Drow male
16th-level Necromancer/ 18th-level Crusader of Lolth
Chosen of Lolth
Armor Class: -2
Move: 15
Hit Points: 76
THAC0: 3
No. of Attacks: 1
Alignment: Chaotic Evil
Str 19 (12), Dex 20, Con 17, Int 19, Wis 17, Cha 15
Magic Resistance: 80%
Spell-Like Abilities: Thrice/Day Dancing Lights, Faerie Fire, Darkness, Levitate,
Know Alignment, Detect Magic, Clairvoyance, Detect Lie, Suggestion, and Dispel
Magic. Thrice/Day because chosen of Lolth.
Cleric Spells (8/8/8/8/6/4/2): As the chosen of Lolth Avelathmai d'est has
major access to All, Chaos, Necromantic, Protection, War, and Wards, he has
access to the minor spheres of Astral, Charm, and Divination. Avelathmai d'est
also can cast any spell that Lolth grants. Though he doesn't serve Vhaeraun, he
can cast the spell Soultheft.
Mage Spells (6/6/6/6/6/4/3/2): 1st - Alert Vigil, Change Self, Chill Touch,
Comprehend Languages, Detect Magic, Identify, Mending, Read Magic; 2nd - Alter
Self, Choke, Detect Life, ESP, Forget, Ghoul Touch, Knock, Protection from Light,
Sound Bubble, Spectral Hand; 3rd - Delay Death, Dispel Magic, Lightning Bolt,
Numbing Knife, Pain Touch, Vampiric Touch; 4th - Enchanted Weapon, Enervation,
Extension I, Fumble, Improved Invisibility, Improved Protection from Light; 5th -
Aielmaah's Combinate, Extension II, Feeblemind, Magic Jar, Telekinesis,
Teleport; 6th - Death Spell, Disintegrate, Enchant an Item, Extension III;
7th - Finger of Death, Forcecage, Limited Wish, Power Word, Stun, Teleport
Without Error; 8th - Mind Blank, Permanency, Power Word, Blind, Trap the Soul.
Being the chosen of Lolth has allowed Avelathmai d' est to cast spells that would
normally not be allowed to a Necromancer.
Thieving Abilities: MS 99%, HS 99%, DN 80%, RL 99%
Weapons of Proficiency: Dagger, Staff, Short Sword, Mace, Dart, Sling.
Nonweapon Proficiencies: Ancient History (Underdark), Direction Sense, Disguise,
Endurance, Etiquette (Drow and Nobility), Fire Building, Herbalism, Reading Lips,
Reading/Writing (Drow, Elven, Common), Religion (Lolth), Spellcraft, Tracking.
Equipment: Avelathmai d' est has access to most forms of mundane equipment,
and if he does not have, yet needs it, he will have no problem getting it.
Magical Items: Ring of Vampiric Touch x2, Ring of Magic Suppression,
Amulet of Proof Against Detection and Location, Ring of Mind Shielding, Ring of
Sustenance, Ring of Invisibility, Ring of Disguise (functions as Hat of Disguise),
Bracers of AC 2, Cloak of Arachnida, Girdle of Hill Giant Strength, Periapt of Wound
Closure, Dagger +2/+4 vs. Magic using/enchanted creatures, Staff of the
Archmagi-Necromantic
Combat Tactics: Avelathmai d' est is always ready for combat with some of his
death spells to be cast at anyone he deems a menace. Avelathmai d' est is an
eager participant of battle and doesn't mind going into melee, and is in fact very
skilled with his weapons.
Allies/Companions: Lolth and anyone who serves her, though he never trusts
Lolth's underlings because of their known treachery.
Foes/Enemies: The Seldarine and anyone who serves them, all elves except for
those Lolth herself deems worthy of mercy, always evil, and all good or neutrally
aligned Drow.
