
Female drow Cleric 7/Wizard 8
Medium-size Fey (elf)
Hit Dice: 7d8+8d4 (hp 52)
Initiative: +1
Speed: 30 ft
AC: 11 (Dex) touch 11, flat-footed 10
BAB:/Grapple: +9/+8
Attack: +11 +3 silvered vile strength-sapping dagger (1d4+2
plus 1 pt. vile damage plus exhaustion (Fort DC 15)/19-20) melee
Full Attack: +11/+6 +3 silvered vile strength-sapping dagger
(1d4+2 plus 1 pt. vile damage plus exhaustion (Fort DC 15)/19-20) melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, rebuke undead
Special Qualities: +2 Will save vs. spells or spell-like abilities,
+5 save vs. poison, darkvision 120 ft, light blindness,
SR 26, scribe scroll, summon familiar, aura
Saves: Fort +7, Ref +5, Will +14
Abilities: Str 8, Dex 12, Con 10, Int 16, Wis 16, Cha 16
Skills: Bluff +10, Concentration +18, Diplomacy +15, Disguise +9,
Forgery +9, Heal +13, Intimidation +9, Knowledge (religion) +13, Listen +5,
Search +7, Sense Motive +5, Spellcraft +21, Spot +9
Feats: Diabolic Allure, Fearsome Reputation, Leadership,
Sacrificial Mastery, Deceitful, Negotiator, Persuasive, Maximize Spell
Climate/Terrain: Erelhei-Cinlu
Organization: House Vae
Challenge Rating: 16
Treasure: Master ring (10 slave rings keyed to it), sacrificial
knife, +3 silvered vile strength-sapping dagger, dark altar stone
Alignment: Chaotic Evil
Zografos
and Lady Trielthrae went toward a female drow dressed in an elegant, regal gown.
Her long white hair was piled in a tall bun and a tiara of silver and
crystal sat on her head. She was a woman of
sophisticated, even noble, heritage. She possessed an aristocratic aura
and possessed a face of exquisite coldness. Her lips were curved into a
charming, secretive smile with only the slightest lift of the corners. The Lady
Trielthrae kissed this elegant woman's hand.
Lady Sereska bowed.
"This is the human I have heard you speak so highly of?"
“Yes,
my lady.”
Her
red eyes turned toward Zografos. “I
understand you slay mind flayers.”
Zografos
returned the bow. “Yes. I hunt
them.”
“I
have a tool that might serve you; but the price is high.”
"The
price might be worth it if the tool is efficient.
What is the tool and what is its price?"
"A
sentient cloak, one that likes to kill mind flayers.
The price? Proof that the
mind flayers House Noquar is allied with are gearing up for conquest."
~Illithid Slayer Chronicles XV
Soon,
a drow in a beautiful gown stepped into the hallway in front of Zografos. She
was obviously a drow woman of an ancient and regal family.
She possessed an aristocratic aura and possessed a face of exquisite
cruelty. Her red eyes seethed with
volcanic intensity. The orc butler said, "Mistress Sereska, House
Vae." The Mistress of House Vae smiled.
Zografos
bowed and greeted Mistress Sereska.
~Illithid Slayer Chronicles XVI
Mistress Sereska is the matriarchal head of House Vae. She enjoys an
unquestioned upper hand in drow society. She runs political affairs as a
priestess, and she controls her family and their business proceedings as
matriarch. She is smart, cool-headed, and cruel.
Early in her life she chose the role of matriarch, and chose her own matriarch as a mentor. She learned her skills and acquainted herself with her contacts. Quickly she found herself on the Paths of Lolthtanchwi, and was undertaking the Test of Darkness. She had no self-doubt and moved into the Test of Ambition. She committed horrid acts of murder, fraud, deception, and coercion to advance her place in society. She planted seeds of lies and deception, brought down enemies and propelled herself up the ladder of status. She studied religion and wizardry, delving into dark arts and black sacrifices. She planted evidence and arranged compromising situations, and moved quickly up in rank and power. She managed to acquire the Sapphire Rod, a powerful artifact from the ancient Chaos City of Oard, but shortly after that she saw the messenger of Lolth, and she sacrificed the Rod, giving it up to a higher-ranking priestess. She then betrayed her matriarch, destroying her sanity utterly, and, in so doing, became the matriarch of House Vae. She quickly entered into the Chwihendrell and raised a force to completely destroy an illithid nest.
