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Vansin's Grimiore
Sanre, Master of the Dreadthorns
Sanre Vvudin
Male drow Wiz14/Acm3
CR 18
Medium-size humanoid (5 ft. 1 in. tall)
HD 17d4+34; hp 83; Init +5 (Dex)
Spd 20 ft.
AC 26, touch 18, flat-footed 21
Atk +10/+5 melee (1d4+2/19-20, +2 dagger) and +10/+5 melee (1d6+2/18-20 +2 obedient rapier), or +13 ranged touch (by spell), or +18 ranged (1d4+5/19-20, +2 hand crossbow with +3 bolts)
SA spells, spell-like abilities
SQ drow traits, high arcana (mastery of counterspelling, spell power +2, spell-like ability [dimension door]; permanent spells (detect magic, see invisibility)
SR 28
SV Fort +12, Ref +15, Will +18
Str 10, Dex 21, Con 14, Int 26, Wis 12, Cha 15

Skills: Alchemy +14, Balance +8, Bluff +6, Concentration +17, Gather Information +4, Hide +17, Intimidate +6, Jump +10, Knowledge (arcana) +23, Knowledge (local, Underdark) +12, Knowledge (the planes) +12, Listen +9, Move Silently +11, Scry +16, Spellcraft +25, Search +13, Sense Motive +4, Spot +21;
Feats: Combat Casting, Craft Wondrous Item, Forge Ring, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Illusion), Spell Focus (Evocation), Spell Penetration, Still Spell.

Spell-like Abilities: 1/day - dancing lights, darkness, and faerie fire. Sanre uses these abilities as a 17th-level sorcerer; 2/day - dimension door. Sanre uses this ability as a 17th-level wizard.

Languages Known: Abyssal, Common, Drow Sign Language, Elven, Goblin, Undercommon.

SQ - High Arcana: An archmage may choose to take a special ability from a select list by permanently eliminating one spell slot. See the archmage prestige class for a list of the abilities an archmage may choose from.

Spells Prepared (4/6/1o/6/5/4/5/2/3/1; base save DC 20 + spell level, 22 + spell level for Evocation or Illusion spells): 0 - daze, detect magic, mage hand, ray of frost; 1st - burning hands, cause fear, charm person, mage armor, shocking grasp, summon monster I; 2nd - Aganazzar's scorcher x2, alter self, cat's grace, detect thoughts, ghoul touch, invisibility, mirror image. resist elements, see invisibility; 3rd - fireball, fly, haste, invisibility sphere, nondetection, suggestion; 4th - charm monster, dimension door, Evard's black tentacles, improved invisibility, summon monster IV; 5th - cloudkill, cone of cold, teleport, wall of force; 6th - chain lightning, circle of death, guards and wards, planar binding, true seeing; 7th - finger of death, shadow walk; 8th - flensing, greater planar binding, horrid wilting; 9th - power word kill.

Possessions: +3 obedient rapier (kept in ring of storing, +2 dagger, +2 hand crossbow, 50 +3 hand crossbow bolts, vest of resistance +5, Sanre's piwafwi, belt of health +4, gloves of Dexterity +4, headband of intellect +4, Sanre's signet ring, ring of storing, boots of striding and springing, wand of lightning bolt (10th-level caster), wand of daylight, wand of magic missile (9th-level caster), wand of detect secret doors, Heward's handy haversack, drow house insignia, 11 workbooks (spellbooks of dragonhide and vellum, guarded by major resistance, blindness, and spelltrap).

Sanre's Pwafwi: This black shadowy cloak provides a +8 armor bonus to its wearer. In addition, when worn with the hood drawn up around the head, the piwatwi gives its wearer a +10 circumstance bonus on Hide checks.

Caster Level: 9th: Prerequisites: Craft Wondrous Item, mage armor, invisibility, creator must be a drow; Market Price: 68,000 gp, Cost to Create: 34,000 gp + 2,720 XP, Weight: 1 lb

Sanre's Signet Ring: Emblazoned with the sign of the Dreadthorns, this ring functions as a ring of protection +3 and a ring of wizardry II. Additionally, the ring confers a +10 circumstance bonus to the wearer's Spot checks and allows him to cast detect magic at will,

Caster Level: 14th; Prerequisites: Forge Ring, limited wish, detect magic, shield of faith, clairaudience/clairvoyance, Market Price, 82,000 gp; Cost to Create, 31,000 gp + 3,280 XP; Weight: -

Ring of Storing: This is identical to a glove of storing except that it is in ring form. On command, one object held in the hand wearing the ring disappears. The object may not weigh more than 10 pounds and must be able to be held in one hand. An item stored in the ring can be retrieved with a silent mental command as a free action. The ring can only store one item at a time. The item stored is held in stasis and shrunk down to such a tiny size that it fits within a miniscule cavity within the ring. If the effect is dispelled or suppressed, the stored item appears instantly.

Caster Level: 6th; Prerequisites: Forge Ring, shrink item: Market Price: 2,200 gp; Cost to Create: 1,100 gp + 88 XP Weight. -.

Staff of Hungry Shadows: This staff is made of scorched wood in a skull-like motif, the eyes of which are set with ruby spheres. It allows the use of the following spells:

Darkness (1 charge)
Ray of enfeeblement (1 charge)
Vampiric touch (1 charge)
Enervation (2 charges)
Summon shadow (as summon monster V but summons 1 shadow, 2 charges)
Call devourer (as planar binding but calls 1 devourer, 3 charges)

Caster Level: 13th; Market Price: 69,300

Drow House Insignia: This brooch is worked in the design of a noble house's symbol. It allows the wearer to levitate as if he had cast levitate on himself. The brooth does not take up an item slot.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, levitate, Market Price: 15,000 gp; Cost to Create: 7,500 gp + 600 XP; Weight: -.

Sanre Vvudin is a drow of great power and questionable sanity. Chased out of the underdark by the assault of a rival spellcaster, the black-hearted wizard now travels endlessly with a cruel band of servile mercenary cutthroats he has named the Dreadthorns. Eager to punish the sunlit lands for the shame he endured in the darkness, Sanre pillaged his way across tens of villages and towns, earning him, and drow everywhere, a reputation as rotten as the warped, cursed leg his underdark rival inflicted upon him before his flight. Hunted by adventurers, rivals, and goodly folk from across his world, he fled with his minions to Gaia, where he hopes to sell his grunts to the highest bidders. What he intends to do with the gold is anyone's guess, but his obsession for having it seems to have increased tenfold since his escape from his home plane. Could it be that his already skewed mind fractured more during the interplanar travel, or did the drow finally get his priorities straight? Time will tell.

The Vansin
Community Member
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