Faidaeva Vonnarc

Martil Nightwalker's page

148 posts. Alias of baldwin the merciful.

Full Name

Martil Nightwalkder


Drow, AC 16, touch 12, flat-footed 14, hp 10/23, P 13 (+1Traps), Init 4


1 Rog/3 Cleric, Fort +4, Ref +6, Will +9; +2 vs. enchantments Immune magic sleep; Resist elven immunities; SR 10




5'2, 100lbs



Special Abilities

Resist elven immunities; SR 10






common, elven, undercommon

Strength 12
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 18
Charisma 16

About Martil Nightwalker

Martil Nightwalker
Drow Cleric 3 Rogue 1
NE Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +13 (+1 Traps)


AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 23 (4d8)
Fort +4, Ref +6, Will +9; +2 vs. enchantments
Resist elven immunities; SR 10


Speed 30 ft.
Melee Cestus +3 (1d4+1/19-20/x2) and
Dagger +3 (1d4+1/19-20/x2) and
Masterwork Heavy Mace +4 (1d8+1/x2) and
Masterwork Shortsword +4 (1d6+1/19-20/x2) and
Unarmed strike +3 (1d3+1/x2)

Ranged Hand crossbow +4 (1d4/19-20/x2)

Special Attacks: sneak attack +1d6, vision of madness (7/day)

Spell-Like Abilities: Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day), Vision of Madness (7/day)

Cleric Spells Prepared (CL 3):
2 (2/day) Weapon of Awe (DC 16), Touch of Idiocy, Sound Burst (DC 16)
1 (3/day) Bane (DC 15), Confusion, Lesser (DC 15), Bless, Obscuring Mist
0 (at will) Detect Poison, Read Magic, Detect Magic, Enhanced Diplomacy

Cure light wound wand

Comprehend Lang
obsuring mist
Protection from Law
remove fear,
bulls strength
remove paralysis


Str 12, Dex 14, Con 10, Int 12, Wis 16/18*, Cha 16

20 point buy breakdown: str +2pb, Dex +2pb and +2 race, con +2pb -2 race, Int +2 pb, Wis +7 pb +1 ability stat increase 4th lv, Cha +5 pb +2 race. total 20 PB

*Head band of Wisdom +2 to ability score

Base Atk +2; CMB +3; CMD 14

Feats: Alertness (+2 Per and SM) (bonus non-combat), Selective Channeling, Scribe Scroll

Traits: Charming (bonus social), Indomitable Faith (+1 Will Save), Reactionary (+2 Init)

Skills Fav class +1 skill (cleric)

Acro 6 (1 R + 3CB + 2 Abil)
Bluff 8 (1R + 3CB + 3 Abil +1 Charming)
Diplo 8 (1R +3CB +3 Abil +1 Charming)
Disguise 7 (1R + 3CB +3 Abil)
Intimidate 7 (1R +3CB +3 Abil)
Know -local 6 (2R +3CB +1 Abil)
Know-Nobility 5 (1R +3CB +1 Abil)
Know -Planes 5 (1R +3CB + 1 Abil)
Know - Religion 6 (2R +3 CB +1 Abil)
Perception 13/14
-(2R + 3CB + 4 Abil +2 Racial keen sense +2 Alertness)(+1 Trapfinding)
Sense Motive 11 (2R + 3CB + 4 Abil +2 Alertness)
Stealth 6 (1R + 3 CB +2 Abil)
Sleight of Hand 6 (1R + 3CB +2 Abil)
Spellcraft 7 (2R +3 CB +2 Abil)
Survival 4/6 (0 R + 0 CB +4 Abil +2 Compass)
Use Magic Device 8 (2R +3CB +3 Abil)

Languages Common, Elven, Undercommon

SQ aura, cleric channel negative energy 2d6 (6/day) (dc 14), domains (deception, madness), poison use, spontaneous casting, sudden shift (7/day), surface infiltrator, trapfinding +1

Combat Gear
Bandolier: (3)Potion of cure light wounds, Potion of protection from good, Potion of protection from law, Potion of reduce person, (3)Potion of shield of faith +2(1 in belt pouch right side), Drow poison (3)(1 in left belt pouch)

