Erdrinneir Vonnarc

Mirrender Elf-Blood's page

153 posts. Alias of Toranoko.


Full Name

Mirrender Elf-Blood

Race

Drow

Classes/Levels

Wizard/3

Gender

Male

Size

Medium (6' 2", 125 Lbs)

Age

137 Years

Special Abilities

Immunities: magic sleep effects; +2 racial bonus vs enchantment; SR: 8; Spell like abilities

Alignment

Neutral

Deity

None (yet)

Languages

Elven, Undercommon, Drow Sign Language, Draconic, Common

Occupation

None (yet)

Strength 13
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 11
Charisma 16

About Mirrender Elf-Blood

Mirrendier ElfBlood Backgrounder

[“Rickety-Tickety-Tin”; words and music by Tom Lehrer]

“About a maid I'll sing a song ……… sing rickety tickety tin
About a maid I'll sing a song who didn't have her family long
Not only did she do them wrong,
She did very one of them in! them in, she did every one of them in!”

“And when at last the police came by……… sing rickety tickety tin
And when at last the police came by her little pranks she did not deny
For to do so she would have had to lie, and lying she knew was a sin!
a sin! lying she knew was a sin!”

“My tragic tale I won't prolong……… sing rickety tickety tin
My tragic tale I won't prolong and if you do not enjoy my song
You've yourself to blame if it's too long, you should never have let me begin, begin ,
you should never have let me begin!”

Mirrendier’s rich baritone boomed out over the “audience”, finishing the song he had learned from the old lady that took him in not that long ago. Now, here he was, taken in again by humans – this time it was an … what was it humans called this place? Oh, yes an “orphanage”. The “audience” was the children and the few workers that cared for them. They didn’t get much entertainment here, so even one such as he was welcome.

Such places did not exist where he was from. When a child had no parents, it was either taken in by family or left to its own devices. Usually it was the latter. But here on the surface world there were some that took in the lesser fortunate, and he found that distinctly refreshing.

Mirrender had helped out a bit, using cantrips to help with the cleaning and to flavor the otherwise bland food. It wasn’t much, really -- practically nothing in fact – but they seemed to appreciate it.

“Now let’s all say thank you.”

Her name was Mirriam, a young attractive human who grew up here and now took her turn looking after the orphans the surface society had discarded. She was both pleasant and genuinely polite – a very nice combination of traits.

The children started to say their “thank you”’s when they were interrupted. A young man – a teenager he was called – ran in from the street, out of breath.

“They’re looking for you!” he said, trying to talk through his gasping, “the guards are looking for you!”

Gasps came up from the small crowd. This too was unusual, for here in the surface world most would kill him on sight.

Three days. He had managed to spend three days here. The guards here were sloppy.

“What are we going to do?” asked a small child. “What will the guards do?”

Mirrender laughed at the question.

“That’s one of the things I love about surface dwellers – no concept of treachery!”

Oh, there were some that thought they were good at treachery, but none of them compared to the treachery and politics of the underworlds where the elders would spend decades or centuries on their schemes.

“You will tell them I was here, and which way I went.”

Mirriam looked at him, her eyes probing him for more information.

“And when they ask what I was after, you will tell them ‘a duet’.”

“A duet?”

Mirrender flicked his hands, messing up Mirriam’s clothing and hair. It wasn’t much, but it would do. These guards were obviously not very perceptive .

“A duet.”

The guards burst in, looking about the room. They pointed in unison to the place that hooves were retreating.

“And what did he want with you?” the chief guard (who had obtained his position from “family connections”) asked. Mirriam blushed as the children all cried out “a duet!” Appalled, the guards left in hot pursuit of Mirrender.

“Mirriam?” a five year old asked. “Why are the guards so worried about a song?”

