Drow Captain

Drow Captain
Level 9 (+5)
"Welcome to my house, Captain. I understand you were once a commoner? Well, no more, you will command my armed forces for the next ten years. Follow every command I give without question, fail me in not a single task, and after this time should you prove your excellence in this and…...other…...areas…....you may be allowed to join my house. Disappoint me, and you will be tossed back into the gutter you crawled out of, a drained and twisted corpse."
——Words commonly spoken to a Drow Captain
Drow Captains are Warriors who have grown in experience and clawed their way through the ranks of other common warriors to lead contingents of the armies of a Noble House. For many Drow Male commoners, this is perhaps the only path to ascension made available to them through the suffocating and unforgiving matriarchal hierarchy of their race. For this reason, such a role is highly sought after and fought for aggressively. This has the added benefit for the Priestesses and Matrons they serve, creating only the most deadly and skilled of fighters to slave for their cause. Drow Captains are exceptional fighters and skilled strategists, also typically being better equipped than common warriors.
Awareness
20
Senses
Darkvision
Initiative
17/1d10
Hitpoints: 65
Healing Value: 13
Resilience: +2
Morale
1
AC
24/29
Touch
20
Fort
18
Reflex
20
Will
20
Defenses
Resistances: MR (1d4+2)
Vulnerabilities: None
Defensive Actions
Battle Hardened
It requires two advantages (instead of one) to automatically upgrade a Glancing Hit to a Full Hit. (Basic)
Attributes / Saving Throws (1 AP)
STR
14 / 17
DEX
13 / 16
CON
11 / 14
INT
12 / 14
WIS
11 / 13
CHA
14 / 16
Saving Throw Modifiers: +6 vs Sleep & Charm
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+14 vs AC (ArN 3)
Drow Rapier Stab
2d8 + 1 (avg 10) Slashing damage
Melee Reach 5ft • One creature
The Drow Captain stabs toward its target with measured skill.
+12P vs AC (ArN 3)
Drow Crossbow
2d8 + 1 (avg 10) Piercing damage
Range 225ft • One creature
The Drow Captain levels a small yet powerful crossbow at its target and fires an accurate bolt into its target.
2d8 + 2 (avg 11) Bludgeoning damage
Grapple +10
Special Attacks (3 AP)
+14 vs AC (ArN 5)
Dueling Double Strike  • Advanced
4d8 + 15 (avg 33) Slashing damage
Melee Reach 5ft • One creature
The Drow Captain unleashes a flurry of skilled attacks through its target's defenses.
+14 vs AC (ArN 3)
Running Rapier Strike  • Advanced
4d8 + 6 (avg 24) Slashing damage
Melee Reach 5ft • One creature
The Drow Captain launches itself forward with deadly intent. It moves up to his Skirmish speed, making the attack at any point during his movement. This movement does not grant an Opportunity to the target.
+12P vs AC (ArN 3)
Poison Bolt  • Advanced
4d8 + 6 (avg 24) Piercing damage
Range 225ft • One creature
The Drow coats its crossbow bolt with debilitating Poison. On a hit, the target is subject to Drow Sleep Poison.
Sense Magic [1 AP]  [Magical]
Range 10ft • Any magical effect within range
The Drow can sense the presence of Magic within sight.
Do Not Disappoint [1/Rest]  • Advanced
The Drow Captain reminds its subordinates of the consequences of failure. Shift Tide of Battle 1 in the Drow's favo, to a maximum of +2.
Special: This ability may only be used once per round (regardless of the number of Drow Captains).
Darkness [1/Day]  [Magical] • Advanced • Pot 1d4+2, MR No
Range 50ft, Area 20ft diameter area within range • One object within range
The Drow calls upon its innate magic to cause an object to radiate darkness. This causes bright light to become dim and dim light to become completely dark. Creatures within the area of dim light have Partial Concealment, while those in complete darkness have Superior Concealment.
Faerie Fire [1/Day]  [Magical] • Advanced • Pot 1d4+2, MR Yes
Range 100ft, Area 30ft diameter area within range • All creatures within the area
The Drow uses its innate magic with sinister skill. Targets become outlined in a dim glow for 5 rounds, overcoming the benefits of natural or magical forms of Concealment (as with Faerie Fire Invocation)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • Sunlight Sensitivity: When first exposed to Sunlight (or similarly bright light), te Drow is Blinded for 10 segments. Thereafter, the Drow suffers a -2 penalty to attacks and defenses and a -5 penalty to Spot checks and Awareness.
  • Magic Resistance: 1d4 + [Mental Rank]. At 11th level, this increases to 1d6 + [Mental Rank]. At 21st level, it increases to 1d8 + [Mental Rank]. (inc)
  • Elven Kin: Gain a +4 racial bonus to Balance checks and a racial bonus to saving throws vs. Sleep and Charm effects equal to twice their Mental Rank [STB 2x[Mental Rank]]. (inc)
  • Strength of Mind: +2 racial bonus to Will (inc)
  • Drow Weaponry: Drow weapons and armor are enchanted to give bonuses to Attack or AC, but this magic will only function for someone of Drow race. In other hands, the weapons are considered to be of Masterwork quality. Additionally, when a drow weapon is exposed to direct sunlight, it quickly degrades and immediately loses its magical properties.
Skills: Balance R5 (+13), Climb R4 (+7), Escape R4 (+7), Jump R3 (+6), Riding R4 (+7), Stealth R5 (+9), Swim R3 (+5), Tumble R3 (+5), Listen R5 (+10), Spot R5 (+10), Orienteering R4 (+8), Survival R4 (+8), Investigate R3 (+6), Eldritch Arts R1 (+3), Coercion R3 (+8), Deception R2 (+5), Manipulation R1 (+3), Persuasion R1 (+2), Aloofness R1 (+3), Bravery R3 (+7), Intuition R2 (+4), Tolerance R1 (+3), Suspicion R1 (+2)
Feats: Skilled, More Precise, Class Feature (Battle Hardened)
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Martial
Combat Training: Melee 3, Ranged 3, Parry 3, Fort 2, Reflex 2, Will 2
Wits: +4, Brawn: +7
Equipment: Drow Byrnie (+1/+1), Drow Rapier (+2), Crossbow
Charm
+1
Coercion
+8
Deception
+5
Manipulation
+3
Persuasion
+2
Aloofness
+3
Bravery
+7
Intuition
+4
Tolerance
+3
Suspicion
+2
Social
Composure: 18
Languages: Drow, Undercommon
Motives: Serve the Spider Queen, Serve the Matron
Prejudices: