Chieftain Twilight
my character is going to be using some basic D&D stats.
----> Val dressed for a day out.
Gender, Race and Class: Male Vampire Dark Elf Sorcerer3/Cleric3/Mystic Theurge10/Barbarian1 (ECL 21)
HD: 17d12 (116 hit points)
Abilities: Str14, Dex20, Con - , Int16, Wis23, Cha 22.
Alternate Form: a beastial creature nine feet tall that looks somewhat liek a cross between a draegloth and Beast from Beauty and the Beast. (use dire wolf stats to be fair. though if you will allow me, he can walk on his hind legs at 50ft speed and fight with his weapons in this form.)
Deity and Domains: Kiaransalee. Drow Domain, Retribution Domain.
Alignment: Chaotic Neutral.
Personality: Valthier is very gruff and introspective. He does not like to show his emotions, and keeps up a facade of calm collected coolness. In reality, he can barely control his temper, cries when alone, and generally avoids people. He is very aloof. He is extremely hedonistic, but not overly selfish, and he has refined tastes, being a picky eater and drinker. He enjoys red wine, the finest foods, insence, spa treatment, relaxing strolls in the twilit city of Union, and passionate moments of lust shared with others. He has a certain furious side, delighting in destruction, and bloodshed, torture and terror. It excites him so much. He is an open sadomasochist, and quite the charmer. He likes cats and bats and rats, snakes and lizards, spiders and scorpions, and any equine animal. He hates bugs, and has a secret phobia of them. One which sends him into shock, paralasis and even sometimes fits of screaming and flailing as he runs in fear. Although a sullen creature, Valthier almost always smiles. He is almost like a wild stallion himself in that he behaves in a manner as though he owns anyone around him unless that person has managed to get him to submit even once, in which case he submits to that person indefinately. He can hold a grudge for eons, but knows to be carefull not to act rashly. he is also a bloody coward.
Backround:Valthier was born to a Llothite Matron Mother in Ullorbath. He was albino, and very androgynous at young age. As he grew up he eventualy became more masculine-looking. His mother had him trained in sorcery, and put him in charge of of the House Guard, and sent him on spy missions. He spent his spare time exploring, researching, and experimenting. Into his 3rd or 4th decade he made a pet of a snake he found. it was his only true friend, and he loved it truely. one day the poor creature was discovered by his sister, who killed it just for the look on poor Val's face. around age 50-60, Valthier began to spend an awfull lot of time with a Drow Vampire. the man was a priest of Kiaransalee, and he told Val all about that goddess. Their relationship was a romantic one, and it was when Valthier was barely past age 70 that he was made a vampire. not long after, his Master was slain by Priestesses of Lloth. Valthier, filled with rage, and full of vengeance, orchestrated his entire house's downfall. he manipulated factions for 4 decades, faked his own death, and escaped in the aftermath to the underdark wilds. eventualy coming to a Faerzress-filled labrynth over a dwarven mine, where toxic waste from G-corp and radiation caused powerfull magicall anomylies, he began to settle. he slowly picked off dwarves until he could command an equal force, and overthrew the residents. he then built his mansion, and a portal that linked to all major cities in undergaia, as well as barton town, durem city, the woods just south of the Von Helson Manor, and Union City.
(young Val --> wink
Skills:
Knowledge (arcana) +20 /Ranks: 17
Knowledge (history) +9 /Ranks: 6
Knowledge (religion) +19 /Ranks: 16
Concentration +16 /Ranks: 16
Diplomacy +23 /Ranks: 16
Spellcraft +20 /Ranks: 17
Survival +13 /Ranks: 7
Feats & Special Abilities:
Jack-Of-All-Trades
Rebuke Undead
Summon Familiar
Craft Wondrous Items
Craft Portal
Mobile Spellcasting
Natural Spell
Extrordinary Spell Aim
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Rage 1/day
Domination DC: 24
Drain Energy
Drain Blood
Children of the Night
Create Spawn
DR 15/magic
Turn Resistance +4
Resistance 20 to cold and electricity
Gaseous Form
Spider Climb
Fas Healing 5
Languages Known:
Undercommon
Elven
Common
Aquan
Dwarven
Speed: 40ft. (50ft upright beast form, 60ft all fours beast form.)
