Nils Nanzimos
Concept
Campaign: Onyx Lightning
Race: Half-Elf
Subrace: Drow
Type: Humanoid
Class: Rogue/Wizard (Illusionist)
Subclass: Acrobat/Illusion Specialist
Concept: Dark Hero (World Paragon)
Level: 45 (28/17)
Level Adjustment: +0
XP: 1,072,200 (1,095,000/1,141,000)
Station: UM
Origin: Smyth, Verdentia
Current Residence: Wildlands, Verdentia
Description
Hit Points: 370
Hit Dice: 28d6+112 and 17d4+68
Size: M
Space/Reach: 5 ft./5 ft.
Move: 30 ft.
Gender: M
Skin/Eyes/Hair: Dusky/Blue/Platinum
Apparent Age: 35
Real Age: 58
Height/Weight: 5'7"/156 lb.
Alignment: Neutral Evil
Deity: Vaeon
Abilities
Strength: 26 (+8)
Dexterity: 34 (+12)
Constitution: 18 (+4)
Intelligence: 22 (+6)
Wisdom: 15 (+2)
Charisma: 16 (+3)
Saving Throws
Fortitude: +26
Reflex: +39
Will: +28
Combat
Initiative: +16
Base Attack Bonus: +27/+22/+17/+12/+7/+2
Grapple: +35
Melee: +35
Ranged: +39
Armor Class *: 40=10+0+0+12+0+0+18
Armor Class (flat-footed): 28=10+0+0+18
Armor Class (vs. touch attacks): 40=10+12+0+18
* AC: total=base (10)+armor+shield+Dexterity+size+natural+magic+miscellaneous
Feats
Martial Weapon Proficiency (scimitar)
Blind-Fight
Dodge
Combat Expertise
Brew Potion
Combat Casting
Craft Magic Arms & Armor
Distant Reach
Eschew Materials
Spell Focus (illusion)
Greater Spell Focus (illusion)
School Mastery (illusion)
Spell Penetration
Greater Spell Penetration
Improved Counterspell
Improved Initiative
Mobility
Spring Attack
Quick Draw
Point Blank Shot
Quicken Spell
Rapid Reload (hand crossbow)
Scribe Scroll
Two-Weapon Fighting
Two-Weapon Defense
Whirlwind Attack
Flaws
Malicious
Neurotic (phobia of angels)
Traits
Individualist
Suspicious
Special Abilities (Racial)
Low-light vision
Immune to sleep
+2 saves vs. enchantments
Keen senses
Natural facilitator
Elven blood
Permanent spell effects: resistance, arcane sight, darkvision, read magic, see invisibility, tongues
Favored Class: Any
Special Abilities (Class)
Trapfinding
Sneak attack (+10d6)
Trap sense +6
Improved evasion
Improved uncanny dodge
Skill mastery: Disable Device, Hide, Move Silently, Open Lock, Tumble, Balance, Jump, Climb, Search
Acrobat: +1 to Balance, Escape Artist, Jump, Tumble checks
Arcane (wizard) spells
Summon familiar
Specialty school: illusion
Prohibited schools: conjuration, necromancy
Illusion Specialist: casting time for illusion school spells reduced by one time increment, minimum of free action and maximum full-round action
Weapon Proficiencies: Simple, short sword, rapier, hand crossbow, short bow, scimitar
Armor Proficiencies: Light
Spells
Class: Wizard
Spells Per Day: 4+1/6+1/6+1/10+1/5+1/5+1/5+1/3+1/2+1/1+1
Spells Memorized (typical) *: Level 0: ghost sound*, light, flare, mage hand, prestidigitation; Level 1: color spray*, alarm, charm person, magic missile, shield, combat readiness, feather fall; Level 2: mirror image*, misdirection, discern vitality, darkness, magical backlash, fox's cunning, rope trick; Level 3: displacement*, fireball, lightning bolt x2, dispel magic, fly, heroic emulation, haste, slow, nondetection, deep slumber; Level 4: greater invisibility*, charm monster, fire shield, Rary's mnemonic enhancer, polymorph, stoneskin; Level 5: persistent image*, dominate person, cone of cold, telekinesis, mind fog, quickened magic missile; Level 6: mislead*, disintegrate, greater dispel magic, analyze dweomer, globe of invulnerability, true seeing; Level 7: project image*, power word: blind, prismatic spray, limited wish; Level 8: scintillating pattern*, mind blank, power word: stun; Level 9: weird*, foresight
Spellbook #1 (pages left: 438): Level 0: arcane mark, dancing lights, daze, detect magic, detect poison, flare, light, mage hand, mending, message, ghost sound, open/close, prestidigitation, ray of frost, read magic, resistance; Level 1: alarm, burning hands, charm person, color spray, disguise self, identify, shield, sleep, silent image, magic missile, shocking grasp, Nystul's magic aura, ventriloquism, jump, feather fall, magic weapon, expeditious retreat, combat readiness; Level 2: obscure object, detect thoughts, locate object, see invisibility, darkness, scorching raty, blur, invisibility, minor image, mirror image, misdirection, alter self, spider climb, rope trick, bull's strength, cat's grace, fox's cunning, eagle's splendor, magical backlash, shadow double, discern vitality; Level 3: arcane sight, blink, deep slumber, dispel magic, nondetection, protection from energy, fly, fireball, lightning bolt, displacement, major