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About Ilcythia Vyrakin---===Statistics===---:
Female Drow Cavalier 1/Bard (Arcane Duelist) 1/Gestalt 1
N Medium Humanoid (Human) Init +4; Senses Perception +6 -------------------------------=DEFENSE=------------------------------- AC: 21, Touch: 12, Flat-Footed: 19 (+7 armor, +2 dex, +2 shield,+0 NA,+0 Magic) HP: 11 {+1d10,+0Con,+1FCB} Fort: +2, {+2Base,+0Con} Reflex: +4, {+2Base,+2Dex} Will: +4,{+2Base,+2Wis} CMD 1 {+1 Base + Str + Dex + size + misc} -------------------------------=OFFENSE=------------------------------- Speed: 30 ft. CMB: +5; {+1 Base +4Str + size + misc} Base Atk: +1; Melee:+5{+1Base,+4Str} Ranged:+1{+1Base,+2Dex} --Melee:+5 --Ranged:+3 -------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=----------------------
----------------=Drawbacks=-----------------
----------------=Race Traits=------------------- --------------=Feats=-----------------
---------------=Skills=- (0 points; 0 class, 0 INT)---------------
ACP -0 *ACP applies to these skills
-=Languages=- Elvish, Undercommon, Drow Sign Language ---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. Order of the Cockatrice Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses. Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Ambitious Schemer: 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. This racial trait replaces keen sight. Darkvision: Drow can see in the dark up to 120 feet. Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels. Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level. 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.
---===Spells===---:
-------------------------------=Spells=------------------------------- -----------------------------=0th (at will)=-------------------------------- Mending Message Presdigitation Sift ------------------------------=1st (0/day)=------------------------------
---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Steel Lamellar Armored Kilt Lance Scimitar Club Heavy Steel Shield Leather Lamellar Barding Exotic Military Saddle Saddlebags Bit & Bridal Noble's Outfit Signet Ring Earrings x4 Furs Necklace Caul (Jewelry cost together 100GP) Backpack Bedroll Belt Pouch Mess Kit Flint & Steel Trail Rations x14 Feed x14 Waterskin Shaving Kit Grooming Kit Perfume Ink Inkpen Parchment x5 Sealing Wax -=Carrying Capacity=-
-=Money=- 6 GP 4 SP 0 CP
---===Background===---:
Ilcythia Vyrakin was born in the great city of Zirnakaynin to a noble house barely worth noticing. Her upbringing was one of decadence however, her mother Lineera sparing no expense of the house's meager wealth to lavish her daughter with only the best. The best food and drink, beds with the softest pillows and silken sheets, the best trainers in any activity she sought to master. The young drow grew up with classic pride and selfishness, but one born of naiviety as opposed to the darkness typical of the Drow. This began to change, slowly, subtly, when Ilcythia grew. In her twentieth year, she began to grow bold, having been too thoroughly protected from the threats of the Underdark, and began sneaking about in the nights, seeking adventure in the streets. She proved a rather poor sneak in this as it took hardly any time for entire household to become quietly aware of these excursions, yet her mother allowed them, so long as the girl was kept under close watch, exposure to the dangers outside would be valuable experience. Ilcythia began to befriend a young girl by the name of Ilyria in her nighttime outings, Ilcythia's home being just on the outskirts of one of the poorer districts of the city. Just as Ilcythia's mother found the excursions a valuable learning experience, Ilyria's parents encouraged the friendship as a potential way to begin dragging their family out of the squalor. This friendship continued for many years, until finally sure enough of the strength of their bond, Ilyria broached the topic of her family, and requested that Ilcythia speak to her mother about employing her mother and father. Ilcythia agreed, confident in her ability to persuade her mother of her every whim. The two children found themselves woefully inadequate in their knowledge of politics. Lineera flew into a rage as her daughter brought this proposal to her. "Pathetic!" she had spat. "You were supposed to be manipulating her! Instead she manipulated you! You disgrace our family not only by associating with common trash but by letting them take advantage of you!" The beating Ilcythia recieved was long, so long she couldn't even begin to imagine exactly how long it was. But it takes a lot of patience to so thoroughly punish a drow when you don't want to leave scars on their thusfar unmarred body. Ilcythia's punishment ended as the healers removed the last of her wounds and Ilyria's body was dragged into the room, and unceremoniously dropped on the floor. She was left there for a day, to contemplate the body before her, decomposed far beyond what she would have expected, had it been weeks? The day after, her mother burst into the room, tears in her eyes as she demanded the chains be loosed. Lineera hugged her daughter, whispering apologies and guilt. But the veil had been lifted, and Ilcythia couldn't forget what she had seen. The daughter of the House Vyrakin's pampered life continued as though unabated, but she was no longer allowed to roam the city at night. Yet every expense, every acclaimed tutor, every fine toy, every thing that Ilcythia could ever wish for was now laden with a suddenly clear burden. She was not the cherished daughter of a kind father and a doting mother, she was a living investment cared for in the same way as a prized steed would be. Ilcythia lived with this burden as with praise and adolation she began to learn the magicks that defined the nobility of the Drow. She began to be tutored by her father, to help her learn the more advanced magical talents of her people. Relonar proved to be a gentle teacher, patient and slow to frustration when Ilcythia encountered stumbling blocks in her learning, and quick to give a little praise when she began to understand the concepts required. Ilcythia would repeatedly, and bitterly remind herself that this fatherly affection was but a ruse, yet could not help