Lady India
Medium Half-Fiend Female
5'8", Green Eyes, Black Hair
Bard/Shadow Dancer/Spellbinder
8th Level/5th Level/2nd level
Hit
Dice: 8d6+5d8+2d4+45 (106 Hit
Points)
Initiative: +7 (Dex)
Speed: 30
ft
AC: 21 (+6 Dex, +1 natural armor, +4 armor) touch 16,
flat-footed 15
Base Attack/Grapple: +10/+11
Attack: Ghost Touch Shadow Bonded Rapier
of Sonic Burst +22
melee (1d6+7/18-20 x2,+2d6 vs. shadows, +2d6 sonic)
Full Attack:
Ghost Touch Shadow Bonded Rapier
of Sonic Burst +22/+17
melee (1d6+7/18-20 x2,+2d6 vs.
shadows, +2d6 sonic)
Space/Reach: 5
ft/5ft
Special
Attacks:
Spells
Special
Qualities: Bardic Music (Fascinate, Suggestion, Inspire
Courage +2, Counter Song, Inspire Competence); Bardic
Knowledge, Darkness 3/day*, Desecrate*, Unholy Blight*, Poison 3/day*,
Hide in Plain Sight, Evasion, Darkvision, Uncanny Dodge, Shadow Illusion, Summon
Shadow, Shadow Jump 20', Weapon Finesse, Defensive Roll, Improved Evasion
(cannot be flanked), Darkvision 60', Enchantment Specialty, Extra First Level
Spell, Enchantment Feats
Saves:
Fort +6, Ref +19, Will +12
Abilities: Str 12, Dex 18(24), Con
15(17), Int 13, Wis 14, Cha 19
Skills:
Balance +24, Bluff +6, Concentration +13, Escape Artist +9, Decipher Script +2,
Gather Information +14, Hide +22, Jump +38, Knowledge (Arcana) +5, Knowledge (local) +2, Listen +4, Move Silently
+22, Perform (Prastonata, Doroq) +22, Perform (Sexual Techniques) +22,
Perform (Sing) +8, Sleight of Hand +8, Tumble
+24
Feats:
Combat Reflexes, Weapon Finesse, Dodge, Mobility, Spell
Penetration (+4 to caster level), Spell Focus (Enchantment) (+4 to enchantment
spell DC's), Subsonics
Climate/Terrain:
Ingara, Lamapacher
Challenge Rating: 15
Treasure:
(66,000 gp total) +5 Ghost Touch Shadow Bonded Rapier of Sonic
Burst, Gloves of
Dexterity +6 (36,000), Bracers of Armor +4 (16,000), Ring of Jumping (2,000),
Amulet of Health +2 (4,000), Cloak of Etherealness
Alignment: Neutral Good
Advancement: by Character class
India is an eighteen year old gypsy of Ingara. Her clan was destroyed by a werewolf, resulting in her
undying hatred of lycanthropes. She will go out of her way to kill
them or reveal them for what they are. Recently she has been
becoming well versed in the Lore of Tenebrion, reading the Book of
Vulthois and other dark tomes. She has decided to become a Shadow
Dancer. She was well known, despite her youth, as being an excellent
prastona in her gypsy clan. She can also start a fire with
anything that would burn if it were dry in 1d6+4 rounds without any sort
of skill check. She has been known to start fires with wet seaweed
and a piece of flint. She signifies any desire to be left alone by
clasping her hands in front of her. If she sees anyone else with
their hands clasped in front of them, she will ignore that person as if he
or she were not there. Nothing short of a dire emergency would
induce her to speak to that person.
Alone in the world (she was away when her gypsy band was
slaughtered), she had hooked up with Zografos the painter and worked as his
model in exchange for food and shelter. More recently she has become
embroiled in adventures with the painter, as well as with Alexander (the Gauntlet
of Athena), and other adventurers. (These can be read as the Ingaran
Adventures.)
She has
begun to doubt the ethics of Zografos, feeling greed is getting the better
of him, and she has decided she must watch out for lapses. Recently
indicted for murder, she is loathe to do anymore killing of
non-lycanthropic people.
