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ElmshadeVillageContains "mature" content, but not necessarily adult.[email protected] 
  
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Biographical Data

Name (Soulname):

Ehliana (Camilla; NPC - Bad Girl)

Class/Level/Alignment:

Mage / 7th (48hps; 8+3HD) / Chaotic Evil
STR 18/76:  [+2 atk, +4 dmg, 185lb enc, 330lb press, 14 doors, 30% bend-lift];
DEX 15:  [- atk, - react, -1 defense];
CON 15:  [+1 hp, 90% shock, 94% resurrect];
INT 18:  [7 languages, 9 level spells, 85% learning, 18 spells];
WIS 14:  [- mental save];
CHR 17:  [10 henchmen, +6 react, +6 loyalty, +2 CMS];
CMS 16:  [18 w/CHR adj]

Homeland/Family:

Lairs in the ruins of an ancient and long-deserted temple once dedicated and consecrated to the Demon Prince Demogorgon. The temple is situated on a small (9 X 11 miles), forested (deciduous), hilly island in the center of a freshwater lake (24 X 18 miles) located thirteen leagues north-east of Elmshade. / All Dead (victims of her hunger)

Title(s):

Mistress, Vampyr
Obvious Details

Race/Sex/Age:

Vampire (Human) / Female / early 20s (reality 143 years old)


Vampire Data:

  • Armor Class: 1
  • Movement: 12, Fl 18 (C)
  • THAC0: 11
  • No. of Attacks: 1
  • Damage/Attack: 5-10
  • Special Attacks:
    • Drain two life energy levels by touch
    • Charm person gaze -2 saving throw vs. spell
  • Special Defenses:
    • +1 or better magical weapon to hit
    • Weapons of less than +1 enchantment pass through vampires without harming them in any way.
    • Regenerates 3 hit points per round
    • Unharmed by poisons and immune to paralysis
    • Cold or electricity cause only half damage
  • Magic Resistance:
    • Sleep, charm, and hold spells do not affect
  • Morale: Champion (16)
  • XP Value: 8,000


Vampire Traits:

  • Inability to enter a home without being first invited to do so by a resident of the dwelling. This does not apply to public buildings and places of business which, by their very nature, extend an "invitation" to all. Once a vampire has been invited to enter a residence, it may come and go freely afterward. A common manner for obtaining permission to enter a home is the use of the vampire's gaze to charm a servant or other inhabitant.
  • Casts no image back from any reflective surface
  • Casts no shadows
  • Moves in complete silence
  • Garlic repels them. They will not approach it, and prevents them from attacking or entering an area
  • Recoils from the face of a mirror or lawful good holy symbol if either of these is presented to them with courage and conviction. This will not actually harm the vampire in any way nor drive it off and force the vampire to find some means of removing the offending object before it can be bypassed.
  • A vial of holy water or strike with a lawful good holy symbols causes 2-7 points of damage.
  • Reduced to zero hit points:
    • Assumes gaseous form.
    • Returns to its coffin.
    • Regains its corporeal form after eight hours of rest.
    • If unable to reach its coffin within 12 turns, its essence breaks up and the creature is truly destroyed.
  • Immersed in running water, it loses one-third of its hit points each round, until destroyed on the third round.
  • Exposed to direct sunlight instantly renders powerless and, after one round, utterly annihilated.
  • Killed by having a wooden stake driven through its heart; however, the creature can be restored simply by removing the stake if further measures are not taken to ensure the fate of the vampire. In order for it to be completely destroyed, the vampire's head must be cut off and its mouth stuffed with holy wafers (or their equivalent).


Innate Vampire Powers (used at will):

  • Assume gaseous form. In this state, they are all but immune to attack and can escape from almost any confinement.
  • Shape change to a large bat (hence the flying movement rate given above).
  • Summon a swarm of 10-100 rats or bats, 3-18 wolves arrive in 2-12 rounds.
  • Use spider climb ability and scale sheer surfaces.

Height/Weight:

5'11" / 155lbs

Hair/Eyes/Skin:

Straw Blonde / Pale Ice Blue / Pale White
Refined Details
Personality Characteristics:

Young, naive and impressionable when given the Dark Trick, She easily fell under Orcus' control, and followed his bidding, taking over the destroyed temple of His foremost enemy, the Demon Lord Demogorgon.

Magic Possessions:

Mage Spells: 4-1st (Burning Hands, Magic Missile, Shocking Grasp X2); 3-2nd (Continual Light, Improved Phantasmal Force, Knock); 2-3rd (Sepia Snake Sigil, Slow); 1-4th (Monster Summoning II)

2 potions (polymorph self [200], vitality[300]), 1 Scarab of Enraging Enemies [1000], 1 Bronze Horn of Valhalla [1000], 1 Chainmail +1 [500]

Mundane Possessions:

Treasure:
3240ep, 10 gems (2-10 gp, 2-100 gp, 2-500 gp, 3-1,000 gp, 1-5,000 gp), 8 pieces of jewelry [3 (100, 150, 120gp); 1 (300gp); 1 (500gp); 1 (1000gp); 1 (1700gp); 1 (2600gp)]

Background History:

 

Adventuring History:
Miscellaneous Details:

Anh'kiadis - Quasit Familiar

  • Armor Class: 2
  • Movement: 15
  • Hit Dice: 3 = 18hps (Save as 7 Hit Die monster)
  • THAC0: 17
  • No. of Attacks: 3
  • Damage/Attack: 1-2/1-2/1-4
  • Toxin on claws, save versus poison or lose one point of dexterity for 2-12 (2d6) rounds. The effects of multiple wounds are cumulative.
  • Special Attacks:
    • At will:
      • Assume bat or wolf form
      • Turn invisible
      • Detect good
      • Detect magic
      • Unleash a blast of fear with a 30 foot radius once per day
      • Commune with the lower planes (asking up to 6 questions) once each week.
  • Special Defenses:
    • Only harmed by cold iron or magical weapons.
    • Regenerates 1 hit point per round.
    • Immune to cold, fire, and lightning.
  • Magic Resistance: 25%
  • Size: T (2' tall)
  • Morale: Average (8-10)
  • XP Value: 2,000
Player: Hiel Troiye ; Updated: 11/11/2004