Mourn Jhalavar

A Drow, escaping the persecution of his homeland, seeking safety amongst his wiser, more benevolent, surface kin.

Description:
Full Name: Mourn Jhalavar Classes: Fighter/Mage/Thief(/Cleric) (Infiltrator and Darkmask Kits) Levels: 6/6/7
Race: Drow (Dark Elf) (Varies) Height: 5’3" (Varies) Weight: 101lbs (Varies) Age: 122 (Varies)
Hair: White (Varies) Eyes: Red (Varies) Skin: Ebon Black (Varies) Build: Lithe (Varies)
Alignment: Chaotic (Neutral) Good Social Class: Upper (Noble House)
Bloodlines: Basaïa (Primary), Asrai, Vorynn

Base AC: -4 (Drow Platemail + 2 and Dexterity Bonus) Dexless AC: 1
Hit Dice: (d10/3) + (d6/3) + (d4/3) Hit Points: 37 (90)

18/78 STR +2 TH + 4 DA 185 WA 330 MP 14 OD 30% BB
21 DEX + 4 RA + 4 MA - 5 DA
11 CON 0 HP 75% SS 80% RS 0 PS 0 RG
20 INT 9 BP 9th MSL 96% LS All SL 2nd IM
19 WIS + 4 MD 3,2,2,1 BS 0 SF See Below IM
18 CHA 20 MH + 10 LB (+ 3) + 7 RA

Weapon Proficiencies

WP Proficiency Wt Sz Ty Spd S/M L THAC0 # Notes
1 Hand Crossbow 3 S P 5 1d3 1d2 10 1/1 Range: 20 (0) / 40 (0) / 60 (- 2)
1 Shortbow 2 M P 7 1d6 1d6 11 2/1 Range: 50 (0) / 100 (0) / 150 (- 2)
2 Scimitar (GM) 4 M S 5 1d10 + 7 1d10 + 7 11 3/2 or +1/1 if Using Two Weapons
- Great Claw, (+ 3 Scimitar (GM) 4 M S 3 1d10 + 10 1d10 + 10 9 5/2 Primary Weapon
- Ebrannin, (+ 5 Defender) Scimitar (GM) 4 M S 1 1d10 + 12 1d10 + 12 6 3/2 Can Use Part Of Bonus On Defence
2 Dagger (Sp) 1 S P 2 1d4+6 1d3+6 11 3/2
- Dagger of Venom (Sp) 1 S P 1 1d4+7 1d3+7 10 3/2
1 Thrown Dagger 1 S P 2 1d4+4 1d3+4 10 2/1 Range: 10 (0) / 20 (0) / 30 (- 2)
2 Quarterstaff (Sp) 4 L B 4 1d6+6 1d6+6 12 3/2
- Basaia’s Staff, Staff of Battle (Sp) 4 L B 1 1d6+9 1d6+9 9 3/2
1 + (I) Longsword (Sp) 4 M S 5 1d8+6 1d12+6 12 3/2
- Longsword of Wounding (Sp) 4 M S 4 1d8+7 1d12+7 11 3/2
2 Shortsword (Sp) 3 S P 3 1d6+6 1d8+6 11 3/2
(2xI) Two Weapon Style
(I) Two-Hander Style

Nonweapon Proficiencies

NWP Proficiency Stat + Mod Total Notes
1 Acting (Cha + 0) 18
K Alertness (Int – 1) 19
I Ancient History (Faerun) (Int – 1) 19
M Ancient History (Nalarung) (Int – 1) 19
1 Animal Training: Reptiles (Wis + 0) 19 Used to train Torch
1 Appraising (Int + 0) 20
2 Armourer (Int – 2) 18
1 Blacksmith (Str – 0) 18
K Blindfighting ( – )
1 Carpentry (Str – 0) 18
K Disguise (Cha + 1) 19
E Etiquette (Cha + 0) 18
K Forgery (Dex + 0) 21
2G Gemcutting (Dex – 2) 19
3 Healing (Wis – 2) 17
2 Herbalism (Int – 2) 18 For use making Poisons and Antidotes
K Information Gathering (Int – 2) 18
1 Intrigue (Domain) (Wis + 0) 19
I Juggling (Dex – 1) 20
G Landbased Riding (Horse) (Wis + 3) 22
E Language: Common (Int + 0) 20
N Language: Drow Sign Language (Int + 0) 20
E Language: Elven (Int + 0) 20
1 Language: Goblinoid Common (Int + 0) 20
N Language: Low Drow (Int + 0) 20
M Language: Nalarung (Int + 0) 20
N Language: Undercommon (Int + 0) 20
1 Leadership (Domain) (Cha – 1) 17
G Leatherworking (Int + 0) 20
G Local History: Angostin (Cha + 1) 19
I Musical Instrument: Lute (Dex – 1) 20
I Musical Instrument: Lyre (Dex – 1) 20
K Observation (Int + 1) 21
1 Read/Write: Common Alphabet (Thorass) (Int + 1) 21
S Read/Write: Elven Alphabet (Espruar) (Int + 1) 21
2 Reading Lips (Int – 2) 18
E Religion (Wis + 0) 19
1 Rope Use (Dex + 0) 21
1 Seamstress/Tailor (Dex + 0) 21
I Set Snares (Dex -1) 20
I Singing (Cha + 0) 18
1 Spellcraft (Int – 2) 18
G Stonemasonry (Str – 2) 16
2G Survival: Woodland (Int + 0) 20
E Swimming (Str + 0) 18
K Tightrope Walking (Dex + 1) 22
1 Trailing (Dex + 0) 21
3G Weaponsmith (Int – 3) 16

