The Shadow Council (RG)


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Serrah

Serrah
Female Human, 6th-Level Conjurer/4th-level Mage of the Arcane Order/1st-level Mindbender (XP ??,??? - 2,140)
Medium Humanoid (Human)

Hit Dice: 11d4+44 (78 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 13[28] (+4 Dex, -1 Flaw, [+6 armor], [+4 shield], [+5 natural armor]), touch 13, flat-footed 9[24]
Base Attack/Grapple: +5/+4
Attack: --
Full Attack: --
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Rapid Summoning, Enhanced Summoning (+2 to dispel DC), Telepathy, Guild Member (30gp/month), Spellpool II (½ caster level)
Saves: Fort +12, Ref +10, Will +13
Abilities: Str 8, Dex 16(18), Con 16(18), Int 21(25), Wis 8, Cha 14
Skills: Bluff +7(5), Concentration +18(14), Diplomacy +15(7), Hide +10(1), Intimidate +8(4), Knowledge (arcana) +21(12), Knowledge (dungeoneering) +8(1), Knowledge (local) +8(1), Knowledge (nature) +12(5), Knowledge (nobility and royalty) +12(5), Knowledge (religion) +8(1), Knowledge (the planes) +12(5), Listen[familiar within arm's reach] +9[11](7), Move Silently +16(7), Search +10(3), Sense Motive +6(7), Spot[familiar within arm's reach] +6[8](7), Spellcraft +17(8), Tumble +6(2)
Feats: Wizard Weapon Proficiency, Augment Summoning, Able Learner, Collegiate Wizard, Spell Focus (Enchantment), Cooperative Spell, Sudden Silent, Obtain Familiar, Craft Wondrous Item, Sudden Maximize, Arcane Strike, Elven Spell Lore (Tirumael's Energy Spheres)
Flaws: Shaky, Vulnerable
Alignment: Neutral

Serrah is an attractive woman in her late twenties. She is of average height, with a slender, yet athletic build. Serrah has green eyes and waist-long blonde hair, which is usually worn open. Most often, Serrah wears comfortable clothing of dark colors and a wide hooded cloak of grey-green color, but depending on the situation her garments can vary widely, since she can change her dress to match her current mood or needs. In addition, she normally wears some unostentatious jewelry, a silver headband with a single emerald and a silver amulet with ornate engravings, as well as a few silver rings, soft leather gloves and boots, a broad leather belt, and a small backpack holding the remainder of her equipment.

Serrah speaks Common, Celestial, Draconic, Dwarven, Elven and Infernal.

Spells: As 11th-level wizard
Specialized School: Conjuration
Prohibited School: Illusion, Necromancy
Spells per Day: (4+1/6+1/6+1/6+1/4+1/3+1/2+1; save DC 17 + spell level; +1 Enchantment):
0 - 1 slot free, Detect Magic (2), Prestidigitation, Acid Splash (S);
1st - 1 slot free, Protection from Evil, extended Shield, Magic Missile, extended Critical Strike, Familiar Pocket, Benign Transposition (S), Reduce Person (ME), Eyes of the Avoral (ME);
2nd - 1 slot free, extended See Invisibility, Dimension Hop, Scorching Ray, Rope Trick, extended Wraithstrike, Web (S), Resist Energy (ME), Glitterdust (ME);
3rd - 1 slot free, Suggestion (2), Fireball, Blacklight, extended Dragonskin, extended Greater Mage Armor (S), Heroism (ME), Deeper Darkvision (ME);
4th - 1 slot free, Polymorph, Tirumael's Energy Spheres [Lightning/Sonic] (2), Evard's Black Tentacles (S);
5th - 1 slot free, Draconic Polymorph, Greater Blink, Summon Monster V (S);
6th - 1 slot free, Mordenkainen's Lucubration, Summon Monster VI (S).

