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Tebryn Filifar - Stats

To be done:

  • Descriptions of all his custom or researched spells.
  • Impervious Vial, Talakara's Basin of Calling and Seeing.
  • Description of Drusilla.

Male Drow Domain Wizard (Evocation) 5/Rogue 3/Arcane Trickster 10/Archmage 1, age 141 (adult).

Copyright © 2003 by Eden Celeste
All rights reserved.
Tebryn is 5'3" tall and weighs 115 lb. He has shoulder length white hair and red eyes, but no facial hair. He's in good shape: fit and trim, and quick in reaction. Very robust and healthy. Not especially attractive, although he does command your attention. He has a quick mind and his eyes are watchful and observant.

Personality: Haughty, cruel, deceitful, manipulative.

He's always had the attitude that those that cast magic are superior to those that don't, and those that cast arcane magic are superior to those that depend on gods to give them spells. Hence, he can be haughty and arrogant towards such "lesser" beings, if he feels that there is no use to be gained from them. But he is throughly practiced and adept at hiding his feelings and opinions in order to manipulate others who do have something he needs.

There are any number of his companions whom he has used for his own purposes completely unknowingly. For example, Malarky considers him his closest friend, and Tebryn has, indeed, done him big favors - but Tebryn has gotten a lot more out of the friendship than Malarky. And the last "favor" he did for Malarky's was very much at the expense of Eris.

He is quite paranoid about those of his companions whom he perceives as more powerful than he. Tigerblade, in particular, worries him. Tebryn has done a lot of plotting and planning about what to do if Tigerblade suddenly turns on him: a not wholly unreasonable fear, since Tigerblade has quaffed several philters of madness over his career and attacked his own companions. As a result of this, Tebryn has been surreptitiously spreading the rumor, through Malarky, for many years that Tigerblade actually has a split personality: the good Mr. Tiger, and the evil Mr. Blade. Tigerblade's reputation has not been seriously harmed.

Tebryn also has adopted the attitude of superiority of drow towards all lesser races. I say "adopted" because he's actually a "nouveau drow" - he was born 41 years ago as a Human, named Nick, but became a drow as a side-effect of a wish spell, slightly more than 13 years ago. Much to Veracity's amusement, he adopted not only a drow given name, but also a drow surname, although there is no real connection between him and that of the house whose name he took. Nor is there any actual genetic connection between he and Veracity, although they call each other "brother" and "sister": they were step-siblings.

He is very skillful with magic, but picked up thief skills in order to be more stealthy. He is considering becoming an assassin: he truly enjoys killing, and with his combination of classes, he thinks he'd be very good as a professional. He's also considering becoming an ur-priest - an evil prestige class of those who, like he, despise divine spellcasters but envy their divine spells, and have learned how to hijack divine energy being send by the gods to their priests, and use it to cast their own divine spells.

Tebryn Filifar CR 20
Male drow Domain Wizard (Evocation) 5/Rogue 3/Arcane Trickster 10/Archmage 1
NE Medium-size humanoid (elf)
Init +7; Senses darkvision 120'; Perception +25
Languages Common, Elvish, Dwarven, Drow, Undercommon, Ancient Elvish
Height 5 ft. 3 in., weight 115 lb., age 141.
XP: (ECL 21) 210,000 + 11,046 = 221,046 + 9,954 = 231,000 (ECL 22)