Base Attack Modifier: +9/+4
Mellee Attack Modifier: +11/+6
Ranged Attack Modifier: +14/+9
Slam: +9/+4 (1d6+2 Bludgeoning + 2 negative levels; Crit 20/x2.)
Twilight (mellee): +12/+7 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Twilight (ranged): +15/+10 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Shadow (mellee): +12/+7 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Shadow (ranged): +15/+10 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Wire Claws (single, Mellee): +16/+11 (1d4+7 slashing or piercing; Crit 20/x2)
Wire Claws (both, mellee): +12/+7 and +8 (1d4+7 slashing or piercing; Crit 20/x2 and 1d4+7 slashing or piercing; Crit 20/x2)
Wire Claws (single, ranged): +19/+14 (1d4+7 slashing or piercing; Crit 20/x2; Range 15 feet.)
Wire Claws (both, ranged): +18/+13 and +12 (1d4+7 slashing or piercing; Crit 20/x2; Range 15 feet.)
Grapple: +11
AC: 34 (+8 +5 Spidersilk Armor, +5 Dexterity, +5 deflection, +6 Natural.)
Touch: 20 (+5 Dex, +5 deflection.)
Flat-Footed: 29 (+8 +5 Spidersilk Armor, +5 deflection, +6 Natural.)
Inititiative: +9 (+5 Dexterity, +4 Improved Initiative.)
Fortitude Save: +9 (+9 Base.)
Reflex Save: +12 (+5 Base, +5 Dexterity, +2 Lightning Reflexes.)
Willpower Save: +19 (+13 Base, +6 Wisdom.)
Sorcerer Spells/Day
Cantrips 6, 1st Level 8, 2nd Level 8, 3rd Level 7, 4th Level 7, 5th Level 7, 6th Level 5.
Sorcerer Spells Known
Cantrips Read Magic, Detect Magic, Ghost Sound, Prestidgation, Mending, Message, Arcane Mark, Detect Poison, Open/Close.
1st Level Magic Missle, Ray Of Enfeeblement, Expeditious Retreat, Chill Touch, Shield.
2nd Level Melf's Acid Arrow, Darkness, Whispering Wind, Pyrotechnics, Bull's Strength.
3rd Level Fly, Fireball, Displacement, Haste.
4th Level Phantasmal Killer, Ice Storm, Dimension Door, Rainbow Pattrn.
5th Level Teleport, Cone Of Cold, Feeblemind.
6th Level Guards And Wards, Tenser's Transformation.
Cleric Spells/Day
Orisons 6, 1st Level 7+1, 2nd Level 7+1, 3rd Level 5+1, 4th Level 5+1, 5th Level 4+1, 6th Level 3+1, 7th Level 1+1.
Typical Cleric Spells Prepared
Orisons Purify Food And Drink, Read Magic X2, Create Water X2, Mending.
1st Level Deathwatch, Entropic Shield, Shield Of Faith, Obscuring Mist, Sanctuary, Protection From Alignment, Cure Light Wounds, Cloak Of Dark Power (D).
2nd Level Shield Other, Desecrate, Calm Emotions, Enthrall, Hold Person x2, Cure Moderate Wounds, Clairaudience/Clairvoyance (D).
3rd Level Dispell Magic x2, Deeper Darkness, Blindness/Deafness, Bestow Curse, Speak With Dead (D).
4th Level Dimensional Anchor, Poison x2, Cure Critical Wounds, Summon Monster IV, Fire Shield (D).
5th Level True Seeing, Righchous Might, Flamestrike, Plane Shift, Spiderform (D).
6th Level Banishment, Blade Barrier, Heal, Greater Dispelling (D).
7th Level Summon Monster VII, Word Of Chaos (D).
Mount:
Ecalypse Ephimera. (Chapter 9 Manual Of The Planes, Page 170.)
Large Outsider
Hit Dice: 10d8 +40 (85 HP)
Initiative: +3
Speed: 40ft, Fly 90ft (good manuverablity)
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 2 hooves +15 mellee (1d8+5 bludgeoning each)
Special Attacks/Qualities: Spell-like Abilities, Discorporate, Shadow Blend
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 20, Dex 16, Con 18, Int 6, Wis 10, Cha 15.
