Alya Vandee

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Inriiaynrae Jaelre
Posts: 1444
Joined: Thu Dec 31, 2009 7:30 am
Location: Panama City, FL

Alya Vandee

Postby Inriiaynrae Jaelre » Mon Aug 09, 2010 9:57 pm

this is mostly for those in the Vale of Shadows. but ideas for bettering her ARE totally welcome.
this is quick and simple as i dont have her developed. she's an antagonist so i needed to come up with something as a guide. some may or may not be whats in the RP, and i was too lazy to read thru 1200 post again.

may change over time...

Name: Alya Vandee/Jaelre
Race: Szarki Drow (albino)
Class: bard(rogue)/cleric-Masked Traitor
Alignment: NE

Origin: Alya was a first born daughter of a mid-ranking house in a small out of the way drow city no longer remembered. At birth she was unusual and an extreamly rare drow, milky colored skin instead of the normal ebony that drow were cursed with. But a powerful magical aura filled the child and the power she could possess was realized before she was sacrificed on the altar to the Spider Queen. Unknown to the matron mother of House Vandee, it was a Darkmask and a Masked Traitor that saved her life for their goals. They realized the potential this girl would have in expanding their kingdom on the surface. For Vandee was an unusual house of mixed religions, followers of Lolth and her son. This would later influence Alya in her chosen path.
Early childhood she was trained and raised in the normal ways any first born daughter was, to be priestess. Being that she was not normal, it was rough growing up and she had to find was to cope. Alya discovered she had a way with words, song, and music. She could charm and convince people, especially males, to do as she wished. This little taste of power grew and she become a master manipulator and bardic spellcaster.
Behind the matron’s back she was indoctrinated in the ways of the Masked Lord.. As she grew, the church of the Masked Lord incorporated her as a Masked Traitor, a cleric for both, serving Vhaeraun first and foremost. The city was destroyed and only a few years after her 1st century. She retreated to the surface to join up with members of the large House of Jaelre. She spent a number of years here before leaving to join the Raven’s Claw guild of Daggerfalls. But during this time she met a fey’ri- Neriah and the two began a plan to take over the guild, a coop that was successful. There with her influence, and her surface elven look, they went far. But Neriah had plans as Alya did too. And soon they clashed when a couple of adventurers (3) nearly wiped out the Raven’s Claw. But Alya survived, having lost her best ally to that group. She fled after nearly dying in a second battle with them.

what she did next or where she went is a mystery.

Description/Personality: Alya is a beautiful drow and does her best to display these qualities. arrogance and fashion play a major role in her appearance as it is obvious that she takes care of herself well. She is fully figured with perfect portion giving her a look that is sleek and supple. Her face is perfectly angled with large almond eyes and full lips and a nose to fit her face. From this, one will see right away she is very vain about her appearance and her possessions. She knows she’s all that. Everything bout her is to draw attention to her. She has the best of the best and only the best. and in favor with two opposing deities, she can make that claim. Alya is almost bipolar and insane; her mood changes on a whim. yet is completely calculating and devious. Often appearing with a very flirtatious personality when first meeting her. She preys on ‘weak willed’ males (expect those of her faith). But she is faithful to the Masked Lord and the church as well as faithful to Lolth (to a degree). She will make allies well, as long as they serve her goals and/or the church.

Deity: Vhaeraun and Lolth (see class)
Age: 5th century
Height: 5' 1"
Weight: 98lbs?
Skin: whiter than milk. Able to pass of as a surface elf.
Eyes: ruby red, tho magically altered in color if needed to a brownish red
Hair: pearly silvery whitish blond shoulder length, often pulled up in elaborate hairstyles and decorated.

Dress: her normal dress includes armor that looks like cloth. This armor is deceiving as it reveals much of her skin. It is glamored to let it look like what she wishes; most often it is a floor length black velvet skirt, slit up to her waist and a black leather corset top tied up with a purple and red lace. purposely tied and situated to amplify her 'feminine charm'. her hands support numerous rings of various designs, all magical along with all her jewelry. Her feet are shod in either slipper like shoes of soft black material or knee high laced leather boots with a three inch heel.
She also has appropriate clothing for whatever task needed.