AC 30, touch 22, flat-footed 23
hp 166 (19 HD)
Immune devices, spells, or powers that detect, influence, or read thoughts as well as those with mind-effecting or scrying descriptors (third eye conceal), magic sleep spells and effects (elf trait)
Resist SR 30; evasion
Fort +17, Ref +22, Will +20 (+22 vs. spells, +24 vs. Enchantments)
Speed 30 ft. (6 squares)
Melee +1 dagger of wounding +14/+9 (1d4+4/19-20x2 + 1 Con damage)
Ranged none
Base Atk +10; Grp +13
Attack Options sneak attack +7d6, spells, spell-like abilities
Combat Gear ring of invisibility and inaudibility
Wizard Spells Prepared (CL 19 or CL 20 for domain spells, spell penetration +2):
8th— horrid wiltingN (DC 31), polymorph any object (DC 29), power word: stun, Otiluke's telekinetic sphereDE (DC 31)
7th— delayed blast fireballE (DC 30), finger of deathN (DC 30), greater teleport, power word: blind, waves of exhaustionN (DC 30), Mordenkainen's swordDE (DC 30)
6th— analyze dweomer, chain lightningE (DC 29), greater dispel magic, true seeing, Bigby's forceful handDE
5th— baleful polymorph (DC 26), cone of coldE (DC 28), dominate person (DC 26), passwall, teleport, waves of fatigueN (DC 28), wall of forceDE
4th— assay spell resistance (SC 17), dimension door, dimensional anchor, fire shieldE, greater invisibility, stoneskin, shoutDE (DC 27)
3rd— clairvoyance/clairaudience, dispel magic, displacement, fireballE (DC 26), fly, haste, tongues, lightning boltDE (DC 26)
2nd— darkboltE (DC 25), knock, knock, invisibility, Melf's acid arrowE (DC 25), mirror image, see invisibility, flaming sphereDE (DC 25)
1st— comprehend languages, enlarge person, familiar pocket, feather fall, magic missileE, magic missileE, unseen servant, magic missileDE
0— detect magic, lightDE, message, prestidigitation, read magic
DDomain spell EEvocation spell at DC +2 NNecromancy spell at DC +2
Wizard Domains Evocation
0—light; 1—magic missile; 2—flaming sphere; 3—lightning bolt; 4—shout; 5—wall of force; 6—Bigby's forceful hand; 7—Mordenkainen's sword; 8—Otiluke's telekinetic sphere; 9—Bigby's crushing hand.
Spell-Like Abilities (CL 19):
1/day dancing lights, darkness, faerie fire (save DC 10 + spell level).
Abilities Str 10 (16), Dex 18 (24), Con 16 (22), Int 27 (33), Wis 13 (19), Cha 10
Inherent Bonuses Dexterity +5, Intelligence +5
SQ drow traits, familiar benefits, imp familiar, impromptu sneak attack, high arcana (mastery of shaping), ranged legerdemain trap sense +1, trapfinding
Feats Armor Proficiency (Light), Cast on the Run, Craft Wondrous Item, Daylight Adaptation, Dodge, Improved Familiar, Leadership, Mobility, Practiced Spellcaster, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Spell Penetration, Weapon Group (Basic, Crossbows, Exotic, Light Blades). 5 2/3 General Feat Points available.
Skills Acrobatics +7, Concentration +28, Craft (Painting) +19, Disable Device +31, Escape Artist +11, Fly +11, Knowledge (Arcana) +33, Knowledge (The Planes) +16, Linguistics +18, Perception +25, Profession (Herbalist) +12, Sleight of Hand +20, Spellcraft +33, Stealth +29
Possessions bracers of armor +8 (64,000), belt of strength +6 (36,000), shirt of constitution +6 (36,000), gloves of dexterity +6 (36,000), headband of third eye conceal + intelligence +6 + wisdom +6 (192,000) (MIC 141), cloak of resistance +5 (25,000), anklet of translocation (1,500) (MIC 71), staff of the magi (300,000), +1 wounding dagger (8,301), ring of protection +5 (50,000), ring of invisibility and inaudibility (40,000), portable hole (20,000), Boccob's blessed book (12,500), arcane thieves tools (1,500) (MIC 150), artificer's monocle (1,500) (MIC 72), impervious vial (From Ormond's Pouch)
Spell Components tiny lens of ruby or sapphire set in a small golden loop (1,500) (focus for analyze dweomer), tiny bronze chest fitted with electrum (50) (focus for Leomund's secret chest), large bronze chest fitted with electrum enchanted with arcane lock, fire trap, avoidance (5,000) (focus for Leomund's secret chest), A miniature platinum sword with a grip and pommel of copper and zinc (250) (focus for Mordenkainen's sword)
Other Possessions Talakara's basin of calling and seeing (150,000), Talakara's chains of absorption, tome of clear thought +5 (used) (137,500), manual of quickness of action +5 (used) (137,500), Ruallith's spell book, spell book of Baron Lum the Mad.
Treasures & Trophies 12 white gems carved like skulls (50 GP each) (from School of Nekros) (600)
IOUs none
Debts none
0— acid splash, arcane mark, dancing lights¹;, daze, detect magic, detect poison, disrupt undead¹, flare¹, ghost sound, light¹;, mage hand, mending, message, open/close, prestidigitation, ray of frost¹, read magic, resistance, touch of fatigue¹;
1st— bestow wound†, burning hands¹, chill touch¹, chromatic orb¹‡, color spray, comprehend languages, copy¹‡, endure elements, enlarge person, expeditious retreat, familiar pocket, feather fall, identify, magic missile¹, magic weapon, ray of enfeeblement¹, reduce person, shocking grasp¹, Tenser's floating disk¹, unseen servant;
2nd— alter self, arcane lock, bear's endurance, bull's strength, cat's grace, command undead¹, continual flame, darkbolt¹†, daylight¹, flaming sphere¹, invisibility, knock, levitate, locate object, Melf's acid arrow, mirror image, protection from arrows, resist energy, see invisibility, spectral¹ hand, vocalize‡, web, wither limb¹†;
3rd— clairvoyance/clairaudience, dispel magic, displacement, fireball¹, fly, gaseous form, greater magic weapon, halt undead¹, haste, hold person, invisibility sphere, lightning bolt¹, nondetection, phantom steed, protection from energy, ray of exhaustion¹, sepia snake sigil, slow, tongues, vampiric touch¹, vile lance¹†, water breathing;
4th— arcane eye, assay spell resistance, bestow curse¹, confusion, contagion¹, damning darkness¹†, dancing chains†, dimension door, dimensional anchor, enervation¹, fear¹, fire shield¹, fire trap, greater invisibility, ice storm¹, Leomund's secure shelter, locate creature, phantasmal killer, polymorph, remove curse, scrying, shout, stoneskin, wall of fire¹, wall of ice¹;
5th— animate dead¹, baleful polymorph, cloudkill, cone of cold¹, contact other plane, dismissal, dominate person, dream, hold monster, Leomund's hidden lodge, Leomund's secret chest, overland flight, passwall, permanency, sending¹, telekinesis, teleport, wall of force¹, wall of stone, waves of fatigue¹;
6th— analyze dweomer, antimagic field, Bigby's forceful hand, chain lightning¹, disintegrate, eyebite¹, flesh to stone, globe of invulnerability, greater dispelling, guards and wards, legend lore, permanent image, planar binding, shadow walk, stone to flesh, true seeing, wall of iron;
7th— banishment, control undead¹, delayed blast fireball¹, ethereal jaunt, finger of death¹, greater scrying, greater teleport, limited wish, Mordenkainen's sword, phase door, plane shift, power word: blind, prismatic spray¹, teleport object, waves of exhaustion¹;
8th— greater planar binding, horrid wilting¹, polymorph any object, Otiluke's telekinetic sphere, power word: stun, prismatic wall.
DDomain spell at CL +1 EEvocation spell at DC +2 NNecromancy spell at DC +2 RResearched Book of Vile Darkness