Skills & Feats: Hide +7, Survival +13, Listen +13, Sense Motive +8, Spot +13. Weapon Focus (Hoof), Run, Spell Focus (Illusion).
Alignment: Neautral.
Art:
by: Gabe_Ragnarok
by Serethiel Maerukai
NPCs Under Valthier's Control
Elkantar, The Butler Neutral Evil Male Dark Elf Vampire Rogue 13 (ECL 17)
HD 13d12 (78 hit points)
Str 17, Dex 22, Com - , Int 18, Wis 16, Cha 20.
Personality: Elkantar is Selfish, paranoid and reserved. He cares only about himself, and his own well-being. His vampirism is seen as a curse by him, because he powerless to overthrow his always-so-vulnerable master, Patron Valthier. It grinds on his nerves how easy it would be as the butler, with all the keys and his amazing stealth -- bolstered so much by the vampirism -- , if not for his being unable to betray his vampiric sire. He serves as an Agent for Valthier when his household services are not as important.
Skills
Proffession (butler) +19 (16 ranks, 3 wisdom)
Hide +40 (16 ranks, 6 dexterity, 10 circumstance, 8 racial)
Move Silently +40 (16 ranks, 6 dexterity, 10 circumstance, 8 racial)
Search +30 (16 ranks, 4 intelligence, 10 racial)
Open Locks +22 (16 ranks, 6 dexterity)
Disable Devise +20 (16 ranks, 4 intelligence)
Bluff +31 (16 ranks, 5 charisma, 2 bonus, 8 racial)
Disguise +23 (+25 acting in character) (16 ranks, 5 charisma, 2 bonus)
Gather Information +23 (ranks 16, 5 charisma, 2 bonus)
Perform (Keyboards, Sing, Dance, Comedy, Stringed Instruments) +21 (+23 when performing in more than one way) (ranks 16, 5 charisma)
Sleight of Hand +24 (ranks 16, 6 dexterity, 2 synergy)
Speak Language 13 ranks (go ahead and pick all his langauges Draevir. that's a totall of Undercommon, Elven, and 17 others.)
Feats
Persuasive
Weapon Finesse
Versatile Performer
Decietfull
Investigator
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Special Features
Sneak Attack +7d6
Trapfinding
Evasion
Trap Sense +4
Improved Uncanny Dodge
Defensive Roll
Skill Mastery (Disguise, Bluff, Search, Open Lock, Sleight of Hand, Hide)
Domination (DC 21)
Energy Drain
Blood Drain
Children of The Night
Create Spawn
DR 15/Magic
+4 Turn Resistance
Cold and Electricity Resistance 20
Gaseous Form
Spider Climb
Alternate Form (bat)
Fast Healing 5
Base Attack +9/+4
Grapple +12
+1 Keen Ghost Touch Rapier +16/+11 (1d6+4; Crit 15-20/x2)
Dagger of Venom +16/+11 (1d4+4; Crit 19-20/x2)
Saves
Fortitude +4 (4 base)
Reflex +16 (8 base, 6 dexterity, 2 bonus)
Willpower +7 (+9 vs Magic) (+11 vs Enchantmens and Mind Effects) (4 base, 3 wisdom)
Initiative +10
AC 27 (10 base, 6 dexterity, 6 natural, 5 deflection)
Touch 21
Flat-Footed 21
Speed 30ft. (fly 20ft perfect when Gaseous)
Items:
Ring of Mind Shielding
Ring of Protection +5
Boots of Elvenkind
Cloak of Elvenkind
Hat of Disguise
Dagger of Venom
+1 Keen Ghost Touch Rapier
Heward's Handy Haversack
3578 gp
~~~~~~~~~~~~~~~~~~~~~~
Hof, The Chief Surveyor LN Male Dwarf Vampire Expert10 (ECL11)
HD 10d12 plus 10 (57 hit points)
Str 23, Dex 12, Int 15, Wis 16, Cha 10
Personality: Hof is gruff and to-the-point, all business. He realy doesn't care about anyone or anything as long as the job gets done as planned. He is generally untrusting of anyone who doesn't seem "with it" or otherwise structurally-minded. He likes good drink and sport, but never let's it get in the way of doing a proper job.
