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    Inevitability's Avatar

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    Default Re: Villainous Competition XX​V: No Solicitors!

    Screw this, it's 00:13 AM here and I already made a vamp joke. Read that one again if you must.

    Quote Originally Posted by Sharla
    Quote Originally Posted by Also Sharla
    SHARLA THE BLACK ANGEL

    Human vampire, Duskblade 13, Crusader 5

    Spoiler: Picture:
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    Spoiler: History
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    There are many legendary sites on Toril, places filled with magic and danger. Few are as infamous as Larloch's Crypt, an ancient fortress build in the ruins of a crashed Netherese city. Ruled by Larloch, an unbelievably ancient and insane lich, for centuries it has been a place adventurers don't return from.

    And Sharla is its first line of defense.

    Born in Baldur's Gate, to a secret cult of Talona controlled by one of Larloch's vampire lords, she was bred for a single purpose – to kill any mortals that dare approach the crypt, so that the liches of the necropolis could work unbothered. She was trained since childhood to be a deadly combatant, learning of all the creatures she could face, and how to kill them, as well as how to channel the spite of her goddess to fulfill her master's goals. Once her skills were deemed sufficient, she received a vampiric embrace, her slower classmates soon dying at her fangs to become her first thraals.

    Between her training, and the predatory instincts inherited with the kiss of vampirism, Sharla's mind has been twisted. She's a sadistic monster, delighting in the suffering of others, whose bloodlust is only tempered by her unquestioning loyalty to her master.

    Sharla spends her unlife in the gatehouse build on the approach to Larloch's Crypt. Once the perimeter security spells are triggered, she leaves her post at the gate, and goes on a hunt, her bat servants and thrall spreading out through the perpetually dark forest to locate the interlopers, allowing Sharla herself to engage them in a war of attrition – using her flight ability, she engages the enemy in a series of hit and run attacks, draining their resources while her own injuries recover through fast healing. Eventually they all die, either butchered in combat, or dominated when their protection spells finally run out. Those that seem useful for her job, adventurers skilled at tracking or divination, Sharla transforms and enslaves, replacing any thralls she might have callously sacrificed in the battle. The rest are carried off to the fortress, doomed to become lesser undead.


    Spoiler: Appearance:
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    Sharla is a long-haired,attractive blonde, embraced at the peak of her physical abilities.While she is never really off duty, she likes wearing expensive, elegant dresses when out of combat, about the only indulgence beyond torturing her victims that she allows herself. Sometimes she even wears them while stalking her prey, keeping her free from the noisy burden of armor while stealth might still be useful.

    However,once the fight is imminent, it only takes her seconds to don herequipment – one twist of her magical armament ring, and theexpensive silks disappear, replaced by enameled mithral breastplate,white wings unfurl, no longer hidden by the elegant cape, and thelady's fan is replaced by a wicked-looking black spear.



    Spoiler: Stats:
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    Starting: STR 14 DEX 15CON 8 INT 13 WIS 12 CHA 10
    Level 4 : STR 14 DEX 15 CON 8 INT 14WIS 12 CHA 10
    Level 6 : STR 20 DEX 19 CON - INT 16 WIS 14 CHA 14
    Level 8 : STR 20 DEX 20 CON - INT 16 WIS 14 CHA 14
    Level 12 :STR 20 DEX 20 CON - INT 17 WIS 14 CHA 14
    Level 16 : STR 20 DEX 20CON - INT 18 WIS 14 CHA 14


    Spoiler: Build:
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    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 duskblade1 +1 +2 +0 +2 concentration 4, spellcraft 4, knowledge religion 4,knowledge local 4 power attack, arcane disciple (Talona, suffering domain) arcane attunement
    armored mage (light)
    2 duskblade2 +2 +3 +0 +3 concentration 5, spellcraft 4, knowledge religion 5,knowledge local 5 knowledge dungeoneering 1 combat casting
    3 duskblade3 +3 +3 +1 +3 concentration 6, spellcraft 4, knowledge religion 6,knowledge local 6 knowledge dungeoneering 1,
    knowledge arcana 1
    knowledge devotion arcane channeling
    4 duskblade4 +4 +4 +1 +4 concentration 7, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 1
    knowledge arcana 2,knowledge planes 2, knowledge nature 2
    arcane mage (medium)
    5 duskblade5 +5 +4 +1 +4 concentration 8, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 2
    knowledge arcana 2knowledge planes 2
    knowledge nature 2
    quick cast x1
    8 duskblade6 vampire template +6 +5 +2 +5 concentration 9, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4
    martial study, alertness, combat reflexes, dodge,improved initiative, lightning reflexes spell power+2