Active Spells:
[SBLOCK]spell enhanced Contingency (Polymorph activates with command word)
Rary's Mnemonic Enhancer (4)[/SBLOCK]

Spellbook:
[SBLOCK]0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation;
1st - Alarm, Protection from Evil, Shield, Mage Armor, Mount, Unseen Servant, Detect Secret Doors, Identify, Charm Person, Magic Missile, Disguise Self, Expeditious Retreat, Feather Fall, Reduce Person, Benign Transposition [MHB/SC], Critical Strike [CV], Eyes of the Avoral [BoED], Familiar Pocket [CA/SC];
2nd - Resist Energy, Glitterdust, Web, Locate Object, See Invisibility, Scorching Ray, Bear's Endurance, Cat's Grace, Fox's Cunning, Rope Trick, Dimension Hop [PHB2], Heroics [SC], Swift Fly [CV], Wraithstrike [CV];
3rd - Dispel Magic, Magic Circle against Evil, Magic Circle against Law, Magic Circle against Chaos, Phantom Steed, Summon Monster III, Clairaudiance/Clairvoyance, Heroism, Suggestion, Fireball, Haste, Secret Page, Greater Mage Armor [CA/SC], Blacklight [FOR/SC], Nchaser's Glowing Orb [PGtF/SC], Deeper Darkvision [UD/SC], Dragonskin [DRAC/SC];
4th - Dimensional Anchor, Dimension Door, Evard's Black Tentacles, Leomund's Secure Shelter, Charm Monster, Confusion, Otiluke's Resilient Sphere, Polymorph, Rary's Mnemonic Enhancer, Stone Shape, Orb of Force [CA], Assay Resistance [CA], Tirumael's Energy Spheres [MoF/SC], Spell Enhancer [PGtF/SC];
5th - Leomund's Secret Chest, Summon Monster V, Teleport, Wall of Stone, Dominate Person, Overland Flight, Greater Blink [CA], Draconic Polymorph [DRAC];
6th - Planar Binding, Summon Monster VI, Mass Suggestion, Contingency, Mordenkainen's Lucubration, Imbue Familiar with Spell Ability [CA].[/SBLOCK]

Equipment:
Head: Headband of Intellect +4
Eyes: --
Neck: Amulet of Health +2
Shoulders: Cloak of Elvenkind
Torso: Vest of Resistance +3
Body: Vestment of Many Styles
Waist: --
Wrists: --
Hands: Gloves of Dexterity +2
Finger: Ring of Invisibility
Finger: --
Feet: Boots of Elvenkind

Other Equipment: Traveler's Outfit, Travel Cloak, Heward's Handy Haversack, Bedroll, Scroll Case, Belt Pouch (2), Sack (4), Silk Rope (100 ft.), Soap, Waterskin, Sunrod (5), Tindertwig (5), Spell Component Pouch (2), Spell Pool Focus, Rary's Mnemonic Enhancer Focus, Contingency Focus, Glowing Orb (3), Boccob's Blessed Book, Pearl of Power (1st) (2), Pearl of Power (2nd), Lesser Metamagic Rod of Extend (2); 100 gp, 0 sp, 0 cp.

Flaps, bat familiar: Diminutive magical beast (augmented animal); HD 11; hp 39; Init +2; Spd 5 ft., fly 40 ft. (good); AC 19, touch 16, flat-footed 17; Base Atk +5; Grp -12; Atk/full Atk -; Space/Reach 1 ft./0 ft.; SQ blindsense 20 ft., low-light vision, darkvision 60 ft., improved evasion, share spells, empathic link, speak with master; AL N; SV Fort +5, Ref +5, Will +13; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4.
Skills and Feats: Hide +15, Listen +15, Move Silently +9, Spot +15; Alertness.

Background: Serrah has studied magic on the University for Arcane Arts in her home city, where she also got into contact with the Arcane Congress, who promptly enlistened her as a guild member, after her basic training was finished. She relocated to Aundair in northern Khorvaire. The young woman showed great promise, and a special knack for conjuration magic. Once her apprenticeship in the arcane order was over after one year, Serrah began to travel, to see distant places and always on the search to unlock more arcane secrets. And since her perpetual studies cost a fortune, Serrah was also looking for new ways to increase her wealth. Hiring her talent out for gold seemed an obvious choice, resourceful mages were always in high demand, and with the gold she earned, Serrah could finance her studies and other expensive habits.