Skills
Profession (Architect) +16 (13 ranks, 3 wisdom)
Knowledge (Architecture & Engineering) +15 (13 ranks, 2 intelligence)
Knowledge (Geography) +15 (13 ranks, 2 intelligence)
Knowledge (Dungeoneering) +15 (13 ranks, 2 intelligence)
Survival +16 (+18 following tracks, +18 underground, +18 avoiding natural hazards or getting lost) (13 ranks, 3 wisdom)
Search +23 (+25 to notice unusual stonework) (13 ranks, 2 intelligence, 8 racial)
Diplomacy +13 (13 ranks)
Appraise +15 (+17 stone or metal) (13 ranks, 2 intelligence)
Feats
Improved Toughness
Improved Unarmed Strike
Improved Grapple
Iron Fists
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Special Abilities
Domination (DC 15)
Energy Drain
Blood Drain
Children of The Night
Create Spawn
DR 15/Magic
Turn Resistance +4
Cold and Electricty Resistance 20
Gaseous Form
Spider Climb
Alternate Form (Wolf)
Fast Healing 5
Base Attack +7/+2
Grapple +17
Unarmed Strike +13/+8 (does not provoke attack of oppurtunity) (1d4 +1d6 +6 lethal; Crit x2)
+3 Heavy Mace +16/+11 (1d8 +9; Crit x2)
MW Throwing Axe +14/+9 Mellee (1d6 +6; Crit x2)
MW Throwing Axe +9/+4 Ranged (1d6 +6; Crit x2)
Saves
Fortitude +3 (+5 vs poison and Magic) (3 base)
Reflex +4 (+6 vs Magic) (3 base, 1 dexterity)
Willpower +10 (+12 vs Magic) (7 base, 3 wisdom)
Initiative +5
AC 21 (10 base, 1 dexterity, 10 +5 mithril chainmail)
Touch 11
Flat-Footed 20
Speed 20ft. (20ft. fly perfect when gaseous)
Items
+5 Mithril Chainmail
+3 Heavy Mace
4 MW Throwing Axes
306 gp
~~~~~~~~~~~~~~~~~~~~~~~
Kroegrin, The Chief Librarian Neutral Male Dwarf Vampire Expert 5 (ECL 6)
HD 4d12 (28 hit points)
Str 20, Dex 15, Con - , Int 18, Wis 16, Cha 10
Personality: Kroegrin is soft spoken but stern. His only real concern is his books. The library is generally seen as his, and it is were he makes his home, resting perched in a corner of the cieling as a bat. He is a diligent worker, and studies non-stop. He knows every book in the library and where it can be found, who has touched it how many times, and so on.
Skills
Knowledge (Arcana, Religion) +12 (8 ranks, 4 intelligence)
Knowledge (History, Nobility & Royalty) +14 (8 ranks, 4 intelligence, 2 bonus)
Search +12 (+14 to notice unusual stonework) (8 ranks, 4 intelligence)
Decypher Script +12 (+14 Scrolls) (8 ranks, 4 intelligence)
Spellcraft +12 (+14 Scrolls) (8 ranks, 4 intelligence)
Use Magic Device +12 (+14 Scrolls) (8 ranks, 4 intelligence)
Speak Language 15 ranks
Feats
Educated (History, Nobility & Royalty)
Jack-of-All-Trades
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Special Abilities
Domination (DC 12)
Energy Drain
Blood Drain
Children of The Night
Create Spawn
DR 15/Magic
Turn Resistance +4
Cold and Electricity Resistance 20
Gaseous Form
Spider Climb
Alternate Form (bat)
Fast Healing 5
Base Attack +3
Grapple +8
Saves
Fortitude +1 (+3 vs Poison and Magic) (base 1)
Reflex +3 (1 base, 2 dexterity)
Willpower +7 (4 base, 3 wisdom)
Initiative +6
AC 15 (10 base, 2 dexterity, 3 MW studded leather)
Touch 12
Flat-Footed 13
Speed 20ft. (20ft. fly in when gaseous)
Items
MW Studded Leather
Heward's Handy Haversack
3230 gp
----> Val dressed for a day out.