    vampire traits
    9 crusader1 +7 +7 +2 +5 concentration 10, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4 balance 5 intimidate 2
    furious counterstrike
    steely resolve 5
    10 crusader2 +8 +8 +2 +5 concentration 11, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4 balance 5 intimidate 2
    indomitable soul
    11 duskblade7 +9 +8 +2 +5 concentration 12, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4 balance 5 intimidate 9
    arcane strike armored mage (heavy shield)
    12 duskblade8 +10 +9 +2 +6 concentration 13, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 4
    knowledge arcana 4knowledge planes 4
    knowledge nature 5 balance 5 intimidate 9
    13 duskblade9 +11 +9 +3 +6 concentration 14, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 6
    knowledge arcana 6knowledge planes 5
    knowledge nature 5 balance 5 intimidate 9
    14 duskblade10 +12 +10 +3 +7 concentration 15, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 7
    knowledge arcana 7knowledge planes 7
    knowledge nature 6 balance 5 intimidate 9
    practiced spellcaster quick cast x2
    15 duskblade11 +13 +10 +3 +7 concentration 16, spellcraft 4, knowledge religion 7,knowledge local 8 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 8
    knowledge nature 7 balance 5 intimidate 9
    improved toughness spell power+3
    16 duskblade12 +14 +11 +4 +8 concentration 17, spellcraft 4, knowledge religion 8,knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 9
    17 duskblade13 +15 +11 +4 +8 concentration 18, spellcraft 4, knowledge religion 8,knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 9
    arcane channeling (full attack)
    18 crusader3 +16 +11 +5 +9 concentration 19, spellcraft 4, knowledge religion 8,knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 17
    zealous surge
    19 crusader4 +17 +12 +5 +9 concentration 20, spellcraft 4, knowledge religion13, knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 20
    steely resolve 10
    20 crusader5 +18 +12 +5 +9 concentration 21, spellcraft 4, knowledge religion20, knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 21
    improved sunder


    Spoiler: Spells per day:
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    Level 0lvl 1st 2nd 3rd 4th
    1st 3 2 - - -
    2nd 4 3 - - -
    3rd 5 4 - - -
    4th 6 5 - - -
    5th 6 5 2 - -
    6th 6 6 3 - -
    7th 6 6 3 - -
    8th 6 6 3 - -
    9th 6 6 5 - -
    10th 6 7 6 - -
    11th 6 7 6 2 -
    12th 6 8 7 3 -
    13th 6 8 7 5 -
    14th 6 8 8 6 -
    15th 6 9 8 6 2
    16th 6 9 8 6 2
    17th 6 9 8 6 2
    18th 6 9 8 6 2


    Spoiler: Spells known:
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    STARTING: 0 detect magic, read magic, touch of fatigue, ghost sound, acid splash,
    I shocking grasp,true strike
    Level 2 I bane (suffering domain)
    Level 3 I obscuring mist
    Level 4 I resist energy
    Level 5 II dimension hop
    Level 6 II see invisibility
    Level 9 II invisibility
    Level 10 II acid arrow
    Level 11 III vampiric touch
    Level 12 III dispelling touch
    Level 13 III bestow curse (suffering domain)
    Level 14 III ray of exhaustion
    Level 15 IV fire shield



    Spoiler: Maneuvers:
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    Level known readied stances
    7 5 5 (2) 1
    8 5 5 (2) 2
    16 6 5 (2) 2
    17 6 5 (2) 2
    18 7 5 (2) 2


    Spoiler: Maneuvers list:
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    Martial study: action before thought

    level 7: crusader's strike, foehammer, charging minotaur, mountain hammer, revitalizing strike, stance: martial spirit
    level 8: stance: thicket of blades
    level 16: daunting strike
    level 17: trade mountain hammer for elder mountain hammer
    level 18: rallying strike



    Spoiler: CR10
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    . At this CR , Sharla isn't yet powerful enough to be a proper guard of Larloch's Crypt. She's only been a proper vampire for a couple levels. However, the party might meet her guarding one of his side-projects elsewhere. Perhaps the party goes in search of a sage who went to explore underground ruins with some adventurer bodyguards and went missing. Upon arrival, they find that a research team from Larloch's Crypt has taken over the site – a lich loremaster descended the ruins, while leaving Sharla guarding the entrance while he works.

    Her fighting strategy will be relatively simple. - use minions (low level undead that came with her, or dominated adventurers, possibly spawn if she had the time to embrace anyone) to guard the perimeter. Once she's alerted to the party's presence, she'll summon her bats, drain any non-combatant captives she might have to boost her HP, and armor up.

