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Psion's Drow (and other) Villainy thread
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<blockquote data-quote="Psion" data-source="post: 1198007" data-attributes="member: 172"><p><strong>Drow enforcers</strong></p><p></p><p>Drow dominating a city need good troops to do so. These are they.</p><p></p><p>These are only 6th level, not a challenge for my current party. But I agree with the general beleif you should not level up the world with the party. That being the case, however, I did not put these through the same scrutiny that I would characters that would be intended to stand up in combat. So you may want to tweak this a bit.</p><p></p><p>Basically, these are NPCgen generated drow, with some tweaks skills, spells, & feats. They use Plot & Poison stuff if you are a fan of those books.</p><p></p><p>Being from the old school I prefer the arrangement of male-wizard female-cleric among drow. The cleric is a more optimum character, you will notice.</p><p></p><p>Squads of these enforcers would be lead by templars (if female) or spellswords (if male) wielding wands of torturous grasp*. I have stats for generic spellswords and templars written up already, I'll post them when I get a chance.</p><p></p><p>* = From Plot & Poison</p><p></p><p>Drow Enforcer-Priestess: female elf (drow) Ftr2/Clr4: CR 7; Size M (4 ft., 10 in. tall); HD 2d10 + 4d8; hp 33; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee, or +6 ranged; SV Fort +7, Ref +2, Will +7; AL NE; Str 14, Dex 13, Con 11, Int 15, Wis 16, Cha 13.</p><p></p><p>Languages Spoken: Trade Tongue, Draconic, Elven, Orc, Undercommon.</p><p></p><p>Skill points: Ftr 20, Clr 16</p><p>Skills and feats: Climb +7 (+5 Rank, +2 Str), Concentration +6 (+6 Rank), Hide + (, +1 Dex), Intimidate +11 (+7 Rank, +1 Cha, +4 Domain), Jump + (+ Rank, +2 Str), Knowledge (religion) +7 (+5 Rank, +2 Int), Listen +5 (+3 Wis, +2 Racial), Move silently +1 (+1 Dex), Profession (torturer) (+5 Rank, +3 Wis), Ride +2 (+1 Rank, +1 Dex), Search +4 (+2 Int, +2 Racial), Spot +9 (+4 Rank, +3 Wis, +2 Racial), Spellcraft +4 (+2 Rank, +2 Int); Combat Expertise, Disarm, Impressive Demonstration*, Lightsight*, Lightning Grab*.</p><p></p><p>Drow Traits (Darkvision, Spell like abilities, SR 17, light blindness, +2 bonus vs. willpower saves vs. spells)</p><p>Elf traits</p><p></p><p>Possessions: +1 Chain Shirt, +1 Long Sword, +1 Buckler, 2 potions of cure moderate wounds (2d8+3), 1 potion of bulls strength, 1 potion of cat’s grace, hand crossbow with poised darts.</p><p></p><p>Cleric Spells Per Day: 5/4+1/3+1. Typical spells prepared: 0 – Cure Minor Wounds, Detect Magic, Detect Poison, Resistance, Virtue; 1 – Comprehend Languages, Cure Light Wounds, Endure Elements, Shield of Faith; 2 – Bull’s Strength, Death Knell, Hold Person</p><p>Cleric Domains: Control*, Pain* (deity: Demzer). Domain Spells: 1 - Command; 2 – Hideous Laughter.</p><p></p><p></p><p>Drow Enforcer-Wizard, male elf (drow) Ftr2/Wiz4: CR 7; Size M (5 ft., 0 in. tall); HD 2d10+2 + 4d4+4; hp 31; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex); Attack +7 melee, or +5 ranged; SV Fort +5, Ref +2, Will +4; AL NE; Str 16, Dex 12, Con 12, Int 14, Wis 10, Cha 11.</p><p></p><p>Languages Spoken: Trade Tongue, Draconic, Elven, Orc, Undercommon.</p><p></p><p>Skill points: Ftr 20, Wiz 16</p><p>Skills and feats: Climb +7 (+4 Rank, +3 Str), Craft (Weaponsmith) +6 (+4 Rank, +2 Int), Hide +1 (+1 Dex), Intimidate +4 (+4 Rank), Knowledge (Arcana) +6 (+4 Rank, +2 Int), Listen +2 (+2 Racial), Move silently +1 (+1 Dex), Profession (Torturer) +4 (+4 Rank), Ride +5 (+4 Rank, +1 Dex), Search +4 (+2 Int, +2 Racial), Spot +5 (+3 Rank, +2 Racial), Spellcraft +6 (+4 Rank, +2 Int), +4 Swim (+1 Rank, +3 Str); Cleave, Exotic Weapon Proficiency – Hand Crossbow, Improved initiative, Lightsight*, Power attack, [Scribe scroll].</p><p></p><p>Drow Traits (Darkvision, Spell like abilities, SR 17, light blindness, +2 bonus vs. willpower saves vs. spells)</p><p>Elf traits</p><p></p><p>Possessions: +1 Chain Shirt, +1 Long Sword, +1 Buckler, 2 potions of cure moderate wounds (2d8+3), 1 potion of bulls strength, 1 potion of cat’s grace, hand crossbow with poised darts.</p><p></p><p>Wizard Spells Known (4/4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Identify, Protection from Good, Silent Image, Summon Monster I, True Strike. 2nd – Bull’s Strength, Knock, Levitate, Locate Object, Melf's Acid Arrow, Mirror Image.</p><p></p><p>Notes - as per the City module, these guards are actually very polite to travellers until trouble starts.</p></blockquote><p></p>