Gender, Race and Class: Male Vampire Dark Elf Sorcerer3/Cleric3/Mystic Theurge10/Barbarian1 (ECL 21)
HD: 17d12 (116 hit points)
Abilities: Str14, Dex20, Con - , Int16, Wis23, Cha 22.
Alternate Form: a beastial creature nine feet tall that looks somewhat liek a cross between a draegloth and Beast from Beauty and the Beast. (use dire wolf stats to be fair. though if you will allow me, he can walk on his hind legs at 50ft speed and fight with his weapons in this form.)
Deity and Domains: Kiaransalee. Drow Domain, Retribution Domain.
Alignment: Chaotic Neutral.
Personality: Valthier is very gruff and introspective. He does not like to show his emotions, and keeps up a facade of calm collected coolness. In reality, he can barely control his temper, cries when alone, and generally avoids people. He is very aloof. He is extremely hedonistic, but not overly selfish, and he has refined tastes, being a picky eater and drinker. He enjoys red wine, the finest foods, insence, spa treatment, relaxing strolls in the twilit city of Union, and passionate moments of lust shared with others. He has a certain furious side, delighting in destruction, and bloodshed, torture and terror. It excites him so much. He is an open sadomasochist, and quite the charmer. He likes cats and bats and rats, snakes and lizards, spiders and scorpions, and any equine animal. He hates bugs, and has a secret phobia of them. One which sends him into shock, paralasis and even sometimes fits of screaming and flailing as he runs in fear. Although a sullen creature, Valthier almost always smiles. He is almost like a wild stallion himself in that he behaves in a manner as though he owns anyone around him unless that person has managed to get him to submit even once, in which case he submits to that person indefinately. He can hold a grudge for eons, but knows to be carefull not to act rashly. he is also a bloody coward.
Backround:Valthier was born to a Llothite Matron Mother in Ullorbath. He was albino, and very androgynous at young age. As he grew up he eventualy became more masculine-looking. His mother had him trained in sorcery, and put him in charge of of the House Guard, and sent him on spy missions. He spent his spare time exploring, researching, and experimenting. Into his 3rd or 4th decade he made a pet of a snake he found. it was his only true friend, and he loved it truely. one day the poor creature was discovered by his sister, who killed it just for the look on poor Val's face. around age 50-60, Valthier began to spend an awfull lot of time with a Drow Vampire. the man was a priest of Kiaransalee, and he told Val all about that goddess. Their relationship was a romantic one, and it was when Valthier was barely past age 70 that he was made a vampire. not long after, his Master was slain by Priestesses of Lloth. Valthier, filled with rage, and full of vengeance, orchestrated his entire house's downfall. he manipulated factions for 4 decades, faked his own death, and escaped in the aftermath to the underdark wilds. eventualy coming to a Faerzress-filled labrynth over a dwarven mine, where toxic waste from G-corp and radiation caused powerfull magicall anomylies, he began to settle. he slowly picked off dwarves until he could command an equal force, and overthrew the residents. he then built his mansion, and a portal that linked to all major cities in undergaia, as well as barton town, durem city, the woods just south of the Von Helson Manor, and Union City.
(young Val --> wink
Skills:
Knowledge (arcana) +20 /Ranks: 17
Knowledge (history) +9 /Ranks: 6
Knowledge (religion) +19 /Ranks: 16
Concentration +16 /Ranks: 16
Diplomacy +23 /Ranks: 16
Spellcraft +20 /Ranks: 17
Survival +13 /Ranks: 7
Feats & Special Abilities:
Jack-Of-All-Trades
Rebuke Undead
Summon Familiar
Craft Wondrous Items
Craft Portal
Mobile Spellcasting
Natural Spell
Extrordinary Spell Aim
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Rage 1/day
Domination DC: 24
Drain Energy
Drain Blood
Children of the Night
Create Spawn
DR 15/magic
Turn Resistance +4
Resistance 20 to cold and electricity
Gaseous Form
Spider Climb
Fas Healing 5
Languages Known:
Undercommon
Elven
Common
Aquan
Dwarven
Speed: 40ft. (50ft upright beast form, 60ft all fours beast form.)
