Shindiira Misraria

Taelith Odara - Oblodra's page

18 posts. Alias of Dennis Harry.


Race

LE Drow | HP 23/23 | PP 3/3 | AC 17 (t14, ff13) | SR 14 | CMD 18 | Fort +4, Ref +9, Will +5 (+2 vs. Enchantment) | Perception +9, Sense Motive +8 ; Initiative +9 | Panache 4/4 (+1) |

About Taelith Odara - Oblodra

Taelith Odara (Oblodra)
Female Drow - Dread 1 / Monk (Maneuver Master & Kata Master) 2
LE Medium Humanoid
Init +9; Senses Darkvision 120’; Perception +8
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+3 Wis, +3 Dex)
HP 23 (2d10 + 1d8 +3 CON 1 Favored Class)
Fort +4, Ref +9, Will +5 (+2 Save vs. Enchantment)
Spell Resistance 14
Languages – Common, Undercommon, Goblin, Abyssal, Deep Drow
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OFFENSE
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Speed 30 ft.

BORROWED - Ring of Invisibility.

Panache (4/4 +1)
Melee +2
Improved Unarmed Strike + Devastating Touch
1d6 + 1d6+1

Ranged +6 – Longbow [20 Arrows in Quiver] – 1d8
Flurry of Maneuvers +0

Space 5 ft.; Reach 5 ft.
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STATISTICS
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Str 10, Dex 18, Con 12, Int 12, Wis 16, Cha 18
Base Atk +2; CMB +2; CMD 18

Traits:

Psionic Knack
Benefit: You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait[Dread] your manifester level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.

Bloody-Minded
You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Feats
Level 1 Feat – Improved Initiative

Monk Level 1 Bonus Feat - Improved Trip

Monk Level 2 Bonus Feat - Improved Disarm

Level 3 Feat – Broken Dreams Style (Psionic Style)
[Prerequisites: Devastating touch class feature, Improved Unarmed Strike, Intimidate 3 ranks
Benefit: When performing an unarmed attack, you can choose to also deliver your devastating touch damage through that attack.]

[[[FUTURE BUILD - Greater Unarmed Strike will be a MUST at higher levels]]]

Class (4+4+6 + 3 INT)
Adventuring Skills
Acrobatics +1 (+8)
Autohypnosis +1 (+9)
Bluff +1 (+9)
Intimidate +3 (+12) [+2 More in Dim Light/Dark Conditions]
Knowledge Psionics +1 (+5)
Knowledge Religion +1 (+5)
Perception +3 (+9)
Sense Motive +2 (+8)
Stealth +3 (+10) [+2 More in Dim Light/Dark Conditions]
Survival +1 (+4)

Background (2+2+2)
Knowledge History +1 (+5)
Knowledge Nobility +2 (+3)
Linguistics +3 (+4)

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SPECIAL ABILITIES
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Drow
Speed 30’

Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld 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 can take this trait in place of weapon familiarity.

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. SR = 9

Magical Racial Traits
• Spell-Like Abilities (Su):

AT WILL - Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate.

1X per Day - Divine favor, Dispel magic, and Suggestion

Offense Racial Traits

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

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

• 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.

Fey Magic: The character has a mystic connection to one terrain type,[ Underground (caves and dungeons)] selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses.

Druid Spells:
0th Enhanced Diplomacy, Create Water, Detect Magic
1st Magic Fang

Monk
Evasion
AC Bonus – Wisdom to AC
Bonus Feat – Level 1 & Level 2
In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat.

Flurry of Maneuvers (Ex)

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

This ability replaces flurry of blows.

Panache

At 1st level, a kata master gains the swashbuckler’s panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler’s derring-do and dodging panache opportune parry and riposte deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.
This ability replaces stunning fist.

Panache (Ex)

More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Dread
Manifester Level – 3
Power Points 3
Power DC = 10+PL+CHA BON
Powers Known (1) :
Talents – Telepathic Lash – Unearthly Terror
1st 1- Mind Thrust

Fearsome Insight
The dread’s connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).
Devastating Touch (Su)
A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.
Talents
Dreads learn minor powers they can use at will to aid them in a variety of ways. The dread gains 2 talents from the dread talent list.

