Captain Dorolen Xodthex
Medium Dark Elf Male 5'6"; 2,352
years (about 200 from his point of view), Green Eyes, White Hair
32nd Character Level
Rogue 16/ Wizard 16
Hit
Dice: 16d6+16d4+96 (192 Hit
Points)
Initiative: +5 (Dex)
Speed: 30
ft
AC: 33 (+8 Dex, +6 natural, +6 armor, +2 wisdom, +1 bonus)
touch 21, flat-footed 25
Base Attack/Grapple: +12/+20
Epic Attack Bonus: +6
Attack: +5 Keen Human
Dread Rapier +31 (1d6+7+1 vile/15-20/x2)
melee or +5 Unerringly Accurate Hand Crossbow of Aquatic Dread +31
ranged
Full Attack: +5 Keen Human Dread Rapier +31/+26/+21
(1d6+7+1 vile/15-20/x2) melee or +5 Unerringly Accurate Hand Crossbow of
Aquatic Dread +31/+26/+21 ranged
Space/Reach: 5 ft/5ft
Special
Attacks:
Spells, Sneak Attack +8d6, Aura of Wretched Horror
Special
Qualities: Scribe Scroll, SR 43, Darkvision 120 ft., Immunities, Spell-like
Abilities, Light Blindness, Aura of Beauty, Summon Familiar, Trapfinding, Evasion, Trap Sense
+5, Uncanny Dodge, Improved Uncanny Dodge
Saves:
Fort +15, Ref +21, Will +18 (+2 vs. enchantment spells or effects, +2 Will
vs. Spells or Spell like abilities)
Abilities: Str 13 (15), Dex 26, Con 16, Int
30, Wis 15, Cha 24
Skills:
Appraise +23, Balance +24, Bluff +34, Climb +20 (21), Decipher Script +28,
Escape Artist +27, Gather Information +26, Intimidate +26, Intuit Direction +10,
Jump +20 (21), Listen +4, Profession (Sailor) +37, Search +11, Spot +16, Tumble
+27, Use Rope +27, Concentration +19, Knowledge (arcana) +25, Spellcraft +25,
Elder Lore +23
Feats:
Rope Climber, Swing-by Attack, Leadership, Dodge, Mobility, Spring Attack,
Death Trance, Weapon Finesse, Combat Expertise, Combat Reflexes, Improved Feint,
Empower Spell, Maximize Spell, Quicken Spell, Exotic Weapon Proficiency (hand crossbow) [bonus]
Climate/Terrain:
The Seas and Oceans of Inzeladun
Challenge Rating: 33
Treasure:
+5 Keen Human Dread Rapier, +5 Unerringly Accurate Hand Crossbow of Aquatic
Dread, Vile Weapon Ring, Master Ring, 10 slave rings, Bracers of Armor +6,
Amulet of Epic Natural Armor +6, Headband of Epic Intelligence +8, Gloves of
Dexterity +6, Tome of Clear Thought +4, Decanter of Endless Water, Cloak of
Arachnida, Bottle of Air, Monk's Belt, Horn of Fog, Elixir of Vision, Goggles of
Night, Hook of Dissolution, Gem of Psychic Poison, Slime Pot, Rack of Irresistible
Torture, Elixir of the Dark Speech, Pain Extractor, "Book of T'Bor", "Tempter Sent" by Usna Uide, and other rare tomes
Alignment: Chaotic Evil
Advancement: by Character class
"When one looks into his hateful emerald eyes one feels as though they are looking upon a dire demon from the darkest depths. Those who look into those baleful orbs see a monster without a sense of remorse, without a sense of honor, without the slightest sense of morality." ~ "Infamous Pirates of Inzeladun, A History", by Ardnize Emonal
Captain Dorolen Xodthex is cruel, arrogant and hedonistic. He is utterly incapable of compassion or kindness; he loves nothing and trusts nothing. He views most peoples as potential slaves or merely vermin to be exterminated even as he profits from their industries and treasures. He is easily the most infamous of pirates on Inzeladun; he once served as first mate to Captain Dimwall, a human pirate who ravaged the seas in the Fourth Age. Eventually Dorolen killed Dimwall in an argument over a woman and took his place as captain. Dorolen is muscular and trim, dressing as a pirate. He has long white hair and brilliant green eyes. When angered, his eye color deepens, darkens, and turns an intense maroon color with speckles of green and bright red.