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SHEET UPDATED : 30 January 2013
Perception : +3* Sense Motive : +0
* Light Blindness
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ABILITIES
Final
Base Racial Magic Misc Ability / Modifier
Bonus Item Score

STR : 13 -- -- -- 13 / +1
DEX : 14 +2 -- -- 16 / +3
CON : 12 -2 -- -- 10 / +0
INT : 16 -- -- -- 16 / +3
WIS : 11 -- -- -- 11 / +0
CHA : 14 +2 -- -- 16 / +3

4th: 8th: 12th: 16th: 20th:
+1 point
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COMBAT STATISTICS

HP: 14 (3d6 + 0) (?)
Current HP: 14

BASE ATTACK BONUS:
MELEE RANGED
Total: +2 Total: +4
Base: +1 Base: +1
STR: +1 DEX: +3
Misc: -- Misc: --

INITIATIVE
Total: +3
DEX: +3
Misc.: --

CMB : +2
CMDB: 15

ARMOR CLASS
AC Total : 13
AC when Flat-Footed 10
AC vs Touch Attack 13
Base: 10
Armor: --
Shield: --
Dexterity: +3
Size: --
Magic: --
Misc.: --
Dodge : --
Deflection : --
Natural : --
Competence : --
Luck : --

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SAVING THROWS
evasion: no uncanny dodge: no

Total Base Ability Misc Magic
Fortitude : +1 = 1 + 0 + 0 + 0
Reflex : +4 = 1 + 3 + 0 + 0
Will : +3 = 3 + 0 + 0 + 0

Resistances:
Acid: Cold: Elec: Fire: Sonic: Poison: Spell (SR): 9
General:
+2 Enchantment
Immune to Magical Sleep
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RACIAL TRAITS

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.

Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any 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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LANGUAGES SPOKEN
Elven, Undercommon, Drow Sign Language, Draconic, Common

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FEATS Indicate for level, class, race, etc.

Traits:
Classically Schooled
+1 Trait Bonus on Spellcraft
Fencer
+1 Trait Bonus on AoO with Daggers, Swords, and similar bladed weapons

Level:
Drow Nobility
- At Will: Detect Magic
- 1/day: Feather Fall, Levitate
Improved Drow Nobility
- 2/day: Dancing Lights, Faerie Fire, Feather Fall, Levitate
- Darkness becomes Deeper Darkness
Class:
Scribe Scroll
Can Craft Magic Scrolls

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CLASS ABILITIES

Wizard:
Arcane Bond: Rapier
Arcane School: Evocation
Intense Spells: +1 (lvl/2; min 1) to Damage Dealing Evocation Spells
(Sp)Force Missile: 1d4 + Intense Spells; 6/day (3 + int)
Opposition: Illusion; Necromancy

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PRESTIGE CLASS ABILITIES

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SKILLS

Related
Mod = Rnk Abl Msc | Skills: Ability Untrained?
+3 = 0 +3 +0! | Acrobatics (DEX) Yes
+3 = 0 +3 +0 | Appraise (INT) Yes
+3 = 0 +3 +0 | Bluff (CHA) Yes
+1 = 0 +1 +0! | Climb (STR) Yes
+9 = 3 +3 +3 | *Craft: Weaponsmith (INT) Yes
+9 = 3 +3 +3 | *Craft: Armorer (INT) Yes
+3 = 0 +3 +0 | Diplomacy (CHA) Yes
+3 = 0 +3 +0 | Disguise (CHA) Yes
+3 = 0 +3 +0! | Escape Artist (DEX) Yes
+3 = 0 +3 +0 | Fly (DEX) Yes
+0 = 0 +0 +0 | Heal (WIS) Yes
+6 = 2 +3 +1 | Intimidate (CHA) Yes
+9 = 3 +3 +3 | *Knowledge: Arcana (INT) No
+3 = 1 +0 +2 | Perception (WIS) Yes
+6 = 3 +3 +0 | *Perform: Singing (CHA) Yes
+3 = 0 +3 +0 | Ride (DEX) Yes
+0 = 0 +0 +0 | Sense Motive (WIS) Yes
+3 = 0 +3 +0! | Sleight of Hand (DEX) No
+10 = 3 +3 +4 | Spellcraft (INT) No
+3 = 0 +3 +0! | Stealth (DEX) Yes
+0 = 0 +0 +0 | Survival (WIS) Yes
+1 = 0 +1 +0! | Swim (STR) Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

- Spellcraft: +3 Class Skill + 1 Trait Bonus = +4
- Perception: +2 Racial Bonus
- Intimidation: +1 Battle mask
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WEAPONS
Monks should also list bare-handed attacks here.