Other Gear Mithral Shirt, Cestus, Crossbow bolts (10), Dagger, Hand crossbow, Masterwork Heavy mace, Masterwork Shortsword, Cloak of resistance +1, Headband of inspired wisdom +2, Backpack, masterwork (17 @ 8.5 lbs), Nice vest with many pockets (8@2.5 lbs), Belt pouch (3 @ 1.5 lbs), Canteen, Chalk (3), Charcoal stick, Compass (vest), Copy of a key(vest), Crowbar, Flint and steel(vest), Hat, Ink, black (3), Inkpen, Parchment (10), Sack (empty), Sack (empty), Sack (empty), Scroll box (empty), Scroll case (2 @ 0.5 lbs), Signet ring, Spell component pouch, silver unholy symbol(neck), Thieves' tools, masterwork (vest)

Gear Stowed in Room
Candle (3),
Cleric's kit
Rogues Kit



Cleric Channel Negative Energy 2d6 (6/day) (DC 14) (Su) - 0/6
Crossbow bolts - 0/10
Dagger - 0/1
Dancing Lights (1/day) (Sp) - 0/1
Darkness (1/day) (Sp) - 0/1
Drow poison - 0/3
Faerie Fire (1/day) (Sp) - 0/1
Potion of cure light wounds - 0/3
Potion of protection from good - 0/1
Potion of protection from law - 0/1
Potion of reduce person - 0/1
Potion of shield of faith +2 - 0/3
Sudden Shift (7/day) (Su) - 0/7
Vision of Madness (7/day) (Sp) - 0/7

Cure light wound wand - 0/50

Comprehend Lang
obsuring mist
Protection from Law
remove fear,
bulls strength
remove paralysis

Special Abilities:

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.

Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.

Cleric Channel Negative Energy 2d6 (6/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Deception) Associated Domain: Trickery

Bluff, Disguise, and Stealth are class skills.

Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Drow Immunities - Sleep You are immune to magic sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Selective Channeling Exclude targets from the area of your Channel Energy.

Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Spell Resistance (10) You have Spell Resistance.

Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.

Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Vision of Madness (7/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.

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Martil Nightwalker was born into an insignificant minor House beneath the surface in the Darklands. The family was proud to have a fourth female, as that carried social and economic value, but that pride was soon tarnished, when it was discovered she was not blessed by a demon lord. Thus, she utterly lacked valuable cleric abilities. Shamed by her mere existence, the family quickly pushed her towards stealthy rogue patrols. Openly wishing she would succumb to a horrible death so to rid themselves of their disgrace.

Then one day, a raiding patrol to the surface was organized by an affluent House, and Martil found herself conscripted as one of the lackey's to serve the whims of the noble patrol priestess. For 18 days she was ridiculed and tormented by the others for her failings, when suddenly the patrol came under attack by a dwarf scouting party. A vicious battle saw both parties nearly wiped out, only the noble priestesses and Martil survived, but both were severely wounded. The priestesses made one snide comment too many and she felt the black venom dipped dagger across her throat. Martil watch the wretched noble cramp-up, as the widow-kiss poison took hold, enjoying the glory of the wench's painful death. As life seeped from the noble's body Martil leaned over, kissed her velvety lips and sucked out the remaining life.

That was the day Lamashtu kissed her with divine magic.


Martil Nightwaker is mostly cool, cunning and calculated in her demeanor but there is a slight twist of madness looming in her charcoal eyes. She is best described as evil with a purpose. She is rarely rash or chaotic; nor is she confined by stifling laws, which are only meant to be bent or broken.

Progression Intent:

Martil intends to stay on the cleric track.

The Blood Knives 3 Questions and Answers:

1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Martil Nightwalker is a roguish cleric committed to deception/trickery (Domain) with a touch of Madness (Domain), but she will focus on helping the group with healing, buffing and tactical support.

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish?

Martil intends to open a thriving trade route between the organized crime syndicate and her drow house in The Darklands.

3) You're caught in the act. How do you get away?

Martil Nightwalker can be extremely resourceful in tight situations. She has several immediate options available to her, such as: Deception subdomain, which permits her to Sudden Shift 10 feet away. She has various spells such as: darkness and vision of madness, and of course, she has her charming personality to sway others.