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Veracity - Stats

Veracity
Copyright © 2003 by Eden Celeste
All rights reserved.
Female Drow Swashbuckler 3/Domain Wizard (Transmutation) 7/Eldritch Knight 10, age 135 (adult)

Here is where I will have a paragraph describing Veracity's appearance, personality, and, perhaps, her usual tactics. A DM should be able to take this and have a fully usable NPC.

Veracity CR 21
Female drow Swashbuckler 3/Domain Wizard (Transmutation) 7/Eldritch Knight 10
NE Medium-size humanoid (elf)
Init +13; Senses darkvision 120', see invisibility; Perception +28
Languages Drow, Undercommon, Elvish, Common, Draconic, Abyssal, comprehend languages, tongues
Height 5 ft. 2 in., weight 107 lb., age 135.
XP: (ECL 22) 231,000 + 4,215 = 235,215 + 17,785 = 253,000 (ECL 23)


AC 43, touch 29, flat-footed 43
hp 213 (20 HD)
Immune charm, fear, hold, magic missile (from Sword of Kas); magic sleep spells and effects (elf trait)
Resist SR 30; fire -25%
Fort +21, Ref +21 (+23 vs. dragon breath), Will +18 (+20 vs. spells, +22 vs. Enchantments)
Speed 40 ft. (6 squares)
Melee Sword of Kas +28/+23/+18/+13 (1d6+15 +11 (insightful strike)/15-20x2 + negative level + gain 5 temporary hit points) or
masterwork scourge +22/+17/+12/+7 (1d8+5/20) or
masterwork whip +24/+19/+14/+9 (1d3+5 nonlethal +11 (insightful strike)/20)
Ranged none
Base Atk +16; Grp +21
Attack Options spells, spell-like abilities, insightful strike (+12 additional damage against foes that are not immune to critical hits), Empower Spell
Combat Gear ring of invisibility
Wizard Spells Prepared (CL 20 or CL 21 for domain spells, spell penetration +4):
8th— discern location. field of icy razors (SC 90), ghostform (SC 103), iron bodyD, veil of undeath (SC 229)
7th— avasculate (SC 19), phase door, reverse gravityD (DC 31), synostodweomer (2) (SC 218), vision
6th— acid storm (DC 28) (SC 7), disintegrateD (DC 30), fires of purity (DC 28) (SC 94), fleshiver (DC 28) (SC 95), Otiluke's freezing sphere (DC 27), ray of entropy (DC 28) (SC 167)
5th— acid sheath (DC 27) (SC 7), baleful polymorphD (DC 29), earth reaver (DC 29) (SC 75), graymantle (SC 107), greater blink, phantasmal thief (SC 155), wall of limbs (SC 234)
4th— assay spell resistance (SC 17), blast of flame (DC 26) (SC 31), burning blood (DC 26) (SC 40), dimension door, enervation, greater invisibility, orb of acid (DC 26) (SC 150), polymorphD
3rd— blade of pain and fear (SC 30), curse of impending blades (DC 25) (SC 57), fly, hasteD, spell vulnerability (DC 25) (SC 200), steeldance (DC 25) (SC 206), tongues, Veracity's whip of pain (DC 25)
2nd— baleful transposition (DC 24) (SC 23), death armor (SC 60), knock, levitateD, phantom foe (SC 156), slapping hand (SC 191), whirling blade (SC 238), wraithstrike (SC 243)
1st— appraising touch (SC 15), backbiter (SC 23), benign transposition (SC 27), expeditious retreatD, inhibit (SC 123), magic missile, persistent blade (SC 15), ray of flame (DC 23) (SC 15)
0— detect magic, hygiene, mage handD (DC 24), message, read magic
DDomain spell TTransmutation spell at DC +4
Wizard Domains Transmutation
0—mage hand, 1—expeditious retreat, 2—levitate, 3—haste, 4—polymorph, 5—baleful polymorph, 6—disintegrate, 7—reverse gravity, 8—iron body, 9—shapechange.
Spell-Like Abilities (CL 20):
1/day dancing lights, darkness, faerie fire (save DC 13 + spell level).
Abilities Str 14 (20), Dex 18 (24), Con 16 (22), Int 28 (34), Wis 13 (19), Cha 16
Inherent Bonuses Constitution +4, Intelligence +5