Appearance: This Drow is almost never seen in his unaltered state, as he is
in almost constant disguise, but when in his magically unaltered state, he is quite
tall for a male Drow, he stands almost 6' Avelathmai d' est is compact and all wiry
muscle. He is possessed of angular features and high cheekbones. His pure white
hair is thick, full, and shoulder length, but his eyes are feral and evil. From birth
he has had a birthmark, similar to a tattoo, on his chest depicting Lolth's symbol, a
pure white spider.
Personality: Once a good person, Avelathmai d'est, gave up doing good to follow
the path of revenge and vengeance. He is quick-witted, and is a good actor, which
helps him in his plots against all elvendom. He is wrathful and harsh, yet very
patient when selecting and disposing of his victims, Avelathmai d'est never loses
control and always keeps his cool. He will do anything to serve his goddess, the
Spider Queen.
Locales Frequented: The Underdark (only long ago), other than that Avelathmai
d'est can be found anywhere.
History: When Aielmaah was born it was certain that he was to serve Lolth, due
to the fact of his birthmark, though no one knew in what way. Many doubted that
he would live long though, because he was small and frail. Some fifteen years
later, Aielmaah's brother was brought into the world though he hated it because
the baby promised to be a strong fighter. Later in his life Aielmaah would be
schooled in the arts of magic, where he excelled beyond belief, rivaling the
master's comprehension and ability soon afterward. Later instead of fighting
Aielmaah's brother decided to take up magic instead of fighting, this created
so much tension that they would take up a magical duel. The brother was slain
during the duel. Years later Aielmaah's mother would be on a diplomatic mission
to bring piece to the elves of their lands. Aielmaah's mother was killed in the
process and Aielmaah blamed it upon the other elves. Shortly after Lolth came
into the picture offering power to him for the souls of elven people. It was at
this time after he accepted that he changed his name to Avelathmai d'est, and
began the slaughter and theft of elven souls. Some three hundred years later he
became aware of many tricks that had been played upon him by Lolth, with the
help of the Seldarine, and their high priest Excavar. Upon conversion the spider
symbol disappeared and Lolth caused his heart to explode, killing him instantly.
Motivation/Goals: Avelathmai d' est's primary goal when he was living was to
please the Spider Queen to her utmost content doing whatever she desired.
Secondly he sought the destruction of all elven souls at the hand of him and
Lolth, eventually he wanted to become powerful enough to destroy all the
Seldarine and help Lolth take their place with him as her loyal second in
command.
Campaign Uses: Avelathmai d' est can be used to give fear to any elf that is
overconfident and to headstrong as he did countless other elven souls. PC's who
meet him will almost definitely not know who he is because of his countless
disguises and acts, he might be simpathetic to evil characters who feel that all
elves should be eliminated.
Level Two Spells:
Protection from Light
(Alteration, Necromancy)
Reversible
Range: Touch (10 yards)
Components: V,M(PFL), S(PFD)
Duration: 1 week/ two levels
Casting time: 5
Area of Effect: Beings touched (1 target/ two levels)
Saving Throw: None (Negates)
When this spell is cast, it creates a magical barrier around the recipient at a
distance of 1 foot. The barrier moves with the recipient and has three major
effects: First, it grants the recipient the ability to see in bright light, whereas
before it might not have been possible. Second it negates any penalties to ability
scores, attack rolls, etc. Thirdly it negates the failing of abilities of Drow
when they leave the Underdark, or of any other race that suffers the same fate
of losing abilities due to leaving the Underdark.
To complete this spell the wizard must have ready a pearl and an onyx that have
been in a magically inherent Underdark location for one week per level of the
caster, the caster must then crush both of these cast Grease on the crushed
stones, then cast Mending, then apply to entire body, after all this is completed
the Protection from Light spell may be cast. The spell can be broken if a Continual
Darkness spell is cast directly at the person affected by the spell, or if it is
dispelled by means of a Dispel Magic.