Weapons: she carries a few, tho they are rarely seen, as she relies on her charm, whit, and other means most often.
*A magical wrist crossbow- unlimited bolts of poison.
*Shadow Blades +5- blades appear as nothing more than hilts unless held. Upon being picked up, the hilts automatically grow into a blade seemingly made from black energy.
*throwing spiders- a magically enhance metallic spider shaped weapon that if it sticks into the enemy, begins to burrow in.
*3 Scourge of Fangs- it has a handle of adamantine and three serpentine constructs as lashes. The snakes are extensions of the will of the scourge’s wielder, hissing and writhing in response to the thoughts and emotions of the character carrying it. At the wielder’s mental command, the serpents attack as separate and independent creatures, using the statistics below.
With an attack action, the whip wielder can cause one of the snake heads to attack; as a full attack action all the heads can attack.
If a good-aligned character tries to wield the scourge, the snakes attack the wielder instead of the intended target. The snake heads have the following characteristics: * Tiny Construct; HD 2d10; hp 11; Init +3; Spd 0 ft.; AC 17 (touch 14, flatfooted 14); Atk +5 melee (1d2–2 and pain, bite); SA Pain; SQ Construct; AL NE; SV Fort +0, Ref +3, Will +0; Str 6, Dex 17, Con —, Int —, Wis 11, Cha 1. Feat: Weapon Finesse (bite). Pain (Su): The venom of the serpent’s bite causes wracking pains, imposing a –4 penalty on the victim’s attack rolls, skill checks, and ability checks for 2d4 rounds. A successful Fortitude save (DC 19) reduces the penalty to –2.
Equipment: (All her jewelry has been known to kill any non-vhaeraunite slowly and painfully.)
*Pendant of Merciless Regeneration- obsidian necklace, perfectly polished, with the holy symbol of Vhaeraun hanging from it as ornamentation. the effects of all physical attacks upon the bearer are regenerated.
*The Shadow's Revenge- obsidian ring, perfectly polished, with the holy symbol of Vhaeraun inlaid in it's center. the bearer can shadow walk 3 times per day. The ring gives a +2 bonus to strength and dexterity, +15 to the Hide Skill, and +15 to the Move Silently Skill. The band also acts as a ring of anti-venom.
*The Cloak of Shadowy Prowess- black cloak that absorbs light and spreads shadows and darkness. An ornate version of Vhaeraun's half-mask has been inlaid into the center of the back. the bearer can cast Armor of Darkness, Blacklight, Darkbolt, and Shadow Mask, each used 2 times per day. Also, the wearer is under the effects of a permanent Cloak of Dark Power Spell, which protects the subject and all his belongings from the light of the sun and the effects of blindness or bright light. The cloak gives a +20 to the Hide Skill, and +15 to the Move Silently Skill.
*Shadowblood Gloves- very smooth black with a greyish hue, but no glyphs or runes hints its magic potency. well-known amongst rogues for the stealthiness they can give, though even more known for the cost these powers come at. Draining on her own lifeforce, she can weave her existence with the shadowplane, making her less corpereal. immune to the effect of the True Sight Spell, which dispels illusion, and is completely silent. and is immune to the clerical spells and snake whips of Lolthite priestesses.
*Armband of Natural Armor +5
*Third Eye Conceal- faintly glowing white spider shaped crystal, worn in the hair most often, protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers and effects
Last edited by Inriiaynrae Jaelre on Wed Dec 22, 2010 9:06 pm, edited 4 times in total.
Main character: Inriiaynrae
Second Character: Ariali
Antagonist: Alya

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Inriiaynrae Jaelre
Posts: 1444
Joined: Thu Dec 31, 2009 7:30 am
Location: Panama City, FL