Base Attack Modifier: +9/+4
Mellee Attack Modifier: +11/+6
Ranged Attack Modifier: +14/+9
Slam: +9/+4 (1d6+2 Bludgeoning + 2 negative levels; Crit 20/x2.)
Twilight (mellee): +12/+7 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Twilight (ranged): +15/+10 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Shadow (mellee): +12/+7 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Shadow (ranged): +15/+10 (Damage as weapon it takes form of +1d6 of either fire, cold, electricity, acid, sonic, positive, or negative; Crit as weapon it takes form of.)
Wire Claws (single, Mellee): +16/+11 (1d4+7 slashing or piercing; Crit 20/x2)
Wire Claws (both, mellee): +12/+7 and +8 (1d4+7 slashing or piercing; Crit 20/x2 and 1d4+7 slashing or piercing; Crit 20/x2)
Wire Claws (single, ranged): +19/+14 (1d4+7 slashing or piercing; Crit 20/x2; Range 15 feet.)
Wire Claws (both, ranged): +18/+13 and +12 (1d4+7 slashing or piercing; Crit 20/x2; Range 15 feet.)
Grapple: +11
AC: 34 (+8 +5 Spidersilk Armor, +5 Dexterity, +5 deflection, +6 Natural.)
Touch: 20 (+5 Dex, +5 deflection.)
Flat-Footed: 29 (+8 +5 Spidersilk Armor, +5 deflection, +6 Natural.)
Inititiative: +9 (+5 Dexterity, +4 Improved Initiative.)
Fortitude Save: +9 (+9 Base.)
Reflex Save: +12 (+5 Base, +5 Dexterity, +2 Lightning Reflexes.)
Willpower Save: +19 (+13 Base, +6 Wisdom.)
Sorcerer Spells/Day
Cantrips 6, 1st Level 8, 2nd Level 8, 3rd Level 7, 4th Level 7, 5th Level 7, 6th Level 5.
Sorcerer Spells Known
Cantrips Read Magic, Detect Magic, Ghost Sound, Prestidgation, Mending, Message, Arcane Mark, Detect Poison, Open/Close.
1st Level Magic Missle, Ray Of Enfeeblement, Expeditious Retreat, Chill Touch, Shield.
2nd Level Melf's Acid Arrow, Darkness, Whispering Wind, Pyrotechnics, Bull's Strength.
3rd Level Fly, Fireball, Displacement, Haste.
4th Level Phantasmal Killer, Ice Storm, Dimension Door, Rainbow Pattrn.
5th Level Teleport, Cone Of Cold, Feeblemind.
6th Level Guards And Wards, Tenser's Transformation.
Cleric Spells/Day
Orisons 6, 1st Level 7+1, 2nd Level 7+1, 3rd Level 5+1, 4th Level 5+1, 5th Level 4+1, 6th Level 3+1, 7th Level 1+1.
Typical Cleric Spells Prepared
Orisons Purify Food And Drink, Read Magic X2, Create Water X2, Mending.
1st Level Deathwatch, Entropic Shield, Shield Of Faith, Obscuring Mist, Sanctuary, Protection From Alignment, Cure Light Wounds, Cloak Of Dark Power (D).
2nd Level Shield Other, Desecrate, Calm Emotions, Enthrall, Hold Person x2, Cure Moderate Wounds, Clairaudience/Clairvoyance (D).
3rd Level Dispell Magic x2, Deeper Darkness, Blindness/Deafness, Bestow Curse, Speak With Dead (D).
4th Level Dimensional Anchor, Poison x2, Cure Critical Wounds, Summon Monster IV, Fire Shield (D).
5th Level True Seeing, Righchous Might, Flamestrike, Plane Shift, Spiderform (D).
6th Level Banishment, Blade Barrier, Heal, Greater Dispelling (D).
7th Level Summon Monster VII, Word Of Chaos (D).
Mount:
Ecalypse Ephimera. (Chapter 9 Manual Of The Planes, Page 170.)
Large Outsider
Hit Dice: 10d8 +40 (85 HP)
Initiative: +3
Speed: 40ft, Fly 90ft (good manuverablity)
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 2 hooves +15 mellee (1d8+5 bludgeoning each)
Special Attacks/Qualities: Spell-like Abilities, Discorporate, Shadow Blend
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 20, Dex 16, Con 18, Int 6, Wis 10, Cha 15.