He was born over two thousand years ago during the Fourth Age. Early on, he showed drive. He was a mass murderer before he reached the age of adulthood, having killed seventeen people (not counting slaves), and was blackmailing six others. He trained in magic, learning from a young Drow necromancer-priestess he was black-mailing. He also learned the ways of the streets, and sold drugs and prostitutes under an assumed identity on the side. When he was a 3rd level rogue/3rd level wizard, a fear of spiders came upon him, a fear he overcame through force of will, and the madness passed. His double life began to get complicated, and it looked as though he was going to get caught for the murder of over three high priestesses. The Matriarch of the First House was aiming for him, and he managed to utterly humiliate her, and, after she was removed from power and her House crushed, he was permitted to execute her in public. He gained access to the fallen House's library, and acquired several ancient tomes detailing the lost world of Angust and the drow role in in its eventual downfall.
He was later forced to give up his social position in his home city and he traveled to the world above. He betrayed his most trusted companion during that long journey. On the surface he met Dimwall the assassin. They conceived a plan for riches and power, and they began the life of a pirate. Over the years, they became the most infamous of pirates, killers and reavers beyond compare. They acquired an evil ship, a ship named Groaning Mockery. When the Cataclysm came, Dorolen summoned a powerful demon and bargained with it for survival. The demon put them in a pocket dimension where time flowed slowly, and a day was as a century on Inzeladun. He and Dimwall (and their crew) reappeared in the seas of Inzeladun during the Sixth Age, during the reign of Lord Komaaks. He and Dimwall re-established their infamy, and Dorolen then betrayed and murdered Captain Dimwall, becoming the captain of his dark ship in the process. The Test of Domination came upon him and he went to war against a town of humans on the coast of Odhirran. He and his crew killed or enslaved the entire town of 12,453 people and sold the survivors at an auction to an assembled mass of drow, yuan-ti and illithids.
He is fascinated by illithids and their technologies. They have his respect because they have the power to withstand repeated assaults, and they continually demonstrate superior strength. He works with several mind flayers on board his dark ship, although he does not trust them in the slightest. He collects ancient maps and ancient relics. He has a deep interest in the ancient world of Angust and its Empire, as well as the Shadow Empire of that far-flung era.
Currently, he still engages in piracy, and he also has a financial empire based on the sale of rare, difficult to find drugs, and on the sale and transport of exotic slaves.
Among his current slaves, he owns a succubus (he found out her
true name), two winged folk sisters, three Nyandarian princesses, six
Drychtnothian girls, one pixie, an efreeti noblewoman, a dao dancing girl, a
djinni dancing girl, three marids, and a pregnant elf (he intends to let her
carry the child to term, then force her to drown the babe before he gives her to
the crew for her final doom).
Combat:
Spell-Like
Abilities: Drow can use the following spell-like abilities once per day: dancing
lights, darkness, faerie fire. Caster level 32.
Aura of Beauty (Su): Infused with the primal-animalistic magic of the wilderness, Dorolen can take on aspects of unearthly beauty that prevent other creatures from harming him. As standard action, he may exert an aura of magic that enhances his attractiveness. Any creature within a 60 foot radius must make a Will save (DC 35). Those who fail may take no action to harm the fey in any way, shape, or form. They may not use spells, attacks, or other actions that directly or indirectly cause the fey harm. Furthermore, as a free action each round the fey may speak a single word to command those who failed their save as per the spell. The fey may only issue one command each round that all of his victims must heed. The effects of aura of beauty linger until a creature leaves this ability's area of effect. However, victims of this power never willingly leave the fey's side, even going so far as to leap off cliffs to pursue a fey under the effects of a fly or similar spell. A fey may use this ability at will. However, once a mortal succeeds with a Will save against it, he is never again subject to this ability from the particular fey he saved against. Captain Dorolen uses this power to enslave entire villages or ships.
Aura of Wretched Horror (Su): He can also twist his appearance to become a horrifyingly ugly beast. All opponents within 60 feet of Captain Dorolen must make a Fort save (DC 35) or be paralyzed for 2d4 rounds with the revolting horror of the fey's appearance. He may use this ability once per day.
