Alessa
History
Personal Information
- Name: Alessa
- Race: Dhampir
- Gender: Female
- Hight: 5' 9''
- Weight: 129lbs
- Hair: Red
- Eyes: Pale Blue
- Age: 73 (appears in early 20's)
- Class: Fighter/Thief (dual-class)
- Level: 13/7
- Experience: 1,300,000/42,000
- To Next Level: 200,000
- AC: -2
- Hit Points: 178
- Alignment: Neutral Evil (some Chaotic tendencies)
- MR: 25%
Languages: Common, Undercommon, Thorass, Elven, Drow, Thieve's Cant, Chondathan, and Mulhorandi.
STATS
- Str: 19
- Hit Prob: +3, Damage: +7, Weight Allowed: 485lbs, Max Press: 640lbs, Open Doors: 16(8), Bend Bars/Lift Gates: 50%
- Dex: 21
- Reaction Adj: +4, Missile Attack Adj: +4, AC: -5
- Con: 16
- HP Adj: +2, System Shock: 95%, Resurrection: 96%, Poison Save: 0, Regeneration: Nil
- Int: 18
- # of Languages: 7, Spell Lvl: 9th, Chance to Learn Spell: 85%, Max # Spells/Lvl: 18, Spell Immunity: Nil
- Wis: 15
- Magic Def. Adj: +1, Bonus Spells: 2nd Lvl, Chance of Spell Failure: 0%, Spell Immunity: Nil
- Cha: 18
- Max # Henchmen: 15, Loyalty Base: +8, Reaction Adj: +7
**NOTE: Dexterity was raised from 20 to 21 by reading a Manual of Quickness of Action.
Saving Throws
- Paralyzation, Poison, or Death Magic: 2 (5)
- Rod, Staff, or Wand: 5 (7)
- Petrification or Polymorph: 3 (6)
- Breath Weapon: 2 (5)
- Spell: 5 (8)
- +1 to all saves vs. magical spells that attack the mind.
Combat
- Hit Points: 178
- Base THAC0: 8
- Melee THAC0: 5
- Missile THAC0: 4
Armor
- Natural AC: 7
- Dexterity Def. Adj.: -5
- Wrist Blade Bracers: -3
- Boots of Springing and Striding: -1
- FINAL: -2
Racial Abilities
- Anyone who allows Alessa to look into thier eyes may be affected as if by a charm person spell. A -3 is applied to the victim's saving throw vs. spell.
- Alessa can also charm people with her voice alone, as if by a charm person spell. No penalty is applied to the victim's saving throw vs. spell when this method is used, however.
- Weapons of less than +1 enchantment pass right through dhampirs without harming them in any way.
- Alessa regenerates 4 hit points every round.
- Sleep, charm, and hold spells do not affect dhampirs. They are also immune to poison and paralysis. Spells based in cold and/or electricity deal only half normal damage.
- Dhampirs can use a spider climb ability at will.
- Dhampirs age slowly, even by elven standards, and are extremely long lived, dying only if killed.
- Dhampirs are half vampire and half mortal, having many of the benefits of vampirism and none of the weaknesses (aside from the need to drink blood). They usually exhibit a strong dislike of vampires, and to a lesser extent, undead in general.
- When Alessa bites a victim, she drains one point of Constitution per round instead of life (experience levels).
Thief Skills
- Pick Pockets: 95%
- Open Locks: 50%
- Find/Remove Traps: 15%
- Move Silently: 95%
- Hide in Shadows: 95%
- Detect Noise: 70%
- Climb Walls: 70%
- Read Language: 0%
Weapon Proficiencies
- *Ambidexterity
- Two-Weapon Fighting Style
- Broad Group: Blades
- Specialization: Wrist Blades (scimitar)
- Specialization: Dagger
- Specialization: Thrown Dagger
- Whip
- Specialization: Whip
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Non-Weapon Proficiencies
- Blind-Fighting
- Reading/Writing
- Reading Lips
- Religion (Faerun)
- Tumbling
- Dancing
- Land-based Riding
- Swimming
Weapons
Inventory
Items Carried:
- Gormon's Belt
- Masterwork Thief's Tools
- Potion of Extra-Healing (in steel vials, 3d8+3) (x6)
- Potion of Gaseous Form (x4)
- Travel Cloak
- Immovable Rod (x12)
- Bucknard's Everfull Purse (26cp/26gp/26pp)
- Helm of Teleportation
- Adventuring Clothes (x2)
- Bedroll
- Winter Blanket (Fur)(x3)
- Meager Cooking Supplies
Items Readied:
- Wrist Blades and Chain Lash (usually).
