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Female Drow Fighter 2, Cleric 4 of Abraxus CE Medium (5ft 11in ...

Female Drow Fighter 2, Cleric 4 of Abraxus CE Medium (5ft 11in ...

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DROW CAPTAIN<br />

<strong>Female</strong> <strong>Drow</strong> <strong>Fighter</strong> 2, <strong>Cleric</strong> 4 <strong>of</strong> <strong>Abraxus</strong><br />

<strong>CE</strong> <strong>Medium</strong> (<strong>5ft</strong> <strong>11in</strong>) Humanoid (elf)<br />

DEFENSES<br />

Initiative +0; Senses Darkvision 120ft, Perception +11<br />

Hit Points 43 (6HD; 2d10+4d8+6+4);<br />

Armor Class 20, touch 10, flat-footed 20; +2 deflection vs. good;<br />

(+8 armor, +2 shield)<br />

Fort +8, Ref +1, Will +7; Spell Resistance 17<br />

Immune to sleep effects, Resistance +4 saves vs. good; +2 vs.<br />

enchantments; +2 Will saves vs. spells/spell-like abilities; +2<br />

vs. Fear effects<br />

Weakness light-blindness: Exposure to bright light blinds the drow<br />

for 1r. Afterward, they are dazzled while in the affected area<br />

Speed 20ft; Acrobatics –5<br />

DEFENSIVE EFFECTS<br />

Bless (Spell/1st) Burst 50ft radius centered on caster; +1 morale bonus<br />

on attacks and fear saves; Ongoing 6m;<br />

Protection from Good (Sp) adds +2 deflection bonus to AC and +2 resistance<br />

bonus to saves against effects originating from good creatures;<br />

Prevents bodily contact by summoned creatures; Ongoing<br />

4m;<br />

Divine Favor (Spell/1st) +1 luck bonus to attack and damage rolls (nonspell);<br />

Ongoing 1m;<br />

Levitate (Sp) Range 40ft; One willing creature or object (up to 600lbs);<br />

As a move action, may move up to 20ft per round; Attacking<br />

causes instability: -1 to attack on round 1; -2 on round two, etc. up<br />

to –5; A full round spent stabilizing brings the next attack back to<br />

–1; Ongoing 6m (D);<br />

Combat Expertise (Ex) Not included in statistics; Free Action; When<br />

attacking with a melee weapon, +3 (dodge) to AC and –3 on attacks;<br />

Ongoing 1r (until your next attack);<br />

FAVORED ATTACKS<br />

Base Attack +5; Combat Maneuver Bonus +6<br />

Caster Level CL4; Spell-Like Abilities Caster Level CL6;<br />

Domains Evil, Magic<br />

Common Attack Tactics The captain will stay back, use her defensive<br />

spells and then use spiritual hammer or hold person.<br />

Elven Magic (Su) +2 racial bonus on caster level checks made to<br />

overcome spell resistance. In addition, elves receive a +2<br />

racial bonus on Appraise skill checks made to identify the<br />

properties <strong>of</strong> magic items.<br />

� Improved Disarm � using Whip +1<br />

+12 melee; Range 1<strong>5ft</strong>; Provokes AOO; vs. DC15+Target’s CMB<br />

or DC25+Target’s CMB for two-handed items; or target<br />

drops item in an adjacent square; If fail by 10 or more, you<br />

drop your weapon;<br />

� Hand <strong>of</strong> the Acolyte (Su); Flail, Mwk �<br />

+11 melee; Range 30ft; 1d8+4 (20/x2);<br />

� Touch <strong>of</strong> Evil (Su) �<br />

+7 melee touch; No spell resistance; No save; sickened: –2 penalty<br />

on all attack rolls, weapon damage rolls, saving throws,<br />

skill checks, and ability checks. Additionally, all creatures are<br />

treated as good-aligned with regards to spells with the [Evil]<br />

descriptor; Ongoing 3r for good creatures and 1r for neutral<br />

or evil creatures;<br />

� Acid Bolt (Hand Crossbow, Mwk) � x10 acid bolts<br />

+8 ranged (piercing); Range 30ft, 1d4+1 (19/x2) plus 1d4 acid;<br />

� Spiritual Weapon (Wand, CL3) � x10 charges<br />

+9 melee; Range 130ft; No Save; 1d8+1 (20/x2); Can use a move<br />

action to switch targets; Otherwise continues to attack designated<br />

target - No concentration required; Roll for spell<br />

resistance only once (if the spell overcomes, it does not<br />

need another roll to continue attacking); Ignores damage<br />

reduction and attacks as a force effect; Ongoing 3r;<br />

� Hold Person (Spell/2nd) �<br />

Automatic hit vs. one humanoid creature; Range 140ft; Will<br />

DC15 negates or paralyzed: Cannot move, speak, or take any<br />

physical action. Creature is rooted to the spot, frozen and<br />

helpless. Not even friends can move their limbs. They may<br />

take purely mental actions, such as casting a spell with no<br />

components. A winged creature f lying in the air at the time<br />

that it becomes paralyzed cannot f lap its wings and falls. A<br />

swimmer can’t swim and may drown; Ongoing 3r;<br />

� Sound Burst (Spell/2nd) �<br />

Automatic hit vs. area; Range 3<strong>5ft</strong>; Spread 10ft radius; 1d8 sonic<br />

