Denrelwe Azrinae

Ilvaria Syzrendross's page

350 posts. Organized Play character for noral.


Race

| HP 26/26 | ‘Meshgi’ Skunk Familiar HP 6/6 | AC14 T13 FF 11 | CMD 13 | F: +4, R: +4, W: +5/+6 vs. Illusions/+8 vs. comp./+10 vs. charm/Immune to Sleep | Init: +3| Perc: +1, SM: +1, Dipl: +13, Bluff: +13

Classes/Levels

| Spells: 1st 8/8, 2nd 4/4 | Reroll 1/1 | ‘Meshgi’ Musk 2/2 | Darkvision 120ft | Spell Resistance 10 | Active conditions: None

Gender

Female N Drow | Sorcerer 4 (Tattooed Sorcerer, Shadow bloodline)

About Ilvaria Syzrendross

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Sorcerer 4 (Tattooed Sorcerer archetype, Shadow bloodline)

Follower of Sivanah

Female TN Drow
• TYPE: Humanoid (Elf)
• SIZE: Medium
• SENSES: DARKVISION 120ft., 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.

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-- STATS --
Str: 7, Dex: 16, Con: 12, Int: 12, Wis: 12, Cha: 19*

* Lvl 4 increase

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-- COMBAT --
• Ranged to hit: +5 (BAB +2, Dex +3)
• Melee to hit: +1 (BAB +2, Str -2)
• Light Crossbow +5 (1d8, 19-20/x2)

• Initiative +3: Dex +3

• AC 14, FF 11, Touch 13 (+1 Armor, Dex +3 )
• CMD 13 (BAB +2, Dex +3, Str -2)
• Armor Check Penalty +0
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-- SAVES --
• Fortitude: +4 (Con +1, Sorcerer +1, Familiar +2)
• Reflex: +4 (Dex +3, Sorcerer +1)
• Will: +5 / +6 vs. Illusions / +8 vs. compulsion / +10 vs. charm / Immune to sleep (Wis +1, Sorcerer +4) Conditional modifiers: Iadaran Illusionist: +1 trait bonus on Will saves to disbelieve illusions. // Irrepressible trait: Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. // Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

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-- SKILLS --
• Bluff +13 (Rank 4, Class +3, Cha +4, +2 racial*) *Ambitious Schemer racial trait
• Diplomacy +13 (Rank 4, Class* +3, Cha +4, +2 racial*) *Ambitious Schemer racial trait
• Intimidate +8 / +10 in dim light (Rank 1, Class +3, Cha +4, Conditional: in dim light or darker conditions +2 racial*) *Voice in the Darkness
• Kn Arcana +5 (Rank 1, Class +3, Int +1)
• Kn Planes +5 (Rank 1, Class +3, Int +1)
• Spellcraft +5 (Rank 1, Class +3, Int +1)
• Stealth +7 / +9 in dim light (Rank 1, Class* +3, Dex +3, Conditional: in dim light or darker conditions +2 racial**) *Shadow Bloodline; **Voice in the Darkness
• Use Magic Device +10 (Rank 3, Class +3, Cha +4)

Lvl 1 to 4: each 4 skill points: 2 Sorcerer + 1 Int + 1 Favored Class

TOTAL: 16 skill points

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-- LANGUAGES --

Racial: Undercommon, Elven
Intelligence: Common

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-- TEMPORARY GEAR --

-- GEAR --
Haramaki armor
Backpack, Masterwork, 4 lbs.
Earplugs, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Dagger
2 x Acid, 2 lbs.
2 x Scroll of Infernal Healing
Light Crossbow, 40 bolts
Smoked Goggles

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–– GOLD ––
TOTAL OVERVIEW:
* Currently: gp

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–– HIT POINTS ––
Lvl 1: 10 Hit Points = 6 Sorcerer + 1 Con + 3 Toughness
Lvl 2 and 3: 5 Hit Points = 4 Sorcerer + 1 Con
Lvl 4: 6 Hit Points = 4 Sorcerer + 1 Con + 1 Toughness

TOTAL: 26 Hit Points

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–– SORCERER SPELLS KNOWN––
• 0 level (6): Acid Splash, Daze, Detect magic, read magic, message, grasp
• 1st level (3): Color Spray, Sleep, Liberating command
• 2nd level (1): Glitterdust

–– SPELLS PER DAY ––
• 1st level: 8 = 6 + 2*
• 2nd level: 4 = 3 + 1*

* Cha 20 for spells as attribute is 18 and Drow Shadow Sorcery racial trait treats her Charisma score as 2 points higher for all sorcerer class abilities.

