<strong><span class="bbc_u">Faeremhara Llaeloth</span></strong><br/><br/><span class="bbc_u">Appearance:</span><br/>(http://i749.photobucket.com/albums/xx134/ulthakptah/Drows/drow-hierarchy.gif)<br/><br/><span class="bbc_u">Name:</span>Faeremhara Llaeloth<br/><span class="bbc_u">Race:</span>Drow<br/><span class="bbc_u">Sex:</span>Female<br/><span class="bbc_u">Age:</span>142<br/><span class="bbc_u">Height and Weight:</span>5'4, 130lbs<br/><span class="bbc_u">Orientation:</span>Lesbian<br/><span class="bbc_u">Alignment:</span>Chaotic Evil<br/><span class="bbc_u">Deity:</span>Lolth<br/><span class="bbc_u">Class &amp; Level: </span>Cleric 7/Divine Disciple 5<br/><br/><table class="bbc_table"><tbody><tr><td>Ability:</td><td>Score:</td><td>Mod:</td><td>Temp:</td><td>Temp Mod:</td></tr><tr><td>Strength</td><td>10</td><td>(+0)</td><td>14</td><td>(+2)</td></tr><tr><td>Dexterity</td><td>16</td><td>(+3)</td><td>20</td><td>(+5)</td></tr><tr><td>Constitution</td><td>10</td><td>(+0)</td><td>6</td><td>(-2)</td></tr><tr><td>Intelligence</td><td>14</td><td>(+2)</td><td>14</td><td>(+2)</td></tr><tr><td>Wisdom</td><td>19</td><td>(+4)</td><td>25</td><td>(+7)</td></tr><tr><td>Charisma</td><td>16</td><td>(+3)</td><td>18</td><td>(+4)</td></tr></tbody></table><br/><span class="bbc_u">Initiative:</span>+5<br/><span class="bbc_u">Speed:</span>30' (30')<br/><span class="bbc_u">Hit Points:</span>-5/99 (0 non-lethal, 12 temporary, 0 vile, 0 frostburn)<br/><span class="bbc_u">Immunities:</span>Sleep Spells<br/><span class="bbc_u">Resistances:</span>+2 on Will Saves vs Spells, +2 vs Enchantments, +2 on Saves vs [Good] effects/Good creatures, Spell Resistance 23<br/><br/><span class="bbc_u">BAB/Grapple:</span>+8/+10 (+16)<br/><em>Melee Attacks:</em>+10/+5<br/><em>Ranged Attacks:</em>+13/+8<br/><em>Queen's Scourge:</em>+14/+9 melee at 5' and 10' (1d8+7 two-handed, 20/x2, 1/day deal extra 4d8+12<em>Inflict</em>damage, can Trip/Disarm)<br/>*At the moment: +19/+19/+14 at 5-20' (2d6+13)<br/><br/><span class="bbc_u">Armour Class:</span>24 (+5 Dex +1 Deflection +6 Armour<em>+2 Natural -1 Size +1 Dodge</em>)<br/><em>Flat Footed:</em><del>17</del>18<br/><em>Touch Attacks:</em><del>16</del>16<br/><br/><table class="bbc_table"><tbody><tr><td><strong>Saves:</strong></td><td>Base</td><td>Ability</td><td>Misc</td><td><strong>Total</strong></td></tr><tr><td><strong>Fort:</strong></td><td>+9</td><td>+1</td><td>+1</td><td><strong><em>+11</em></strong></td></tr><tr><td><strong>Ref:</strong></td><td>+3</td><td>+5</td><td>+2</td><td><strong>+10</strong></td></tr><tr><td><strong>Will:</strong></td><td>+9</td><td>+7</td><td>+0</td><td><strong>+16</strong></td></tr></tbody></table>*Ref +11 right now<br/><br/><span class="bbc_u">Languages Spoken:</span><br/>Common<br/>Elven<br/>Undercommon<br/>Drow Sign<br/><br/><span class="bbc_u">Proficiencies:</span><br/>All Armour and Shields<br/>Simple Weapons<br/>Rapier, Short Sword and Hand Crossbow<br/><br/><span class="bbc_u">Feats:</span><br/>1 HD: Lolth's Caress<br/>3 HD: XWP: Scourge<br/>6 HD: Fade Into Darkness<br/>Bonus: Matron Mother (Leadership Score 21 assuming the Matron Mother bonus replaces the "great renown" and "has a base of operations" bonuses)<br/>9 HD: Deceptive Illumination<br/>12 HD: Gift of the Spider Queen<br/><br/><span class="bbc_u">Skills:</span><br/><table class="bbc_table"><tbody><tr><td>Knowledge: Religion</td><td>10 