but hope that at least in part, there was something, just a little truth in the lies. The full lifetime of a generation of humans came and went, and Ilcythia, now a woman, began to seek her own prospects and glory. Lineera was pleased with her daughter's growth, and chose to let her begin carving her own path, interested in seeing the direction she would choose. Having been trained in arts martial, political, arcane, and a true prodigy at the magic of the Drow, chose a source of power where she could be largely uncontested, on the battlefield. While many would argue the place beneath her, the noble drow chose this path for precisely that reason. With few other women to contest her authority, she was quickly able to secure power around herself and claim a position of moderate command. Lineera, amused by her daughter's perculiar choice supported this brazen direction by gifting her with a steed, a dire-bat well trained and thoroughly the swiftest and most agile of its brood. Astride the beast, Ilcythia led several forays into the Underdark, picking apart small bands of bandits and monsters that had been harrying trade. And yet again made an atypical choice much to the amusement of her mother. While rallying her troops in the traditional way with exaltation and dictating the course of battle from her vantage point in the air, she began issuing bounties. The apparent leader of the bandits, a reward to the man who brought her his head, a reward to the one who's bow was accurate enough to fell the fleeing beasts, the gift of gold to the one who rescued a fallen comrade's life... and the rewards were true, and paid without complaint or hesitation, instead with praise and congratulations. Soon, when the soldiers beneath her command began to trust that there was no treachery hiding beneath the promises, she began competing for the rewards herself, stealing these victories from her subordinates on occasion. Those under her command began to change; greed made them aggressive in seeking their next prize, fear of death made them temper their aggression and work together, and the competition against a warrior much better equiped, astride a steed much faster than they drove them to seek new strategies and advantages to claim their prizes. Greed fueled heroism, fear bred cohesion, competition and difficulty inspired invention, and all of these created loyalty. The platoon under her command soon became known as one of the most effective in the army, a fact that House Vyrakin was happy to spread as far and wide as they could. But Ilcythia was hardly done with her plans. Now that she led a host loyal to her, and invested in her ambition, she began moving within the city. The assignments outside the city took little enough time to complete, and the remaining time left plenty to begin carving out her own powerbase. Once more, focusing her efforts on the areas no one else found useful, Ilcythia ordered her troops to claim some of the most squalid and destitute areas of Zirnakaynin that none of the noble houses had anything but a passing interest in, and began to take control from the petty thieves that dwelled there. Capturing the areas most obvious criminals, and driving the rest into hiding, Ilcythia coldly taking tally of talents of her unwilling subjects. The criminal elements were given back their lives under the agreement that they would take their crime outside of the area now controlled by Ilcythia, and give a small portion of the profits to her. The rest were placed under the command of the most talented in their crafts as apprentices or slaves, and taxed this as well. Finally, she began to improve the infrastructure barring the windows, strengthening the locks and the doors, making her populace safe, if imprisioned. Just as this powerbase had begun to solidify into a true industrial base that few dared to harry, Lineera Vyrakin was found dead, several blocks from her home. Her slave, bodyguard, and herself all burned to near unrecognizable status, only identified by the few belongings not touched by scavengers. Suddenly her powerbase was stronger than ever, controling the "legimate" finances of House Vyrakin, but Ilcythia's enemies had now suddenly caught her in a position overstretched and vulnerable. Soon rival houses began making forays against the house, scavengers began picking away where they could. Initially, Ilcythia began to waver, but then Relonar stepped in, and began giving advice to Ilcythia. This had apparently always been ongoing, but Ilcythia had been shielded from the brunt of it by her mother. Relonar began advising his daughter in how to navigate these rough waters, and slowly, surely, she began a campaign of retribution and prevention that pushed back the sallied rivals. But one was not deterred, and was if anything, inspired by the active resistance. An order came down the chain from the high command of the military, Ilcythia and her men were to be deployed immediately to deter a large group of elves assaulting the Underdark in retaliation for recent slaving raids. Cautious of the command, but unable to resist, Ilcythia mustered her forces, leaving her holdings in charge of her father and a few brute squads of thugs she had empowered. She and the firmest supporters of her power marched to meet a foe of the drow. This foe, was of course, a ruse, and she and her men were lead into an ambush. Met with overwhelming numbers in an unadvantageous position, the skill and prowess of her troops were no match to the forces arrayed against them and were destroyed. Ilcythia barely escaped, the agility of her steed being just enough to outrun her opposition, she fled back to the city of Zirnakaynin and quickly began making plans. Her strength depleted, and with an apparently much more powerful foe taking notice of her, she had to run, and run quickly. Calling in favors and a large amount of bribes, Ilcythia gained an official transfer to Vothys with no questions about her "failure to deal with the elves." As she left, she looked forward to the new prospect. Set back, defeated, but now she was given an even greater opportunity to build a powerbase away from rivals, only one disgraced baronness to contend with. This time would go better, it would have to. The Ten-Minute Background Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1) She is a child of a lesser noble house, her mother died under suspicious circumstances recently, her father having lost nearly all political power, threw himself entirely into backing his daughter's politcal career. 