Erdrinneir Vonnarc

Velkyn Millitharn's page

56 posts. Alias of Anderlorn.


Full Name

Velkyn Millitharn

Race

Incanter, L5, HP:38/38, AC:19/T:17/FF:13(+2), F:+3/R:+7/W:+6(+2), SR:16, CMB:+1, CMD:18, Init:+8, Prcptn:+9, DarkVision 120', Speed:30', 11/11 SPS

Classes/Levels

Skills:
Acrobatics +6, Bluff +6, Diplomacy +11, Disguise +6, Escape Artist +6, Fly +6, Intimidate +6, Knowledge (Arcana) +10, Perception +9, Ride +6, Spellcraft +10, Stealth +6

Gender

**INACTIVE**Noble Drow Male Adult

Size

Medium

Age

120

Special Abilities

Noble Drow, Incanter (Destruction, Life, Light, Warp Spheres)

Alignment

Lawful Evil

Deity

Nethys

Location

Noble House Millitharn, Kev'ronn

Languages

Drow, Drow Sign Language, Undercommon, Common, Elven

Occupation

Noble House Millitharn Sorcerer Apprentice

Strength 8
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 14
Charisma 23

About Velkyn Millitharn

Noble Drow Incanter 5 (Drow Noble, Spheres of Power - Incater)
LE Medium Humanoid (elf)
Init +8; Senses Darkvision 120 ft.; Perception +9
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Defense
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AC 19, touch 17, flat-footed 13 (+2 armor, +1 deflection, +6 Dex | +2 Dodge/Reflex Save*)
hp 38 [5d6+10(Con)+5(Favored Class)+5(Toughness)]
Fort +3, Ref +7, Will +6; +2 vs. enchantments | Evasion*
Immune Sleep; SR 16
Weaknesses Light Blindness
Counter: Deep Darkness, *Emergency Teleport (ia, 1 SP, Instant, teleport safely w/in 10', evasion, +2 dodge/reflex save)
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Offense
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Speed 30 ft.
Melee touch destructive blast +1 (4d6+1|x2|BL|Magic|0 SP)
. . Touch +1
. . Simple/Drow Weapons +1
Range Point blank touch destructive blast +9 (4d6+2|x2|30'|BL|Magic|0 SP)
. . touch destructive blast +8 (4d6+1|x2|150'|BL|Magic|0 SP)
. . Touch +8
. . Simple/Drow Weapons +8
Special Attacks
. . Destructive Talent = +1 to one damage dice (possible to have two with Admixture Talent)
. . Increased Damage + Greater Damage = 6d6+1 (+1 spell point)
. . Explosive Orb (15' radius) (+1 Spell Point)
. . Stone Blast (SL/PI/BL | bypasses Anti-Magic defenses & no Spell Turning | 0 SP)
. . Point-blank shot, +1 ATK/DAM w/in 30'
. . Precise shot, can shoot into melee w/o -4 penalty.
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Magic
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Caster Level 5; MSB +5; MSD 16; Concentration +11 (1d20+MSB+CHA Mod)
Tradition None; CAM CHA (+6)
Spell Points 11/11
Destruction Sphere - CL 5; DC 18;
. . Duration Instant;
. . Range Medium/Melee Touch Melee-150' (+10/CL);
. . Talents Destruction 3d6, Increased Destruction 5d6 (+1 SP), Extended Range (From Close to Medium), Greater Blast (+1 die to all damage dice), Explosive Orb (15' Radius (+5'/5 CLs), +1 SP), Stone Blast (SL/PI/BL, bypasses Magical Defenses and Spell Turning);
Life Sphere - CL 5; DC 18;
. . Duration Cure (Instant), Invigorate (1 hour), Restore (Instant, or 1 rnd/cl);
. . Range Close-35'(+5/2cls);
. . Talents Cure/Harm Undead (sa, 1/2 Will SV,(+1 SP), 4d8+5 Heal/Positive Energy Damage), Invigorate (sa, +5 Temp HP Injured Only, 1 hr), Restore (sa, +1 SP, see restore for all details), Ranged Healing (From Touch to Close), Restore Health (+1d8 Cure, Remove Poison/Disease), Restore Senses (+1d8 Cure, reverses Loss of Senses), Restore Movement (+1d8 to cure, +5(+CL)to Escape Artist roll, dispel magic vs magic causing movement restrictions), Mass Healing (+1 SP, 3 characters within 35'(+1 character/2cls));
Warp Sphere - CL 5; DC 18;
. . Duration Instant;
