Vhalhisstre Vexidyre

Nimue Durmada's page

44 posts. Alias of ginganinja.


Full Name

Nimue Durmada

Race

Half Drow

Classes/Levels

Cleric of Lamashtu 8

Gender

Female

Alignment

CN

Deity

Lamashtu

Strength 10
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 24
Charisma 7

About Nimue Durmada

Backstory:

Unlike some of the other Thinbloods, Nimue’s birth was not unplanned. In a society where children supplemented their parents in positions of prestige via betrayal, Nimue’s mother wanted a powerful child that could support the House in name, and yet decrease the chances of being stabbed in the back, figuratively, and in some cases literally.

Nimue’s father was a human slave, chosen specially for the task and discarded soon after. Nimue’s mother ensured her child was protected from birth, and proceeded to groom her child for the skills and talents she would need to ensure the future success of the House.

Fortunately blessed with the divine spark of energy, Nimue was able to ensure the strength of her House by channelling their patron, the Mother of Monster’s, Lamashtu. From her, Nimue learnt the art of deception and manipulation, which she used to survive the constant attacks against her from the other drow children, seeking a typical Thinblood as a weak and easy target. Driven to survive, Nimue learnt how to adapt and deceive in her early years, before she gradually hunted down the children that had tormented her so in childhood, eliminating them and proving that she was less of an easy target than she first appeared.

While Nimue hated her tainted bloodline, and her mother that had selected this life for her, she maintained strong loyalty to her demonic patron and her House, striving to ensure remained a House full of power, a House to be feared. Privately, she also swore to succeed her mother, wanting to be the one thing her mother feared most of all and had attempted to prevent.

Nimue wanted to get out from underneath her mother’s eye and the freedom to plot her secret revenge. Fortunately, she had the ideal cover. Lamashtu had long been concerned with the rise of Nocticula and her quest for divinity, and everyone knew that House Misraria was affiliated with Nocticula and particularly powerful in Telderist. Nimue stopped short of setting herself the goal of destroying or eliminating the entire Noble House but she did want to know any useful information that would be valuable to Lamashtu. It also gave her the perfect excuse to leave her mother’s side and in addition, as a half drow she would fit in perfectly within such a lawful city full of outcasts.

Nimue knew that gaining that information she sought after would be difficult, especially for her as a priestess of Lamashtu. She knew however, that the Nightrunner’s guild was run by House Misraria and the guild was notorious for having a network of spies and assassins. Not only would the guild be useful in forging connections to held her rise to power within her own House, but it would also be a route towards gathering the highly prized information she was hunting for.

In order to gain the attention of the guild, Nimue orchestrated a few key assassinations, never committing the act herself, preferring to stay in the shadow’s, but helping forge the links that allowed the attacks to be successful. It was already no secret that Nimue hated the life of a half drow and the persecution that came with it, so it was simple for her to portray herself as a powerful, capable Thinblood seeking the respect that a Nightunner’s agent would earn. All she needed now, was patience…

Appearance:

Nimue is a fairly young, attractive half-drow hark for skin, and light of hair. She prefers to dress in heavy armour, usually supported by a shield and cestus as she doesn't trust many and prefers to keep herself safe first and formost. Nimue also has crafted, with difficulty, a holy symbol tattoo into her chest, something hidden underneath her armour and clothing. More than once, an enemy has made the mistake of thinking the priestess helpless without her divine symbols and experienced misfortune because of it.

Crunch:

Nimue Durmada
Female half-elf (Half Drow) cleric of Lamashtu 8
CN Medium humanoid (elf, human)
Init +0; Senses darkvision 60 ft.; Perception +19
Aura aura of madness (30 ft., DC 21, 8 rounds/day)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 25 (+10 armor, +1 deflection, +1 natural, +3 shield)
hp 67 (8d8+24)
Fort +11 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +4, Will +17
Defensive Abilities dual minded[APG]
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk conductive cestus +7/+2 (1d4/19-20)
Special Attacks channel negative energy 1/day (DC 12, 4d6), sudden shift
Spell-Like Abilities (CL 8th; concentration +6)
1/day—lter self alter self (specific human, drow, or elf form)
Domain Spell-Like Abilities (CL 8th; concentration +15)
At will—master's illusion (8 rounds/day)
10/day—vision of madness (+/-4)
Cleric Spells Prepared (CL 8th; concentration +15)
4th—heightened bestow curse (DC 22), blessing of fervor[APG] (DC 21), confusion[D] (DC 21), debilitating portent[UC]
3rd—bestow curse (2, DC 21), blindness/deafness (DC 21), nondetection[D], communal resist energy[UC], water walk
2nd—grace[APG], hold person (DC 19), mirror image[D], resist energy, silence (2, DC 19)
1st—bless, disguise self[D], liberating command[UC], shield of faith (3), silent image (DC 18)
0 (at will)—create water, detect magic, ghost sound (DC 17), guidance
D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 16, Int 12, Wis 24, Cha 7
Base Atk +6; CMB +6; CMD 17
Feats Heavy Armor Proficiency, Heighten Spell, Preferred Spell (mirror image)[APG], Spell Focus (necromancy)
Traits cunning liar (any city), seeker
Skills Acrobatics -5 (-9 to jump), Bluff +19, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (religion) +7, Perception +19, Sense Motive +19, Spellcraft +9; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Common, Elven, Undercommon
SQ elf blood, poison use, thinblood resilience
Combat Gear lesser extend metamagic rod; Other Gear mwk unholy reliquary mithral full plate, heavy steel shield, mwk conductive cestus[APG], tattoo holy symbol of Lamashtu[UE], 300 gp
--------------------
Special Abilities
--------------------
Aura of Madness (30 ft., 8 rounds/day, DC 21) (Su) 30' aura confuses opponents.
Cleric Channel Negative Energy 4d6 (1/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) 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.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Heighten Spell Increases spell level to effective level desired.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Master's Illusion (8 rounds/day, DC 21) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Sudden Shift (10/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poiso
Vision of Madness (10/day) (Sp) With a melee touch attack, target gains +4 on attack rolls, saving throws, or skill checks and -4 on the others.

Skill Ranks Breakdown:

8 ranks in Bluff
3 ranks in Knowledge (Religion)
8 ranks in Perception
8 ranks in Sense Motive
5 ranks in Spellcraft
8 ranks in Knowledge (History) (Background)
8 ranks in Knowledge (Nobility) (Background)