She is very fond of her friends,
especially Zografos, Alexander, Flower, and
Phaidon, and would never willingly
cause them harm. She is the daughter of Larbius
and an Ingaran Gypsy woman named Margia. She despises her diabolic heritage, and
refuses to give in to the darkness that lurks in her heart. Recently
resurrected, she has spent some time with Yithilla and has chosen to give
up shadow dancing in favor of enchantments.
She speaks Midani and
Ingaran. Her most prized possession is a unicorn necklace her
brother Tomas gave to her on her 15th birthday, not long before he was
killed by werewolves. When she lived with her gypsy caravan, her family
was wealthy enough to own two vardos, a type of covered wagon that
served as a house. Her mother and father lived in one, and India was given
charge over the second. She often shared her vardo with her
best friend, another gypsy girl named Amee.
Combat:
She knows the spells
Prestidigitation, Open/Close, Dancing Lights,
Flare, Read Magic, Daze, Cure Light Wounds, Charm Person, Hypnotism,
Animate Rope, Expeditious Retreat, Heroism, Cat's Grace, Cure Moderate Wounds, Enthrall, Bestow Curse,
Glibness,
Haste, Charm Monster, Cure Critical Wounds, Domination. She can cast three
zero-level spells, four first level spells per day, four second level
spells, three third level, and one fourth level spells per day. Her save DC's are 10+
spell level +4, except for enchantment spells, which are 14 + spell level
+ 4. She casts spells as a tenth level bard.
She prefers
to fight with her +5 Ghost Touch Shadow Bonded Rapier of Sonic Burst. It does an
additional 2d6 damage to any shadow related critter, although when she
gets angry she can bite and claw (fangs and claws grow when she loses her
temper. She can make Concentration checks to keep from losing
control of her temper like that).
Hide in Plain Sight (Su): India can use the hide skill even while being observed. As long as India is within 10 feet of some sort of shadow, she can hide herself from view in the open without having anything to actually hide behind.
Evasion (Ex): If exposed to any effect that normally allows her to make a Reflex saving throw for half damage, she takes no damage with a successful saving throw.
Darkvision (Su): India can see in the dark as though she were permanently under the affect of a darkvision spell.
Uncanny Dodge (Ex): India can react to danger before her senses would normally allow her to even be aware of it, retaining Dex bonuses to AC even if flat-footed or struck by an invisible attacker.
Shadow Illusion (Sp): India can create visual illusions from surrounding shadows once per day, as per the arcane spell silent image.
Summon Shadow (Sp): India can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches India's (Neutral Good). The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to India and can communicate intelligibly with India.
* Darkness (Sp): Three times per day, India can cause an object to radiate darkness out to a 20 foot radius. Not even critters who can normally see in the dark (such as darkvision) can see in an area shrouded in magical darkness. India has this power through her diabolic blood.
* Desecrate (Sp): India can imbue an area with negative energy as per the spell. She can do this once per day because of her diabolic ancestry.
* Unholy Blight (Sp): India can call up unholy power to smite her enemies once per day. The power takes the form of a cold, cloying cloud of greasy darkness. Only good and neutral creatures are harmed by this power. The spell deals 5d8 points of damage to good creatures, sickening them for 1d4 rounds (-2 penalty on attack rolls, damage rolls, saves, skill checks, and ability checks). A successful Fort save reduces damage by half and negates the sickening effect. Neutral critters take half damage and are not sickened. They can reduce the damage by half again with a successful saving throw. India has this power through her diabolic blood.
* Poison (Sp): India can inflict a subject with a horrible venom by making a successful melee touch attack. She can do this three times per day. India has this power through her diabolic blood.
*She has these powers, but she refuses to use them frivolously because she fears becoming evil.
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India and Inzeladun are copyright 2001 by Vincent N. Darlage. All rights reserved. D&D is a trademark of Wizards of the Coast. Artwork is copyright 2001 Vincent N. Darlage. All rights reserved.