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    Houndaer: Male drow Ftr3/Wiz7; CR 11; Medium-size humanoid; HD 3d10+0, 7d4+0; hp 45; Init +3; Spd 30 ft.; AC 22 (touch 14, flat-footed 19); Atk +11/ +6 melee (1d6+4/17-20/x2, +2 keen short sword); SQ drow traits; AL NE; SV Fort +5, Ref +8, Will +6; Str 15, Dex 16, Con 11, Int 16, Wis 10, Cha 10.
    Skills and Feats: Concentration +10, Craft (metalworking) +7, Hide +18, Jump +6, Knowledge (arcana) +8, Knowledge (planes) +7, Listen +4, Move Silently +4, Ride (riding lizard) +7, Search +8, Spot +5, Tumble +6; Craft Wand, Craft Wondrous Item, Daylight Adaptation, Expertise, Improved Disarm, Lightning Reflexes , Scribe Scroll, Weapon Focus (short sword) .
    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/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).
 
  Wizard Spells Prepared: (4/5/4/3/1; base DC=13 + spell level): 0-detect magic, detect poison, electric jolt, mage hand; 1st-corrosive grasp, expeditious retreat, feather fall, mage armor, true strike; 2nd-claws of darkness, invisibility (x2), see invisibility, web, ; 3rd-blacklight, fly, protection from elements; 4th-fire shield.
    Spellbook: 0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, electric jolt, flare, ghost sound, light, mage hand, mending, open/close, 1st-change self, corrosive grasp, expenditious retreat, feather fall, identify, mage armor, magic missile, true strike; 2nd-blur, cat's grace, claws of darkness, endurance, Gedlee's electric loop, invisibility, see invisibility, web; 3rd-analyze portal, blacklight, displacement, fireball, fly, keen edge, protection from elements, secret page; 4th-fire shield, fire stride.

    Gear: +2 keen short sword, amulet of natural armor +2, Boccob's blessed book, gauntlet of rust, potion of cure moderate x2, ring of force shield, ring of protection +1, robe of blending, scrolls (2nd level)x4, scroll (3rd level)x4, wand of cat's grace (11 ch), wand of endurance (17 ch), wand of fireball (15 charges), wand of invisibility (7 ch), wand of mage armor (20 ch), wand of magic missile (3rd level) (13 ch)
    Wealth: 902 gp.

    Description: Houndaer is a somewhat unattractive and quiet drow elf (which makes him unremarkable and easily ignored by human standards). He wears black pants, a dark gray shirt, a black vest, and dark gray boots, all of which are usually concealed by his threadbare robe of blending. He wears no armor, and keeps a short sword on his left side and a small quiver of wands on his right. He truly becomes animate when in combat, protecting himself with spells and using either his wands or his sword against his enemies. He often uses the change self power of his robe to go about in disguise.
    History and Personality: Houndaer was a soldier in a noble house in a southern drow city, and when he was recruited to aid in a teleport-raid on a rival house, he swiped the spellbook from an apprentice he killed during the raid. Determined to figure out the cryptic text in the book, he was suprised to find that learning it came fairly easy to him, and he began studying the Art in secret. After several years of living a strange double life, he fled his house and came to the surface, where he joined with other expatriated drow and furthered his magical studies. He now travels the surface lands looking for unusual magic items and spells to augment his martial prowess, for he still retains a fondness for direct combat, enjoying the surprised looks on the faces of those whom he skewers with his sword after unleashing a fireball.
    He normally uses one 1st-level spell slot each day to cast mage armor (reflected in the above statistics) or uses a charge from his wand if he anticipates only a short schedule, and gives himself a charge from his wands of cat's grace and endurance when he expects to be fighting.