ranks</td><td>+12</td></tr><tr><td>Diplomacy</td><td>10 ranks</td><td>+16</td></tr><tr><td>Sense Motive</td><td>5 ranks</td><td>+11</td></tr><tr><td>Craft: Silk</td><td>15 ranks</td><td>+23</td></tr><tr><td>Profession: Merchant</td><td>5 ranks</td><td>+11</td></tr></tbody></table><br/><span class="bbc_u">Special Attacks:</span><br/>Spellcasting<br/>Spell-like Abilities: 2/day Faerie Fire; 3/day Dancing Lights, Darkness<br/>Rebuke Undead 7/day<br/><br/><span class="bbc_u">Special Qualities:</span><br/>Elven Senses<br/>Darkvision 120'<br/>Detect Secret Doors<br/>Light Blindness<br/>Sacred Defence +2<br/>Transcendence<br/>Divine Emissary<br/>Imbue With Spell Ability<br/>Spontaneous Drow Domain conversion<br/>-Cloak of Dark Power; Clairaudience/Clairvoyance; Suggestion; Discern Lies, Spiderform, Greater Dispel Magic<br/>Spider Domain<br/>-Rebuke Spiders 7/day<br/>Evil Domain<br/>-Plus 1 CL on Evil Spells<br/>Drow Domain<br/>-Lightning Reflexes<br/><br/><span class="bbc_u">Spellcasting:</span><br/><strong>Orisons:</strong>DC 17<br/>-<del>Cure Minor Wounds</del>,<del>Cure Minor Wounds</del>, Cure Minor Wounds, Detect Magic, Create Water, Detect Good<br/><strong>1st Level:</strong>DC 18<br/>-Sanctuary,<del>Divine Favour</del>, Shield of Faith, Impede,<del>Faith Healing</del>,<del>Lesser Vigour</del>, Command, D: Protection From Good<br/><strong>2nd Level:</strong>DC 19<br/>-Aid, Augury, Hold Person, Bewildering Visions, Curse of Ill Fortune, Wave of Grief, D: Summon Swarm<br/><strong>3rd Level:</strong>DC 20<br/>-Animate Dead, Bestow Curse, Dominate Vermin, Invisibility Purge, Vigour, Briar Web, D: Phantom steed<br/><strong>4th Level:</strong>DC 21<br/>-Divine Power, Freedom of Movement, Neutralise Poison, Doomtide, D: Unholy Blight<br/><strong>5th Level:</strong>DC 22<br/>-Bebilith Blessing, Divine Retribution,<del>Righteous Might</del>, True Seeing, D: Insect Plague<br/><strong>6th Level:</strong>DC 23<br/>-Create Undead, Blade Barrier, Harm, D: Spider Curse<br/><br/><span class="bbc_u">Equipment:</span><br/>Periapt of Wisdom +6 (36,000)<br/>Gloves of Dexterity +4 (16,000)<br/>Cloak of Charisma +2 (4,000)<br/>Queen's Scourge (47,520)<br/>Ring of Deflection +1 (2,000)<br/>Ring of Drow Blood (4,800)<br/>Boots of Constitution +2 (6,000)<br/>Belt of Strength +4 (16,000)<br/>Studded Leather +3 (9,200)<br/>Elegant gown (180)<br/>Spinning Loom of Elegance +6 (6,200)<br/>-Doesn't use a slot, +6 Competence to Craft: Silk Weaving<br/>10PP<br/><br/><span class="bbc_u">Background:</span><br/>Faeremhara was the first daughter of her parents - the first child, in fact. And so, she had a head start of a few years, enough to establish her dominance in the family right from the get-go. Being perhaps savvy and aware that she would need followers if she was to rule everything as was always her goal, she refrained herself from being particularly cruel to her surviving siblings - better to have some degree of loyalty from them, after all.<br/><br/>As usual, maturity took a long time, so she spent many years honing her skills, learning how to be an effective leader and how to run a business. Indeed, while she knew she must one day plot her own mother's demise, for the time being she was content to be an effective underling, a student learning from the best.