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Lady of the Lake (Viviane)

By Speed Lancelot (1860-1931) - The Legends of King Arthur and His Knights, 1912., 9th edition. Ed. Sir James Knowles, K. C. V. O. London; New York: Frederick Warne and Co., 1912, Public Domain, https://commons.wikimedia.org/w/index.php?curid=19674884, Lady of the Lake
By Speed Lancelot (1860-1931) – The Legends of King Arthur and His Knights, 1912., 9th edition. Ed. Sir James Knowles, K. C. V. O. London; New York: Frederick Warne and Co., 1912, Public Domain, https://commons.wikimedia.org/w/index.php?curid=19674884

The Lady of the Lake gave King Arthur his sword Excalibur, took the dying king to Avalon after the Battle of Camlann, enchanted Merlin, and raising Lancelot after the death of his father.

Origins

The Lady of the Lake’s origins are ancient, she lives in Avalon (Otherworld Realm). Arthur’s sword Caliburn was forged there, and Arthur was taken to the isle after his battle with Mordred to have his wounds healed. Lancelot had been raised by a water fae who gave him a magic-resisting ring. The Lady of the Lake fosters the infant Lancelot after his father Ban has been killed fighting against his enemy Claudas.

Viviane gives Lancelot a ring that protects him from all magic and delivers Excalibur to King Arthur.

Viviane learns her magic from Merlin, who becomes enamored of her. She refuses to give him her love until he has taught her all his secrets, but when he does, she uses her power to trap him either in the trunk of a tre . Because he could see the future, he knew this would happen, but was powerless to avoid it.

Lady of the Lake (Viviane)

Elf , Aquatic CR 20

XP 307200
N Medium Humanoid Aquatic Subtype Sorcerer level 16 (skill points 80) Boreal (Fey ) Fighter level 10 (skill points 50) Knight (Fighter )
Init +6; Senses Low-light Vision; Perception +8

DEFENSE

AC 25, touch 17, flat-footed 22 (+2 Dex, +5 armour, +3 shield, +1 feats, +4 deflection)
hp 155 (0d8+16d6+10d10+26+16);
Fort +13, Ref +10, Will +12 Save Modifier +2 racial saving throw bonus against enchantment spells and effects.
Immunity to speep

OFFENSE

Speed 30ft., swim 30ft.
Melee +4 Adamantine Dancing Longsword +25/+20/+15/+10 (1d8+7/19-20)
Ranged Spear Thrown +20 (1d8+1 X3) range 20
Space 5 ft.; Reach 5 ft.
Special Attacks
Fey Magic (Su) May re-roll caster level check to overcome spell resistance at will
Weapon Training become proficient in a weapon group 2

Spells Known:

Sorcerer Spells: CL 16 Concentration 2

  • 1Level 0 (6) DC 15: Arcane Mark, Breeze, Dancing Lights, Daze, Detect Magic, Ghost Sound, Haunted Fey Aspect, Prestidigitation, Read Magic, ; 
  • Level 1 (8) DC 16: Air Bubble, Blend, Comprehend Languages, Dancing Lantern, Discern Next Of Kin, Entangle, ; 
  • Level 2 (7) DC 17: Bestow Weapon Proficiency, Blur, Detect Thoughts, Ghostly Disguise, Glitterdust, Mages Hideous Laughter, ; 
  • Level 3 (7) DC 18: Ablative Barrier, Deep Slumber, Dispel Magic, Hold Person, Hydraulic Torrent, ; 
  • Level 4 (7) DC 19: Cloud Shape, Dimension Door, Dimensional Anchor, Maximized Wave Shield, Poison, ; 
  • Level 5 (7) DC 20: Alter River, Break Enchantment, Mages Private Sanctum, Maximized Locate Object, Tree Stride, ; 
  • Level 6 (6) DC 21: Acid Fog, Control Water, Legend Lore, Mislead, ; 
  • Level 7 (5) DC 22: Age Resistance, Greater, Elemental Bombardment, Phase Door, ; 
  • Level 8 (3) DC 23: Bestow Curse, Greater, ;

STATISTICS

Str 11 + 2 = 13, Dex 15, Con 11 + 2 = 13, Int 16, Wis 8, Cha 19 + 2 = 21
Base Atk +18; CMB +19; CMD 36
Feats Dodge, Improved Initiative, Combat Expertise, Greater Weapon Focus, Shield Focus, Weapon Finesse, Weapon Focus, Weapon Specialization, Animal Affinity, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Athletic, Combat Casting, Elemental Focus, Eschew Materials, Forge Ring, Improved Disarm, Martial Weap Prof, Maximize Spell, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Heal), Skill Focus (Stealth), Spell Focus, Swim-By Attack, Tower Shield Proficiency, Voice of the Sibyl;
Skills Acrobatics +7, Appraise +3, Bluff +22, Climb +3, Craft Armourer +6, Craft Weaponsmith +29, Diplomacy +12, Fly +2, Handle Animal +17, Heal +7, Intimidate +11, Know Arcana +9, Know Arch & Eng +3, Know Dungeon +3, Know History +7, Know Nature +7, Know Nobility +7, Perception +8, Ride +10, Spellcraft +32, Stealth +5, Survival +5, Swim +16, Use Magic Device +5
Languages Common

ECOLOGY

Environment any water
Organization Single, Pair, Group 3-8, Patrol 9-20
Treasure Standard

SPECIAL ABILITIES

ITEMS: Amulet of health (+2) +2 con, +1 (+1 special ability) Chain Shirt, Etherealness : 1/day allows the wearer of the armor to become ethereal, Belt of physical might-1 (+2) +2 STR +2 CON, Bracers of armour (+3) +3AC, Cloak of charisma (+2) +2 CHR, Headband of alluring charisma (+2) +2 CHR, Potion of Protection from arrows (15/magic) -, Potion of Remove paralysis -, Potion of Water breathing -, Potion of Neutralize poison -, Ring of Swimming (5) +5 swim, Ring of Protection (+4) +4 AC, +1 Shield, light steel, Blinding : 2/day within 20 feet must make a DC 14 Reflex save or be blinded for 1d4 rounds., +4 Longsword, Adamantine Weapon : Bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20., Dancing : fights for 4 rounds using the base attack bonus of the one who loosed it and then drops., Masterwork No Melee,

Sea elves resemble their land cousins with their slender bodies and exceptional grace and beauty. They have lustrous blue-grey skin, ranging from pale to dark. Their hair is typically green, silvery, pale blue or white. Eye color is usually dark, from deep blue or green to black. Their ears are delicately pointed like those of land elves. Sea elves have webbed fingers and toes and strong, lithe bodies adapted to swimming. They usually wear clothing woven from undersea plants, decorated with coral, shells, and pearls.

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