SQ drow traits, friend and ally of the wind dukes, grace
Feats Armor Proficiency (Light, Medium, Heavy), Daylight Adaptation (negates Light Blindness)‡, Diligent (+2 to Appraise and Linguistics), Empower Spell, Eschew Materials, Greater Spell Focus (Transmutation), Greater Spell Penetration, Improved Critical (Light Blades), Improved Initiative, Improved Toughness, Power Attack, Practiced Spellcaster, Scribe Scroll, Shield Proficiency, Spell Focus (Transmutation), Spell Penetration, Weapon Finesse, Weapon Group (Basic, Bows, Crossbows, Exotic Weapons, Flails & Chains, Heavy Blades, Light Blades). 8 1/3 General and 3 Wizard Feat Points available
Skills Acrobatics +7, Appraise +28, Bluff +30, Climb +5, Concentration +25, Craft (Painting) +16, Diplomacy +23, Disguise +6, Escape Artist +7, Fly +11, Heal +4, Intimidate +6, Jump +5, Knowledge (Arcana) +25, Knowledge (Architecture and Engineering) +16, Knowledge (Dungeoneering) +21, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Local) +16, Knowledge (Nature) +19, Knowledge (Nobility) +25, Knowledge (Religion) +16, Knowledge (The Planes) +20, Linguistics +22, Perception +31, Profession (Artist) +11, Ride +11, Sense Motive +22, Sleight of Hand +8, Spellcraft +21, Stealth +8, Survival +4, Swim +5, Use Magic Device +11, Use Rope +7
Possessions Sword of Kas (348,520), greater crystal of fire assault (6,000), greater fiendslayer crystal (5,000), greater demolition crystal (6,000), greater truedeath crystal (10,000), masterwork scourge (320), masterwork whip (301), +5 ghost ward mithral buckler (37,165), ring of invisibility (20,000), dragon eye ring (ruby) (0), bustier of resistance +5 and natural armor +5 (75,000), boots of striding & springing, speed, and translocation (22,350), belt of battle, STR +6, CON +6 (84,000), bracers of armor +8 (64,000) circlet of persuasion, INT +6 and WIS +6 (76,500) gloves of DEX +6 (36,000), cloak of protection +5 (50,000), Veracity's blessed book (20,000), Heward's Handy Haversack (2,000), artificer's monocle (1,500), tome of worldly memory (1,500), unholy symbol of Loviatar (25). clothing, bedroll, water skin, tooth brush (10), 94,052 gp.
Spare/Alternate Equipment dragon eye ring (emerald) (0), robe of transmutation (140,000), shoes of farstriding (10,000), ring of see invisible (18,000)
Spell Components 2 flasks of acid (20) (material component for acid storm), 2 small pieces of iron from an iron golem (material component for iron body), incense (250) (material component for vision), 2 daggers (focus for steeldance and backbiter), tiny hourglass of platinum and crystal (500) (anticipate teleportation), ruby (30) (focus for bloodstar), miniature replica of a sword (focus for sword of deception), set of loaded dice (focus for sword of deception), glass sculpture of a humanoid (50) (focus for acid sheath), a child's spinning top (focus for cyclonic blast), a small crystal sphere (focus for Otiluke's freezing sphere), a small nugget of adamantine (100) (focus for ironguard), a miniature platinum sword with grip and pommel of copper and zinc (250 gp) (focus for Mordenkainen's sword), tuning fork (Dargas) (focus for plane shift), an eye from a 4+ HD outsider (focus for radiant assault), a 1-foot-long stick (focus for final rebuke), a silver shuriken that looks like a snowflake (50) (focus for field of icy razors) four strips of ivory (200) (focus for vision), masterwork whip (focus for wrathful castigation)
Other Possessions tome of clear thought +5 (used), manual of bodily health +4 (used)
