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    Baragh: Male drow Ftr10/Sor10; CR 21; Medium-size humanoid; HD 10d10, 10d4; hp 95; Init +4; Spd 30 ft.; AC 33 (touch 18, flat-footed 33); Atk +24/ +19/ +14 melee (1d8+9/19­20/x2, +3 longsword); or +26 ranged (1d8+6/19­20/x2, +3 light crossbow with +3 crossbow bolts); SQ bat familiar, drow traits, empathic link with familiar, evasion (from ring), scry on familiar, share spells with familiar, touch (via familiar), uncanny dodge (Dex bonus to AC) (from sword); AL NE; SV Fort +11, Ref +13, Will +11; Str 18, Dex 19, Con 10, Int 10, Wis 10, Cha 18.
    Skills and Feats: Concentration +16, Hide +26, Jump +13, Listen +5, Move Silently +6, Ride (riding lizard) +10, Search +3, Spellcraft +6, Spot +7; Alertness, Cleave, Combat Reflexes, Daylight Adaptation, Dodge, Improved Critical (longsword), Lightning Reflexes, Mobility, Power Attack, Spring Attack, Stealthy, Still Spell , Weapon Focus (longsword), Weapon Specialization (longsword).
    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 31; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day-dancing lights, darkness, and faerie fire as though cast by a 10th-level sorcerer); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
    Sorcerer Spells Known: (6/7/7/7/6/3; base DC=14 + spell level; 25% chance of spell failure): 0-dancing lights, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, open/close, read magic; 1st-change self, expeditious retreat, identify, jump, magic missile; 2nd-cat's grace, endurance, invisibility, resist elements; 3rd-haste, keen edge, vampiric touch; 4th-dimension door, stoneskin; 5th-hold monster.
   Gear: 10 +3 bolts, +3 light crossbow, +3 venomous warning longsword (venomous: as dagger of venom, warning: gives uncanny dodge (Dex bonus to AC) ability), +5 shadow elven chain, amulet of natural armor +3, bag of holding (bag 2), belt of giant's strength +4 (included in the above totals), greater piwafwi (acts as a cloak of elvenkind, plus gives endure elements (fire)), 2 greater slayer arrows (elves), 2 greater slayer arrows (humans), pale green prism ioun stone (included in the above totals), potion of cure moderate wounds (2), potion of cure serious wounds, ring of evasian, ring of protection +4, wand of Aganazzar's scorcher (10 charges), wand of improved invisibility (17 charges).
    Wealth: 8,000 gp worth of gems and coins.
    Description: Baragh is a tall and amazingly handsome dark elf, with fine features, sharp sweeping ears, and fierce red eyes. He wears clothing striped with black and gray, and a loose black cloak embroidered with gray drow runes. His holy symbol of Vhaeraun is worn prominently around his neck.
    History and Personality: Born the eldest son of a matron mother in a major drow city, he was raised to serve Lolth and consider himself a worthless male. Publically acknowledged as a fighter, his family kept his sorcerous talents hidden in case they might be useful as a secret weapon. At the age of 150 he met a cleric of Vhaeraun, who told him of the other drow deities and exposed the fallacy of Lolth's matriarchy. Baragh began to secretly worship Vhaeraun, and two years later he betrayed his mother and fled with over a hundred slaves and warriors of his house whom he had convinced to follow him. His large band worked as mercenaries, fearing retaliation from his family for years, and eventually stumbled upon an isolated pocket of the Underdark near the surface world where his people could settle. Baragh is now a "baron" of a small town of dark elves, feared and respected by his followers. His advisor is Gelroos, the cleric of Vhaeraun that originally shattered his world.
    Baragh suffers no worshipper of Lolth within his town. Any that are caught are given the chance to worship Vhaeraun, and if they refuse, they are slain. Born a noble, he expects obedience from his followers, but having been exposed to the cruelty and abuse of his spider-worshipping family, he is a decent ruler that treats his people with an even hand.
    If he has time before a battle, he removes his armor and casts prepartory spells on himself to avoid the chance of arcane spell failure. Against foes he is confident of defeating, he eschews spells entirely or risks arcane spell failure. Otherwise, if pressed, he uses his Still Spell feat to prevent his spells from being ruined by casting in armor.