NAME : Rapier
ATT : +3 (+2 + Masterwork Bonus)
DMG : 1d6+1 (ignore up to 20 hardness)
CRIT : 18-20/x2
RNG : ----
WGHT : 2 Lbs
TYPE : P
SIZE : 1h
COST : 3000 (*Bonded Adamantium)

NAME : Crossbow
ATT : +4 (+5 w/ masterwork ammo)
DMG : 1d8
CRIT : 19-20/x2
RNG : 80 ft
WGHT : 4 lbs
TYPE : P
SIZE : Ranged (2 hd, can use 1 handed)
COST : 35 gp

COMBAT MANEUVER BONUS: BAB +1 + STR +1 + SIZE -- = +2
COMBAT MANEUVER DEFENSE BONUS: 10 + BAB +1 + STR +1 + DEX +3 + SIZE -- = 15

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EQUIPMENT

Item # Cost Weight Location Notes

Adamantine Rapier 1 3000 2 Lbs. Scabbard Bonded Object
Crossbow, Light 1 35 4 lbs
Bolts, Crossbow (masterwork) 2(20) 14 gp 2lb

Bag of Holding, Minor 1 1000
*Glasses, Smoked 1 10gp -
Explorers Outfit 1 (free) 8 lb.
Mask, Battle 1 50 gp
Pouch, Belt 1 1gp
Pouch, Spell Components 1 5 gp
Backpack, Masterwork 1 50gp
Waterskin 5 5gp (In bag of holding)

Lair:
Mask, Nobles 1 50 gp
Nobles Outfit 1 75 gp
Signet Ring 1 5 gp
Jewelry 500 gp
Weaponsmith Tools, Masterwork 1 55 gp
Armorer Tools, Masterwork 1 55 gp
Chest, Huge 1 25 gp

4943 = 4178 + 740

* Can these be part of the masks?

Total weight carried:
Light Load: Medium Load: Heavy Load:
Lift over head: Lift off ground: Push or Drag:

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MAGIC ITEMS List items weights, costs, location, number of charges (if any)

Bag of Holding (minor) see above

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TREASURE

PP:
GP: 57 (12 on him; 45 in lair)
SP:
CP:

MISC.:

GEMS:

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SPELLS/COMBAT RITUALS

Base Ability
Lvl DC Spell/Day Bonus Spell Per Day
0 13 4 + 0 = 4
1 14 2 + 1 = 3 (+ specialization)
2 15 1 + 1 = 2 (+ specialization)
3 ? ? + 1 = ?
4 ? ? + ? = ?
5 ? ? + ? = ?
6 ? ? + ? = ?
7 ? ? + ? = ?
8 ? ? + ? = ?
9 ? ? + ? = ?
10 ? ? + ? = ?

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Magic Missile, Mount, Shield, Mage Armor, Summon Monster I, Floating Disk; Crafter’s Fortune, Magic Weapon

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Admonishing Ray, Web

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 4¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 5¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 6¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 7¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 8¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 9¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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HISTORY / BACKGROUND

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PLOT HOOKS I WOULD LIKE TO SEE DEVELOPED

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CURRENT SPELLS & Spell Like Abilities

Spell Like abilities: Detect Magic (at will), Faerie Fire (2), Dancing Lights(2), Feather Fall(2), Deeper Darkness(2), Levitation(2)
Cantrips: Prestidigitation, Read Magic, Ray of Frost, Mage Hand
1: Magic Missile; Magic Missile, Shield, Mage Armor
2: Web; Admonishing Ray, Web