Treasures & Trophies +3 dragon bane bastard sword (32,335), +3 full plate armor with an elaborate dragon motif (20,650), +3 heavy steel shield (9,170), golden cuirass (1,000), 100 platinum pieces of strange and unusual mint, 93 pairs of shoes of all sizes and styles, each prominently bearing the Maure family symbol (930), unholy symbol of Kiaransalee (25) (from Irae T'sarran), unholy symbol of Umberlee (25) (from Kuo-toan Greater Whip), unholy symbol of Lolth (25) (from Ruallith the Arachnomancer)
IOUs none
Debts none
Spellbook
0— detect magic, detect poison, ghost sound, hygiene (EM 130), light, mage handTD, messageT, read magic, silent portal;
1st— appraising touch (SC 15), backbiter (SC 23), benign transposition (SC 27), compelling question (EM 115), comprehend languages, , detect secret doors, expeditious retreatTD, swift expeditious retreatT (SC 85), fey storageT (EM 124), grease, hold portal, inhibit (SC 123), magic missile, persistent blade (SC 154), portal beaconT (SC 161), ray of flame (SC 167), remove scent (SC 173), unseen servant, ventriloquism;
2nd— baleful transposition (SC 23), darkbolt (SC 58), death armor (SC 60), ectoplasmic feedback (SC 78), entice gift (SC 83), glitterdust, knockT, levitateTD, locate object, , phantom foe (SC 156), portal alarm (SC 160), reflective disguise (SC 171), slapping hand (SC 191), wraithstrike (SC 243);
3rd— analyze portal (SC 10), anticipate teleportation (SC 13), blade of pain and fear (SC 30), curse of impending blades (SC 57), dispel magic, flyT, greater compelling question (EM 115), haste, lesser telepathic bond (SC 219), lightning bolt, mass curse of impending blades (SC 57), pain touchR, miser's envy (SC 142), protection from energy, regal procession (SC 172), spell vulnerability (SC 200), steeldance (SC 206), tongues, Veracity's whip of painR;
4th— assay spell resistance (SC 17), blast of flame (SC 31), bloodstar (SC 34), burning blood (SC 40), confusion, dancing chainsT (BVD 90), dimension door, enervation, fire shield, flame whipsT (SC 95), greater invisibility, orb of acid (SC 150), orb of cold (SC 151), orb of electricity (SC 151), polymorphTD, spell enhancer (SC 198), sword of deception (SC 217), wrackV;
5th— acid sheath (SC 7), anticold sphere (SC 13), baleful polymorphTD, cyclonic blast (SC 57), dismissal, earth reaverT (SC 75), fiend formT (SC 90), graymantle (SC 107), greater blink, moonbow (SC 144), night's caress (SC 147), permanency, phantasmal thief (SC 155), sending, teleport, reciprocal gyre (SC 170), vitriolic sphere (SC 231), wall of limbs (SC 234);
6th— acid storm (SC 7), disintegrate, eyebite, fires of purity (SC 94), flesh to stoneT, fleshiver (SC 95), greater dispel magic, Otiluke's freezing sphere, probe thoughts (SC 162), ray of entropy (SC 167), stone body (SC 207), tunnel swallow (SC 225), veil;
7th— avasculate (SC 19), energy immunity, evil glare (SC 85), final rebuke (SC 170), greater arcane sight, greater teleport, ironguard, Mordenkainen's sword phase door, plane shift, radiant assault (SC 164), reverse gravityTD, synostodweomer (SC 218), vision;
8th— discern location, field of icy razors (SC 90), ghostform (SC 103), greater plane shift (SC 159), iron bodyTD, lightning ring (SC 132), polar ray, superior invisibility (SC 125), utter thrall (EM 157), veil of undeath (SC 229), wrathful castigation (SC 243).
DDomain spell at CL +1 RResearched TTransmutation spell at DC +2
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.