image, invisibility sphere, haste, slow, keen edge, greater magic weapon, tongues, heroic emulation; Level 4: lesser globe of invulnerability, dimensional anchor, stoneskin, scrying, confusion, charm monster, fire shield, shout, phantasmal killer, greater invisibility, polymorph, Rary's mnemonic enhancer, hallucinatory terrain, aura of vis; Level 5: break enchantment, dismissal, contact other plane, Rary's telepathic bond, dominate person, mind fog, cone of cold, wall of force, false vision, nightmare, persistent image, baleful polymorph, fabricate, telekinesis, permanency; Level 6: antimagic field, greater dispel magic, globe of invulnerability, repulsion, analyze dweomer, true seeing, chain lightning, contingency, permanent image, programmed image, shadow walk, mislead, disintegrate, flesh to stone, stone to flesh, Tenser's transformation; Level 7: banishment, spell turning, power word: blind, forcecage, prismatic spray, project image, reverse gravity, limited wish, ethereal jaunt; Level 8: mind blank, prismatic wall, moment of prescience, binding, power word: stun, polar ray, greater shout, sunburst, scintillating pattern, polymorph any object, gravity bomb; Level 9: prismatic sphere, foresight, power word: kill, weird, time stop, wish
* Domain or Specialty School bonus spell
Skills
Maximum Class Ranks: 48/24
Appraise +8, Balance +15, Bluff +14, Climb +20, Concentration +24, Craft (alchemy) +18, Craft (bowyering) +13, Craft (weaponsmith) +13, Decipher Script +16, Diplomacy +13, Disable Device +18, Disguise +12, Escape Artist +28, Forgery +9, Gather Information +12, Heal +6, Hide +42, Intimidate +25, Jump +26, Knowledge (arcana) +21, Knowledge (architecture) +7, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +23, Move Silently +37, Open Lock +29, Profession (scribe) +7, Ride +14, Search +22, Sense Motive +12, Sleight of Hand +29, Spellcraft +23, Spot +23, Survival +7, Swim +13, Tumble +45, Use Magic Device +8, Use Rope +24
Languages: Common, Elven, Draconic, Undercommon, Abyssal, Goblin, Auran, Aquan, Ignan, Terran, Infernal, Celestial, Giant, Dwarven, Halfling, Sylvan
Weapons
Weapon: The Nightblades (scimitars)
Attack Bonus: +38 or +34/+34
Damage: 1d6+11 or 1d6+11/1d6+7 (12-17 or 12-17/8-13)
Critical: 16-20/x2
Weight: 2 lb. x2
Range: --
Type: Slashing
Notes: Artifacts: various special abilities and drawbacks
Weapon: +1 cold iron dagger
Attack Bonus: +36 or +40
Damage: 1d4+9 (10-13)
Critical: 19-20/x2
Weight: 1 lb. x4
Range: 10 ft.
Type: Piercing/Slashing
Notes: --
Weapon: +2 hand crossbow of speed
Attack Bonus: +41
Damage: 1d4+2 (3-6)
Critical: 19-20/x2
Weight: 2+6 lb.
Range: 30 ft.
Type: Piercing
Notes: poison use common; hastened bonus attack, standard ammunition ignores concealment
Ammunition: Daggers (4); +2 bolts of seeking (60)
Armor
none
Gear
Worn Clothes: Traveler's outfit
General Gear: Belt pouch (.5), spell component pouch (2), tent (20), bedroll (5), quivers: 2 (2),caltrops (2), flint & steel (0), grappling hook (4), silk rope 50 ft. (5), whetstone (1), waterskin (4), inkpen (0), scroll cases: 4 (2), trail rations: 7 days (7), masterwork bowyering tools (5), masterwork weaponsmith tools (5), climber's kit (5), disguise kit: 10 uses (8), healer's kit: 10 uses (1), masterwork thieves' tools (2), antitoxin vials: 2 (0), smokesticks: 4 (2), sunrods: 2 (2), thunderstones: 2 (2), purple worm poison: 20 doses (2)
Home Possessions: Alchemist's lab (40), silver mirror 2 ft.x4 ft. (5)
Magic Items: The Nightblades (4), +1 cold iron daggers x4 (4), +2 hand crossbow of speed (2), +2 bolts of seeking x60 (6), gloves of dexterity +6 (0), belt of giant strength +6 (1), bracers of armor +8 (1), ring of protection +5 (0), ring of wizardy type III (0), robe of the archmagi (1), bag of holding type II (maximum wt. 500 lb, current wt. 90 lb.) (25), Boccob's blessed book (1), boots of teleportation (3), major cloak of displacement (1), cube of force (0), eyes of charming (0), potion of cure serious wounds x6 (3), potion of bull's strength x2 (1), spell scroll (17th-level): wish x2, prismatic sphere, prismatic wall, time stop, power word: kill (.5)
Spell Components (valuable): diamond dust x2, granite & diamond dust x2, ivory plaque, ground jade dust x4, powdered jade x2, golden loop with sapphire lens, duo canine statuettes attached by iron bars, gem-encrusted ivory statuette of himself, mushroom powder/saffron/fat tincture x2, ruby dust x2
Weight: 50.5 lb. (Light Load: 306 lb.)
