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So there's no CR3 Drow then...
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<blockquote data-quote="RangerWickett" data-source="post: 1463387" data-attributes="member: 63"><p>Oh, and don't get nervous about running a game. The goal is to have fun, and as long as you let the players try to be cool or heroic (without giving them free reign to win with ease), you'll have a fun time. Don't worry about micromanaging what treasure they should get. Just figure out what sounds good, and if the party starts seeming weaker or stronger than you think they oughta be at their level, it's not hard to fix things later on by giving out more or less treasure.</p><p></p><p>Some sample Dark Elves that aren't too powerful. Remember, Dark Elves have to be cool bad asses, so make sure they've got nifty tricks that make them seem exotic and dangerous.</p><p></p><p><strong>Quillathe Nailo:</strong> Dark Elf female Fighter 3. CR 4. Medium humanoid (elf); HD 3d10+3; hp 30; Init +3; Spd 20 ft.; AC 18 (+5 masterwork breastplate, +3 Dex); Atk +7 melee (1d6+1 masterwork rapier), or +7 melee touch attack (trip attempt +1 or disarm attempt +13, masterwork whip); SQ Spell Resistance 14, darkvision 120, +2 to Will saves against spells and spell-like abilities, light blindness, 1/day faerie fire, darkness, and dancing lights; AL NE; SV Fort +4, Ref +4, Will +0; Str 12, Dex 17, Con 12, Int 15, Wis 8, Cha 12.</p><p></p><p>Skills, Feats, and Languages: Hide (cc) +8, Intimidate +7, Jump +4, Move Silently (cc) +3; Combat Expertise, Exotic Weapon Proficiency (whip), Improved Disarm, Weapon Finesse; Undercommon, Dark Elf, Orc, Common.</p><p></p><p>Equipment: Dark Elvish Cloak of Elvenkind +5 (disintegrates when exposed to sunlight).</p><p></p><p>Quillathe prefers to fight by getting 10 ft. from her opponent, then either tripping or disarming her foe with her whip (whichever seems easiest). She'll then step in and attack with her rapier. She doesn't use the whip to deal damage, and nor does she use both the whip and the rapier at the same time.</p><p></p><p> </p><p><strong>Alisru Denna:</strong> Dark Elf female Cleric 5. CR 6. Medium humanoid (elf); HD 5d8; hp 26; Init +1; Spd 20 ft.; AC 21 (+8 masterwork fullplate, +2 masterwork large metal shield, +1 Dex); Atk +3 melee (1d8-1 masterwork mace); SQ Spell Resistance 16, darkvision 120, +2 to Will saves against spells and spell-like abilities, light blindness, 1/day faerie fire, darkness, and dancing lights, domains: fire and travel; AL CE; SV Fort +5, Ref +2, Will +7; Str 8, Dex 12, Con 12, Int 15, Wis 16, Cha 14.</p><p></p><p>Skills, Feats, and Languages: Concentration +9, Knowledge (arcana) +10, Knowledge (religion) +10, Spellcraft +10; ; Undercommon, Dark Elf, Orc, Elf.</p><p></p><p>Equipment: Wand of Cure Light Wounds, scroll of insect plague, potion of invisibility.</p><p></p><p>Spells Prepared: 5 5 5 4</p><p>1st - Burning Hands, Command, Entropic Shield, Sanctuary, Shield of Faith</p><p>2nd - Bear's Endurance, Hold Person x2, Produce Flame, Shield Other</p><p>3rd - Dispel Magic, Fly, Summon Monster III x2</p><p></p><p>Alisru never strays far from her bodyguard Quillathe, and she typically has many disposable allies defending her. When she learns that her guards are under attack, she quickly casts fly on herself, then shield other and bear's endurance on Quillathe, then she drinks a potion of invisibility before heading into combat. In combat, she uses her wand to heal herself if injured (typically because of the shield other spell), or summons an insect plague or monster.