    Once the battle starts, she'll start by trying to assess how well protected the party is – starting with an attempt to dominate the biggest party member. If it works, she'll continue dominate attempts until the party fights itself. If it doesn't, she'll check for death ward – if she doesn't have a wight to send forth, she'll have to punch someone herself. She'll use minions as meat shields to avoid getting swarmed.

    Once she knows what's she's dealing with,she'll take to the air. Her idea is to fight at reach, reducing the number of characters that can attack her at once, using a combination of her damage reduction and fast healing with healing abilities provided by crusader features to keep her in a fight until her opponents run out of resources. She'll only go within arm's reach if she can slam an unwarded caster.

    Her coffin is stored in the bag of holding of her lich superior – if she returns to him defeated, he'll teleport out, unwilling to jeopardize his well-being for whatever is left unexplored in the ruins.


    There are two items needed for her fighting strategy. The first is any cheap item that grants flight.The other is a longspear. Beyond that, any equipment will do.

    Her build provides the rest – being a vampire gives her high stats,damage reduction and fast healing, as well as special attacks –domination to take over weak willed opponents, and a bat swarm to sic on casters. Her duskblade abilities augment her attacks through knowledge devotion and channeled spells, while the crusader gives her some extra means to heal herself.

    One key feature is martial study, granting her access to action before thought, before her first crusader level – so it will be usable once per encounter, but always available without having to be granted. Reflex save-or-die sunlight-based effects are bane of vampires, and it is essential for her to have a counter.

    Suffering domain grants her access to bane, a useful spell to quick-cast as she enters battle.




    Spoiler: CR15
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    With a couple more levels under her belt, Sharla gets better at what she does. First of all, her boss will now consider her important enough to bother upgrading her with a feathered wings graft, allowing her to fly without magic. She will also expand her arsenal of spells. Among other things, she can use bestow curse once a day.


    On the other hand, any competent party at this level will all have flight, reducing the effectiveness of her primary tactic. She'll use minions to compensate, trying to tie up the party while she goes after her chosen target.

    Now she can be met in the forest surrounding Larloch's Crypt. No sane party would try to meet Larloch himself, but perhaps the players can be sent to retrieve something from the area she guards, such as an important item from a body of a noble who was last seen heading in that direction with a retinue of knights.

    Once alerted of the party's presence, Sharla will use her minions to search the area,while scouting from the air herself – she's aware of the magical traps set in the forest, and will take note if any activate.

    Having located her targets, she'll first use minions to gauge their strength– losing a couple thralls to absorb a round of rocket tag is acceptable cost. After that she will continue with her tactics from CR 10. She will first approach invisible, and if she believes the party can't see her, she'll introduce herself with a full attack on the party wizard.

    Since the wards in the forest make teleportation a risky prospect, the party will likely try to leave on foot. Sharla will hound them until they die or leave – with her unlimited flight duration she can hang out of reach, waiting for their buffs to run out, and if they manage to cut her down, the coffin in the gatehouse contains a negative energy trap to kickstart her as soon as she returns – if the party takes long to find whatever they are looking for, they may end up fighting her several times.


    Spoiler: CR20
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    In almost every campaign there comes a time when the party has no choice but do something crazy. Perhaps this time they do need to talk to Larloch? Too bad the gatekeeper hasn't been informed of any breathing visitors.

    There are two ways this may go. Either the party can't get through Larloch's screening wards to deliver a message spell, and have to literally show up on his doorstep, hoping that whatever bargain they have in mind will be good enough to prevent him from killing them on principle. In that case, a fight near the gatehouse will attract attention of about a dozen liches,who will show up 3 rounds after Sharla drops – the party will then have one round to explain themselves (since trespassing on Larloch's turf is already a capital offense, dusting Sharla won't decrease their chances)

    Or they did manage to arrange a meeting, and Larloch neglected to have her informed, because he's an ass – also won't waste his time on weaklings.


    At this level Sharla is much more dangerous. Her old methods are still applicable, but she can now channel her spells through a full attack, allowing her to hit multiple targets with bestow curse. She can also shake her opponents using her impressive intimidate score (possibly followed by daunting strike to send them running), and will be quick to sunder the holy symbol of any cleric that dares cast against her. A fireshield spell provides a small melee deterrent. Finally, she's now powerful enough to have a retinue of actual vampires rather than thralls under her command.


    Sources: Player's Handbook, Player's Handbook II, Monster manual I, Monster manual V, Tome of Battle, Spell compendium, Fiend Folio.
    Last edited by Inevitability; 2018-03-01 at 06:14 PM.
    Creator of the LA-assignment thread.

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