Foresight: The Sword of Kas continuously grants Veracity the benefits of the foresight spell: she is never surprised or flat-footed, she gains +2 to AC and reflex saves, and she has advance warning of any attack targeting her, knowing exactly what is about to happen and the best action she can take to avoid harm.

Friend and ally of the wind dukes: As one of the characters who recovered the Rod of Seven Parts, Veracity will be forever remembered as a friend and ally of the wind dukes: the vaati. As such, no creature of air nor any being of the Elemental Plane of Air will attack her without being attacked first, and all such creatures will demonstrate respect for her and will assist her if able.

Grace (Ex): Veracity a +1 competence bonus on Reflex saves (included above).

Immunities: The Sword of Kas continuously grants Veracity immunity to charm, fear, hold, magic missile.

Insightful Strike (Ex): Veracity can add her Intelligence bonus (+12; already included above) to damage done with any weapon she can use Weapon Finesse with, in addition to her Strength bonus. Targets immune to critical hits or sneak attack are immune to insightful strike.

Spell-like Abilities: 1/day—dancing lights, darkness, faerie fire at caster level 20; save DC 13 + spell level.


Dragon Eye Ring (emerald) (Minor Artifact)
Dragon Eye Ring (ruby) (Minor Artifact)

This is a set of five rings, each wrought of gold in the form of a dragon twisting around the wearer's finger. Just as every dragon is unique, every dragon eye ring is different. On each ring, the dragon's head is seen from a side-view and has a small gem inset as the eye, intent upon the viewer. One ring has an emerald, one a sapphire, one a ruby, one a clear diamond, and one a piece of jet.

detect magic reveals an aura of strong abjuration.
identify and analyze dweomer reveal nothing.

legend lore revealed that this minor artifact set is very rare. These rings are badges of honor to the Dragonmasters of Lynn, though a few rings have made their way to Eastern Oerik. Their manufacture is held as a secret by the artificers of that secretive order, so these may not be reproduced.

Experimentation and powerful divinations might reveal the powers of the rings.

(Having done so, the party has determined the following):

Each of the five rings grants continuous see invisible to the wearer, provides a +10 competence bonus to Perception (Spot and Listen), grants a 20 ft. enhancement bonus to the fly speed of the bearer and all allies within 30 feet, and gives a +2 (typeless) bonus to Reflex saves vs. Dragon Breath.

Each individual ring provides an additional bonus to the wearer, appropriate to the color of the stone interpreted as a particular type of chromatic dragon:

Emerald: 50% damage from an initial failed fortitude save vs. poison, eliminates need to make a second fortitude save a minute later.
Ruby: -25% damage from fire
Sapphire: -25% damage from electricity
Jet: -25% damage from acid
Diamond: -25% damage from cold

Caster level 12th. Market Value: ?

Dragonmaster Armor

This ornately crafted plate armor is lacquered and filigreed with gold or silver and studded with gems. The decoration depicts dragons in special and extraordinary ways, such as circling the length and breadth of the suit like a body-length tattoo.

This +3 full plate armor is worth 10,000 gp more than standard value.

Golden Cuirass

This magical cuirass is made of a strange flaky metal. Closer inspection reveals that it appears to be reshaping and reforming its own metal surfaces, constantly writhing and changing as it rebuilds itself.

This function as a masterwork breastplate that provides an unknown (to you) protection against an unknown kind of transformation.

It is worth 1,000 gp due to its curious and unique nature.

Holy Symbol of Loviatar
Unusual only (we think) insofar as it was given to her by the Avatar of the goddess herself.

Robe of Transmutation (140,000)

This finely made green silk robe has a pattern of purple star bursts upon it.

When worn, the robe confers the following powers:

  • The robe increases the Difficulty Class for all spells that change a target's shape (such as baleful polymorph, flesh to stone, or polymorph any object) cast by the wearer by +1.
  • Immunity to baleful polymorph, polymorph any object, and any other spell or supernatural effect that changes the wearer's form against her will.
  • polymorph 1/day
  • baleful polymorph 1/day
  • Prime Transformation: Once per day, this supernatural power allows the wearer to transform herself into any creature that she consumes a tiny piece of. This transformation is treated like shapechange, save that only one form can be assumed. The powers granted by the robe of transformation remain available to the wearer even when she assumes a new form and the robe is absorbed into the wearer's new form.

Strong transmutation; CL 17th; Craft Wondrous Item, baleful polymorph, polymorph, shapechange; Price 140,000 gp; Weight 1 lb.