Items Worn:
- Adventuring Clothes
- Necklace of Gormon
- Left Arm
- Wrist Blade & Bracer
- Chain Lash
- Ring of Improved Invisibility
- Right Arm
- Wrist Blade & Bracer
- Ring of Misdirection
- Gormon's Belt
- Fine Sheath (Moonshae Isles, right hip)
- Boots of Springing and Striding
Item Descriptions
- Wrist Blades:
- These long, curved blades are fascened to special bracers that are worn on the wrists. When not in use, they are held in place against the length of the forearm, the curve of the blades extending out past the elbows. When wielded, they snap foreward into a fixed position alongside the bottom of the hand, next to the smallest digit, and a small handle flips up, into the hand (to better balance the weapon). With controlled movements the blades can be sent spinning. This can be used to tear near-by foes, to keep unwanted opponents at bay, or to disorientate opponents.
Each blade is basically the same thing as a scimitar of speed +5. They both allow the wielder to strike first in any round of combat (unless opponent has a similar weapon) and each blade allows one extra attack per round.They are made of mithril, and the edge of both blades is lined in silver.
The bracers themselves are ornate and very delicate looking, made of adamantine and silver. They hold an enchantment that betters both the wearer's armor class and saving throws by 3.
- Gormon's Belt:
- Weight: 8lbs, Weight Limit: 200lbs, Volume Limit: 30 cubic feet.
- This ordinary looking, worn black leather belt, when worn, reveals to it's wearer it's extraordinary ability. The length of the belt that (when worn correctly) is over the small of the back hides an opening that functions much like a bag of holding, in that it opens into an extradimensional space capable of holding a great many things. When the wearer reaches into the opening (which is only apparent to the wearer) he may draw from it any item that he thinks of that is currently stored within, much like a pouch of accessability.
- Dagger of Beliar:
- This rather cruel looking dagger has a somewhat jagged blade and is made of a strange, dull grey material believed to have come from a meteorite. The weapon is very light and bears tiny red runes down the length of the blade. The handle is bound in black leather (most likely human flesh).
- The Dagger of Beliar is a +4 dagger of throwing that returns to the thrower's hand immediately after striking, allowing it to be used more than once per round. As a dagger of throwing, it can be hurled up to 180ft, has perfect balance, and deals twice normal dagger damage when used in this manner. The dagger emits an unsettling noise something like a scream when hurled or wielded. Though not physically harmful, when used in melee combat it forces those that hear it to make a morale check or lose the will to fight for 1d4 rounds, during which time they wander about, dazed and completely unaware of thier surroundings.
- Chain Lash
- The Chain Lash is a device that is attached to the top of the hand (Alessa wears it on her left hand). It contains an extending and retractable mithril chain that can be used as a whip or grappling hook. The chain has a series of tiny hooks and barbs at the end of it.
- When used as a whip, the Chain Lash is a +2 weapon with a base damage of 1d4/1d4. When used to attempt to trip and opponent, the Chain Lash provides a +4 (instead of +2) bonus to hit the target's AC, and a +4 to the Dexterity check.
- Travel Cloak
- This lightweight grey-green cloak protects the wearer from some of the hazards and discomfort of outdoor travel. It prevents the first 5 points of cold damage the wearer would recieve each round and t sheds precipitation, keeping the area of the body covered by the cloak (head to knees) dry. Three times a day the wearer can reach into one pocket and pull out trail rations sufficient to feed himself. The other pocket contains a stoppered 1-quart metal flask that produces either pure cool water or sugared hot tea. It produces up to two gallons of liquid a day, and must be put back into the pocket to refill. If seperated from the cloak or wearer, it loses its magical properties. Also, once a day, the wearer can utter a command word that will expand the cloak to the size of a one-person tent.
- Necklace of Gormon
- This well-made gold necklace adorned with a blood ruby is another item that once belonged to the Archmage Gormon. It acts like a necklace of adaptation and provides the wearer with the effects of a freedom of movement spell.
- Ring of Misdirection:
- Wearing this item will cause all detection spells to give false information - to the benefit of the wearer. It functions in all ways as the second level wizard spell misdirection except that there is no saving throw vs. its effects (the misdirection is automatic) and affects all divination spells (know alignment, augury, ESP, clairvoyance, etc.), giving the caster of these spells a false answer agaisnt the ring wearer.
- Immovable Rod:
- These steel rods are about a foot long and have a small button at one end. When the button is pushed, the rod will stay where-ever it is, even hanging in mid-aid. It can support up to 2,000lbs. It's quite useful as a makeshift ladder, something to tie a rope to for repelling, and can even be used to block doorways.