Wealth
Platinum: 100,000
Gold: --
Silver: --
Copper: --
Gems: Opals x100 (100)
Art/Miscellaneous: Family pendant (5,000)
Renown
Code of Honor: none
Honor: 40
Reputation: +27
Livestock
none
The Nightblades of Venitas
"Ere oblivion, the deep plunge into the shadow of vanity."
-- The Sacred Testament of Sivarnatta, Book of Apothegms 3:2
Background: Ages ago, the drow fell under the sway of Sivarnatta, demon spider-queen of the Abyss. While the drow always prized strength and cunning above loyalty, the dark elf archmage, Venitas, fell into disfavor with his own kind when he suggested that the drow should prize themselves over the whims of a demoness. Too powerful to slay even for Sivarnatta, Venitas suffered a more terrible fate: ostracism and banishment. The archmage vowed revenge for his people's blindness. Endowing a pair of wicked blades with the essence of his hatred and revenge, Venitas thereby purified his will…but crafted one of the most dangerous weapons in existence. Venitas got more than he bargained for with the birth of Mizo and Banis, which came to later be called the Nightblades. Venitas passed the blades onto a fellow drow renegade before he fell to their doom. This renegade proved to be a far more capable wielder, and he became the deadliest demon hunter in Cael. The Nightblades were passed down as a family heirloom.
Of course, these heartless weapons care little for fidelity or honor. All they care about is shedding the blood of demon worshipers around the world, and they relentlessly drive their wielder to his doom, cleaving away those villains. In Nils, however, they have found the most capable deliverer of their revenge yet. Due to a demonic attack on his family, the half-elf is more than willing to pursue the Nightblades' dedicated purpose. The Nightblades are perfectly capable of speech, but they always remain sinisterly silent, speaking only with the wielder telepathically. They believe that they are the bringers of true darkness insofar as evil's true purpose: self-destruction. The turning of evil upon itself is the true nature of evil; the Nightblades are more than happy to encourage and hasten this doom. To that end, they prefer a wielder who is able to take advantage of their potent abilities to blind and confuse their enemies (especially a rogue, rogue/fighter, or assassin). The swords will cast their various powers to aid the wielder's death-dealing, and add their manipulative tactical skills to the fray, too (i.e., the wielder may add +10 to any Bluff or Intimidate checks he makes while wielding the Nightblades), slashing together or whipping deftly prior and after cutting down their enemies. However, a wielder who refuses to stalk the slaves of the Tanar'ri will often find themselves as the Nightblades' next victims. Worse, the Nightblades have little patience for activities beyond demon-hunting. They insure the wielder's life is lonely and short. The Nightblades have an extremely high Ego score, all but insuring that all but the strongest-willed, epic characters have a chance of ever being dominant. However, a savvy wielder may realize that the blades are twins; when only one is brandished, only half the Ego is present, and thus the Nightblades are easier to reason with (but still domineering to weak characters by far).
Enchantments (each individually): +3 keen mithral scimitar of subtlety
Abilities: Intelligence 19, Wisdom 10, Charisma 19
Alignment: Neutral Evil
Senses: 120 ft. darkvision, blindsense, and hearing
Communication: Speech, read magic, telepathy
Languages Known: Abyssal, Common, Draconic, Elvish, Undercommon
Special Purpose: slay all diabolists
Lesser Powers: curtain of darkness* 3/day, deeper darkness 3/day, faerie fire 3/day
Greater Powers: magical backlash 2/day, adds +10 bluff or +10 intimidate to wielder (can also use against wielder if in a personality conflict), darkness-enhanced: while both swords are wielded, the enhancement improves depending on light: in twilight or shadow, they are +4; in total darkness, they are +5
Dedicated Powers: crushing despair at will, umbral cloudkill** 1/day
Curses: both swords must be wielded simultaneously to access any of the artifact's Intelligence-based powers; wielder becomes more callous and ruthless over time, shifting the character's alignment shifts to Neutral Evil; blades will automatically "backbite" the wielder if the character ever knowingly and willingly aids and abets fiends of any sort or those in league with them and will never function for the wielder again; wielder permanently suffers Light Blindness, equivalent to the disability of many Lower Kingdom people (like the drow)
Ego: 36 (18 if only one blade is wielded)
* A curtain of darkness extinguishes all non-magical light sources within 100 feet. This does not affect flames or sources larger than a torch or sunrod. This isn’t a form of magical darkness, it simply puts those lights out.
** An “umbral” spell is a spell altered by the Umbral Spell metamagic feat, granting the spell the darkness-descriptor, and thus also enabling it to negate any light-descriptor spell of equal or lower level.