Full Name |
Eskr Ruel Pentia |
Race |
Ghoul |
Classes/Levels |
Spiritualist (Fractured Soul) 7/Witch (Seducer) 1 |
Gender |
Male |
Size |
Medium |
Age |
40 |
Alignment |
Neutral |
Strength |
7 |
Dexterity |
18 |
Intelligence |
14 |
Wisdom |
7 |
Charisma |
26 |
About Eskr Ruel Pentia
HP:92
AC: 24
Fort +13, Ref +6, Will +5
Skills
Intimidate +19, Bluff +19, Diplomacy +16, Heal +9, Use Magic Device +19, Knowledge (Nature) +14, Handle Animal +19, Craft (Alchemy) +12
Traits
Unnatural Presence, Nightrunner Apprentice, Reactionary
Drawback
Bitter
Languages: Necril, Undercommon, Aklo, Sakvroth
Feats: Nature Soul, Extra Hex (Evil Eye), Animal Ally, Boon Companion
Hexes: Charm, Evil Eye
Spell-Like Abilities: Bane 1/day, Mad Hallucination 1/day
Spells known
Psychic
0th: Grave Words, Mage Hand, Telekinetic Projectile, Detect Psychic Significance, Read Magic, Open/Close
1st: Inflict Light Wounds, Touch of Gracelessness, Telempathic Projection
2nd: Ghoul Touch, Inflict Pain, Touch of Idiocy, Locate Object
3rd: Bestow Curse, Slow
Arcane
0th: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st: Delusional Pride, Ray of Enfeeblement, Shadow Trap, Unseen Servant, Mudball
Spell Slots:
Spiritualist
0: -
1: 6
2: 5
3: 3
Witch:
0: 3
1: 2
Magic Items
Cackling Hag's Blouse
2 Wands of Inflict Light Wounds
2 Wands of Cure Light Wounds
Sleeves of Many Garments
Bag of Holding Type 1
Ring of Feather Fall
Heavyload Belt
Bio
Formerly a chirurgeon and alchemist for House Parastric, until he failed to cure a scion of the house of blackeye fever. The boy didn't die, but one of his eyes did turn black - an unacceptable outcome for the perfection-obsessed drow. It's okay to have any other beings horribly warped and mutated for our profit (and amusement), but not us! Thus, Eskr found himself with his throat cut, and subsequently awakening in the middle of a pile of corpses who were also reviving. Unlike them, he brought something back from the other side - Nnrx, a mass of faintly glowing gray-green tendrils that, to be frank, hurts a little to look at when it's not ensconced in Eskr's mind. Unfortunately for Eskr, it had to discard a few "non-essentials" in order to make space for itself - namely, a sizeable chunk of his medical skills and knowledge. They're not gone, however, as Nnrx was quick to point out - merely deposited in the closest convenient receptacle, which, in this case, was the mind of a nearby leopard corpse in the process of reviving.
For all this, Eskr and Nnrx are driven by quite simple motivations - they're hungry and curious, respectively. After a few failed attempts to take up his old profession (and a few accidental deaths as a result) Eskr took to working however he could, discovering a talent for persuasion and intimidation, as well as a host of new abilities that made him well-suited for subduing or disposing of things people wanted gone. He came to the attention of the Nightrunners when he happened across one of their couriers under attack and used his abilities to frighten most of the attackers away while weakening the few that remained enough to be dispatched. While neither the courier nor the message were particularly important to the Nightrunners, they did recognize the potential in someone who can potentially stop fights before they begin, through either mundane or supernatural means. After all, every battle avoided is resources the Nightrunners don't have to risk.
Eskr generally maintains a distant and polite demeanor, with an amusing touch of arrogance regarding the medical skills he doesn't really have anymore - not that he accepts that fact. He does display disturbing amounts of enthusiasm when offered the chance to perform any of his rather bizarre medical experiments, and will also lose his cool a little when hungry. He resents the otherworldly being that split his mind apart, but has resigned himself to being bound to it for the foreseeable future, and will, grudgingly, admit that his prospects now are better than they would have been otherwise. While he'll generally avoid representatives of House Parastric out of sheer pragmatism - nobles in general are ill pleased when their will is flouted, and at least one noble wanted him very dead - Eskr has no qualms about working for the Nightrunners, or drow in general. He wants his mind put back together again, and given that Nnrx has no intention of leaving, that will require power, influence, and/or money in large amounts - all things available to those who rise within the organization. During his free time, he can usually be found researching the nature of the mind, the realities outside his own, and the latest medical and surgical advances.
Physically, Eskr is very unimpressive, standing 5'9 with a build that could best be described as "emaciated." His flesh still maintains the pallor and chill of the grave, and his eyes harbor a pinpoint of gray-green light when he houses Nnrx in his mind. His close-cropped hair is touched with gray at the temples. His face is thin, with a long, sharply pointed chin, narrow brown eyes, and a Roman nose just a shade too big for the rest of his face.
Nnrx (Fear Phantom)
Size: Small
HP: 46
AC: 22
Str 12,Dex 16, Con 13, Int 7, Wis 10, Cha 17(+2)
Fort +3, Ref +8, Will +5
2 slams +10, 1d4+1, Horrifying Strike
Special Attacks
Horrifying Strike (DC 19)
Increase Fear (DC 19)
Skills
Stealth +16, Intimidate +13, Perception +9, Sense Motive +7
Feats: Stealthy, Weapon Finesse, Ability Focus (Horrifying Strike), Ability Focus (Increase Fear)
Bio
Nnrx comes across as something of an otherworldly tourist - endlessly curious about the world and everything in it, and not at all averse to urging his host into dangerous situations because they "seem interesting". When manifested in ectoplasmic form, it's a mass of writhing gray-green tentacles that emits a faint light and seems to move in ways that geometry and physics don't agree with.
Asclepius (Deathtouched Leopard)
Size: Medium
HP: 68
AC: 24
Str 18, Dex 21, Con 15, Int 3, Wis 12, Cha 6
Fort +7, Ref +9, Will +2
Languages Understood: Undercommon
Skills
Heal +8,Stealth +8, Linguistics -3
Bite +10, 1d6+4,trip
2 claws +10, 1d3+4
Special Abilities
Sprint
Feats: Agile Maneuvers, Armor Proficiency (Light), Dodge
Bio
Formerly a caged pet belonging to a wealthy merchant, Asclepius pined away and died, ending up on the same pile of corpses as Eskr, and having his "irrelevant" knowledge shoved into his head, making him substantially more intelligent, and also a little un-catlike. He has just enough intelligence and knowledge to want to heal people, but is, at best, poorly equipped to do so. It's both amusing and tragic to see a leopard sincerely trying its best to perform first aid.
Asclepius's colors faded a bit upon death and revival, leaving him with a coat of mottled blacks and grays. His eyes occasionally display a pinpoint of gray-green phosphorescence similar to that which burns in Eskr's eyes when housing Nnrx in his mind.