Racial Abilities: Standard Drow
62% Magic Resistance (48% + 2% per Level In Highest Class)
Poison Bonuses +7 vs Drow toxins/Spider venom, +6 vs Sleep or Arachnid venoms, +5 vs Injected, +4 vs Ingested
Drow Base “Spell Like” Abilities Darkness (upto) 26’ Radius, Faerie Fire, Dancing Lights (12/day Each)
Drow Mature “Spell Like” Abilities Levitate, Know Alignment, Detect Magic (12/day Each)
Drow Priestly “Spell Like” Abilities Detect Lie, Dispel Magic, Suggestion (12/day Each)
Combat Bonuses +1 With Scimitar, Short Sword, Dagger and Hand Crossbows
-4 Bonus to Surprise Rolls if 90’ away from closest non stealthy party member
Infravision 120’ Thermographic
Secret Door Detection 1 in 6 Passing By, 2 in 6 Searching, 3 in 6 Searching for Concealed
Voice Mimicry 45% +1% per exposure to the Language
“Understand” Stone Construction Has a “feel” for Stonework, mainly Bridges and Waterworks
Identify Drow Manufacture Can “Feel” Drow handiwork if able to hold and examine it

Class Abilities:

Wizard Spells: 1 2 3 4 5 6 7 8 9
4 2 2 0 0 0 0 0 0
Clerical Spells: 1 2 3 4 5 6 7 8 9
6 5 4 (1) 0 0 0 0 0
Turn Undead Roll
Skeleton T
Zombie T
Ghoul 4
Shadow 7
Wight 10
Ghast 13
Wraith 16
Mummy 19
Spectre 20
Thief Skills: Base Race Dex Kit Armour Points Total
Pick Pockets 15 5 25 - - 20 35 60
Open Locks 10 - 5 30 - - 5 20 50
Find/Remove Traps 5 - 20 - - 5 55 75
Move Silently 10 5 25 10 - 10 35 75
Hide In Shadows 5 10 25 10 - 10 35 75
Detect Noise 15 5 - - - 5 60 75
Climb Walls 60 - 20 - - 20 5 60
Read Languages - - - - - - 0
Backstab x3 - - - - - x3

Plus Bonuses from Piwafwi and Drow Boots (+20% to Hide in Shadows and Move Silently, Respectively)


Bloodline Asrai, Basaïa and Vorynn Strength 45 (21, 21, 3)
Bloodline Abilities (Basaïa)
Healing Can heal 2d6+ 2 Hit Points a Day, plus, Remove Paralysis, Neutralise Poison, and Cure Disease/Blindness Great
Heightened Ability (Intelligence) Add + 1 to Base Intelligence (Included) Minor
Long Life Mourn Ages 1 year for every 100 that pass. Longevity base: 100,000 years! Great
Enhanced Senses Vision – 10x Range, and Penalties for Range Reduced by 1 Category (- 2 / 0 ) and can see Through Darkness 1/day Major
Resistance to Light 25% Chance per exposure of becoming Immune to Sunlight. No Penalties from Strong Light
Unreadable Thoughts Protected from ESP, Telepathy and spells and effects which allow reading of thoughts, etc
Bloodline Abilities: (Azrai)
Battlewise +1 to Attack and Defense ratings of Military Units/Armies he commands
Blood Node Body acts as natural Underdark Radiation Node. Protects any Radiation Dependent (Drow) items
Poison Sense 90% Chance to detect Poison within 3’. 25% Chance to detect Poison within 10’
Regeneration Heals at an unnatural rate. (1 Hit Point per hour / 1% of ability/day)
Bloodline Abilities (Vorynn)
Blood Memory Can remember all of direct ancestors memories as if his own
Heightened Ability (Wisdom) Add + 1d6 (6) to Base Wisdom (Included) Minor

Saving Throws: Notes
Paralysation or Poison 9 Plus Drow Bonuses vs Poisons and/or + 2 Vs Magical Attacks
Rod, Staff, or Wand 9 Plus + 2 Vs Magical Attacks
Petrification or Polymorph 10 Plus + 2 Vs Magical Attacks
Breath Weapon 11 Plus + 2 Vs Magical Attacks
Spells 10 Plus + 2 Vs Magical Attacks
Bio:

House Jhalavar became Second House of the great City of Ashen-Shugar (and by rights, should have been First House) thanks to the location of their house in relation to the great battlefield of the Gods, thousands of years ago. The blood of three of the great beings flowed down through cracks in the earth around the battle, into the very water supply of the House.

