Character Background[spoiler]Ashara was born to the
umbragen of House Drannar in the city of Urcaen, in an enclave of the Brotherhood of Nul, centuries after the
umbragen had been cast out of the surface city of Caen. Ashara, being the child of a priestess of Umbra, was expected to train as one herself, and was given a Church mentor by the name of Reverent Mother Priestess Ellara, but her being part of a Nul enclave also required her to serve in its military wing, the Militia. She proved exceedingly capable in both, and quickly got promoted to a Hand of Nul Scorpion Rider regiment, as well as being given the honour of Reverent Mother Priestess at an unusually young age. She exhibited an unusual set of qualities for an
umbragen, appearing like the legendary First Ones of old, as her darkvision could pierce the deepest tunnels, and her skill with the crossbow was unmatched.
As part of her training for the Scorpion Riders, she had to venture into the cave complexes outside Urcaen and return with a tamed monstrous scorpion to serve as her mount - or die trying. Ashara spent nearly a week, living off fungi and mushrooms, searching for the ideal monster to be her mount. She avoided the usual places that these beasts congregated, as she knew that she needed something truly exceptional. At the end of that week, just when she was about to give up hope and go tame an ordinary monstrous scorpion, she stumbled across her future mount, much smaller back then, but still covered with the minerals that comprise his hide. She tamed him quickly, and decided to name him Gos'Faeranamlim, believing a fancy name would make him serve her better as a mount. This proved inordinately successful - not only was he capable and tough, he was also intelligent enough to understand complex spoken commands, and grew quickly to the point when it became less of a mount and more of a war platform against her enemies. His poison was the envy of every Scorpion Rider, and Ashara often milked and sold it to supplement her income.
She would have likely continued to serve her two separate masters until the end of her life if it were not for an unusual occurrence not long after her promotion. A party of adventurers from Khorvaire discovered an ancient cave complex in Xen'drik connected to Urcaen, although at considerable distance, and decided to explore it, expecting to find great treasure or lost secrets. Their careless wandering requires a Scorpion Rider regiment to be dispatched, and Ashara's regiment happened to be the one that was sent. The adventurers were dispatched with some difficulty, but one of the prisoners, a gnome, exhibited powerful arcane magic with a versatility that Ashara, nor her superiors in the Brotherhood, had never witnessed. The captive was brought back as an undead creature, and was sent for studies to the Brotherhoods mage-scientists.
What they discovered was a remarkable use of magic that had been unscientifically transmitted by the gnomes through their own generations. With the help of magicite-infused elixirs and unusual training, the mage-scientists were able to replicate this effect in other species, although it was highly unreliable and often led to the death of those that were tested on. It took several years for the mage-scientists to find a stable magicite-based compound that would produce non-fatal results. It was time to test it on real subjects - drow.
Ashara's status in the Brotherhood and the priesthood was continuing to rise, but she knew that being a servant of so many masters might not let her live long in the politics and backstabbing of the
umbragen. Additionally, her House were expecting more and more of her, and she felt that she needed any advantage possible to ensure that some young hopeful with fewer responsibilities wouldn't usurp her position and undo all of her hard work. When the Brotherhood decided that she would be the first test subject of Project Shadow, she gladly accepted. Since the project was secret from all except Holy Kren, she was promoted to Kommander, and the hardest part of her training began.
While her magical powers grew exponentially, she found them increasingly more difficult to control. Although she was by far the most promising member of Project Shadow, she still found the magicite infusions to be highly toxic, and often vomited heavily and fell sick. Despite this, she redoubled the secret training, and quickly mastered everything that the gnome corpse could teach her. She quickly became the leader of Project Shadow, and through the project, met her future lover, a capable wizard named Maun. The two began to have a very physical and fast relationship, but due to their complex mixture of duties, both decided that children were simply not a possibility, nor desirable, due to Maun being from House Codiac, a match that Ashara's superiors would not have looked upon favourably. After all, she hardly needed
more problems to juggle.
Due to all the time dedicated to the Brotherhood and Project Shadow, to say nothing of her priestly duties, Ashara felt that she needed to raise the profile of her House somehow, before they became too suspicious. She used the money she had saved selling her scorpion mount's venom to begin a lucrative scorpion racing track. Her own mount frequently raced, sometimes with her as a jockey, a previously-unknown thing among the
umbragen, who always let lesser beings be the jockeys. She also pioneered the use of 'death races', where magical obstacles, monsters and wands mounted to the scorpions were added to races. This proved phenomenally popular, and money quickly flowed into the coffers of House Drannar. With her elders appeased through expensive gifts, and her own fortune guaranteed forever, Ashara bought Maun from House Codiac, and set him up to run the races, due to his capable head for numbers and fiendish intellect. The fact that he now frequently graced her bedroom was but another very palpable benefit to her position. To cement his position (and protect her own), she took him on as her apprentice.
