Notes |
Rarely without a wide grin of delight, Laori Vaus is an enigma to her companions in the Brotherhood of Bones, who are perhaps even more disturbed by her joyous attitude than are her enemies.
Before Combat
Every morning, Laori casts greater magic weapon and magic vestment on her spiked chain and armor. If she has a chance before combat begins, she also casts the following spells as well: air walk, bear’s endurance, bull’s strength, and spell resistance.
During Combat
Laori’s first act in combat is to cast sadomasochism on herself. Next, she summons 1d3 shadows with summon monster V; on the second round, as her shadows appear, she hits the thickest concentration of her enemies with blade barrier or flame strike. She moves into melee against foes on the third round, using her destructive smite and unleashing the inflict serious wounds from her spell-storing spiked chain on her first attack. As she fights, she hums or whistles as if she were merely doing some pleasant chore, periodically punctuating a particularly solid blow with a giggle or wink.
Morale
Laori enjoys pain, but would rather not give up her life before she has a chance to see complete her mission. If brought to fewer than -4 hit points, she flees (via shadow walk if possible), returning at her convenience to finish unresolved business.
Combat Gear wand of cure moderate wounds (11 charges), wand of sending (6 charges), wand of sound burst (19 charges); Other Gear +2 spiked chainmail, +2 spellstoring spiked chain (currently contains inflict serious wounds), amulet of natural armor +3, headband of inspired wisdom +2, scrap of Neolandus’s uniform, silver holy symbol of Zon-Kuthon, 31 gp, 6 sp, 7 cp
Diehard: autostabilise self if dying and can can chose to remain conscious.
Dodge: gains +! AP when dodging, successfully or not.
Endurance: +1 shift to resist fatigue effects.
Cleric Spell-Like Abilities
Eyes of Darkness: your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
6/day—touch of darkness (5 rounds)
As an unarmed attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had darkness concealment, suffering a formidable penalty on all attack rolls. This effect lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 1 + your rank.
Cleric Spells Prepared
4th - blade barrier, shadow walk, greater magic weapon
3rd—air walk, spell resistance, shadow conjuration, flame strike, summon monster III (summons 1d3 shadows)
2nd—bear’s endurance, blindness/deafness (blindness only),darkness, bull’s strength, cure moderate wounds, lesser restoration, dispel magic, magic vestment, remove disease, sadomasochism, speak with dead, cure critical wounds
1st: command, cure light wounds, divine favor, obscuring mist, sanctuary, silence
0 (at will)—create water, detect magic, mending, stabilize |