<br/><br/>It paid off: in the end, she did not have to cause that death. Instead, both her parents led a contingent to fight against the mind flayers who had been getting too close, taking slaves and nourishment from the city. Not a single one returned, except as animate dead, their brains pried out of their skulls. As a result, Faeremhara was thrust into the position of leadership, but she was not found wanting. She did not have a period of mourning, no, she took the reigns instantly and went about securing her control. Within the first week, dozens were enslaved or killed to assert her dominance.<br/><br/>Fortunately for her, that served to set her position firmly enough that she is even now recognised as the Matron Mother of the household - or in her case, her entire fortress-town, the Caverns of Despair. She took on a more persistent, ruthless approach to business, making it known that embezzlement brought death as the penalty for the<em>first</em>offence, and laziness resulting in severe beatings. She doubled the number of workers, went about forging deals with spidery allies to produce the finest silks, bargaining with aranea to permanently bless the more exotic rolls with prestidigitation. Everything so that they could corner the entire silk market. Certainly, some required convincing - bodies of rivals being found bound in the web they spun.<br/><br/>At the moment, it has all been paying off, but she knows there is trouble brewing, a great unrest seems to be about the area. Could it be the start of rebellion, or the final stages of a coup about to be pulled? Or perhaps the nearby monsters that have raided the area from time to time are now starting to get ready for something greater. Only time will tell.<br/><br/><span class="bbc_u">Stronghold:</span>The Caverns of Despair<br/>Underground, 1-16 miles from Large City (-2%)<br/>-Lawless Area<br/>-Site Controls Income Source<br/>-Nearby Monster Lair: 4x EL 15 challenges (Unless Zaer has his own ideas, it could very well be a Mind Flayer "Lair". Probably a couple of encounters of 1-2 Mind Flayers (EL 8 or 10 respectively - though Mind Flayers are actually stronger than their so called "CR 8"), one encounter of a pair of Mind Flayer Sorcerers (EL 15), a pair of Urophions (EL 15), a Mind Flayer with 7 levels of Illithid Savant (EL 15), and the boss, one Psionic Ulitharid with 3 extra levels of Psion (EL 15). Probably also has several groups of less than EL 15 consisting of slaves, or 1 mind flayer and a few slaves, or a couple of ropers or Umber Hulks)<br/>-Hewn Stone Walls (free)<br/>-Bigger than a Huge Castle<br/><br/>-Basic Alchemy Lab<br/>-4x Basic Armoury<br/>-Barbican<br/>-15x Barracks<br/>-Luxury Bath (mine)<br/>-Luxury Bedroom Suite (mine)<br/>-20 Basic Bedrooms<br/>-10 Fancy Bedrooms<br/>-Fancy Chapel<br/>-Fancy Common Area<br/>-Fancy Dining Hall<br/>-Guard Post<br/>-Gatehouse<br/>-Fancy Kitchen<br/>-Basic Magic Lab<br/>-72 Prison Cells<br/>-5x Servant's Quarters<br/>-Fancy Shop<br/>-Basic Smithy<br/>-Fancy Storage<br/>-Luxury Study/Office (mine)<br/>-Fancy Throne room (mine)<br/>-Basic Tavern<br/>-Torture Chamber<br/>-Combat Training Facility<br/>-Fancy Workplace<br/>-Iron Portcullis with Amazing Lock<br/>-Bed of Lesser Restoration<br/>-Desecrated Shrine (inside the Chapel itself)<br/>Subtotal: 191,800, for 84.5 SS<br/><br/>Guards: 39<br/>Servants: 8<br/>Maids: 4<br/>Valets: 2<br/>Acolytes: 1<br/>Cooks: 2<br/>Clerks: 3<br/>Smiths: 1<br/>Torturers: 1<br/>Workers: 20<br/>Total: 435/month in wages<br/><br/>Guard Equipment:<br/>5x Guard<br/>15x Skirmisher<br/>14x Archer<br/>Total: 3,357<br/><br/>Subtotal + Guard Equipment: 199,157GP<br/>Minus 2% Discount: 195,174GP<br/><br/>(The rest (4,826) can be used to pay wages for about eleven months, and miscellaneous upkeep)<br/><br/><span class="bbc_u">Business Operations:</span><br/>"Armour Amore -<em>it's like wearing nothing at all!</em>"<br/>Based inside the fortress itself (near City, +2 Modifier)<br/><strong>Risky Trade:</strong>often have to capture more Chitines/keep the current ones in line, and there are often other Drow groups trying to start up their own trade. Will need to sometimes secure deals with groups of Aranea, Driders and similar. (High Risk, -4 to Profit Margin but 50,000*margin)<br/><strong>Primary Business:</strong>Fine Woven Silk Production (Craft: Silk Weaving)<br/>-<strong>Secondary Skills:</strong>Profession: Merchant and Diplomacy (+1 bonus for having 5 ranks in each)<br/>-<strong>Resources:</strong>Moderate (although silk is expensive, they mostly have their own production)<br/>-<strong>Total Bonus:</strong>+25 (take ten gives 35)<br/>-Only works 10-20 hours/week herself, but has a specialist in the staff (several, actually) and a business partner<br/><strong>Standard Monthly Profit:</strong>(50,000*10) 500,000 GP (which I assume mostly goes into running the fortress, maintaining it, keeping the business running well, bribing necessary people etc. I'm guessing I don't get half a million GP a month to just spend on drugs, concubines and fancy weapons :p)<br/><br/>Secondary: Unnamed "business" of the cult/protection racket Zeranth runs.<br/>-Based in the City (+2)<br/>-Risky Trade (-4)<br/>Main Skill: Intimidate (+20)<br/>Supporting Skills: Knowledge (the Planes) and Bluff (+1 synergy)<br/>Resources: Low (+1)<br/>Total: +20 (Take 10 is 30, for 5*50 = 250 GP/month)<br/><br/>Secondary: Follower (1/2 Elf Expert 6) runs a spider hatchery<br/>-Based near the city (+2)<br/>-Risky Trade (-4)<br/>-Resources: Moderate (+0)<br/>Main Skill: Handle Animal (+13)<br/>Supporting Skills: Knowledge (Nature) and Survival (+2 synergy)<br/>Business Savvy (+2)<br/>Works 40+ hours full time (+2)<br/>Total: +17 (Take 10 is 27, for 2*50 = 100 GP/month)<br/><br/><span class="bbc_u">Leadership Information:</span><br/>Followers: (note: I am assuming these won't need stats because if they fight NPCs/monsters of a level to challenge me, or if they fight other PCs, they're going to get slaughtered in like half a move action :) But specific special ones are there in case you want to use a specific one as an NPC to interact with me or another player. Also, I'm assuming followers still have level adjustments as normal)<br/><em>1st Level:</em>600<br/>-200x Goblin Rogue<br/>-200x Orc Barbarian<br/>-200x Orc Fighter<br/><em>2nd Level:</em>60<br/>-10x Goblin Rogue 2<br/>-10x Goblin Ranger 2<br/>-10x Hobgoblin Fighter 2<br/>-10x Hobgoblin Hexblade 2<br/>-10x Orc Barbarian 2<br/><em>3rd Level:</em>30<br/>-10x Chitine Rogue 1 (enslaved workers)<br/>-10x Drow Fighter 1 (guards, mostly)<br/>-9x Drow Sorcerer/Sorceress 1<br/>-1x Drow Cleric of Eilistrae 1 (imprisoned, kept alive just for torture)<br/><em>4th Level:</em>20<br/>-5x Drow Rogue 1/Fighter 1<br/>-5x Drow Rogue 2<br/>-5x Drow Wizard 2<br/>-5x Drow Fighter 1/Cleric 1<br/><em>5th Level:</em>10<br/>-Adopted Daughter: *Deep Imaskari Beguiler 5 (found interesting and charming enough to keep on hand in a diplomatic position)<br/>-Adopted