damage and Fort DC15 or stunned: drops everything held,<br />

cannot take actions, –2 AC, and loses Dex bonus to AC; Ongoing<br />

1r;<br />

� Silence (Scroll, CL3) �<br />

Automatic hit vs. area, point in space, or one creature; Range<br />

520ft.; Emanation 20ft radius centered on object, point, or<br />

creature; Vs. Unattended Object/point-in-space: No Spell<br />

Resistance; No Save; Vs. Creature/Attended object: Will<br />

DC12 negates; or silence: All sound is stopped, spells with<br />

verbal components cannot be cast; Ongoing 3m (D);


� Channel Negative Energy (Su) � 4/day<br />

Automatic hit vs. area; Range: Personal; Burst 30ft radius; No<br />

Spell Resistance; Will DC15 partial (half damage) or 2d6<br />

negative energy damage to living creatures; Instantaneous;<br />

or 2d6 healing (negative energy) to undead creatures and<br />

Will DC15 negates or commanded (max. total undead up to<br />

5HD); Intelligent undead may attempt a save each day otherwise<br />

permanent until dispelled;<br />

� Inflict Moderate Wounds (Spell/2nd) � Spontaneous Casting<br />

+7 melee touch; Will DC15 half; 2d8+4 negative energy (20/x2);<br />

Instantaneous;<br />

� Inflict Light Wounds (Spell/1st) � Spontaneous Casting<br />

+7 melee touch; Will DC14 half; 1d8+4 negative energy (20/x2);<br />

Instantaneous;<br />

� Darkness (Sp) � 1/day<br />

+7 melee touch (automatic hit vs. unattended objects); Range:<br />

object touched (moves with object); Emanation 20ft radius<br />

(8 x 8 squares; 64sq); No Save; No Spell Resistance; Only<br />

creatures with darkvision or those that bring lighted objects<br />

inside the area can see through the darkness; Ongoing 6m<br />

(D);<br />

� Faerie Fire (Sp) � 1/day<br />

Automatic hit vs. area; Range: 640ft; Burst <strong>5ft</strong> radius (2 x 2<br />

squares; 4sq); No Save; All creatures and objects glow s<strong>of</strong>tly<br />

(as a candle; <strong>5ft</strong> radius shadowy illumination (2 x 2 squares;<br />

4sq, 20% miss if just using this light to see by), and –1 perception<br />

per foot <strong>of</strong> distance) and do not benefit from concealment<br />

caused by darkness, blur, displacement, invisibility,<br />

or similar effects. Ongoing 6m (D);<br />

OTHER ABILITIES AND STATISTICS<br />

Str 12, Dex 10, Con 12, Int 17, Wis 16, Cha 12<br />

Spell-Like Abilities:<br />

At Will detect magic<br />

2/Day protection from good<br />

1/Day dancing lights, darkness, faerie fire, detect magic,<br />

feather fall, levitate,<br />

Prepared Spells (4, 4, 3):<br />

2nd Level: hold person (2) (DC15), sound burst (DC15)<br />

1st Level: bless, cure light wounds (2), divine favor<br />

0 Level (Sp): (At-Will) stabilize, bleed, detect magic, guidance<br />

Supernatural Abilities: Touch <strong>of</strong> Evil, Hand <strong>of</strong> the Acolyte<br />

Feats Combat Expertise, Dark Adept, Exotic Weapon Pr<strong>of</strong>iciency<br />

(whip), Improved Disarm, Improved Trip<br />

SQ Channel Negative Energy, <strong>Drow</strong> Traits, Domain Powers<br />

Skills Intimidate +8, Knowledge (arcane) +10, Knowledge<br />

(engineering) +10, Knowledge (religion) +12, Perception<br />

+11, Spellcraft +12<br />

Languages Common, Elven, Draconic, Abyssal, Undercommon<br />

Gear scroll <strong>of</strong> cure moderate wounds (3), scroll <strong>of</strong> silence, wand <strong>of</strong><br />

spiritual weapon (CL 3rd, 10 charges); Other Gear full plate,<br />

heavy steel shield, +1 whip, masterwork hand crossbow with<br />

10 acid bolts, masterwork flail, silver holy symbol <strong>of</strong><br />

Abraxas, 20 gp

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