[SBLOCK=Characteristics Breakdown]Saves:

Fort +12 (+5 base, +4 Con, +3 resistance)
Ref +10 (+3 base, +4 Dex, +3 resistance)
Will +13 (+11 base, -1 Wis, +3 resistance)

Abilities:

Str 8 (8 base)
Dex 16(18) (16 base, +2 enhancement)
Con 16(18) (16 base, +2 enhancement)
Int 21(25) (18 base, +3 level (+1/3 lvls), +4 enhancement)
Wis 8 (8 base)
Cha 14 (14 base)

Skills:

Bluff +7 (5 ranks, +2 Cha)
Concentration +18 (14 ranks, +4 Con)
Diplomacy +15 (7 ranks, +2 Cha, +6 synergy)
Hide +10 (1 rank, +4 Dex, +5 competence)
Intimidate +8 (4 ranks, +2 Cha, +2 synergy)
Knowledge (arcana) +21 (12 ranks, +7 Int, +2 Collegiate Wizard)
Knowledge (dungeoneering) +8 (1 rank, +7 Int)
Knowledge (local) +8 (1 rank, +7 Int)
Knowledge (nature) +12 (5 ranks, +7 Int)
Knowledge (nobility and royalty) +12 (5 ranks, +7 Int)
Knowledge (religion) +8 (1 rank, +7 Int)
Knowledge (the planes) +12 (5 ranks, +7 Int)
Listen[familiar within arm's reach] +9[11] (7 ranks, -1 Wis, +3 familiar bonus, [+2 Alertness])
Move Silently +16 (7 ranks, +4 Dex, +5 competence)
Search +10 (3 ranks, +7 Int)
Sense Motive +6 (7 ranks, -1 Wis)
Spot[familiar within arm's reach] +6[8] (7 ranks, -1 Wis, [+2 Alertness])
Spellcraft +17 (8 ranks, +7 Int, +2 synergy)
Tumble +6 (2 ranks, +4 Dex)

Equipment:

Headband of Intellect +4 (8,000 gp & 640 XP, Weight 0 lb., Location: Head)
Amulet of Health +2 (2,000 gp & 160 XP, Weight 0 lb., Location: Neck)
Cloak of Elvenkind (2,500 gp, Weight 1 lb., Location: Shoulders)
Vest of Resistance +3 (4,500 gp & 360 XP, Weight 1 lb., Location: Torso)
Vestment of Many Styles (500 gp, Weight N/A, Location: Body)
Gloves of Dexterity +2 (2,000 gp & 160 XP, Weight 0 lb., Location: Hands)
Ring of Invisibility (20,000 gp, Weight 0 lb., Location: Finger (Left Hand))
Boots of Elvenkind (2,500 gp, Weight 1 lb., Location: Feet)

Traveler's Outfit (Weight 5 lb., Location: Backpack)
Travel Cloak (1,200 gp, Weight 1 lb., Location: Backpack)
Heward's Handy Haversack (1,000 gp & 80 XP, Weight 5 lb., Location: Back)
Bedroll (1 sp, Weight 5 lb., Location: Backpack)
Scroll Case (1 gp, Weight ½ lb., Location: Belt)
Belt Pouch (2) (2 gp, Weight 1 lb., Location: Belt)
Sack (4) (4 sp, Weight 2 lb., Location: Backpack)
Silk Rope (100 ft.) (20 gp, Weight 10 lb., Location: Backpack)
Soap (5 sp, Weight 1 lb., Location: Backpack)
Waterskin (1 gp, Weight 4 lb., Location: Backpack)
Sunrod (5) (10 gp, Weight 5 lb., Location: Backpack)
Tindertwig (5) (5 gp, Weight 0 lb., Location: Belt Pouch)
Spell Component Pouch (2) (10 gp, Weight 4 lb., Location: Belt/Backpack)
Spell Pool Focus (Bracelet) (Weight 0 lb., Location: Left Wrist)
Rary's Mnemonic Enhancer Focus (Ivory Plaque) (50 gp, Weight 0 lb., Location: Backpack)
Contingency Focus (Ivory Statuette) (1,500 gp, Weight 0 lb., Location: Necklace (worn underneath clothes))
Glowing Orb (3) (150 gp, Weight 0 lb., Location: Backpack)
Boccob's Blessed Book (6,250 gp & 500 XP, Weight 1 lb., Location: Backpack)
Pearl of Power (1st) (2) (1,000 gp & 80 XP, Weight 0 lb., Location: Backpack)
Pearl of Power (2nd) (2,000 gp & 160 XP, Weight 0 lb., Location: Backpack)
Lesser Metamagic Rod of Extend (2) (6,000 gp, Weight 10 lb., Location: Backpack)
100 gp (Weight 2 lb., Location: Belt Pouch)