. . Range Emergency Teleport-10'(+5'/2cls), Close-0 to 35' (+5/2cls), Medium-35 to 150' (+10/cl);
. . Talents Teleport (sa, Close 0 SP, Medium +1 SP, Line of Sight Teleport Only), Emergency Teleport (ia, +1 SP, Teleport 10' (+5'/2cls) in the safest direction, Acts as Evasion, +2 Dodge/Reflex Saves).
Spell-Like Abilities (CL 5th; concentration +11)
. . Constant—Detect Magic (Auto SA, 60' cone detection of magical auras (read detect magic), constant)
. . At will—Dancing Lights (SA, 150' (+10'/cl), 1-4 lights in 10' area, 1 min),
. . Deeper Darkness (SA, Touch, from object 60' radius, light reduced (2) steps, 50mins(10min/cl)),
. . Faerie Fire (similar to Glow Outline, SA, 600' (+40/cl), 5' area burst, 5mins (1min/lvl), no save, SR yes),
. . Feather Fall (IA, 35'(+5'/2cls), 1 Med/Sm+ fall slowly until landing, or 5 ends (1rnd/cl), DC:17, SR yes),
. . Levitate (SA, 35'(+5'/2cls), you/creature/object - 500lbs (+100lbs/cl) total, move 20' up/down, 5 mins (1min/cl))
. . 1x/day—Dispel Magic (SA, 150'(+10'/cl), you/creature/object, read dispel magic, instant),
. . Divine Favor (SA, you, +1 ATK/DAM (+1 ATK/DAM/3cls after 3rd - +1 min/+3 Max),
. . Suggestion (SA, 35'(+5'/2cls), 1 creature, make reasonable/very reasonable suggestion (+1/+2 DC) w/o harm, 5 hours (1hr/lvl) or completed, DC:19+, SR yes)
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Statistics
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Str 8(-1), Dex 20(+5), Con 14(+2), Int 12(+1), Wis 13(+1), Cha 23(+6)
Base Atk +2; CMB +1; CMD 18
Feats Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Point-Blank Shot, Precise Shot, Toughness
Traits Destructive Talent (+1 to (1) Destructive Damage Dice), Reactionary (+2 to Initiative)
Skills Acrobatics +6, Bluff +6, Diplomacy +11, Disguise +6, Escape Artist +6, Fly +6, Intimidate +6, Knowledge (Arcana) +10, Perception +9, Ride +6, Spellcraft +10, Stealth +6; Racial Modifiers +2 Perception
Languages Drow, Drow Sign Language, Undercommon, Common, Elven
SQ Sphere (Raw magical) Casting, Poison Use, Noble Drow Spell Abilities
Other Gear Bracers of Armor +2, Handy Haversack, Ring of Protection +1, Ring of Sustenance, 0 gps, 6lbs/80lbs (Light)
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Special Abilities
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Casting (CL +5, Charisma +6, DC 10 + 1/2 CL + 6: 18) You can cast sphere effects.
Darkvision (120 feet) You can see in the dark (black and white only).
Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 4d6 damage
Destruction: Destructive Blast Increased 6d6 Ranged or melee touch attack deals 6d6 damage
Destruction: Explosive Orb (Radius 15 ft.) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast from Close (20+') to Medium (100+')
Destruction: Greater Blast Damage increased by 1 die
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses and spell turning.
Drow Immunities - Sleep You are immune to magic sleep effects.
Life: Cure 3d8+5 Heal a target for 3d8+5 hit points
Life: Invigorate (Up to 5 temp HP) Grant up to 5 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets (3 characters (+1/2 CLs)
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Health Cure heals +1d8 HP, and restore can remove poison or disease
Life: Restore Movement Cure heals +1d8 HP, and restore can free the target from movement-impairing effects
Life: Restore Senses Cure heals +1d8 HP, and restore reverses loss of senses
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (16) You have Spell Resistance (11 + Character Level).
Warp: Emergency Teleport Teleport as an immediate action, at the cost of range
Warp: Teleport You can teleport yourself as a standard action