Drow traits: +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma (included in listed statistics); Spell like abilities 1/day—dancing lights, darkness, faerie fire as a sorceress of her character level; darkvision up to 120 feet; Entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Light Blindness (Ex): Abrupt exposure to bright light blinds drow for 1 round. While operating in bright light, suffer -1 circumstance penalty to attacks, checks, and saves. (removed by Daylight Adaptation Feat); Spell resistance of 11 + character level; Immune to magic sleep spells and effects; +2 racial bonus on Will saves against spells and spell-like abilities; additional +2 racial bonus on saves against Enchantment spells and effects; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above); Preferred class: Wizard (male) or Cleric (female); Level adjustment +2.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Tebryn takes no damage with a successful saving throw.

Familiar Benefits: As long as his familiar Drusilla is within reach, Tebryn has the benefits of the Alertness feat (already figured into the statistics above), and the following additional benefits.

Empathic Link (Su): Tebryn can communicate telepathically with Drusilla at a distance of up to 1 mile. He has the same connection to a person, item or a place that Drusilla does, for the purpose of scrying or teleportation.

Share Spells: Tebryn may have any spell he casts on himself also affect Drusilla if the latter is within 5 feet at the time. He may also cast a spell with a target of "You" on his familiar.

Touch: Drusilla can deliver touch spells for Tebryn.

High Arcana: Tebryn has special abilities as befits an Archmage.

Mastery of Shaping: Tebryn can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Tebryn permanently gave up one 6th-level spell slot to gain this ability.