Summon Familiar (100 gp)
Initiation Fee for Arcane Order (750 gp)
Learning 4 1st-level spells (100 gp)
Learning 6 2nd-level spells (600 gp)
Learning 9 3rd-level spells (1,350 gp)
Learning 6 4th-level spells (1,200 gp)
Learning 2 6th-level spells (600 gp)

Total Weight Carried: 13½ lb. (light load)[/SBLOCK]
 
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Background: Years ago I was a soldier for the Army of the Silver Flame. I followed the Lieutenant-Lt. Donnal Redding he was, and I followed him far. He was the type that had the Flame on his side, and all the men knew it-but noone followed him farther than his Kip.

After the war, there was warcrime to attone for, and the government, they needed people to put it on. The blame kept gettin' passed down the ranks until it fell on the Lieutenant's shoulders. He couldn't prove he wasn't responsible, and wouldn't bust himself out though he knew his innocence. That's why he had his Kip and some a' his other men. We busted him out, despite his protests, and got him outta Thrane. The rest of the men left us, setting us up with their old weapons, wands, and armor...The Lieutenant and me? We had us a plan.

We decided to go out to the Demon Wastes where we heard that there was savage tribes that didn't know nothin' about civilized warfare. Me and the Lieutenant? We was trained soldiers from the finest army in the land, and we figured if we brought them weapons, taught them to use them so as they could beat their enemy tribes, they'd make us kings and give us the riches that those savages are always hidin' and don't know the value of. The Lieutenant thought maybe he was needed there...said the Flame was tellin' him so. Me? I wanted the riches...and to be with the Lieutenant.

Most ways, our plan worked. Near the border we picked up a half-orc fella name Hrusk, and we hired him for a guide into the Maze. There we met our savages, fought off some of their enemies, and trained them for winnin' wars. They defeated their enemies, and the Lieutenant showed his true stripes that day, and was a regular hero. They made him the king, and his Kip, well, I was loyal still. We were expiditioning deeper into the Maze, hunting for more tribes to ransack and conquer, and the Lieutenant, he got the feelin' he needed to go down this side path...the Flame called him there. We found some of those savages doing an evil ritual over this seal, trying to get some ancient evil out. The Lieutenant, he wouldn't have it, so we charged in, fighting tooth and nail. I guess this is where he slipped, and in all the fighting, he broke the seal. Our own tribe, they figured the way to reseal it was with the blood of those who broke it, and that maybe a king who makes mistakes isn't no kind of king at all.

I couldn't save the lieutenant, and they used his blood to close up that seal...and for good measure they decided they wanted mine and Hrusk's as well. One thing I can say, when Kip is being chased by an angry mob, he don't need to run faster than the mob...just faster than Hrusk. I snuck back and found the Lieutenant's symbol he always wore, and took it with me through the Maze, out, and back to the civilized lands. I started hearin' the voice that the Lieutenant always called The Voice of the Silver Flame, and it started tellin' me to tell the Lieutenant's story to everyone. I found me one of those Korranberg Chroniclers and told him my story...and he printed it full on with a sketch of the holy symbol and some of the ancient gold I escaped with that I showed him.