2) Despite her traditional drowish selfishness, she has become known to some degree as a champion of the little person. Her propensity to reward good service generously and without strings attached has made those with little chance of gaining politcal power personally vested in her advancement. 3) She has taken up the mission to Vothys voluntarily, chosing the lands barren of well established power as a prime opportunity to grow her own strength. 4) Although she has seized control of her house, she still keeps a good rapport with her father due to his greater wealth of experience. 5) Loves to consume art and culture, but despises the concept of creating it; she views the creators and performers of any form of entertainment as being little better than a common whore, someone who's merely around for another's entertainment. 6) As friendly as her general demeanor is, her reaction to any betrayal, act of shameful cowardice, or otherwise abject and total failure is met with a retribution that far exceeds any previous kindness she may have been attributed. 7) All of this is fueled by a desire to outclass and out-compete her mother and her own doctrines of gaining power. Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1) Wants to build a powerbase enviable enough to draw those from all around under her banner, and use this as a weapon against the political stronghold of Zirnakaynin. 2) It'd be pretty fun to work Ilcythia into being a leader figure who could lead by a fair and just hand, while still being a sinister rogue who's kindness is merely a tool to get others to fall in line. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! 1) Ilcythia's foray into the lands of Azathyr is indeed self motivated, but only in part by a forward reaching powergrab. Part of her transition is simply fear of would be assassins who had begun harrying her relentlessly. Her transfer is as much a retreat as a advancement into a new field. 2) Ilcythia's mother is in fact still alive, and is simply enjoying quietly watching over her family's politics, taking a low risk solution to gaining power for herself, by letting others do her dirty work and seeing what benefits reap themselves. Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1) Ilcythia's father, Relonar is a cunning man, and the most trusted advisor to Ilcythia's mother, and now Ilcythia herself. Ambitious enough aggressively climb the social ladder, but smart enough to try to ride coattails to do it. He tries to steer Ilcythia safely through the political world of the Drow, as he realizes he has little left to hope for otherwise. Despite being male, is one of the most talented masters of Drowish magic, giving him some small measure of respect 2) Ilcythia's mother, Lineera has taken a backseat in her house. Establishing her daughter through study, training, and as many political allies as she could arrange, Lineera then faked her death to see if her child would take all the ambitious risks to climb the ladder. If Ilcythia ever begins to truly succeed, she can count on her mother's return and attempt to claim back the power. 3) Zoveinia Misraria, matron of the House Misraria, has taken up using her house's proclivity for assassination to strike down any upstarts that begin to look like they've the potential to upset the political balance. Has chosen Ilcythia as one such upstart. Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1) Ilcythia recalls her growing up under the absolute pampering of her mother. It was like a dream, until Ilcythia stepped out of line by befriending a local common child. This was the first time she tasted the lash, before her mother put her loving mask back on. 2) When Ilcythia found her mother's body, she was filled with a sense of foreboding. Something just didn't seem right, for a cunning woman like her to be so foolish as to be ambushed in a literal dark alleyway. 3) Ilcythia remembers a flicker of something strange, as her father helped her hurriedly pack her bags in preparation of Azathyr. As he threw the saddlebags across the back of her riding bat, telling her every piece of advice prudent that he could think of, it all came down to one point, "be careful." Ilcythia found her throat constricting as she watched him tightening the belts on the saddle, his sentiment, likely self interested, stirred something regardless.
---===Appearance and Personality===---:
Example Ilcythia has been well blessed in her appearance, her face a sculpted masterpiece of feminity. Her red eyes beg you closer as her inviting lips dance through wordplay. beneath her chin she is however, anything but a delicate flower. A lifetime of weapons training, armor wearing and wrestling with a beast twice her size through the reins has left its mark upon her through a powerful, muscular build. While the typical lithe frame of the elves is still present upon her, wiry muscles are apparent from the neck down. Her hands are covered in callouses from the constant working of weaponry, though her feet are counter hardly calloused at all, being used to riding or walking only on soft carpets. She is typically clothed in nothing but the finery, her ears are pierced multiple times on each side, now hanging with plain golden hoops as opposed to the more decadent jewelry she used to wear, over her clothes or armor she wears soft furs. Eyes: Red
Ilcythia has had a great deal of conditioning in her personality. Once a child with little understanding of the way of things, now an adult with a penchant for bribery. In a group, she is powerful, commanding, generous, and unforgiving. In privite, she is sarcastic, glib, and teasing. Her face constantly adorned with a cocked eyebrow and her lips throwing friendly barbs. All of this isn't to say that she's not working out a plan to place you firmly under her thumb, but she'll try to do it with a smile and compensation long before she eventually resorts to the truncheon.
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