Imp Familiar: Tebryn has an imp familiar known as Drusilla Barbtail.

Impromptu Sneak Attack: Twice a day, Tebryn can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Ranged Legerdemain: Three times per day, Tebryn can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and Tebryn cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

Sneak Attack: If Tebryn's opponent is ever denied his Dexterity bonus to AC, or if Tebryn flanks him, he does an extra 7d6 damage on each attack.

Spell-like Abilities: 1/day—dancing lights, darkness, faerie fire at caster level 19; save DC 11 + spell level.

Trap Sense (Ex): Tebryn receives a +1 dodge bonus to AC against attacks by traps and a +1 bonus on Reflex saves to avoid traps.

Trapfinding: Tebryn can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps.

Summoned Creatures: Tebryn has used his staff of the magi to summon several kinds of creatures. When he summons a series of creatures of the same type, the same ones always appear as the last time he summoned that type of creature.

Leonals: Yellowmane (114 HP), Loudroar (119 HP), Longclaw (125 HP), Fiercebite (106 HP).

Celestial Rocs: Windwing (225 HP), Swifttalon (205 HP)

Tebryn's familiar is an imp named Drusilla Barbtail.

Drusilla Barbtail: Female imp familiar;

Skills and Feats:.

Improved Evasion (Ex): If Drusilla is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful saving throw and half damage even if the saving throw fails.

Manual of Quickness of Action +5 (137,500)

As a result of reading this, Tebryn has a +5 inherent bonus to Dexterity, accounted for in the stats above. Since it has been used, the book is no longer magical.

Talakara's Basin of Calling and Seeing> (150,000)

An 8' diameter basin, when filled with 1000 gallons of water, allows greater scrying at will and allows telepathy once the subject has been successfully scryed. Command word "tiny" shrinks it to the size of a salad bowl.

Talakara's Chains of Absorption (-)

Similar to dimensional shackles in that these masterwork manacles & chains prevent the captive from using spells, psionics, or spell-like or supernatural powers, including plane shifting and shape-changing, to escape from captivity.

Additionally, these chains act as a rod of absorption, absorbing both magical and psionic energy, preventing ANY use of such powers by the captive and preventing any use of such powers by others to open the chains.

The captive can be of any size from Small to Large. Breaking out of the manacles requires a Strength check vs. DC 30 (ruining the manacles in the process), or a successful Escape Artist check vs. DC 30 will allow the captive to wiggle free.

Tome of Clear Thought +5 (137,500)

As a result of reading this, Tebryn has a +5 inherent bonus to Intelligence, accounted for in the stats above. Since it has been used, the book is no longer magical.

Staff of the Magi (Minor Artifact) (300,000)

A long wooden staff shod in iron and inscribed with sigils and runes. Currently contains 50 charges.

The following powers do not use charges:

  • detect magic
  • enlarge person (Fortitude DC 15 negates)
  • hold portal
  • light
  • mage armor
  • mage hand

The following powers drain one charge per usage:

  • dispel magic
  • fireball (10d6 damage, Reflex DC 17 half)
  • ice storm
  • invisibility
  • knock
  • lightning bolt (10d6 damage, Reflex DC 17 half)
  • passwall
  • pyrotechnics (Will or Fortitude DC 16 negates)
  • wall of fire
  • web

The following powers drain two charges per usage:

  • monster summoning IX
  • plane shift (Will DC 21 negates)
  • telekinesis (400 lb. maximum weight, Will DC 19 negates)

Grants spell resistance of 23. If this is willingly lowered, the staff absorbs arcane spell energy directed at its wielder as a rod of absorption does, but absorbed energy is converted into charges. If the staff ever absorbs spell energy to exceed 50 charges, it explodes as if a retributive strike had been performed.

Can be broken for a retributive strike. Must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet take 8 times the number of charges hit points of damage. Those between 11 and 20 feet take 6 times the number of charges. Those between 21 and 30 feet take 4 times the number of charges. A DC 17 Reflex save reduces damage by half.

The character breaking the staff has a 50% chance of travelling to another plane, but if she does not, she is destroyed.

Darkbolt (Book of Vile Darkness 90-91)
Evocation [Darkness, Evil]
Level: Clr 2, Darkness 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other has no specific type. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.

Copyright © 2016 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
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