Skills & Feats: Hide +7, Survival +13, Listen +13, Sense Motive +8, Spot +13. Weapon Focus (Hoof), Run, Spell Focus (Illusion).
Alignment: Neautral.
Art:
by: Gabe_Ragnarok
by Serethiel Maerukai
NPCs Under Valthier's Control
Elkantar, The Butler Neutral Evil Male Dark Elf Vampire Rogue 13 (ECL 17)
HD 13d12 (78 hit points)
Str 17, Dex 22, Com - , Int 18, Wis 16, Cha 20.
Personality: Elkantar is Selfish, paranoid and reserved. He cares only about himself, and his own well-being. His vampirism is seen as a curse by him, because he powerless to overthrow his always-so-vulnerable master, Patron Valthier. It grinds on his nerves how easy it would be as the butler, with all the keys and his amazing stealth -- bolstered so much by the vampirism -- , if not for his being unable to betray his vampiric sire. He serves as an Agent for Valthier when his household services are not as important.
Skills
Proffession (butler) +19 (16 ranks, 3 wisdom)
Hide +40 (16 ranks, 6 dexterity, 10 circumstance, 8 racial)
Move Silently +40 (16 ranks, 6 dexterity, 10 circumstance, 8 racial)
Search +30 (16 ranks, 4 intelligence, 10 racial)
Open Locks +22 (16 ranks, 6 dexterity)
Disable Devise +20 (16 ranks, 4 intelligence)
Bluff +31 (16 ranks, 5 charisma, 2 bonus, 8 racial)
Disguise +23 (+25 acting in character) (16 ranks, 5 charisma, 2 bonus)
Gather Information +23 (ranks 16, 5 charisma, 2 bonus)
Perform (Keyboards, Sing, Dance, Comedy, Stringed Instruments) +21 (+23 when performing in more than one way) (ranks 16, 5 charisma)
Sleight of Hand +24 (ranks 16, 6 dexterity, 2 synergy)
Speak Language 13 ranks (go ahead and pick all his langauges Draevir. that's a totall of Undercommon, Elven, and 17 others.)
Feats
Persuasive
Weapon Finesse
Versatile Performer
Decietfull
Investigator
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Special Features
Sneak Attack +7d6
Trapfinding
Evasion
Trap Sense +4
Improved Uncanny Dodge
Defensive Roll
Skill Mastery (Disguise, Bluff, Search, Open Lock, Sleight of Hand, Hide)
Domination (DC 21)
Energy Drain
Blood Drain
Children of The Night
Create Spawn
DR 15/Magic
+4 Turn Resistance
Cold and Electricity Resistance 20
Gaseous Form
Spider Climb
Alternate Form (bat)
Fast Healing 5
Base Attack +9/+4
Grapple +12
+1 Keen Ghost Touch Rapier +16/+11 (1d6+4; Crit 15-20/x2)
Dagger of Venom +16/+11 (1d4+4; Crit 19-20/x2)
Saves
Fortitude +4 (4 base)
Reflex +16 (8 base, 6 dexterity, 2 bonus)
Willpower +7 (+9 vs Magic) (+11 vs Enchantmens and Mind Effects) (4 base, 3 wisdom)
Initiative +10
AC 27 (10 base, 6 dexterity, 6 natural, 5 deflection)
Touch 21
Flat-Footed 21
Speed 30ft. (fly 20ft perfect when Gaseous)
Items:
Ring of Mind Shielding
Ring of Protection +5
Boots of Elvenkind
Cloak of Elvenkind
Hat of Disguise
Dagger of Venom
+1 Keen Ghost Touch Rapier
Heward's Handy Haversack
3578 gp
~~~~~~~~~~~~~~~~~~~~~~
Hof, The Chief Surveyor LN Male Dwarf Vampire Expert10 (ECL11)
HD 10d12 plus 10 (57 hit points)
Str 23, Dex 12, Int 15, Wis 16, Cha 10
Personality: Hof is gruff and to-the-point, all business. He realy doesn't care about anyone or anything as long as the job gets done as planned. He is generally untrusting of anyone who doesn't seem "with it" or otherwise structurally-minded. He likes good drink and sport, but never let's it get in the way of doing a proper job.