The essence of Basaïa the Sun Goddess, Azrai the Shadowbound and Vorynn the Magical entered the Jhalavar family that day. Secretly empowering them and their scions for the rest of time. This was a secret they kept for thousands of years. Letting their Blood-based abilities serve them well in the squabbles and barely controlled Civil War that epitomizes Drow culture, they thrived and quietly grew in power and status. Content to let another rule, and be the power behind the throne.

Instead of openly using their abilities, they saved them, not wanting to squander their hidden talents on a plan that didn’t make them totally unassailable. Unfortunately, they saved them a little too long. House Abaeir, the First House, grew wary of their too quiet rivals and fearing a plot against them, orchestrated an almost fatal ambush against House Jhalavar.

Unfortunately for House Abaeir, not all of the House were present when their ambush happened. Almost all of the ranking Nobles, and over 90% of the servants of the House were killed in less than ten minutes, and the survivors were few and far between. The sole Noble who survived the destruction of the House was Mourn, Son of the House Wizard, Grandson of the House Weapons Master, who was worshipping his God, the ‘traitor’ Vheraun, at a secret location when the attack happened.

This left House Abaeir open to Drow Justice. Drow Justice follows one primary tenet; “Thou Shalt Not Get Caught”. If you can get away with something, you will never be punished for it. Unfortunately, in leaving Mourn alive and not completely wiping out the Nobles of the Family, the attack had failed and the price must be paid. Mourn called down Drow Justice on the First House, and as is custom, the remaining six houses of the council banded together and systematically wiped out the family of House Abaeir. Thus Ashen-Shgar lost the two most powerful Houses in a single night.

With the loss of Abaeir and Jhalavar (as a sole Male Heir is not enough to maintain a Houses Standing in Drow society) a power vacuum was formed. Houses fought each other, bickering like jackals over the corpse that was Seventh and Eighth House positions on the Ruling Council. With the loss of First House and Second House, everyones status had improved. The new council agreed that House Jhalavar would be honoured, and Mourn would be allowed to choose either to leave, to scratch out a living as he could, or be taken into one of the rival Houses, as an adopted Son.

Knowing that adopted Sons are not likely to survive for long, if they are not absolutely loyal to the new House, Mourn chose to seek his fortune on the surface alone. He gifted the remaining craftsmen, servants and artisans of his family to the new First House, House Luen, to secure a treaty with them should he ever return to Ashen-Shugar, and set forth to explore the surface, to find trade, or slaves, or anything else of use, that he can somehow manage to turn into a power base should he ever return to complete his grand plan.

During his second week outside of the Underdark, Mourn discovered a side effect of the family secret. Due to the Sun Goddess and Shadow God blood in his veins, his body was like a living part of the Underdark. It protected his radiation-imbued possessions from the harmful effects of sunlight (though not at their full strength), and allowed him to operate both above and below ground with little hindrance. It also ensured that his spell-like abilities did not fade, and he was able to call upon the blessed darkness as much as he had when his family were still alive.

So Mourn wanders, seeking to put his lords words into practice, to reunite the Drow and surface Elven peoples as one race once more. Together, they are far stronger than apart, and can prove that equality, liberty and unity are not just concepts.

To assist with his travels on the surface world, Mourn has used his knowledge (and his magical House Insignia) to create four distinct personas. He uses these persona’s to survive in the world, and to interact with people that may assist his cause.

1. Mauran Jalviar, a blond-haired, blue-eyed high elf from the Cormanthor forest. In this persona he is a retired warrior, who carries a beautiful quarterstaff. He claims to be a merchant and indeed seems to know the value of most trade goods. He fights only to defend himself, or to prevent his merchandise being stolen by thieves.

2. Murn Jala’Var, a brown-haired, hazel-eyed half-elf, who travels the word entertaining and spreading news and stories. A wandering Bard (or so he claims), he specialises in the lute, and in small displays of magic, which he calls his “Bard Tricks”. Often found quietly singing to himself. Claims to have been raised by his Elven mother.

3. Martin Jale Evar, (aka ‘Nightingale’ Evar) the least used of his personas, this black-haired, green-eyed human claims to have guild connections in several big cities. He dresses in dark clothes and always has a dagger close to hand, and often offers to help people ‘cool down’ any ‘hot’ items they have, for a price. But as with all things “let the buyer, beware”.

4. Mourn Jhalavar, the real him. He often pretends this is merely another of his many persona’s. He allows himself to use this ‘persona’ only around beings he can trust (as far as any Drow can and will trust another being), or to interact with denizens of the Underdark who might otherwise attack a perceived “weaker species”.

|Mauran jalviar|Murn jala var|Martin jale evar|Mourn jhalavar|

Mourn Jhalavar

The coils of the World Serpent JayJay JayJay