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<blockquote data-quote="Obly99" data-source="post: 8720747" data-attributes="member: 7035194"><p>Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (<a href="https://www.enworld.org/threads/monster-revisions.191294/post-3457706" target="_blank">Monster Revisions</a>) and my Houndsman, here is Naerinidia Arkenett.</p><p style="text-align: center"><strong><span style="font-size: 26px">Pure Drow</span></strong></p><p></p><p><strong>Racial Traits</strong></p><p><strong></strong></p><p><strong>Ability Score Modifiers:</strong></p><p></p><p>Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma</p><p></p><p>Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma</p><p></p><p><strong>Type:</strong> Humanoid (elf) .</p><p></p><p><strong>Size:</strong> Medium size.</p><p></p><p><strong>Base Speed:</strong> Pure Drow base land speed is 30 feet (40 if female).</p><p></p><p><strong>Weapon Familiarity:</strong> Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.</p><p></p><p><strong>Languages: </strong>Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.</p><p></p><p><strong>Defense Racial Traits</strong></p><p><strong></strong></p><p><strong>Detect Black Blood (Ex):</strong> A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.</p><p></p><p><strong>Immunities:</strong> Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.</p><p></p><p><strong>Spell Resistance:</strong> Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.</p><p></p><p><strong>Keen Senses:</strong> Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.</p><p></p><p><strong>Magical Racial Traits</strong></p><p><strong>Spell-Like Abilities (Sp):</strong> Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.</p><p></p><p><strong>Offense Racial Traits</strong></p><p><strong>Poison Use:</strong> Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.</p><p></p><p><strong>Senses Racial Traits</strong></p><p><strong>Stonecunning (Ex):</strong> This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p></p><p><strong>Superior Darkvision:</strong> Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.</p><p></p><p><strong>Feats Racial Traits</strong></p><p>A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).</p><p></p><p><strong>Weakness Racial Traits</strong></p><p><strong>Light Blindness:</strong> As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.</p><p></p><p><strong>Table: Pure Drow Random Starting Ages</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Adulthood</strong></p> </td><td><p style="text-align: center"><strong>Simple</strong></p> </td><td><p style="text-align: center"><strong>Moderate</strong></p> </td><td><p style="text-align: center"><strong>Complex</strong></p> </td></tr><tr><td><p style="text-align: center">110 years</p> </td><td><p style="text-align: center">+4d6</p> </td><td><p style="text-align: center">+6d6</p> </td><td><p style="text-align: center">+10d6</p> </td></tr></table><p></p><p><strong>Table: Pure Drow Aging Effects</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Middle Age</strong></p> </td><td><p style="text-align: center"><strong>Old</strong></p> </td><td><p style="text-align: center"><strong>Venerable</strong></p> </td><td><p style="text-align: center"><strong>Maximum Age</strong></p> </td></tr><tr><td><p style="text-align: center">700 years</p> </td><td><p style="text-align: center">1052 years</p> </td><td><p style="text-align: center">1400 years</p> </td><td><p style="text-align: center">1400+16d% years</p> </td></tr></table><p></p><p><strong>Table: Pure Drow Random Height and Weight</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Base Height</strong></p> </td><td><p style="text-align: center"><strong>Height Modifier</strong></p> </td><td><p style="text-align: center"><strong>Base Weight</strong></p> </td><td><p style="text-align: center"><strong>Weight Modifier</strong></p> </td></tr><tr><td><p style="text-align: center">5' 7"</p> </td><td><p style="text-align: center">+4d6</p> </td><td><p style="text-align: center">90 lb.</p> </td><td><p style="text-align: center">× 1.5 lb.</p> </td></tr></table><p></p><p></p><p>Naerinidia Arkenett</p><p>Female Pure Drow houndsman 17</p><p></p><p>NE Medium humanoid (elf)</p><p></p><p><strong>Init</strong> +18; <strong>Senses</strong> detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57</p><p></p><p>Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39</p><p></p><p><strong>hp</strong> 289 (17d12+85)</p><p></p><p><strong>Fort</strong> +20, <strong>Ref </strong>+23, <strong>Will</strong> +23; +2 against enchantment and +2 to Will against spells/spell-like</p><p></p><p><strong>Defensive Abilities</strong> camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; <strong>Immune</strong> sleep; <strong>SR</strong> 28</p><p></p><p><strong>Weaknesses</strong> light blindness</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 40 ft., relentless stride</p><p></p><p><strong>Melee</strong> +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)</p><p></p><p>or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)</p><p></p><p>or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)</p><p></p><p><strong>Ranged</strong> +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)</p><p></p><p>or against creatures +45/+40/+35/+30 (1d8+20/x3)</p><p></p><p>or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)</p><p></p><p><strong>Special Attacks</strong> favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 17th, concentration +23)</p><p></p><p><strong>Constant</strong>—detect magic</p><p></p><p><strong>At will</strong>—dancing lights, deeper darkness, faerie fire, feather fall, levitate</p><p></p><p><strong>1/day</strong>—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)</p><p></p><p><strong>Houndsman Spells Prepared</strong> (CL 17th; concentration +26)</p><p></p><p>4th—dimension door, greater invisibility, locate creatures</p><p></p><p>3rd—deep slumber, false life x2, misdirection</p><p></p><p>2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment</p><p></p><p>1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>14, <strong>Dex</strong> 26, Con 20, <strong>Int</strong> 20, <strong>Wis</strong> 26, <strong>Cha</strong> 20</p><p></p><p><strong>Base Atk</strong> +17; <strong>CMB</strong> +19 (+35 against creatures); <strong>CMD</strong> 51 (67 against creatures)</p><p></p><p><strong>Feats</strong> Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess</p><p></p><p><strong>Skills</strong> Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; <strong>Racial Modifiers</strong> +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival</p><p></p><p><strong>Languages</strong> Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;</p><p></p><p><strong>SQ</strong> adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])</p><p></p><p><strong>Gears</strong> amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow</p></blockquote><p></p>