Daughter: *Fey'ri Swashbuckler 3 (once captured here, kept escaping, daring enough to impress me)<br/>-Adopted Daughter: Drow Paladin of Slaughter 3 (always being sent on taks that let her murder and massacre to keep her blood-lust slaked)<br/>-Blood Daughter: Drow Battledancer 3 (lives a life of excess, too careless with drug use and sex to be part of the intricate game of intrigue)<br/>-Blood Daughter: Drow Sorceress 3 (favourite hobby: tormenting her brothers)<br/>-Blood Daughter: Drow Cleric 3 (looking for the opportunity to backstab her older sister, the level 4 Cleric)<br/>-Blood Nephew: Drow Wizard 3 (always trying to be out of sight, out of mind)<br/>-Blood Son: Drow Archivist 3 (given a role in the libraries, and occasionally I get his Clerical sisters to scribe scrolls for him)<br/>-Blood Son: Drow Rogue 3 (attempting to make himself too useful to kill, probably secretly looking for the moment to strike)<br/>-Blood Son: Drow Dread Necromancer 3 (with Tomb-Tainted Soul - tends to surround himself with weak undead and enjoys their silent company)<br/><em>6th Level:</em>10<br/>-Adopted Daughter: Drow Rogue 4 (impressed me enough with her acts of extreme violence and cunning - lets me keep an eye on her!)<br/>-Adopted Daughter: *Fey'ri Warlock 4 (just as evil, just as hateful of other elves, but less likely to turn on me)<br/>-Adopted Daughter: *Half-Elf (Drow) Expert 6 (has all the sneakiness and tenacity of the drow side, works full time raising spiders for silk)<br/>-Blood Daughter: Drow Cleric 4 (taking after me a little too closely for my liking - better keep an eye on her!)<br/>-Blood Daughter: Drow Swashbuckler 4 (a bit crazy and rapacious, being more interested in raids on the surface than normal)<br/>-Blood Son: Drow Wizard 4 (was second-born - minutes before the third (twins), so he knows how close he was to being sacrificed)<br/>-Blood Niece: Drow Swordsage 4 (spends a lot of time fighting in the arenas)<br/>-Blood Niece: Drow Duskblade 4 (enjoys carving the bones of her victims)<br/>-Blood Niece: Drow Druid 4 (talks to spiders more than people)<br/>-Blood Niece: Drow Hexblade 4 (is often put in charge of torture duties - obviously this is something she earned, everyone wants that job)<br/><br/><span class="bbc_u">Cohort/Consort, has taken my name:</span><br/>Zeranth Llaeloth, CE Male Drow Warlock 5/Demonbinder 5<br/>10 16 (18) 12 16 10 20 (22)<br/>Init +4<br/>Speed: 30'<br/>HP 48/48<br/>Resist: SR 21, +2 vs Spells, +2 Will vs Enchantments, Electricity Resist 10, DR 1/Cold Iron and 2/Good<br/>Immune: Magic [Sleep] effects<br/>AC: 20 (+4 Dex, +5 Armour, +1 Deflect), flat 16, touch 15<br/>F +6 R +6 W +8<br/>BAB/Grab: +5/+5<br/>-melee +5<br/>-range +9<br/>-Eldritch Blast +9 ranged touch attack (5d6 Eldritch damage, 20/x2)<br/>Feats: Dazzling Fire, Radiant Flicker,  Constant Guardian, Dutiful Guardian<br/>Skills: Bluff +11, Sense Motive +5, Craft: Silk Weaving +12, Knowledge: The Planes +12, Intimidate +20, Spot +11<br/>Special: Elven Senses, Detect Secret Doors, 2/day: Dancing Lights, Darkness, 4/day: Faerie Fire<br/>-Eldritch Blast +5d6, Invocations, Detect Magic, Deceive Item<br/>-Baleful Utterance, Spiderwalk, Summon Swarm<br/>-Sudden Swarm, Beshadowed Blast<br/>-Damnation Points (11/11), Demonbind (5/5)<br/>Equipment: Chitine Web +2, Ring of Drow Blood, Cloak of Charisma +2, Gloves of Dexterity +2, Ring of Deflection +1, (total ~19,000)