This happy state of affairs was rapidly brought to a close only a year after this event, when Holy Kren himself called Kommander Ashara before him. He showed her a letter that could potentially allow the Brotherhood to conquer Caen forever - whole new universes lay out there. She had again been chosen to be the vanguard of the Brotherhood, and she willingly accepted. Taking her mount, a few slaves and her most valuable possessions with her, she left Maun in charge of Project Shadow and her racetrack. She knew the absence would not be long - and nor would it be long until the forces of Urcaen and the Brotherhood ruled not only Caen, but all of Xen'drik... and possibly, even all of Eberron.[/spoiler]
Picture[spoiler]
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Appearance[spoiler]Ashara is a young and very beautiful drow, with perfect ebony skin, white eyes and long, flowing, white hair, which she keeps loose. She dresses very provocatively, often wearing little more than a bikini top and bottom, and carries a fur coat which emphasises her curves for when it gets cold. The magicite has given her scars which glow a dull blue, and to conceal these scars, her lithe and muscular body is covered with elaborate magical tattoos. She wears knee-high boots, and holds herself with an almost regal bearing.
Her voice sounds like
this. Complete with cheesy accent.[/spoiler]
Personality[spoiler]Ashara can be best described as bitchy. She knows that males find her attractive, and doesn't mind at all exploiting this for her benefit. She also hardly cares about anyone or anything she doesn't consider valuable - which is almost nobody and nothing. Expecting everything done her way, without deviation or discussion, she is someone who respects very few people. However, she does have a sense of honour and military decorum about her, and will follow authorities that she deems legitimate. She also respects other military women (and occasionally, even men) for their capabilities and their willingness to fight.[/spoiler]
Main Character Stats[spoiler]
Ashara Iniir (CR 10)Lesser drow cleric of the Umbra 2/drow paragon 3/shadowcraft mage 4/scorpionne 1
LE Medium humanoid (elf)
Init +9;
Senses darkvision 90ft, Perception +18
Languages Common, Elven, Abyssal, Infernal
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AC 29, touch 24, flat-footed 18 (+5 armour, +5 Dex, +5 Wis, +1 monk, +3 deflection)
hp 67 (2d8+6 plus 3d6+9 plus 4d4+12 plus 1d8+3)
Immune magic sleep
Resist +2 Will vs. spells and SLAs, +2 saves vs. enchantment spells and SLAs, 35% concealment, scorpion affinity
Weakness light blindness
Fort +11,
Ref +12,
Will +18
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Speed 30ft. (6 squares)
Melee short sword +13 (1d6+5, 19-20/x2)
Ranged light crossbow +16 ranged (1d8+3, 19-20/x2)
Base Atk +5;
Grp +7
Atk Options rebuke undead 7/day, shadow illusion
Special Actions elfy detect secret doors
Combat Gear familiar
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Cleric Domains: Illusion, Scorpion
Cleric Spells Preparedbewildering mischance, break enchantment, revivify, slay livingdivination, mystic aegis, revenance, stifle spell, stoneskinalter fortune, chain of eyes, hesitate, mass lesser vigour, meld into stonebewildering substitution, black karma curse, lesser restoration, poison (domain),
quick march, Tyche's touchebon eyes, impede, lesser vigour, omen of peril, ray of resurgence, sign, spider climbamanuensis, create water, detect magic, detect poison, light, purify food and drinkSpell-like Abilitiesdancing lights, daze, touch of fatigueBuffs ActiveCreate magic tattoo x2, both extended for a 96-hour duration
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Abilities Str 14, Dex 21, Con 16, Int 16, Wis 20, Cha 19
SQ domain spontenaity (Illusion), silent illusion
Feats Apprentice (spellcaster, preferred spell
close wounds), Combat Expertise, Earth Sense, Earth Spell, Heighten Spell, Improved Initiative, Leadership, Martial Weapon Proficiency (hand crossbow), Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (short sword), Mentor, Power Attack, Spell Focus (illusion)
Skills Affability +17 [10], Animal Handling +18 [10], Bluff +17 [10], Perception +18 [10], Stealth +18 [10], Thaumaturgy +17 [10]
Possessions bracers of armour +1, bunch of bolts, fur coat (of the skanky variety),
knee-high skank boots of infinite translocation,
lesser rod of metamagic Extend, light crossbow,
monk's bikini bottom,
orb of mental renewal,
ring of sustenance,
ring of communication x3, short sword,
third eye clarityHer scorpion also carries some stuff.
She also has ten 1st level slaves, and one 2nd level slave. Three of them are skeletons, the rest are
umbragen. Her 10k is invested in her racing track and prize race scorpions. Her cohort's 8k are invested in supplies, magicite, Urcaen Pitch, an alchemical kit, some construction materials, seeds, etc. needed to set up a long-term encampment, as well as all the gear needed to work with magicite, as well as make and invent stuff.