Postby Inriiaynrae Jaelre » Mon Aug 09, 2010 11:36 pm

Masked Traitors are clerics who play a very dangerous game, serving Lolth on the surface and Vhaeraun underneath. the Masked Lord richly rewards those who do well in his service, even going so far as to often (and falsely) hint that he is willing to grant immortality to worthy traitors or even elevate them to the role of his consort. This may explain how he could ever entice a female into service of this type. Others may take up the mantle as a means to gain greater personal power, by getting the best of both worlds, in essence. Still others, the rare ones, may actually agree with his teachings, and take up the cause of their own accord, in true and good faith.
Whatever the reasons, a small retinue of drow (less than 1% of Vhaeraun's total faith) take up the mantle and gamble their lives on a daily basis in his service.
Masked Traitors are only selected from the drow ranked amongst Vhaeraun's followers (as opposed to the smattering of half-drow, humans, and elves who hold him as their patron deity), for obvious reasons. Additionally, most Masked Traitors are female, as males are never allowed to attain the same heights of power and status within Lolth's church as females are. However, there is nothing preventing a male from becoming a Masked Traitor aside from that fact.
The abilities and restrictions of Masked Traitors, aside from any changes noted further below, are identical to those of the type of cleric of Lolth (cleric or appropriate prestige class) they pretend to be on the surface.
In exchange--or reward--for the risks taken by all Masked Traitors, Vhaeraun grants them the following benefits:
• Masked Traitors are given access to all spells known to the Vhaeraunian faith. In essence, Masked Traitors gain knowledge and access to the spells from all of Vhaeraun's Domains (Chaos, Drow, Evil, Travel, Trickery), at the appropriate levels. However, a Masked Traitor does not gain the granted powers associated with any of the Domains, unless they also select the Domain(s) as normal.
This will also include any of the spells granted by the Initiate of Vhaeraun feat (once we actually get around to creating it).
• Masked Traitors can cast Blessing of Vhaeraun once per day as a spell-like ability.
• Masked Traitors can cast Deceive Prying as a spell-like ability once in their lifetime. After this initial benefit has been granted, the spell must be prayed for as normal among your daily retinue.
• Masked Traitors receive the personal attention of Vhaeraun in the form of useful information imparted to them from time to time, most often in their dreams, though visitation by a manifestation of Vhaeraun (as opposed to his actual Avatar) is not unheard of.
• Vhaeraun shades the eyes of his Masked Traitors with his power. In effect, Masked Traitors gain immunity to the penalties associated with light effects of any sort, such as from the Daylight, Searing Light, or Sunburst spells, and from the more natural effects of normal sunlight on a drow's vision.
Note that this does not impart protection from sunlight on any Drowcraft items that a darkmask may use or wield.

((spells moved to a page of its own))
Last edited by Inriiaynrae Jaelre on Tue Nov 02, 2010 6:50 pm, edited 4 times in total.
Main character: Inriiaynrae
Second Character: Ariali
Antagonist: Alya

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Zarae Zyne Kilanatlar
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Joined: Mon Dec 07, 2009 5:28 am
Location: Chipley, FL, US

Postby Zarae Zyne Kilanatlar » Sun Aug 22, 2010 2:57 am

rarely seen Vhaeraunian garb:


usual dress, as a priestess of Lloth:

Last edited by Zarae Zyne Kilanatlar on Sun Nov 07, 2010 3:07 am, edited 5 times in total.
signature made by Larlan


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Inriiaynrae Jaelre
Posts: 1444
Joined: Thu Dec 31, 2009 7:30 am
Location: Panama City, FL

Postby Inriiaynrae Jaelre » Sun Aug 22, 2010 4:40 am

Bard 15 / Cleric 15

(bonuses all included)
Strength 19
Dexterity 24
Constitution 19
Intelligence 20
Wisdom 21
Charisma 22

Energy: Negative [Harmful / Rebukes Undead]

Total Hit Points: 200

Armor Class: 20

Initiative modifier: 7
Fortitude save: 17
Reflex save: 23
Will save: 20

Abyssal; Common; Draconic; Shadowswyft; Dwarven; Elven; Dark_Elf_Silent; Gnome; Goblin; Halfling; Infernal; Orc; Sylvan; Undercommon


Arcane Preparation
Spellcasting Prodigy (Charisma; Wisdom)
Jack of All Trades
Lightning Reflexes
Spell Penetration
Two-Weapon Fighting
Two-Weapon Defense
Daylight Adaptation
Lolth's Blessing
Iron Will
Epic Fortitude [epic]

# Highborn Drow
use Levitate, Detect Good, and Detect Magic once per day as spell-like abilities with a caster level equal to your character level.