Although her House had no direct involvement in the civil war that rocked Erelhei-Cinlu recently, Mistress Sereska responded quickly to rumors of the house-strife, hoping to ally with the winning side. The unexpected seriousness of the conflict proved especially rewarding to this wandering house, which not only joined with the winning alliance, but also supplanted the leading house of the defeated faction. The Vae are still not well accepted by the other noble families of the Vault, but they have made themselves useful in the restoration of the drow commerce, based on active and efficient slave trade. The House is allied with House Tormtor and Aleval, and their Urban Mandate is the Ghetto of Slaves. Her House is the 6th ranking house in Erelhei-Cinlu.
She knows much about illithids and their doings in the city. She also has her finger in most of the slave trade.
Spell-Like Abilities: 1/day Dancing lights, darkness, and faerie
fire. These abilities are as the spell cast by a sorcerer of 11th level.
Light Blindness (Ex): Abrupt exposure to bright light blinds her for
1 round. In addition she suffers a -1 penalty to all attack rolls, saves,
and checks while operating in bright light.
Weapon and Armor Proficiency: She is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with her movements, which can cause her spells with somatic components to fail. She is also proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Aura
(Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly
powerful aura corresponding to the deity’s alignment (see the detect evil spell
for details). Clerics who don’t worship a specific deity but choose the
Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the
corresponding alignment.
Spells:
She casts arcane spells which are drawn from the sorcerer/ wizard spell list.
She also casts
divine spells, which are drawn from the cleric spell list. She
can
convert prepared spells to inflict spells (an inflict spell
is one with “inflict” in its name).
Arcane:
0 level (DC 13) Detect poison, arcane mark, ghost sound, mage hand
1st level (DC 14) Stupor, unseen servant, ray of enfeeblement, true strike, charm person
2nd level (DC 15) Web, alter self, rope trick, invisibility
3rd level (DC 16) Lightning bolt, displacement, fly, dispel magic
4th level (DC 17) Grim revenge, scrying
Divine: Domains: Spider, Trickery: She has the power to affect spiders by channeling the power of her faith through her holy (or unholy) symbol (see Turn or Rebuke Undead). She rebukes or commands spiders as she does undead. She may attempt to rebuke or command spiders six times per day. Bluff, Disguise, and Hide are class skills
0 level (DC 13) Create water, detect magic, mending, read magic, cure minor wounds, resistance [spider climb]
1st level (DC 14) Extract drug, sacrificial skill, spider hand, sanctuary, doom [summon swarm]
2nd level (DC 15) Addiction, spider legs, wither limb, death knell [phantom steed (has a vermin shape)]
3rd level (DC 16) Devil's eye, wrack, enthrall [giant vermin]
4th level (DC 17) Cure serious wounds [insect plague]
Bonus
Languages: A wizard may substitute
Draconic for one of the bonus languages available to the character because of
her race. Her bonus
language options also include Celestial, Abyssal, and Infernal (the languages of
good, chaotic evil, and lawful evil outsiders, respectively). These choices are
in addition to the bonus languages available to the character because of her
race.
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.Turn or
Rebuke Undead (Su): She has the power to affect undead creatures by
channeling the power of her faith through her holy (or unholy) symbol (see Turn
or Rebuke Undead).
She rebukes or commands such creatures. She may attempt to turn undead six times
per day. She gets a +2 bonus on turning checks against undead because of the
number of ranks she has in Knowledge (religion).
Drow Traits:
Immunity to sleep spells and
effects, and a +2 racial saving throw bonus against enchantment spells or
effects. (Not reflected in the saving throw modifiers given here.)
+2 racial bonus on Listen, Search, and
Spot checks. An elf who merely passes within 5 feet of a secret or concealed
door is entitled to a Search check to notice it as if she were actively
looking for it.
+2 Intelligence, +2 Charisma.
Darkvision out to 120 feet. This trait
replaces the high elf ’s low-light vision.
Spell resistance equal to 11 + class
levels.
+2 racial bonus on Will saves against
spells and spell-like abilities.
Weapon Proficiency: A drow is
automatically proficient with the hand crossbow, the rapier, and the short
sword.
Automatic Languages: Common, Elven,
Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign
Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and
bonus languages.
Light Blindness: Abrupt exposure to
bright light (such as sunlight or a daylight spell) blinds drow for 1
round. On subsequent rounds, they are dazzled as long as they remain in the
affected area.
Favored Class: Wizard (male) or cleric
(female). This trait replaces the high elf ’s favored class.
Level adjustment +2.