Prayerbookatonement, bewildering mischance,
break enchantment, commune, dispel chaos/evil/good/law, disrupting weapon, earth reaver,
flame strike,
greater command, hallow, insect plague, mark of justice, mass cure light wounds, mass inflict light wounds, plane shift, raise dead, revivify,
righteous might, righteous wrath of the faithful,
scrying, slay living, spell resistance, summon monster V, swift etherealness,
symbol of pain, symbol of sleep, true seeing, unhallow, wall of stoneair walk, control water, cure critical wounds, death ward, delay death, dimensional anchor, discern lies, dismissal, divination,[/i]
divine power,
freedom of movement, giant vermin, greater blindsight,
greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, mystic aegis,
neutralize poison, poison, recitation,
repel vermin, restoration, revenance,
sending, sheltered vitality,
spell immunity, spell vulnerability, stifle spell,
summon monster IV, tongues,
wrackanimate dead, alter fortune,
bestow curse, blindness/deafness, blindsight, chain of eyes,
contagion, continual flame, create food and water, cure serious wounds, daylight, deeper darkness,
dispel magic, divine retaliation, energy aegis, girallon's blessing,
glyph of warding, helping hand, hesitate,
inflict serious wounds, invisibility purge, lesser visage of the deity,
locate object, magic circle against chaos/evil/good/law, magic vestment, mass conviction, mass resist energy, mass lesser vigour,
meld into stone, obscure object,,
prayer, protection from energy, remove blindness/deafness, remove curse, searing light,aid, align weapon, augury, avoid planar effects,
bear's endurance, bewildering substitution, black karma curse, body ward,
bull's strength, calm emotions, close wounds, consecrate, cure moderate wounds, darkness, dark way,
death knell, delay poison, desecrate, eagle's splendour, enthrall,
find traps, gentle repose, hold person, inflict moderate wounds, insight of good fortune,
lesser restoration, living undeath,
make whole, owl's wisdom, quick march, remove paralysis, resist energy, shatter,[/i]
shield other, silence, soul ward,
sound burst, spiritual weapon, status, summon monster II, Tyche's touch,
undetectable alignment, zone of truthbane, bless, blessed aim,
bless water,
cause fear, command, comprehend languages, conviction,
cure light wounds, curse water, deathwatch, detect chaos/evil/good/law, detect undead, divine favour, doom, ebon eyes,
endure elements, entropic shield, hide from undead, impede,
inflict light wounds, lesser vigour,
magic stone, magic weapon,
obscuring mist, omen of peril,
protection from chaos/evil/good/law, ray of resurgence,
remove fear, resurgence,
sanctuary, sign,
shield of faith,
summon monster Iamanuensis,
create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue_____________________________________________________________
Domain Spontenaity (Illusion): Instead of spontaneously casting
inflict spells, Ashara can spontaneously cast spells from the Illusion domain. These are, in order of level,
silent image, minor image, displacement, phantasmal killer, persistent image (she can't cast anything more powerful yet).
Extended Illusion (Ex): All of Ashara's illusion spells are extended for free.
Familiar: Ashara's familiar is called Ecraen, and she's a scorpion. Her stats are given later.
Scorpion Affinity (Ex): Ashara is immune to the poison of scorpions and scorpion-like creatures. Moreover, she can communicate with scorpions and arthropods of all kinds as long as the creature has at least Int 1. Normal scorpions never attack or harm Ashara unless magically controlled.
Silent Illusion (Ex): Illusion spells cast by Ashara don't have verbal components.
Shadow Illusion (Su): Everyone should know how the shadowcraft mage works by now.
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Cohort Stats[spoiler]
Gos'Faeranamlim (CR 6)Mineral warrior Huge monstrous scorpion
CE Huge vermin (earth)
Init +4;
Senses darkvision 60ft, tremorsense 60ft, Perception +13
Languages understands Elven
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AC 29, touch 11, flat-footed 29 (-2 size, +1 Dex, +18 natural, +2 deflection)
hp 105 (10d8+60);
DR 8/adamantine
Immune mind-affecting effects
Fort +16,
Ref +7,
Will +6
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Speed 50ft. (10 squares), burrow 25ft
Melee 2 claws +19 (1d8+12) and sting +17 (2d4+7 plus poison)
Space 15ft.;
Reach 10ft.
Base Atk +7;
Grp +24
Atk Options constrict 1d8+9, earth strike 3/day, improved grab, poison
Combat Gear devastation gauntlets_____________________________________________________________
Buffs ActiveCreate magic tattoo x1, extended for a 96-hour duration
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Abilities Str 28, Dex 13, Con 23, Int 4, Wis 11, Cha 4
SQ Feats Ability Focus (poison), Combat Expertise, Extra Smiting, Improved Initiative, Multiattack, Power Attack
Skills Athletics +20 [10], Jump +20 [10], Perception +13 [10], Stealth +14 [10]
Possessions bit and bridle,
devastation gauntlets,
handy haversack, howdah,
pearl of power 1st level x3,
pearl of power 2nd level x4 (3 used), saddlebags,
vanisher cloakAlso carries Ashara's potion collection:
potion of delay poison,
potion of remove paralysis,
potion of lesser spell immunity,
potion of comprehend languages,
potion of lesser vigour,
potion of hide from undead_____________________________________________________________
Earth Strike (Ex): +6 to hit, +10 to damage on one attack
Improved Grab (Ex): Off claw attack.
Poison (Ex): From tail sting attack, DC 23, 1d6 Con/1d6 Con
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