# Lolth's Blessing
use Clairaudience/Clairvoyance, Discern Lie, Dispel Magic, and Suggestion once per day as spell-like abilities with a caster level equal to your character level.

(equipment bonuses added, and numbers rounded)
Appraise 5
Balance 25
Bluff 30
Climb 10
Concentration 25
Craft 5
Decipher Script 15
Diplomacy 30
Disable Device 10
Disguise 15
Escape Artist 25
Forgery 10
Gather Information 15
Handle Animal 5
Heal 15
Hide 55
Intimidate 25
Jump 15
Knowledge (arcana) 15
Knowledge (architecture) 5
Knowledge (dungeoneering) 10
Knowledge (geography) 20
Knowledge (history) 10
Knowledge (local) 5
Knowledge (nature) 5
Knowledge (nobility) 10
Knowledge (religion) 25
Knowledge (planes) 10
Listen 25
Move Silently 50
Open Lock 10
Perform_1 30
Profession 5
Ride 5
Search 15
Sense Motive 15
Sleight of Hand 20
Spellcraft 25
Spot 20
Survival 5
Swim 5
Tumble 25
Use Magic Device 20
Use Rope 5

Dark (Drow) Elf:

*+2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already included)
* Immune to magical sleep
* +2 racial bonus to saves vs. enchantments
* Darkvision to 120 ft.
* Spell resistance 11 + class level
* Dancing lights, darkness, faerie fire once/day each
* Light blindness- cancelled
* Character level +2
* Proficient with longsword, rapier, longbow & shortbow
* +2 racial bonus on listen, search, and spot checks
* Notice secret doors; automatic search check if in five feet

* Bardic Knowledge
* Bardic Music
* Can know only limited numbers of spells
* High charisma gains bonus spells daily

* Alignment Aura
* Spontaneous Casting (harm)
* Rebuke Undead (8x/day)
* High wisdom gains bonus spells daily
* Domain choices give additional abilities
Last edited by Inriiaynrae Jaelre on Fri Sep 10, 2010 6:39 pm, edited 2 times in total.
Main character: Inriiaynrae
Second Character: Ariali
Antagonist: Alya

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Inriiaynrae Jaelre
Posts: 1444
Joined: Thu Dec 31, 2009 7:30 am
Location: Panama City, FL

Postby Inriiaynrae Jaelre » Thu Aug 26, 2010 4:02 pm

spells and related:

(List of possible spells i have for her)

Bard spells:
Programmed Image
Scrying, Greater:
Summon Monster VI:
Dispel Magic, Greater:
Dominate Person:
Charm Monster:
Crushing Despair
Hypnotic Pattern:
Magic Aura:
Charm Person:

Cleric Spells:

Trickery Domain
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection M: Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision M: Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Darkness Domain Spells
1. Obscuring mist
2. Blindness
3. Blacklight
4. Armor of darkness
5. Summon monster V (only summons 1d3 shadows)
6. Prying eyes
7. Nightmare
8. Power word blind
9. Power word kill

True Resurrection
Cure Critical Wounds, Mass
Fire Storm
Word of Recall
True Seeing
Break Enchantment
Divine Power
Neutralize Poison
Remove Curse
Remove Disease
Speak with Dead
Water Breathing
Remove Blindness/Deafness
Remove Paralysis
Resist Energy
Divine Favor
Magic Weapon
Detect Poison

other spells:
Detect Good
Detect Magic
Discern Lie
Dispel Magic

Bardic abilities:

Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

over level 10 bard abilities:
Song of Freedom (Sp)
Inspire Heroics (Su)
Mass Suggestion (Sp)
Last edited by Inriiaynrae Jaelre on Fri Sep 10, 2010 6:30 pm, edited 1 time in total.
Main character: Inriiaynrae
Second Character: Ariali
Antagonist: Alya

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