[QUOTE="Obly99, post: 8720747, member: 7035194"] Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 ([URL='https://www.enworld.org/threads/monster-revisions.191294/post-3457706']Monster Revisions[/URL]) and my Houndsman, here is Naerinidia Arkenett. [CENTER][B][SIZE=7]Pure Drow[/SIZE][/B][/CENTER] [B]Racial Traits Ability Score Modifiers:[/B] Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma [B]Type:[/B] Humanoid (elf) . [B]Size:[/B] Medium size. [B]Base Speed:[/B] Pure Drow base land speed is 30 feet (40 if female). [B]Weapon Familiarity:[/B] Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon. [B]Languages: [/B]Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages. [B]Defense Racial Traits Detect Black Blood (Ex):[/B] A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood. [B]Immunities:[/B] Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save. [B]Spell Resistance:[/B] Drow possess spell resistance (SR) equal to 11 plus their total number of class levels. [B]Keen Senses:[/B] Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door. [B]Magical Racial Traits Spell-Like Abilities (Sp):[/B] Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level. [B]Offense Racial Traits Poison Use:[/B] Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. [B]Senses Racial Traits Stonecunning (Ex):[/B] This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. [B]Superior Darkvision:[/B] Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them. [B]Feats Racial Traits[/B] A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st). [B]Weakness Racial Traits Light Blindness:[/B] As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. [B]Table: Pure Drow Random Starting Ages[/B] [TABLE] [TR] [TD][CENTER][B]Adulthood[/B][/CENTER][/TD] [TD][CENTER][B]Simple[/B][/CENTER][/TD] [TD][CENTER][B]Moderate[/B][/CENTER][/TD] [TD][CENTER][B]Complex[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]110 years[/CENTER][/TD] [TD][CENTER]+4d6[/CENTER][/TD] [TD][CENTER]+6d6[/CENTER][/TD] [TD][CENTER]+10d6[/CENTER][/TD] [/TR] [/TABLE] [B]Table: Pure Drow Aging Effects[/B] [TABLE] [TR] [TD][CENTER][B]Middle Age[/B][/CENTER][/TD] [TD][CENTER][B]Old[/B][/CENTER][/TD] [TD][CENTER][B]Venerable[/B][/CENTER][/TD] [TD][CENTER][B]Maximum Age[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]700 years[/CENTER][/TD] [TD][CENTER]1052 years[/CENTER][/TD] [TD][CENTER]1400 years[/CENTER][/TD] [TD][CENTER]1400+16d% years[/CENTER][/TD] [/TR] [/TABLE] [B]Table: Pure Drow Random Height and Weight[/B] [TABLE] [TR] [TD][CENTER][B]Base Height[/B][/CENTER][/TD] [TD][CENTER][B]Height Modifier[/B][/CENTER][/TD] [TD][CENTER][B]Base Weight[/B][/CENTER][/TD] [TD][CENTER][B]Weight Modifier[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]5' 7"[/CENTER][/TD] [TD][CENTER]+4d6[/CENTER][/TD] [TD][CENTER]90 lb.[/CENTER][/TD] [TD][CENTER]× 1.5 lb.[/CENTER][/TD] [/TR] [/TABLE] Naerinidia Arkenett Female Pure Drow houndsman 17 NE Medium humanoid (elf) [B]Init[/B] +18; [B]Senses[/B] detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures) DEFENSE [B]AC[/B] 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57 Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39 [B]hp[/B] 289 (17d12+85) [B]Fort[/B] +20, [B]Ref [/B]+23, [B]Will[/B] +23; +2 against enchantment and +2 to Will against spells/spell-like [B]Defensive Abilities[/B] camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; [B]Immune[/B] sleep; [B]SR[/B] 28 [B]Weaknesses[/B] light blindness OFFENSE [B]Speed[/B] 40 ft., relentless stride [B]Melee[/B] +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20) or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20) or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20) [B]Ranged[/B] +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3) or against creatures +45/+40/+35/+30 (1d8+20/x3) or against creatures with smite +53/+48/+43/+38 (1d8+37/x3) [B]Special Attacks[/B] favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6 [B]Spell-Like Abilities[/B] (CL 17th, concentration +23) [B]Constant[/B]—detect magic [B]At will[/B]—dancing lights, deeper darkness, faerie fire, feather fall, levitate [B]1/day[/B]—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18) [B]Houndsman Spells Prepared[/B] (CL 17th; concentration +26) 4th—dimension door, greater invisibility, locate creatures 3rd—deep slumber, false life x2, misdirection 2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment 1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19) STATISTICS [B]Str [/B]14, [B]Dex[/B] 26, Con 20, [B]Int[/B] 20, [B]Wis[/B] 26, [B]Cha[/B] 20 [B]Base Atk[/B] +17; [B]CMB[/B] +19 (+35 against creatures); [B]CMD[/B] 51 (67 against creatures) [B]Feats[/B] Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess [B]Skills[/B] Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; [B]Racial Modifiers[/B] +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival [B]Languages[/B] Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon; [B]SQ[/B] adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area]) [B]Gears[/B] amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow [/QUOTE]
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