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.
Drow Nobility You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.
Improved Drow Nobility You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness, which you may use twice per day.

The path to possession:
In the northern hills of Tallinguarde, a child was born to an outcast Drow family. According to an ancient evil prophecy an only child of the dark race would be born out of place, symbolising the wrongness of the world and it's need for change. He would be separated from his people for a time before returning ready to fulfil his calling, to set the world back in balance.

Eryan's parents were traitors. Not that they had turned to serve another god, but had simply got caught up in the day to day backstabbing that was normal for their race. They fled for their lives south to the lands of the humans and elves. There they hid. In the wilderness they survived, barely staying in one place before moving on to avoid those sent to hunt them down. Amongst it all they raised Eryan, taught him to fear nothing and hate all.

His Father was raiding a town's storehouse one night and didn't return. Captured and sent off who knows where, Eryan never found out if he was alive rotting in a cell or dead. His mother grew increasingly unstable at the loss, not for any reasons of attachment. They had taken him when he had commited no crime in her books. How dare they do such a thing to her husband. Her anger led her to foolishly try to attack the commander that had captured him. She was likewise captured and beheaded. Eryan was alone and stayed away from all civilisation. For many years he barely ever saw another intelligent soul, except for the occasional ranger, which he did well to stay away from.

It all changed one day when some lost travellers stumbled into his cave to shelter from the storm that night. They were too tired to notice that the cave was already inhabited and from sheer exhaustion they fell asleep, together for warmth. He crept up on them and he began hearing a voice inside his head. Kill them. Take your bloody revenge for your parents whom their kind have killed. Rend their boodies and set fire to their blood. Call me and I will answer you. The power that the voice seemed to convey spurned Eryan to action. Before the old man could utter a cry his neck was snapped like a twig in Eryan's hands. BLOOD. GIVE ME BLOOD! Eryan drew out his dagger and slit the throat of the next man. Younger. His eyes popped open in surprise and a gurgle escaped from his sliced windpipe. Three remained still asleep and he turned upon them all without mercy. Blood soaked the stone under his feet and the voice sighed with pleasure. Good. Arrange them so and cover your face with the blood. When he had done as commanded the stone shook, the blood boiled and an apparition formed from the smoke in the form of a devil's face. "Eryan, you have fulfilled the first part of the prophecy. You will be an instrument of revenge upon this world. Our master Asmodeus will be great once more. You have been chosen. Will you answer?" Eryan wondered just what prophecy he was a part of. At the same time disbelieving that one such as him could fulfil a prophecy. But in the background of his mind he realised how good it felt to take revenge for his parents. He wanted more. "I will answer." The demon took possession of him at that moment and Eryan convulsed on the blood covered stone, surrendering himself.

The next morning he followed where the voice in the wind directed. He was to repay on his parents captors the fate they handed out so often. Sir Balin did not take long to find but the man was well protected. Too well protected. The dark prophecy failed Eryan. Sir Balin was waiting and ready. As Eryan raised his dagger in a last desparate attack, he screamed in Infernal, "For the first!" Then his world went black from a blow to the head. For this attempted murder, Eryan was sent to Branderscar to be beheaded. The prophecy was wrong. Ended. Or was it?