Skills
Profession (Architect) +16 (13 ranks, 3 wisdom)
Knowledge (Architecture & Engineering) +15 (13 ranks, 2 intelligence)
Knowledge (Geography) +15 (13 ranks, 2 intelligence)
Knowledge (Dungeoneering) +15 (13 ranks, 2 intelligence)
Survival +16 (+18 following tracks, +18 underground, +18 avoiding natural hazards or getting lost) (13 ranks, 3 wisdom)
Search +23 (+25 to notice unusual stonework) (13 ranks, 2 intelligence, 8 racial)
Diplomacy +13 (13 ranks)
Appraise +15 (+17 stone or metal) (13 ranks, 2 intelligence)
Feats
Improved Toughness
Improved Unarmed Strike
Improved Grapple
Iron Fists
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Special Abilities
Domination (DC 15)
Energy Drain
Blood Drain
Children of The Night
Create Spawn
DR 15/Magic
Turn Resistance +4
Cold and Electricty Resistance 20
Gaseous Form
Spider Climb
Alternate Form (Wolf)
Fast Healing 5
Base Attack +7/+2
Grapple +17
Unarmed Strike +13/+8 (does not provoke attack of oppurtunity) (1d4 +1d6 +6 lethal; Crit x2)
+3 Heavy Mace +16/+11 (1d8 +9; Crit x2)
MW Throwing Axe +14/+9 Mellee (1d6 +6; Crit x2)
MW Throwing Axe +9/+4 Ranged (1d6 +6; Crit x2)
Saves
Fortitude +3 (+5 vs poison and Magic) (3 base)
Reflex +4 (+6 vs Magic) (3 base, 1 dexterity)
Willpower +10 (+12 vs Magic) (7 base, 3 wisdom)
Initiative +5
AC 21 (10 base, 1 dexterity, 10 +5 mithril chainmail)
Touch 11
Flat-Footed 20
Speed 20ft. (20ft. fly perfect when gaseous)
Items
+5 Mithril Chainmail
+3 Heavy Mace
4 MW Throwing Axes
306 gp
~~~~~~~~~~~~~~~~~~~~~~~
Kroegrin, The Chief Librarian Neutral Male Dwarf Vampire Expert 5 (ECL 6)
HD 4d12 (28 hit points)
Str 20, Dex 15, Con - , Int 18, Wis 16, Cha 10
Personality: Kroegrin is soft spoken but stern. His only real concern is his books. The library is generally seen as his, and it is were he makes his home, resting perched in a corner of the cieling as a bat. He is a diligent worker, and studies non-stop. He knows every book in the library and where it can be found, who has touched it how many times, and so on.
Skills
Knowledge (Arcana, Religion) +12 (8 ranks, 4 intelligence)
Knowledge (History, Nobility & Royalty) +14 (8 ranks, 4 intelligence, 2 bonus)
Search +12 (+14 to notice unusual stonework) (8 ranks, 4 intelligence)
Decypher Script +12 (+14 Scrolls) (8 ranks, 4 intelligence)
Spellcraft +12 (+14 Scrolls) (8 ranks, 4 intelligence)
Use Magic Device +12 (+14 Scrolls) (8 ranks, 4 intelligence)
Speak Language 15 ranks
Feats
Educated (History, Nobility & Royalty)
Jack-of-All-Trades
Alertness
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes
Special Abilities
Domination (DC 12)
Energy Drain
Blood Drain
Children of The Night
Create Spawn
DR 15/Magic
Turn Resistance +4
Cold and Electricity Resistance 20
Gaseous Form
Spider Climb
Alternate Form (bat)
Fast Healing 5
Base Attack +3
Grapple +8
Saves
Fortitude +1 (+3 vs Poison and Magic) (base 1)
Reflex +3 (1 base, 2 dexterity)
Willpower +7 (4 base, 3 wisdom)
Initiative +6
AC 15 (10 base, 2 dexterity, 3 MW studded leather)
Touch 12
Flat-Footed 13
Speed 20ft. (20ft. fly in when gaseous)
Items
MW Studded Leather
Heward's Handy Haversack
3230 gp