Vhalhisstre Vexidyre

Iymiira Arabviir's page

51 posts. Alias of ChazzAtron5000.


Full Name

Iymiira Arabviir

Gender

{HP 7/11 | AC18 T14 FF14 CMD15 | F/R/W 3/4/3 | Init +4 Per +3 SM +5} Female Drow Lord of Darkness Antipaladin

About Iymiira Arabviir

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Stats:

HP 11/11
AC 18 T14 FF14 CMD 15
F/R/W 3/4/3
Smite 1/1
Corruption 0/0
Fiendish Boon 0/0
Spells
1st - 0/0
Effects
None

Name Iymiira Arabviir
Female Drow Lord of Darkness Antipaladin 1
Lawful Evil, Medium, Humanoid (elf)

Init +4; Perception +3
Darkvision 120ft
Light Blindness

DEFENSE

AC 18, touch 14, flat-footed 14
hp 7/11 (1d10+1)
Fort +3, Ref +4, Will +3
Immune to magic sleep effects
+2 saves vs enchantment spells
Spell Resistance 7

OFFENSE

Speed 30'

Melee
Dagger: +5 1d4 (19-20/x2)

Ranged
Longbow: +5 1d8 (20/x3) (20)

Combat Options
Smite Good: +3 att/+1(+2) dam, ignore DR, +3 def bon AC

STATISTICS

Str 10, Dex 18, Con 12, Int 12, Wis 13, Cha 16

Base Attack +1; CMB +1; CMD 15

Feats
Weapon Finesse
Drow Nobility

Traits
Attempted Murder Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Dangerously Curious
Extremely Fashionable

Skills
+7 Bluff (+1) (1)
+3 Diplomacy (+1)
+3 Disguise
+9 Intimidate (1)
+5 Knowledge Religion (1)
+3 Perception
+3 Perform Dance
+5 Sense Motive (1)
+6 Stealth* (1)
+4 Use Magic Device

*Armor Check Penalty -2

Languages
Elven, Undercommon, Drow Sign, Common

EQUIPMENT
Weapons
dagger (1 lb), longbow with 20 arrows (6 lbs)

Armor
chain shirt (25 lbs)

Other Gear
Pristine Loincloth

Wealth
None

Carrying Capacity
Light: 33
Medium: 66
Heavy: 100
Carried: 32

SPELLCASTING
Concentration +0
Spells per day
1st -
Save DC 13 + Spell Level
Spells Prepared
1st -

Antipaladin Abilities:

Class Skills
The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Weapon and Armor Proficiency
Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day.

Appearance:

Iymiira stands tall and proud like the drow noble she is. Her lithe body moves with an alien grace, and long locks of white hair extend down past her thighs in the rare event it's not pulled up tightly. The evil exuding from her pale white pupiless eyes betrays the beauty and charm of her smile. Because measurements are important - 6'6", 180 lbs, 36C, 134 years old.

Personality:

Iymiira's childhood as one of the daughters of a minor and somewhat eccentric (by drow standards) noble house has left its mark. While her personality is much what one would expect from a life of self entitlement, the House of Arabviir's strict and militant nature gives her a sense of drive and purpose. She is a sadistic dominatrix looking to fulfill her family's legacy of returning order to a world ravaged by the Earthfall. Iymiira constantly walks the line of her drow nature and her devotion to Asmodeus. Fortunately, her family has found several loopholes over the millenia that has allowed them to thrive in the chaos of Zirnakaynin. What may seem as an act of randomness by others is in reality a carefully prepared plan.

Background:

My short time on the surface has not gone uneventful. Certainly now that I await my execution by beheading I can think to the reason why. I only recently arrived to these horribly bright lands, prepared to answer the call my family and Asmodeus came to an agreement over in the years after the Earthfall. I was chosen to be one of the vanguard, to go forth and set in motion the plans within plans which my family has meticulously crafted. In reality, it is a test. A test of my faith, my abilities, and my devotion to the cause.

Of course, one of the reasons that our plans have not borne much fruit given the amount of time we've had to enact them is due to our primal nature. House Arabviir does not fit in well with normal drow society, but even so, there are still many things kept similar. Sending one the younger sisters on a quest aids to secure the eldest's position in the line of succession. It's not the first time, nor will it be the last.

House Arabviir traces it's lineage back to the time before the Earthfall, when all elves lived upon the surface. We have always strived more towards order than our kin, and when the others chose to flee in the wake of the great devestation that was to be caused. Cowards. This was a test of our strength, our perseverance. Those that survived would inherit Golarion, ushering in an age of prosperity and order. Of course, there would also be a reckoning with our craven cousins. On that day my alter will run red with the blood of the surface dwellers.

My family has managed to navigate the sea of anarchy that is Zirnakaynin better than many. Although our numbers have dwindled in the past millenia from the weak willed embracing the rest of drow society, those remaining have kept true to the faith. Our actions and nature are an enigma to the rest of our people, which is one of the reasons our house has survived this long when others from long ago have been consumed by rivalries. We have carefully observed the capricious nature of our fellows and use that knowledge to our advantage.

House Arabviir has many trade ties with other cities of the Darklands, and trains some of the fiercest slaves for both the arenas and as mercenaries. We are not without our issues, like I said before our numbers are not what they once were. This has forced us to farm males for breeding purposes, and it's incredibly difficult to find ones of high quality. Where once was a strong bloodline is now one with waning powers. Efforts have been made to keep it pure through arranged marriage with other noble houses and the coupling of closer relations, to varying degrees of success. Many say it has caused a twinge of madness umongst us, but not very loudly for fear what may come. Torture had become a hobby of sorts, a pleasant way to spend an evening. Nowadays it is yet another service sold to the highest bidder, whether it be for information gathering, punishment, or pleasure.

But back to my current predicament, seeing as I am supposedly losing my head soon. Shortly after my arrival to the sun blasted surface lands, I came across a knight. A holy knight. An... ELF! I had seen a few before, results of surface raids. I was carefully tutored in their ways, for one day we are to excise their tumorous regrowth upon Golarion. The cowards should never have returned, just as I told that pompous elf at that overpriced tavern. He crumpled before the might of Asmodeus, but before I could sever his head as a trophy, his friends joined in the fight and I was forced to make a tactical withdrawl. Fortunately my manservant, Firetounge? Flamesnot? whatever... came out from his hiding place beneath the table and began setting the tavern ablaze. He certainly has a way with fire; must be the mark of Asmodeus upon his flesh. The fire covered our exit, but we did not make it that far down the street before we were surrounded by city guard. Apparently there are laws against doing the world a favor by reminding them how the elves are the true evil that must be purged. Or something like that, my head was throbbing at my farce of a trial from the clubbing it took to subdue me. I attempted to point out the flaws in their legal system and be acquitted on the several technicalities they provided, but to no avail. Manservant was there as well, looking quite beat up.

Now we await in Branderscar Prison for our upcoming executions. We are joined by a Duergar, although our involvement (if any) with him is another tale.