–– SPELL LIKE ABILITIES PER DAY ––
Ghost Sound (0th): x 4 (Varisian Tattoo x 3, Drow alternate racial trait ‘Shade Magic’)
Cloak of shade (1st): x 1 (Drow alternate racial trait ‘Shade Magic’)
Dust of Twilight (2nd): x 1 (Drow alternate racial trait ‘Shade Magic’)

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-- FEATS --
• Level 1 (Free): VARISIAN TATTOO (Illusion): Prerequisites: Spell Focus. Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows: Illusion (vangloris): ghost sound
• Level 1: SPELL FOCUS (Illusion): Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
• Level 3: Toughness
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-- TRAITS --
• IADARAN ILLUSIONIST (Regional, Elf): You have lived in Iadara for so long that you are very familiar with illusions. You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions.
• IRREPRESSIBLE (Faith): Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Sorcerer (TATTOOED archetype, SHADOW bloodline) 1 *
SORCERER CLASS DETAILS
TATTOOED SORCERER ARCHETYPE DETAILS
SHADOW BLOODLINE DETAILS

Blood Intensity: Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as—and does not stack with—the Intensified SpellUM feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. This ability replaces the sorcerer’s 3rd-level bloodline power or the bloodrager’s 8th-level bloodline power.

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— DROW RACIAL TRAITS --
• +2 Dexterity, +2 Charisma, –2 Constitution
• TYPE: Humanoid (Elf): Drow are humanoids with the elf subtype.
• SIZE: Medium
• SPEED: 30 ft

• LANGUAGES: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Common, Draconic, Gnome, Goblin, and Sakvroth.
• SPELL RESISTANCE: A drow possesses an amount of spell resistance equal to 6 + her character level.
• DARKVISION 120: 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.
• 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.
• SHADOW SCHEMER: Drow with this trait have a supernatural affinity for shadow. A drow sorcerer with the shadowAPG bloodline treats her Charisma score as 2 points higher for all sorcerer class abilities and for spells with the shadowUM descriptor she casts. This racial trait replaces poison use.
• SHADE MAGIC: Drow with this trait can cast cloak of shadeAPG, dust of twilightAPG, and ghost sound as spell-like abilities each once per day. This racial trait replaces a drow’s normal spell-like abilities.
• VOICE IN THE DARKNESS: Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity.
• 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.

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–– FAMILIAR ––
'Meshgi', the Skunk Familiar (Figment Archetype), N Tiny animal;
Init +2; Senses low-light vision, scent; Perception +5

Figment Archetype: Figments are born from their masters’ imaginations rather than being ordinary creatures that are awakened.

- Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.This replaces improved evasion.

- Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
- Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

--Further Familiar Stats --:

- Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
* Figment 1 point Eidolon evolution point: Resistance acid 5

- Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

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Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, Familiar natural armor +1)
hp ¼ of Master HP (only ¼ due to Figment Archetype)
Fort +1: (base +2, Con -1)
Ref +4: (base +2, Dex +2)
Will +4: : (Master base +3, Wis +1)

Offense
Speed 30 ft.
Melee bite +5 (1d3–4), 2 claws +5 (1d2–4)
Ranged spray +4 touch (musk)
Space 2-1/2 ft., Reach 2-1/2 ft.
Special Attacks musk

Statistics
Str 3, Dex 15, Con 9, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Extra Item Slot
Skills Perception +5

Ecology
Environment temperate forests
Organization solitary, pair, or surfeit (3–5)
Treasure none

Special Abilities
Musk (Ex) Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

Description
These small mammals are well known to humanoids and forest creatures alike, with their distinctive black-and-white-striped markings and infamous scent glands. Creatures like big cats or wolves that normally would make a meal of such a small creature give skunks plenty of space, for they have learned well that the combination of black and white on a skunk’s back equates to a hideously overpowering stench.

