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VISCOUNT GALLEREN ALSEVIR CR 15

hp 79 (15 HD)

Male Damaran human hexblade 12/ major vampire bloodlineUA 3


CN Medium humanoid
Init +3; Senses Listen +1, Spot +1
Languages Damaran, Common

AC 24, touch 14, flat-footed 21


(+9 armor, +3 Dex, +1 deflection, +1 natural)
Resist mettle, resistance to cold 5 and electricity 5
Fort +11, Ref +11, Will +9; arcane resistance (+5 against spells and spell-like effects)

Speed 30 ft. in +4 mithral breastplate


Melee +3 flamberge with lesser crystal of life drinking +21/+16/+11 (2d6+10/19-20)
Melee mwk short sword +18/+13/+8 (1d6+5/19-20)
Base Atk +12; Grp +17
Atk Options Combat Reflexes, Intimidating Strike, Power Attack
Special Actions aura of unluck 1/day (8 rounds), greater hexblade’s curse 6/day (Will DC
24), quick cast 3/day
Hexblade Spells Known (CL 15th):
3rd (2/day)—dispel magic, phantom steed, vampiric touch (+17 melee touch)
2nd (2/day)—darkness, enthrall (DC 21), glitterdust, summon swarm
1st (3/day)—alarm, entropic shield, phantom threat, undetectable alignment

Abilities Str 20, Dex 17, Con 12, Int 10, Wis 8, Cha 20
SQ dark companion, vampire affinity +4
Feats Ability Focus (hexblade’s curse), Alertness B, Combat Casting B, Combat Reflexes, Greater
Spell Focus (enchantment) B, Intimidating Strike, Lightning Reflexes B, Power Attack, Spell
Focus (enchantment), Stealthy B, Weapon Focus (greatsword)
Skills Bluff +12, Climb +6, Concentration +11 (+15 casting defensively), Intimidate +15, Hide +4,
Knowledge (arcana) +8, Listen +1, Move Silently +4, Search +2, Spellcraft +10, Spot +1
Possessions +4 mithral breastplate, +3 flamberge with lesser crystal of life-drinking, belt of
giant’s strength +4, cloak of Charisma +2, gloves of Dexterity +4, ring of protection +1, vest of

resistance +2

Aura of Unluck (Su): Once per day, Galleren can create a baleful aura of misfortune, causing
any melee or ranged attack against him to suffer a 20% miss chance that lasts for 8 rounds.
Dark Companion: Galleren can call upon his illusory companion, in the shape of a panther, to
hinder his enemies. Any enemy adjacent to the dark companion takes a -2 penalty on saving
throws and AC. The companion’s speed is equal to Gallerens and it acts on his turn. The dark
companion can’t be attacked or otherwise effected and is immune to damage. It can be
dispelled or suppressed just like a spell effect, and it’s treated as a 3rd level spell.
Greater Hexblade’s Curse (Su): Six times per day, as a swift action, Galleren can unleash a
curse upon a foe. The target must be within 60 feet. The target takes a -4 penalty on attack
rolls, saves, ability checks, skill checks, and weapon damage rolls for one minute. A
successful DC 24 Will save negates the effect, however the effect is not wasted.
Mettle (Ex): Galleren makes a successful Will or Fortitude save against an attack that would
normally have a lesser effect on a successful save (such as any spell with a saving throw entry

of Will half or Fortitude partial), he instead negates the effect.


Vampire Affinity: Galleren gains a +6 bonus on all Bluff, Diplomacy, Gather Information,
Intimidate, and Perform checks made to interact with vampires.

HISTORY
The state of House Alsevir was not in good standing, as of the mid- to late 14th century DR.
Noted as one of the “Oldcoin” houses of Cormyr, it had seen a steady decline over the years.
However, good fortune would soon meet house Alsevir in 1369 DR when house Bleth was
exiled, and their properties were handed to them. This newfound source of wealth and
property would bolster their name and prominence within the nobility of Cormyr once again.
One of the many Bleth properties was acquired by Galleren Alsevir, who was held the title of
Viscount, in the small town of Kallamarn. At a glance, most nobles would’ve considered this
property to be one of the smallest and least noteworthy for one of his station, a remote manor
house little more than a countryside getaway for the elites. However, to Galleren, the location
was ideal for his needs.
Galleren’s father was a noble of Cormyr of the house Alsevir, though his mother was of equal
prominence in the town known as Daggerdale, of which she could trace her lineage back to
when the town was once called Merridale. Around that time, a vampiric infestation had hit the
small dale, and many were killed or turned into vampires. His mother’s family was one of those
infected with vampirism. Though not all the family were turned completely, it was a dark curse
that had followed the family line though the ages. Often time it would manifest itself in subtle
ways, others – more noticeable. Galleren had far more noticeable traits of his mother’s
bloodline, and this gave him a near feral look and almost supernatural cold demeanor. He
would use these traits to his advantage to rise in the ranks of his family and that of the nation’s
nobility.
Though not outwardly evil, he has no qualms in doing things to acquire what he wants. He has
worked with goodly priest of Helm just as easily as working with undead vampires, for which he
shares an affinity with. The location of his new estate allows him access via the Starflow river to
both Marsember and the capital Suzail as well as many roads in-between. He uses these as
ways of connecting to his other allies and friends, many of which are cults to Beshaba.