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BACKGROUND:

Velkyn Millitharn was born into the "Greatest Noble of Houses in Kev'ronn", House Millitharn, primarily a very wealthy merchant trade house. Incidentally, all Noble Houses of Kev'ronn are the greatest regardless whom one would ask. A few months after Velkyn was born, his parents Vlonlil and Zarlindra, noticed he had seem not to have the muscle mass as his other male and female siblings, perhaps a birth defect that affected his strength? For now, his parents would ignore this defect and maybe grow out of it before his adult trials? If not, he would be kicked out of House Millitharn, stripped of all titles, and be known as a Nau Qu'ellar (aka no house, orphaned, street filth). Perhaps if Velkyn was born in another house or another drow city, he would be killed, sacrificed, or banished? However, in Kev'ronn, the most loyal house resident excluding pets that acted like dogs was kin. This was probably the only reason why his parents waited until his trials because every child or relative is a valuable ally and force multiplier. Before then, he was taught everything a noble drow should know but was teased and pushed around by his siblings. Because of this Velkyn became very quick on his feet and first to react to any danger, life threatening and not.

Velkyn's parents became infuriated as Velkyn did not gain in physical strength, yelled at him, and whipped him, "Either you grow in strength so you can both defend and support this house in trade, or you will be a Nau Qu'ellar!" After his beating, Velkyn ran out of the house into the courtyard, he started to cry not because of the pain but becoming a no body, “By the gods, please help me?!” And one deity answered his prayers not because he was the ultimate in scheming or evil but to keep universal balance. Unbeknownst to Velkyn, it was one of Nethys' servants that would answer him, the beautiful succubus Yamasha appeared in the shadows of the garden and walked out to where Velkyn could see her, "I will help you but you must pledge to worship Nethys and no one else.” Velkyn turned around in surprise to see a very beautiful woman with demonic features wearing see through clothing showing all of her feminine procreation assets. He began to stare at her chest and below, taking in the view, forgetting all his troubles, and replies in a stammer, "I pledge ... I pledge." The succubus smiles at Velkyn and begins to seduce the young Drow. She really did not have to seduce him to grant him Nethys’ power but she was attracted to the young adult drow and Nethys had other plans for the Drow's seed. While things started to become passionately hot, she whispered into his ear, "You will not only be able to harness magic, you will be able to harness raw magical power." Just before the world was beyond wonderful, there was a flash, silence, and everything fades into darkness.

What feels like moments later, Velkyn realizes his parents are looking at him in displeasure while he lies on the bench with his eyes barely opened. Then Velkyn's father reaches for him in anger and not wanting to be punished, Velkyn thinks not to be within arm’s reach of his angry father. There is first a flash in Velkyn's eyes then a physical flash. Velkyn reappears 10' away; he looks at his parents with amazement and then notices his clothes lying next to the bench. He looks down to notice he is in his birthday suit, turns red in embarrassment, and instantly hides his parts. Velkyn looks left then right, he then takes off running grabbing a shrub branch here and there, and runs to his room covered in his natural coverings. Shortly after Velkyn arrives to his room and locks the door, a glowing sword comes crashing through his door, and his door splinters into a million wood pieces. Velkyn's next oldest brother, Tazennin, who has been displeased with Velkyn's so called family dishonor and who has picked on him the most since he was a toddler walks in. Velkyn stares into his Tazennin’s eyes, "What do you want Brother?!" Tazennin replies, "You will no longer dishonor this family and it is obvious I have never like you!" Velkyn points his finger at his brother, "The feeling is mutual." Velkyn’s brother raises his sword preparing for a charge, then there is a flash of red in Velkyn's eyes and a ray of very sharp stones comes spewing forth towards his brother. The sharp stones bypass Tazennin’s natural noble drow’s resistance to magic, shreds his armor and the stones push deeply into his brother's flesh. Tazennin drops his sword and falls to the ground bleeding and near death. At which time, Velkyn's parents angrily walk in and are amazed at the scene before them. Velkyn's father picks up his brother's sword while his mother looks at Velkyn. If you can heal him, you will honor the family and you can stay in Noble House Millitharn as a Sorcerer’s Apprentice. Velkyn walks up to his brother, he holds out his hand flat above his brother, thinks to himself to heal with conviction. As before there is a flash of red in Velkyn's eyes and healing white raw magical power issues forth below Velkyn's hand, then stops before Tazennin is fully healed, "I will heal him no more mother but he should be able to barely walk out of here on his own and will survive.” Velkyn stands up and backs away from his brother. He looks at his parents who have a wicked smile across their face, "Welcome Noble Velkyn, Sorcerer Apprentice of House Millitharn, we can use you, and now report to Sorcerer, Master Numrini'th!"

Master Numrini'th was a traditional spell caster and not a manipulator of raw and ancient magical power. Traditional spell casters, even sorcerers, use a predefined or innate formula to tunnel into the realm of magic to form an outcome. While Velkyn’s power is actually a direct tap in the realm of magic and divinity; and can mold raw arcane and divine power allowing him to customize his magical outcome. This is why manipulators like Velkyn can cast magic while wearing armor and silenced. They still need concentration and anything that can interrupt that can disrupt the manipulation of raw arcane and divine power. In summary, Velkyn was more of a subject of observation and Master Rex became the student. After Master Numrini’th saw that Velkyn was wasting time and coin, he released him from his studies. Those who passed their studies go through the adult rite of passage and Velkyn was one of them. He stood next to his brother, Tazennin, during the ceremony whom had more respect for his brother the last time they were together. They now picked on each in a playful and hilarious way.

Shortly after the ceremonies, Velkyn was moved to the front office service as both sales manager and body guard. He worked there until his father noticed he spent 10,500 gold in one week purchasing private items for himself. Vlonlil approached his son, “Since you want to spend 10,500 gold pieces of the house's money on yourself, you are now cut off until you prove yourself further. There is word that important customers, Father Dawnsinger, a cleric of the Platinum Dragon Balserius and other drow have gone missing by entering a city temple. I want you to represent House Millitharn in the search of these missing persons and the reasons why to bring prestige and glory to our house. You can keep all the treasure you find and if you bring further prestige and glory to the house, we will reinstate your privileges. Now go and find some friends or meet some at the temple when you find out which one. I wouldn’t go at it alone if I was you.” Velkyn gathers the belongings that were the focus of him being cut off and now on this mission of his to bring prestige and glory to House Millitharn.