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Equipment: +1 chainmail, +1 large steel shield, +2<br />
short sword, explorer’s clothing, backpack, bedroll, heavy<br />
crossbow, iron dagger, rations (1 week), waterskin, 241 gp<br />
Altheria Pillawel<br />
<strong>Drow</strong> female (House Narrishtah), Assassin 1/Fighter 3/<br />
Rogue 4/Wizard 1<br />
One of the least religious members of her House, Altheria<br />
spends little time in the company of her family members,<br />
and has only lately come to express any interest in the<br />
traditional practice of wizardry which she learned in her<br />
youth. Her interest, however, is less in carrying on the<br />
House’s tradition and more in providing herself with yet<br />
another tool in her arsenal as an assassin.<br />
Altheria is one of the most successful assassins amongst<br />
the drow today, rivalling even some of the Shadows of<br />
Mu’Ushket. She works under the name of Onyx, revealing<br />
her true identity to no one, except, perhaps, her victims.<br />
Her signature is the means by which she disposes of the<br />
bodies; after killing her target, she uses the wands she has<br />
acquired to turn the body to stone (with flesh to stone), then<br />
to mud (with transmute rock to mud), then dilutes the mud<br />
with water (with create water) and finally leaves nothing<br />
behind but pure water (with purify food and drink). No<br />
one has yet managed to restore to life anyone Altheria<br />
has killed and disposed of in this manner. However, this<br />
signature of hers has given her a nickname she despises:<br />
<strong>The</strong> Liquidator.<br />
Altheria Pillawel, Female drow (House Narrishtah) Asn<br />
1/Ftr 3/Rog 4/Wiz 1: CR 10; Medium humanoid (elf); HD<br />
3d10 plus 4d6 plus 1d4 plus 1d6; hp 53; Init +9; Spd 30<br />
ft.; AC 23, touch 18, flat-footed 23; Base Atk +6; Grp +8;<br />
Atk +14 melee (1d4+5/19-20, +3 dagger) or +12 melee<br />
(1d6+2/19-20, masterwork short sword) or +11 melee<br />
(1d3+2, unarmed strike) or +12 ranged (1d4+1/19-20, +1<br />
hand crossbow); Full Atk +14/+9 melee (1d4+5/19-20, +3<br />
dagger) or +12/+7 melee (1d6+2/19-20, masterwork short<br />
sword) or +11/+6 melee (1d3+2, unarmed strike) or +12/+7<br />
ranged (1d4+1/19-20, +1 hand crossbow); SA death attack,<br />
poison use, sneak attack +3d6, spells; SQ drow traits,<br />
evasion, House Narrishtah traits, trapfinding, trap sense<br />
+1, uncanny dodge; SV Fort +4 (+5 against poison), Ref<br />
+14, Will +5; AL CE; Str 15, Dex 20, Con 10, Int 18, Wis<br />
12, Cha 20<br />
Languages Spoken: Abyssal, Common, Draconic, Elven,<br />
Undercommon<br />
Skills and Feats: Appraise +8, Balance +13, Bluff +13,<br />
Climb +13, Concentration +2, Craft (alchemy) +3,<br />
Diplomacy +13, Disable Device +10, Disguise +13, Escape<br />
Artist +9, Gather Information +9, Hide +23, Intimidate<br />
+11, Jump +6, Knowledge (arcana) +8, Listen +9, Move<br />
Silently +13, Open Lock +9, Search +10, Sense Motive +5,<br />
Spellcraft +6, Swim +6, Tumble +17; Alertness, Combat<br />
Reflexes, Improved Initiative, Improved Unarmed Strike,<br />
Lightning Reflexes, Scribe Scroll, Weapon Finesse<br />
Equipment: +3 dagger, +1 hand crossbow, ring of mind<br />
shielding, ring of protection +3, +2 studded leather armour<br />
of improved shadow, wand of create water (34 charges),<br />
wand of flesh to stone (9 charges), wand of purify food and<br />
drink (48 charges), wand of transmute rock to mud (17<br />
charges), assassin kit, courtier’s outfit, adamantine signet<br />
ring, two gems (50 gp and 300 gp), 59 gp<br />
Assassin Spells Known (1, save DC 14 + spell level): Use<br />
Wizard spells for spells known<br />
Wizard Spells Known (3/2, save DC 14 + spell level): 0 th<br />
– arcane mark, dancing lights, daze, detect magic, detect<br />
poison, disrupt undead, flare, ghost sound, light, mage<br />
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