About a month later I was approached. The man said that he heard my story. The man said that he heard I had been doin' miracles of the faith around parts of the Q'barran jungles...which was strictly true, though I think that probably the voice that I was hearin' was doing the miracles, only helping me do them. He said he was part of an ancient order that new about men like the LIeutenant. Men so good, you'd do anything for them to make the world more like they wanted it to be. Men so good, they wouldn't always do the bad stuff that needed doing, and if they did, they wouldn't be the good men that you'd want in charge of the world once it was made good. This ancient order could show me how to do the bad stuff that kept the good men good...so I heard what they had to say...

Stats:Male human Rog2/Clr of the Silver Flame 3/Black Flame Zealot 6
NE Medium Humanoid
Init +5; Senses Listen +5, Spot +5
Languages Common, Orc, Goblin, Elven
Aura Powerful LG aura
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AC 27 (8 armor, 5 dex, 2 deflection, 1 insight, 1 natural), touch 18, flat-footed 21
Hp 66 (11 HD+11 hp)
Fort +6, Ref +14, Will +15
Special evasion
Immunities Fear
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Speed 30 ft. (6 squares)
Melee +2 alchemical silver flameblade +14/+9 (1d6+2/18-20) or
Melee +1 flametouched iron flamebade +13/+8 (1d6+2/18-20) or
Melee +2 alchemical silver flameblade +12/+7 (1d6+2/18-20) and
Melee +1 flametouched iron flamebade +11/+6 (1d6+1/18-20)
Base Atk +7; Grp +8
Special Attacks sneak attack +3d6, turn undead 3/day, death attack (DC 21), poison use
Spells Prepared (CL 6, DC 15+spell level):
3rd – detect thoughts(d, DC 18), summon monster III, dispel magic (dispel check +10), blindness/deafness(DC 18)
2nd - zone of truth(d, DC 17), bear's endurance, death knell, death knell, silence
1st – sanctuary(d, DC 16), divine favor, divine favor, death watch, obscuring mist, obscuring mist
0th – detect magic, read magic, read magic, light, amanuensis (spell compendium)
Spell-like Abilities CL 5
1/day- dimension door
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Abilities Str 12, Dex 21, Con 12, Int 16, Wis 20, Cha 10
SQ trapfinding, protective ward +3 1/day, Inquisition domain (+4 dispel checks)
Feats Iron Will, Two-weapon fighting, ability focus (death attack), improved two-weapon fighting, exotic weapon proficiency (flameblade), weapon finesse, skill focus (concentration)
Skills Balance +12 (5 dex, -1acp, 2 synergy, 6 ranks), Climb +6(+8 climbing ropes) (1 str, -1 acp, 5 ranks), Concentration +17 (0 Con, 3 synergy, 14 ranks), Disable Device +13 (3 Int, 2 thieve's tools, 8 ranks), Escape Artist +10(+12 ropes) (5 dex, -1 acp, 6 ranks), Hide +22 (5 dex, -1 acp, 5 cloak, 13 ranks), Jump +8 (1 str, -1 acp, 2 synergy, 6 ranks), Knowledge (religion) +11 (3 Int, 8 ranks), Move Silently +22(-1 acp, 5 dex, 13 ranks, 5 silent moves), Open Lock +15 (2 thieve's tools, 5 dex, 8 ranks), Search +11 (3 Int, 8 ranks), Sleight of Hand +10 (-1 acp, 5 dex, 6 ranks), Tumble +11 (2 synergy, -1 acp, 5 dex, 5 ranks), Use Rope +12(+14 bindings) (5 dex, 7 ranks)
Possessions+2 alchemical silver flameblade, mask of wisdom +2, +3 mithril breastplate of silent moves, cloak of hiding +5, gloves of dexterity +2, amulet of natural armor +1, ring of protection +2, +1 flametouched iron flameblade, dusty rose prism ioun stone, belt of strength +2, shirt of constitution +2, adventurer’s kit, mw thieves tools, silver holy symbol, spell component pouch, 1 dose of deathblade poison (DC 20, 1d6 con/2d6 con), 1 dose of large scorpion venom (DC 18, 1d6 str/1d6 str), 2 doses of giant wasp poison (DC 18, 1d6 dex/1d6 dex), 2 doses purple worm poison (DC 24, 1d6 Str/2d6 Str), 165 gp.
 
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