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GEAR/POSSESSIONS
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GOLD
200

BACKPACK

Plume of Panache - This plume is oversized, chic, and extravagant. To gain its effects, the user must affix it to a nonmagical hat worth at least 10 gp. Once per day when the wearer performs a deed, the plume provides her with 1 panache point that can be used for that deed. Once used, the plume appears wilted and bedraggled until its magic is replenished. (1,000 GP)

Daylight Pellet
Within a thick black pouch, you see a handful of tiny ceramic beads. Thin veins of light shine through cracks in each bead.
This implement was devised by drow for use against other drow, but it is equally useful against any light-sensitive creature. A daylight pellet can be thrown up to 50 feet; when it lands, it shatters and creates illumination equivalent to a daylight spell, but with a duration of 10 rounds. These small stones are usually found in pouches containing 3d4 pellets. Using a pellet destroys it. (150 GP Each) [X 3 – 450 GP]

Baenre House Insignia - Each drow house insignia (spell) is keyed to a specific noble house of a particular drow city, and is wrought to reflect the house that created it. Some might be stylized versions of crossbows, javelins, maces, or even just spiders. A drow house insignia (spell) contains a single minor magical effect that can be used once per day. (620 GP) 1x Day Spell – Magic Fang.

Mister: This small steel hand-held device can contain a single dose of poison or a potion. As a standard action that does not provoke attacks of opportunity, it can be used it to deliver that dose in droplet form to any single target within 5 feet as a ranged touch attack. The mister is an effective vehicle for both contact and inhaled poisons. Ingested poisons allow the victim to attempt a DC 15 Reflex save to avoid contact with the mist and escape the poison's effect. Mister-borne injury poisons are effective only if the victim is wounded and has not been treated with a Heal check.
If the mister delivers a potion, that potion can be used against an adjacent creature that breathes. You can automatically do this to yourself or to a willing or disabled subject. Oils, salves, and elixirs cannot be delivered through a mister.
Refilling a mister requires a full-round action and provokes attacks of opportunity.
Cost: 150 gp.

Frightshade Poison - Price 100 gp; [ 5 doses – 500 GP]
Type inhaled; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect This plant’s pollen contains a powerful hallucinogen that causes affected creatures to experience terribly realistic visions of death and destruction. The target is shaken until the beginning of her next turn. When the target succeeds at her saving throw against the poison, or when the initial duration ends, she is shaken for an additional 1d4 rounds. (This is not a fear effect.)

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Appearance –

Background –

Born the youngest daughter to K'yorl Odran.

Her Psionic abilities did not manifest as early as the Matron Mother would have liked and was considered a failure. However, Taelith had a mean streak and her older Brother Kimmuriel saw some potential there, he just believed she needed the right place to embrace her unique style of manifestation.

Kimmuriel suggested that the Matron Motehr send her to Undrek'Thoz, to train with a monastic order known as the Blackened Fist. The Matron skeptical agreed because what else use was the damned girl?

She spent a few decades honing her skills as a Monk, taking an interest in obscure Forms that would blend what she knew was a martial bent towards manifestation. Fortunately. Unfortunately. Whatever ones opinion may be, before she could return to her House in Menzoberranzan and begin her proper psionic training, the entire House was thrown into the Clawrift by Matron Baenre.

Kimmuriel had not forgotten about her though and retrieved her from the Monks, who may well have kept her as monthly payments for her training were about to dry up!

After a long conversation with Jarlaxle about why she should be admitted into Bregan D'aerthe, she was instead placed INTO House Baenre! She thought for sure she would be slain or sacrificed to the spider queen, but instead she was placed into duties to handle dangerous troubleshooting work. Perhaps using her Mother's Maiden name instead of her House name kept her under the radar.

Sink or swim Kimmuriel told her, so far, if you asked her, she'd say she's just treading water...