Realms Personalities : Nimor Imphraezl, Anointed Blade of the Jaezred Chaulssin
Nimor is the most talented and deadly assassin of the Jaezred Chaulssin, a secretive, hidden order of assassins. He and his fellows claim descent from the ruling House of the ancient city of Chaulssin, the City of Wyrmshadows. Little more than a forgotten ruin today, it overhangs a tremendous abyss through which cold wind perpetually screams. Reduced to a mere handful of dragon-blooded sorcerers and assassins, the surviving lords of Chaulssin founded minor Houses and secret guilds of assassins in other drow cities.
The Anointed Blade is traditionally the single strongest, deadliest, and most clever assassin of the House. Nimor believes that in order to "save" the dark elves from the madness and tyranny of Lolth, drow society must be shattered. If cities fall and thousands of drow die, then it must be borne, since misery and disaster will turn the drow away from Lolth and to other drow deities. He's willing to risk centuries of weakness, enslavement, and untold suffering for the drow in order to root out Lolth's power over the race and raise the Jaezred Chaulssin as the secret masters of a drow society shaped to their liking.
Nimor uses a variety of guises, most magical in origin. He most often appears as a slender, almost boyish drow male of striking good looks, with the easy grace and blinding speed of a professional duelist. He favors the role of a noble rake, and can pass himself off as a highborn lad of a great House with ease. He also cultivates practical identities, including that of a gem merchant, in order to move freely and elude observation. Nimor is far stronger than he appears (a trace of his ancient draconic heritage, perhaps), and he has mastered many of the dark spells of the assassin's deadly trade.
Nimor Imphraezl :Male Drow Half-Shadow Dragon Rog3/Ftr4/Assassin 9; CR 19 (Medium dragon); HD 3d6+15 plus 4d10+20 plus 9d6+40; hp 139; Init +12; Spd 30 ft., fly 60 ft. (average); AC 33 (touch 21, flat-footed 25); Base Atk +12; Grp +21; Atk +26 melee (1d6+15/15-20 plus 1d6 or 1d10 cold, +4 keen icy burst rapier) or +21 melee (1d4+9, claw); Full Atk +24/+19/+14 melee (1d6+15/15-20 plus 1d6 or 1d10 cold, +4 keen icy burst rapier) and +22/+17 melee (1d4+7/17-20, +3 keen venomous dagger), or +21/+21 melee (1d4+9, claws) and +16 melee (1d6+4, bite); SA breath weapon, death attack, sneak attack +7d6, spells, spell-like abilities; SQ drow traits, evasion, half-dragon traits, hide in plain sight, improved uncanny dodge, poison use; SR 27; AL CE; SV Fort +20, Ref +28, Will +15; Str 28, Dex 26, Con 21, Int 19, Wis 13, Cha 14.
Skills and Feats: Balance +16, Bluff +17, Climb +19, Diplomacy +21, Disable Device +10, Disguise +11 (+13 when acting), Hide +33, Intimidate +8, Jump +19, Listen +12, Move Silently +28, Open Lock +18, Ride +12, Search +21, Sense Motive +10, Spot +18, Swim +13, Tumble +16; Blind-fight, Combat Reflexes, Improved Critical (rapier), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Specialization (rapier).
Languages Known: Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon.
Breath Weapon: Once per day, Nimor can breathe a 30-foot cone that bestows 1d2 negative levels. A successful DC 15 Reflex save reduces this by half. A DC 15 Fortitude save removes the negative levels after 24 hours.
Death Attack: If Nimor studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 23 Fortitude save; even if this save is successful, the victim still suffers sneak attack damage.
Drow Traits: +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft., immune to sleep effects, +2 racial bonus to saves vs. enchantment spells or effects.
Half-Dragon Traits: Low-light vision 60 ft., immune to sleep, paralysis, and energy drain.
Hide in Plain Sight: Nimor can use the Hide skill even while being observed.
Improved Uncanny Dodge: Retains Dex bonus to AC when flat-footed or attacked by an invisible foe, can no longer be flanked except by a rogue of 16th level or higher.
Poison Use: Nimor is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Save Bonus Against Poison: Nimor's assassin levels confer a +4 bonus on saves against poison.
Assassin Spells Known (4/4/4/3, base save DC 14 + spell level): 1st - disguise self, ghost sound, obscuring mist, true strike; 2nd - alter self, darkness, invisibility, pass without trace; 3rd - deep slumber, false life, misdirection, nondetection; 4th - freedom of movement, greater invisibility, poison.
Spell-like Abilities: 1/day - dancing lights, darkness, faerie fire. Caster level 16th. The save DCs are Charisma-based.
Possessions: +4 keen icy burst rapier, +3 keen venomous dagger, arms of the Jaezred Chaulssin, belt of giant strength +4, bracers of dexterity +6, amulet of health +6, +3 ring of protection, piwafwi of resistance +4, ring of shadows, boots of elvenkind, drow house insignia.
Nimor's Unique Items
As a high-ranking member of a powerful group, Nimor can afford to equip himself with unique and powerful items.
Arms of the Jaezred Chaulssin: This excellent armor is a suit of +4 mithral blueshine chain shirt of nimbleness. The nimbleness property increases the mithral chain shirt's maximum Dexterity bonus to +8; the blueshine property renders the armor (but not necessarily the wearer) immune to acid and rust attacks and confers a +5 circumstance bonus on Hide checks. Finally, the wearer of the arms of the Jaezred Chaulssin gains a +3 luck bonus on all saving throws.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, cat's grace, resistance, 5 ranks in Craft (alchemy); Price: 92,250 gp; Weight 10 lbs.
Ring of Shadows: An heirloom of the ruling house of Chaulssin, City of Wyrmshadows, this slim ebony band is made of a strange form of black platinum infused with shadow essence. In the hands of any character other than an assassin or a shadowdancer, it functions as a ring of see invisibility. When worn by an assassin or shadowdancer, the ring of shadows allows its bearer to shadow walk twice per day and cast ethereal jaunt once per day.
Strong transmutation and illusion; CL 13th; Forge Ring, ethereal jaunt, see invisibility, shadow walk; Price: 90,000 gp.
The leaders of the Jaezred Chaulssin are half-dragons. descendants of the noble drow of the city of Chaulsain and the shadow dragons who ruled over that city for centuries. These powerful creatures eventually overthrew the city's draconic masters, but in so doing, they brought down a shadow-curse on their city that transported the place to the Plane of Shadow. None of the city's common drow or slave races survived; only the half-dragons who make up the assassin house known as the Jaezred Chaulssin remain.
Half-shadow dragons share all the characteristics of the half-dragon template as described in the Monster Manual. The breath weapon of a half-shadow dragon is a 30-foot cone that bestows 1d2 negative levels (Reflex half, save DC 10 + 1/2 racial HD + Con modifier). Half-shadow dragons are immune to energy drain. Half-shadow dragons are often chaotic evil.
An unusual feature of the Chaulssin half-dragon bloodline is that wings manifest in half-dragons of Medium size or larger, instead of Large size or larger. Chaulssin half-dragons can fly at twice their base land speed with average maneuverability.