The reverse of the spell causes the afflicted to be unable to see in bright light.
Bright light causes the afflicted to suffer, temporarily, -2 to Dexterity. Attack
rolls are made at a -2 penalty, and opponents gain a +2 save against spells cast
if they are within the light. When the person is in darkness and his opponents are
in the light, he retains his Dexterity and surprise advantages but still suffers
a penalty on attack rolls. The reverse grants the afflicted with Infravision up to
60'. If this spell is cast on a Drow magic resistance is halved and the Drow
penalties for bright light are doubled. The reverse of the spell requires Verbal
and Somatic components and is missile-like while the normal version requires
Verbal and Material components and is touch based.
Level Four Spells
Improved Protection from Light
(Alteration, Enchantment/Charm, Necromancy)
Reversible
Range: Touch (10 yards)
Components: V, S
Duration: Permanent
Casting time: 1 round
Area of Effect: being touched (1 target)
Saving Throw: None
This spell is the same thing as Protection from Light except that this spell is
permanent. To be able to cast this spell and have it work effectively requires
the casting of Protection from Light and then the casting of Improved Protection
from Light. This spell can be dispelled only by means of Darkray the reversed
form of Sunray. The reversed form is dispelled only by means of the Sunray spell
or the Sunray power of the Sunblade.
Level Five Spells
Aielmaah's Combinate
(Alteration, Enchantment/Charm)
Reversible
Range: Touch
Components: V,M
Duration: Permanent
Casting Time: Special
Area of Effect: Items touched
Saving Throw: Special
This spell must be used by a wizard planning to combine magical items. When
this spell is cast the caster is able to combine magical or enchanted items
so that the items are used from a single source instead of multiple ones.
The caster must be touching all the items he wishes to combine during the
entire casting duration, otherwise the spell is wasted, and cannot be cast
for another month. The items to be combined must be in constant touch during
the casting time, which is a base 16 hours plus an additional 4d4 hours. All
work must be uninterrupted, and during rest periods the items being combined
must never be more than one foot distant from the spellcaster; if it is, the
whole spell is wasted and must be begun again. The chance of the spell to
work is 10%/4 levels plus the caster's level in percentage x2. After the
completion of the spell the caster loses all but one point of Constitution,
and falls unconscious for 1d4 days, whereby waking up the caster recovers
all constitution points and sees if the spell worked or not. The material
component for this spell is five pounds of platinum for every pound of all
the items, this serves for the magical weaving and bonding of the items in
question. The caster can affect up to five items at one item/4 levels.
Ring of Vampiric Touch
This ordinary seeming ring radiates only a faint, unidentifiable aura of
magic when examined, but it contains strong magic. If the wearer touches
an enemy with the hand upon which the ring is worn, a successful attack roll
means that the enemy loses 6d6 hit points. These hit points are added to the
wearers total, with any hit points over the wearers normal total treated as
temporary additional hit points. Any damage to the wearer is subtracted from
the temporary hit points first. After one hour all additional hit points are
lost. Undead are not affected by this attack. After three discharges of this
nature, regardless of the time lapsed between them, the ring becomes inert
for one turn.
Ring of Magic Suppression
This ordinary seeming ring completely suppresses all magic auras when worn.
This suppression is so strong that it gives the wearer a chance to save when
no save is allowed, a +2 against normal saves, and +4 if a save would negate
a spell.
Staff of the Archmagi-Necromantic
This staff functions in all the same ways as a normal Staff of the Magi, the
only difference being the spell-like abilities it uses, they are as follows:
No charge- Chill Touch, Detect Undead, One charge- Hold Undead, Vampiric Touch,
Contagion, Two charges- Enervation, Animate Dead, Four charges- Death Spell,
Six charges- Energy Drain. While the owner of the staff has contact with the
staff he is completely immune to ALL Necromantic spells, including those of
the priestly sphere.
Thanks to - Kaaraelath
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