Thursday, May 29, 2014

Blake Marquis, Vampire Aspirant

Blake Marquis was the new ruler of a previously abandoned tower in Cormanthor. He, along with some mercenaries and a handful of devoted followers, cleared the tower of its previous inhabitants. The tower itself was constructed years ago by the Zhentarim as an outpost, but was abandoned shortly after Randal Morn freed Daggerdale from Zhent rule. Since he began using it, Blake has turned the place into a haven for his own little cult full of humanoids who wish to become vampires.

Blake has been trying for months to gain admittance to a secretive group of vampires who operate in the Dales and the Moonsea regions. He and his followers admire their power and want the same. The vampires are less sure of his goals, however. They see enough potential in him not to kill him, but don't feel that he has proven himself worthy to join the ranks of their elite. In their eyes, he relies to heavily on a magic staff that he happened upon rather than having what it takes to pull his weight in their organization. He is crafty and determined, and sometimes useful, so the vampires do use him for various tasks that are either too mundane or too risky for them to take on themselves.

Most recently, Blake was charged with tracking down a magic chest that had been thought lost to the organization years ago. He did find it, but his mission was interrupted when he captured a group of adventurers who reportedly had information on how to open the chest. These adventurers turned the table on him, and though his body was not recovered after an explosion atop his own tower, he is presumed dead.

Blake Marquis    CR 5
XP 1,600
Human sorcerer 6
NE Medium humanoid (human)
Init +6; Senses Perception +4

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 35 (6d6+12)
Fort +4, Ref +5, Will +7
Resist cold 5; DR 5/- vs. nonlethal damage

OFFENSE
Speed 30 ft.
Melee spear +2 (1d8–1/×3)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
6/day—grave touch (target shaken or frightened)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—lightning bolt (DC 17)
2nd (6/day)—false lifegust of wind (DC 16), spectral hand
1st (7/day)—chill touchmage armor, magic missile, obscuring mist, shocking grasp
0 (at will)—acid splash, dancing lights, detect magic, light, mage hand, ray of frost, read magic
Bloodline undead

TACTICS
Before Combat The sorcerer casts mage armor.
During Combat The sorcerer favors his ranged spells, casting lightning bolt or magic missile, or using his spectral hand to deliver shocking grasp attacks. He prefers ranged combat, using a potion of fly or levitate to avoid opponents on the ground.
Base Statistics Without mage armor, the sorcerer's base statistics are AC 14, touch 14, flat-footed 11.

STATISTICS
Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (evocation)
Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, Spellcraft +10 (+12 to identify magic item properties)
Languages Common, Draconic, Elven
SQ bloodline arcana (humanoid corporeal undead are treated as humanoids for the purpose of which spells affect them)
Combat Gear potion of fly, potion of gaseous form, potion of levitate
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