Shoes of Farstriding (10,000)

This pair of shoes is made of behir hide, padded with velvet and silk. They are worth 2,000 gp for their workmanship alone. Their magic is cloaked by a permanent Nystul's magic aura to make them appear nonmagical.

The church of Fharlhanghn holds these shoes in particularly high regard, although they are also popular among many adventuring circles. They increase the wearer's base land speed by 10 ft. In addition to this ability (considered an enhancement bonus), these boots grant the wearer a +4 bonus on checks to resist being bull-rushed, tripped, or otherwise moved against his will. Finally, they grant a +2 enhancement bonus to Constitution.

Moderate transmutation; CL 10th; Craft Wondrous Item, bear's endurance, longstrider; Price 10,000 gp; Weight 1 lb.

Sword of Kas (Major Artifact)

Intelligent (NE) rapier with a wavy blade, guards of unicorn horn, a basket resembling a grimacing face, and an unusually long hilt, allowing it to be wielded with either one or two hands.

Constant powers: +5 collision enervating souldrinking, foresight, grants immunity to charm, fear, hold, magic missile.

200,320 - +5 collision enervating souldrinking rapier
10,000 - (primary ability) immune to charm
10,000 - (primary ability) immune to fear
10,000 - (primary ability) immune to hold
10,000 - (primary ability) immune to magic missile
100,000 - (awesome ability) continuous foresight
5,000 - telepathy with wielder
3,200 - INT 18 CHA 18 WIS 10
-------
348,520

Because it is worth more than 200,000, it is an Epic item for the purpose of bypassing DR.

Item Ego:

5 - +5 enhancement bonus
4 - 4 primary abilities
6 - 1 awesome power
1 - telepathy
4 - +4 Int Bonus
4 - +4 Cha Bonus
------
Ego 24

Veracity's blessed book
A reward from Shina-Tsu-Hiko for her role in defeating Vecna, this appears to be a finely-made book, 12″ by 8″ by 1″. The cover is fine leather, inlaid with Veracity's sigil in mithril, and the corners are bound in iron. The book is permanently arcane locked, keyed to Veracity, and is waterproof and indestructible. This small book contains 1,440 pages on which Veracity can inscribe spells, two pages per spell level, without paying the standard 25 gp per page in order to do this. The book currently contains all 112 of her spells on 545 pages.


Pain Touch
Necromancy [Evil]
Level: Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster gains a melee touch attack that can be used one time per level. A successful touch induces extreme pain in the target. The pain causes no damage, but for the next 1d4 rounds, the opponent must make a Fortitude save each round. On a failed save, the target is effectively dazed that round and can take no actions, although he can defend himself if attacked. On a successful save, the target can act as desired, but with a -2 circumstance penalty on attacks, saves, and checks.

The material components for this spell are a needle and the finger from a scorched glove.

Veracity's Whip of Pain
Evocation [Evil, Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting time: 1 standard action
Range: 0
Effect: One whip of force
Duration: 1 round/level
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes

This spell creates a whip-like, flexible line of force, emanating from the fingertips of one of the caster's hands. The caster wields this crackling, coiling line of purple sparks proficiently as a magical weapon with an enhancement bonus of +1 per 2 caster levels (max +5). The magical whip strikes opponents up to 15 feet distant. As a force effect, the whip can affect ethereal and incorporeal creatures.

If the wielder successfully strikes a target, there is a loud snapping sound, and the target suffers 2d4 + (enhancement bonus) + (Str bonus) points of damage.

Additionally, any hit afflicts the target with intense pain. Each hit forces the creature to make a Fortitude save. If the creature succeeds at the save, it feels only enough pain to suffer a -1 penalty to its next attack roll. Failure wracks the creature with pain, stunning it for 1 round. Multiple hits in the same round force multiple saves. The effects are cumulative.

The material components of this spell are a drop of the caster's blood and one of the caster's hairs.

Wrack (Complete Divine)
Necromancy [Evil]
Level: Clr 3, Pain 3, Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A humanoid subject of the spellcaster's choosing is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell, the subject is considered helpless and cannot take actions.

Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes. The subject's sight returns at the end of the spell's duration.


Copyright © 2007 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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