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Ilvaria's background:

Ilvaria of House Syzrendross is the youngest daughter to the matron mother of a minor Drow house in the city of Zirnakaynin. All Drow live in the darkness but the dark secret of House Syzrendross was dangerous - unlike many other Drow houses the Syzrendross did not worship demons but in ages past forged a pact with Hell and worshiped Geryon, the archdevil known as the Source of Lies. House Syzrendross kept this fact carefully hidden for generations as they silently built their power.
But House Syzrendross’s secret was only able to remain undetected for such a long time because of a deal that the archdevil Geryon had made with Sivanah, the patron goddess of illusion magic, tricksters, and those who keep secrets. Sivanah’s minions aided House Syzrendross with a ritual to continue their infernal machinations against the demonic Drow for reasons beyond anybody’s understanding.

As usual for traditionally class-oriented and matriarchal Drow society, the daughters of the house were raised to learn the art of spell-casting. Ilvaria showed early signs of talent in illusion and shadow sorcery and was thus designated by her mother to learn the rituals that the goddess Sivanah demanded them to perform to uphold the deal between Geryon and Sivanah. Ilvaria’s fondness of the arcane rituals of Sivanah grew with each year - with that her belief in her mother’s allegiance to Hell was more and more diminished.

Ilvaria realized that unlike her other sisters she did rarely find joy in the lies and evil scheming to assume positions of leadership and authority in Zirnakaynin. To her Drow culture of seething intrigue and politics was barely acceptable and the knowledge that her family was rising in power through a combination of assassination and treachery left doubts and fear in her heart.

When Ilvaria was almost a hundred years old her family realized that their House faced great danger. Through unknown means the blasphemous machinations of House Syzrendross were revealed to their demonic rivals which led to several Drow houses to move against them. But House Syzrendross was partially prepared and started a counter-attack with the help of devils from Stygia. Nonetheless, the majority of Ilvaria’s family died that day and she was only able to flee Zirnakaynin with three of her sisters with the goal to move to the surface and reunite with followers of Geryon.

But fate was not on the sisters' side because the Elven organization known as the Lantern Bearers learned of an imminent appearance of Drow on the surface and surprised and attacked Ilvaria and her sisters. Ilvaria later learned that the Lantern Bearers direct many of their missions into the Darklands, particularly in fighting against the machinations of the Drow. When the elves searched the bodies of the bleeding and dying sisters after the attack, they found a holy symbol of Sivanah on lvaria that she carried as part of House Syzrendross’ rituals to remain undetected. It was pure luck - or maybe the goddess Sivanah’s plan all along - that one of the Elven Lantern Bearers, Ularon Elisur, was a follower of the goddess of illusion magic and saw his goddess’ holy symbol as a sign to protect the Drow. Ilvaria was the only sister that survived.

The Lantern Bearers learnt quite fast that Ilvaria was only an inexperienced girl but the secrets that she was willing to part with about the Drow city Zirnakaynin and her family as well as Ularon Elisur, the elf that found her, kept her alive. Only a couple of years back no one would have allowed a Drow to survive but the Elven Winter Council’s hard regime was ending and the Lantern Bearers had started to focus on openness and redemption of the Drow race. While the elves still held a majority in the organization and its base of operations remained in Kyonin, also outsiders who sought to further the group’s goals were sometimes allowed to join the ranks of the Lantern Bearers. Because of this development Ularon was allowed to take Ilvaria with him to Iadara in Kyonin and although she was mostly isolated, Ilvaria was able to find some peace and a bond to her goddess Sivanah that she did not know before. Living as a Drow in Kyonin was still not easy and hatred towards her was a feeling that Ilvaria had to learn to accept. Thus, Ilvaria lived mostly in seclusion and under Ularon’s tutelage she advanced her understanding of illusion magic.

After some time Ilvaria developed a new sense of self and started to question everything. Why didn’t the elves also save her sisters? Maybe her sisters could have been redeemed, too!? These thought were hard to endure for the young Drow. On the one hand she was angry and bitter that she was all alone in a world that despised her. On the other hand Ilvaria had seen what her family and the Drow are capable of and understood the elves’ fears. It took some time but eventually Ilvaria started to share the Lantern Bearer’s passion as dedicated soldiers and redeemers that oppose demonic influences or threats from the Darklands.

But Ularon believed that it was too early for Ilvaria to join the Lantern Bearers and that it was time for her to see the surface world with her own eyes and shape her own path. Ilvaria did not understand why Ularon wanted to send her away and maybe she would never have left Iadara if she had not met Melenthe …

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— FACTION GOALS - SEASON 10: X goals fulfilled