Sneak
Attack: If a
rogue can catch an opponent when he is unable to defend himself effectively from
her attack, he can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or
not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and it increases by 1d6 every two rogue levels thereafter. Should the
rogue score a critical hit with a sneak attack, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks only if the target is
within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a
sneak attack that deals nonlethal damage instead of lethal damage. He cannot use
a weapon that deals lethal damage to deal nonlethal damage in a sneak attack,
not even with the usual –4 penalty. A rogue can sneak attack only living
creatures with discernible anatomies—undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Any creature that is immune to
critical hits is not vulnerable to sneak attacks. The rogue must be able to see
the target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment or
striking the limbs of a creature whose vitals are beyond reach.
Trapfinding:
Rogues (and only rogues) can use the Search skill to locate traps when the task
has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at
least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 +
the level of the spell used to create it. Rogues (and only rogues) can use the
Disable Device skill to disarm magic traps. A magic trap generally has a DC of
25 + the level of the spell used to create it. A rogue who beats a
trap’s DC by 10 or more with a Disable Device check can study a trap, figure
out how it works, and bypass it (with her party) without disarming it.
Evasion
(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual
attacks with great agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the rogue is wearing light
armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap
Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her
to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to
+2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4
when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncanny
Dodge (Ex): Starting at 4th level, a rogue can react to danger before her
senses would normally allow her to do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or struck by an invisible attacker.
However, she still loses her Dexterity bonus to AC if immobilized.
Improved
Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be
flanked. This defense denies another rogue the ability to sneak attack the
character by flanking her, unless the attacker has at least four more rogue
levels than the target does. If a character already has uncanny dodge (see
above) from a second class, the character automatically gains improved uncanny
dodge instead, and the levels from the classes that grant uncanny dodge stack to
determine the minimum rogue level required to flank the character.
Special
Abilities: On attaining 10th level, and at every three levels thereafter
(13th, 16th, and 19th), a rogue gains a special ability of his choice from among
the following options.
Crippling
Strike (Ex): A rogue with this ability can sneak attack opponents with
such precision that her blows weaken and hamper them. An opponent damaged by
one of her sneak attacks also takes 2 points of Strength damage. Ability
points lost to damage return on their own at the rate of 1 point per day for
each damaged ability.
Opportunist
(Ex): Once per round, the rogue can make an attack of opportunity
against an opponent who has just been struck for damage in melee by another
character. This attack counts as the rogue’s attack of opportunity for
that round. Even a rogue with the Combat Reflexes feat can’t use the
opportunist ability more than once per round.
Slippery
Mind (Ex): This ability represents the rogue’s ability to wriggle free
from magical effects that would otherwise control or compel her. If a rogue
with slippery mind is affected by an enchantment spell or effect and fails
his saving throw, he can attempt it again 1 round later at the same DC. He
gets only this one extra chance to succeed on his saving throw.
Spells: Dorolen casts arcane spells. He typically prepares the following alienist spells.
0 level (DC 20): Preserve organ, detect magic, dancing lights, read magic
1st level (DC 21): Extract drug, drug resistance, black bag, animate rope, true strike, comprehend languages, jump
2nd level (DC 22): Addiction, unheavened, wither limb, slow consumption, protection from arrows, rope trick, mirror image
3rd level (DC 23): Devil's eye, curse of the putrid husk, reality blind, fireball, fly, gaseous form
4th level (DC 24): Damning darkness, grim revenge, liquid pain, wrack, bestow curse, wall of fire
5th level (DC 25): Call nightmare, stop heart, waves of fatigue, sending, nightmare, teleport
6th level (DC 26): Tenser's transformation, circle of death, mass suggestion, legend lore, mislead
7th level (DC 27): Fiendish clarity, waves of exhaustion, quickened displacement, mass hold person
8th level (DC 28): Quickened, Maximized Summon monster I, summon monster VIII, mass charm monster
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.
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Inzeladun is copyright 2001 by Vincent N. Darlage. All rights reserved. D&D is a trademark of Wizards of the Coast. Artwork is copyright 2003 Vincent N. Darlage. All rights reserved.