</p><p></p><p>With this set up, Quillathe gains +6 hit points, and gets a +1 bonus to AC and saves. Quillathe and Alisru have to stay within 35 ft., or else the shield other spell ends.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1463387, member: 63"] Oh, and don't get nervous about running a game. The goal is to have fun, and as long as you let the players try to be cool or heroic (without giving them free reign to win with ease), you'll have a fun time. Don't worry about micromanaging what treasure they should get. Just figure out what sounds good, and if the party starts seeming weaker or stronger than you think they oughta be at their level, it's not hard to fix things later on by giving out more or less treasure. Some sample Dark Elves that aren't too powerful. Remember, Dark Elves have to be cool bad asses, so make sure they've got nifty tricks that make them seem exotic and dangerous. [b]Quillathe Nailo:[/b] Dark Elf female Fighter 3. CR 4. Medium humanoid (elf); HD 3d10+3; hp 30; Init +3; Spd 20 ft.; AC 18 (+5 masterwork breastplate, +3 Dex); Atk +7 melee (1d6+1 masterwork rapier), or +7 melee touch attack (trip attempt +1 or disarm attempt +13, masterwork whip); SQ Spell Resistance 14, darkvision 120, +2 to Will saves against spells and spell-like abilities, light blindness, 1/day faerie fire, darkness, and dancing lights; AL NE; SV Fort +4, Ref +4, Will +0; Str 12, Dex 17, Con 12, Int 15, Wis 8, Cha 12. Skills, Feats, and Languages: Hide (cc) +8, Intimidate +7, Jump +4, Move Silently (cc) +3; Combat Expertise, Exotic Weapon Proficiency (whip), Improved Disarm, Weapon Finesse; Undercommon, Dark Elf, Orc, Common. Equipment: Dark Elvish Cloak of Elvenkind +5 (disintegrates when exposed to sunlight). Quillathe prefers to fight by getting 10 ft. from her opponent, then either tripping or disarming her foe with her whip (whichever seems easiest). She'll then step in and attack with her rapier. She doesn't use the whip to deal damage, and nor does she use both the whip and the rapier at the same time. [b]Alisru Denna:[/b] Dark Elf female Cleric 5. CR 6. Medium humanoid (elf); HD 5d8; hp 26; Init +1; Spd 20 ft.; AC 21 (+8 masterwork fullplate, +2 masterwork large metal shield, +1 Dex); Atk +3 melee (1d8-1 masterwork mace); SQ Spell Resistance 16, darkvision 120, +2 to Will saves against spells and spell-like abilities, light blindness, 1/day faerie fire, darkness, and dancing lights, domains: fire and travel; AL CE; SV Fort +5, Ref +2, Will +7; Str 8, Dex 12, Con 12, Int 15, Wis 16, Cha 14. Skills, Feats, and Languages: Concentration +9, Knowledge (arcana) +10, Knowledge (religion) +10, Spellcraft +10; ; Undercommon, Dark Elf, Orc, Elf. Equipment: Wand of Cure Light Wounds, scroll of insect plague, potion of invisibility. Spells Prepared: 5 5 5 4 1st - Burning Hands, Command, Entropic Shield, Sanctuary, Shield of Faith 2nd - Bear's Endurance, Hold Person x2, Produce Flame, Shield Other 3rd - Dispel Magic, Fly, Summon Monster III x2 Alisru never strays far from her bodyguard Quillathe, and she typically has many disposable allies defending her. When she learns that her guards are under attack, she quickly casts fly on herself, then shield other and bear's endurance on Quillathe, then she drinks a potion of invisibility before heading into combat. In combat, she uses her wand to heal herself if injured (typically because of the shield other spell), or summons an insect plague or monster. With this set up, Quillathe gains +6 hit points, and gets a +1 bonus to AC and saves. Quillathe and Alisru have to stay within 35 ft., or else the shield other spell ends. [/QUOTE]
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