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Quild: Male drow Cjr 3/Clr7 of Ghaunadaur;
CR
11; Medium-size humanoid (elf); HD 3d4 plus 7d8; hp 38; Init +3; Spd 30 ft.; AC
25 (touch 15, flat-footed 22); Atk +5 melee (1d8/x3, +1 corrosive warhammer);
SA rebuke undead 4/day, rebuke oozes 4/day; SQ drow traits; AL CE; SV Fort
+7, Ref +9, Will +10; Str 8, Dex 16, Con 10, Int 16, Wis 16, Cha 12.
Skills and Feats: Alchemy +5, Concentration
+13, Craft (stoneworking) +5, Heal +6, Hide +4, Knowledge (arcana) +13,
Knowledge (planes) +6, Knowledge (religion) +10, Listen +7, Move Silently
+4, Search +5, Spellcraft +15, Spot +7; Alertness, Brew Potion, Lightning
Reflexes, Martial Weapon Proficiency (warhammer), Scribe Scroll, Stealthy.
Drow Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; SR 21; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/dayÛdancing lights, darkness, and faerie fire as though cast by a sorcerer of the drow's character level); light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
Cleric Spells Prepared: (6/6/5/4/2; base DC
= 13 + spell level): 0-cure minor wounds, detect magic, detect poison,
mending, purify food and drink, read magic; 1st-cloak of dark power*,
cure light wounds, divine favor, endure elements, entropic shield, obscuring
mist; 2nd-darkness, endurance, Melf's acid arrow*, spiritual weapon,
summon monster II; 3rd-cure serious wounds, poison*, protection
from elements, summon monster III; 4th-rusting grasp*, summon monster
IV.
*Domain spell. Deity: Ghaunadaur. Domains:
Drow (free Lightning Reflexes feat), Slime (4/day rebuke or command oozes
as an evil cleric rebukes or commands undead).
Wizard Spells Prepared: (5/4/3; base DC = 13 + spell level; 25% chance of spell failure): 0-acid splash (3), detect magic, ray of frost; 1stÛalarm, change self, corrosive grasp, endure elements; 2ndÛIgedrazzar's miasma, invisibility, summon monster II.
Spellbook: 0-acid splash (Magic of Faerûn), arcane mark, daze, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost, 1st-alarm, change self, corrosive grasp (Magic of Faerûn), endure elements, identify, mage armor, mount, spider climb, summon monster I, unseen servant; 2nd-Igedrazzar's miasma (Magic of Faerûn), invisibility, summon monster II.
Gear: amulet of natural armor +2, bag of holding type 2, buckler +1, chain shirt +2, cloak of resistance +2, glove of storing, potion of cure moderate wounds (2), potion of cure serious wounds (2), potion of Intelligence, potion of invisibility (3), potion of mage armor, potion of sneaking (2), potion of spider climb, potion of water breathing, potion of Wisdom, ring of protection +2, scroll of cat's grace (2), scroll of slay living, +1 corrosive warhammer (as flaming, but acid, from Magic of Faerûn)
Description: Quild is a dark elf of average height with very intense features. His eyes are a dark red and dart about constantly. His clothing is ragged and yet regal, and all of his equipment shows signs of wear and tarnish but in such a way that they look antique rather than old. His amulet is his holy symbol and is in the shape of a purplish eye.
History and Personality: Quild began his studies
as a wizard but turned to worshipping Ghaunadaur when he discovered several
references to this obscure drow god in some of his magical books. He now
wanders the Underdark, attacking or harrying creatures and driving random
oozes into the path of potential foes. He prefers to remain out of sight,
and does not cast arcane spells while wearing armor unless he thinks he'll
be killed if he doesn't.
He often casts invisibility on himself and
then puts on his his armor, covering the (visible) armor with his cloak
to maintain his invisibility. In this manner he can summon monsters (usually
evil outsider ooze servants of ghaunadaur) or direct the gray oozes he
has commanded with the power of the Slime domain.
Quild has three stone boxes (each about 2 1/2 feet
on a side), which he keeps within his bag of holding. Each is large
enough to hold a gray ooze, and when he wishes to annoy someone he releases
an ooze, dominates it with his rebuke ooze ability, then sends it
on its way. If it survives (or if he finds another), he commands it to
enter the box again and hides it in his bag of holding (as the oozes
do not need to breathe for long periods, they can safely survive in this
manner). He only has to retain control of one ooze at a time this way (the
one that is loose). He keeps a potion of invisibility in his glove
of storing for emergencies. Quild has been known to use lesser planar
ally to call a fiendish ooze to his aid.
Summoned Monsters: Quild, as a servant of
Ghaunadaur, can also use the summon monster spells to summon the following
sorts of creatures (normal rules for the spells apply, including the ability
to summon multiple creatures from a lower level spell).
summon monster I: molten gold ooze (available
in the RPG
section)
summon monster II: (coming soon)
summon monster III: (coming soon)
summon monster IV: (coming soon)
summon monster V: fiendish gray ooze