APPEARANCE AND MANNERISMS


Galleren is a well-muscled man of medium height, standing just under six feet. His dark, almost
black, hair is long and ends about shoulder length – though he often wears it up in styles
befitting most Cormyrean nobility fashions. His skin looks pale and is usually cool to the touch,
beset by often “rosy” cheeks – a look many confuse for using makeup often seen worn by
nobility. In truth, this is one of the traits of his strong vampiric bloodline. Galleren prefers
longer coats and suits befitting high-nobility, attire many of the higher-ranking houses find
tacky and which Galleren knows and wears purposefully. When in combat, should he be
expecting trouble, he adorns his magical breastplate and accompanying helm whilst wielding a
large greatsword – which he calls flamberge due to the wavy flame-like blade.
Galleren has embraced his vampiric lineage, though has refused offers to be turned into one by
the few vampires he’s been in contact with. Mostly this is due to his unwillingness to become
subservient to a vampire master and also the extreme limitations that vampires face. Still, he
has a variety of effects that grant him a facsimile of a vampire’s power – from his sword that
drinks the blood of his victims and infuses him with their life, to the few hexblade spells he’s
learned such as vampiric touch, enthrall, and summon swarm (which he always chooses bats).

TACTICS
Galleren is a well trained warrior with his greatsword and he can often be found practicing with
it for an hour or so in the mornings by the villa. He’s also proficient in the use of light and
medium armors, which don’t trouble him with his spellcasting. As a noble, he’s more likely to
engage in a war of words and innuendo than swords, but the second option is always
something he deeply cherishes. When money or intimidation fail him and he’s required to draw
steel, he often initiates combat with a quick casting of an offensive spell like glitterdust to blind
and distract his opponent. He then summon’s his dark companion to harry his foe while he
initiates his intimidating strike (usually taking a -2 to -5 penalty to attack to add to his
Intimidation check). If that succeeds he’ll follow up on the next round with his hexblade’s curse,
the creature taking a -4 to the saving throw. Should that work, he’ll pummel his foe with liberal
use of his Power Attack due to the creature’s reduced AC.
Should an enemy get the jump on him or should his tactics fail, he’ll often fall back and use
spells such as darkness and summon swarm as a distraction to gain him more distance. He also
knows phantom steed for a speedy escape. If all else fails he’ll use Vampiric touch to regain hit
points as well as draw hit points from the lesser crystal of life-drinking embedded in his sword’s
hilt.
Viscount Galleren Alsevir: Male human hexblade 12/ major vampire bloodlineUA 3; Medium
humanoid; CR 15; HD 12d10+22; hp 79; Init +3; Spd 30 ft. in +4 mithral breastplate; AC 24,
touch 14, flat-footed 21; Base Atk +12; Grp +17; Atk +21 melee (2d6+10/19-20, +3 greatsword
with lesser crystal of life-drinking); Full Atk +21/+16/+11 (2d6+10/19-20, +3 greatsword with
lesser crystal of life-drinking); SA aura of unluck 1/day (8 rounds), greater hexblade’s curse
6/day (Will DC 24), quick cast 3/day; SQ arcane resistance, dark companion, mettle, resistance
to cold and electricity 5, vampire affinity +6; AL CN; SV Fort +11, Ref +11, Will +9 (+5 against
spells and spell-like effects); Str 20, Dex 17, Con 12, Int 10, Wis 8, Cha 20. Height: 5’11”.
Skills and Feats: Bluff +12, Climb +6, Concentration +11 (+15 casting defensively), Intimidate
+15, Hide +4,Knowledge (arcana) +8, Listen +1, Move Silently +4, Search +2, Spellcraft +10, Spot
+1; Ability Focus (hexblade’s curse), Alertness B, Combat Casting B, Combat Reflexes, Greater
Spell Focus (enchantment) B, Intimidating Strike, Lightning Reflexes B, Power Attack, Spell Focus
(enchantment), Stealthy B, Weapon Focus (greatsword).
Languages: Damaran, Common
Aura of Unluck (Su): Once per day, Galleren can create a baleful aura of misfortune, causing
any melee or ranged attack against him to suffer a 20% miss chance that lasts for 8 rounds.
Dark Companion: Galleren can call upon his illusory companion, in the shape of a panther, to
hinder his enemies. Any enemy adjacent to the dark companion takes a -2 penalty on saving
throws and AC. The companion’s speed is equal to Gallerens and it acts on his turn. The dark
companion can’t be attacked or otherwise effected and is immune to damage. It can be
dispelled or suppressed just like a spell effect, and it’s treated as a 3rd level spell.
Greater Hexblade’s Curse (Su): Six times per day, as a swift action, Galleren can unleash a
curse upon a foe. The target must be within 60 feet. The target takes a -4 penalty on attack
rolls, saves, ability checks, skill checks, and weapon damage rolls for one minute. A successful
DC 24 Will save negates the effect, however the effect is not wasted.
Mettle (Ex): Galleren makes a successful Will or Fortitude save against an attack that would
normally have a lesser effect on a successful save (such as any spell with a saving throw entry of
Will half or Fortitude partial), he instead negates the effect.
Vampire Affinity: Galleren gains a +6 bonus on all Bluff, Diplomacy, Gather Information,
Intimidate, and Perform checks made to interact with vampires.
Hexblade Spells Known (4/3/3; caster level 15th): 1st—alarm, entropic shield, phantom
threat, undetectable alignment; 2nd— darkness, enthrall (DC 23), glitterdust, summon swarm;
3rd—dispel magic, phantom steed, vampiric touch (+17 melee touch)
Possessions: +4 mithral breastplate, +3 flamberge with lesser crystal of life-drinking, belt of
giant’s strength +4, cloak of Charisma +2, gloves of Dexterity +4, ring of protection +1, vest of
resistance +2, 80 pp.

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