[QUOTE="Psion, post: 1198007, member: 172"] [b]Drow enforcers[/b] Drow dominating a city need good troops to do so. These are they. These are only 6th level, not a challenge for my current party. But I agree with the general beleif you should not level up the world with the party. That being the case, however, I did not put these through the same scrutiny that I would characters that would be intended to stand up in combat. So you may want to tweak this a bit. Basically, these are NPCgen generated drow, with some tweaks skills, spells, & feats. They use Plot & Poison stuff if you are a fan of those books. Being from the old school I prefer the arrangement of male-wizard female-cleric among drow. The cleric is a more optimum character, you will notice. Squads of these enforcers would be lead by templars (if female) or spellswords (if male) wielding wands of torturous grasp*. I have stats for generic spellswords and templars written up already, I'll post them when I get a chance. * = From Plot & Poison Drow Enforcer-Priestess: female elf (drow) Ftr2/Clr4: CR 7; Size M (4 ft., 10 in. tall); HD 2d10 + 4d8; hp 33; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee, or +6 ranged; SV Fort +7, Ref +2, Will +7; AL NE; Str 14, Dex 13, Con 11, Int 15, Wis 16, Cha 13. Languages Spoken: Trade Tongue, Draconic, Elven, Orc, Undercommon. Skill points: Ftr 20, Clr 16 Skills and feats: Climb +7 (+5 Rank, +2 Str), Concentration +6 (+6 Rank), Hide + (, +1 Dex), Intimidate +11 (+7 Rank, +1 Cha, +4 Domain), Jump + (+ Rank, +2 Str), Knowledge (religion) +7 (+5 Rank, +2 Int), Listen +5 (+3 Wis, +2 Racial), Move silently +1 (+1 Dex), Profession (torturer) (+5 Rank, +3 Wis), Ride +2 (+1 Rank, +1 Dex), Search +4 (+2 Int, +2 Racial), Spot +9 (+4 Rank, +3 Wis, +2 Racial), Spellcraft +4 (+2 Rank, +2 Int); Combat Expertise, Disarm, Impressive Demonstration*, Lightsight*, Lightning Grab*. Drow Traits (Darkvision, Spell like abilities, SR 17, light blindness, +2 bonus vs. willpower saves vs. spells) Elf traits Possessions: +1 Chain Shirt, +1 Long Sword, +1 Buckler, 2 potions of cure moderate wounds (2d8+3), 1 potion of bulls strength, 1 potion of cat’s grace, hand crossbow with poised darts. Cleric Spells Per Day: 5/4+1/3+1. Typical spells prepared: 0 – Cure Minor Wounds, Detect Magic, Detect Poison, Resistance, Virtue; 1 – Comprehend Languages, Cure Light Wounds, Endure Elements, Shield of Faith; 2 – Bull’s Strength, Death Knell, Hold Person Cleric Domains: Control*, Pain* (deity: Demzer). Domain Spells: 1 - Command; 2 – Hideous Laughter. Drow Enforcer-Wizard, male elf (drow) Ftr2/Wiz4: CR 7; Size M (5 ft., 0 in. tall); HD 2d10+2 + 4d4+4; hp 31; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex); Attack +7 melee, or +5 ranged; SV Fort +5, Ref +2, Will +4; AL NE; Str 16, Dex 12, Con 12, Int 14, Wis 10, Cha 11. Languages Spoken: Trade Tongue, Draconic, Elven, Orc, Undercommon. Skill points: Ftr 20, Wiz 16 Skills and feats: Climb +7 (+4 Rank, +3 Str), Craft (Weaponsmith) +6 (+4 Rank, +2 Int), Hide +1 (+1 Dex), Intimidate +4 (+4 Rank), Knowledge (Arcana) +6 (+4 Rank, +2 Int), Listen +2 (+2 Racial), Move silently +1 (+1 Dex), Profession (Torturer) +4 (+4 Rank), Ride +5 (+4 Rank, +1 Dex), Search +4 (+2 Int, +2 Racial), Spot +5 (+3 Rank, +2 Racial), Spellcraft +6 (+4 Rank, +2 Int), +4 Swim (+1 Rank, +3 Str); Cleave, Exotic Weapon Proficiency – Hand Crossbow, Improved initiative, Lightsight*, Power attack, [Scribe scroll]. Drow Traits (Darkvision, Spell like abilities, SR 17, light blindness, +2 bonus vs. willpower saves vs. spells) Elf traits Possessions: +1 Chain Shirt, +1 Long Sword, +1 Buckler, 2 potions of cure moderate wounds (2d8+3), 1 potion of bulls strength, 1 potion of cat’s grace, hand crossbow with poised darts. Wizard Spells Known (4/4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Identify, Protection from Good, Silent Image, Summon Monster I, True Strike. 2nd – Bull’s Strength, Knock, Levitate, Locate Object, Melf's Acid Arrow, Mirror Image. Notes - as per the City module, these guards are actually very polite to travellers until trouble starts. [/QUOTE]
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