Drow Commander

Drow Commander
Level 15 (+7)
"Watch this new captain closely, Commander. I heard rumor that he was once a commoner in a House we crushed. It is possible that he serves as a spy or an agent of vengeance. If he shows even the slightest hint of disloyalty, inform me immediately. If he shows outright defiance or commits an act of betrayal, well, you know what must become of him."
——Words commonly spoken to a Drow Commander
At the highest echelons of Drow Military service sits the Drow Commander, who typically leads the entire army of the Noble House he has sworn to serve. This is the highest position a Male in this society can achieve before being brought into nobility. A Drow warrior at this level must be exceptionally adept at martial combat, and typically does not make mistakes in military strategy or political scheming. Doing so at that point in his career would spell certain doom, for there is nothing the Drow despise more than incompetence. For this reason, the Commander lives only to achieve excellence, and will always look for the most efficient and deadly way to eliminate obstacles before him.
Awareness
21
Senses
Darkvision
Initiative
24/1d6
Max HP
167
Resilience: +3
Healing Value: 33
Morale
3
Defenses
AC
24/30
Touch
19
Fort
20
Reflex
22
Will
24
Resistances: MR (1d6+3)
Vulnerabilities:
Attributes / Saving Throws
STR
16 / 19
DEX
14 / 17
CON
12 / 15
INT
13 / 16
WIS
13 / 16
CHA
17 / 20
Saving Throw Modifiers: Sleep & Charm [STB 6]
Actions
Movement Modes
Shift 5ft / 2
Skirmish 35ft / 3
Sprint 60ft / 3
At-Will
Rapier
+19 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One creature
2d8 + 5 (avg 14) Slashing damage (Crit 13%/9)
Dual Weapon Strike
Basic
+17 vs AC (ArN 1)
Standard REC 9 • Melee Reach 5ft • One creature per attack
2d8 + 5 (avg 14) Slashing damage (Crit 13%/9)
The Drow makes two quick attacks, on the same or different targets.
Poisoned Crossbow
Basic
+15P vs AC (ArN 3)
Standard REC 8 • Range 225ft • One creature
2d8 + 6 (avg 15) Piercing damage (Crit 18%/9)
A poisoned bolt soars towards the Drow's enemies. On a hit, the target is subject to Drow Sleep Poison.
Mobile Shot
Basic
+15P vs AC (ArN 3)
Standard REC 8 • Range 225ft • One creature
2d8 + 6 (avg 15) Piercing damage (Crit 18%/9)
Before the attack, the Drow may shift up to 10ft.
Sense Magic
 [MagicalBasic • Pot 1d4+3, MR No
Focus FT 2, REC 0 • Range 10ft
The Drow can sense magical auras within sight.
2d6 + 5 (avg 12) Bludgeoning damage
Grapple +13
Uses: 3
Short Rest
Spring Attack
Advanced
+17 vs AC (ArN 1)
Standard REC 8 • Melee Reach 5ft • One creature
4d8 + 10 (avg 28) Slashing damage (Crit 13%/9)
The Drow moves up to his Skirmish speed, making a Rapier attack at any point during his movement. This movement does not grant an Opportunity to the target.
Dual Weapon Flurry
Advanced
+17 vs AC (ArN 1)
Standard REC 10 • Melee Reach 5ft • One creature per attack
2d8 + 5 (avg 14) Slashing damage (Crit 13%/9)
The Drow makes 4 attacks in quick succession, on the same or different targets.
Uses: 3
Extended Rest
Whirling Waltz
Legendary
+17 vs AC (ArN 1)
Standard REC 10 • Melee Reach 5ft • One creature per attack
4d8 + 5 (avg 23) Slashing damage (Crit 13%/9)
The Drow dances around its opponent, making three attacks. Between each attack, the Drow may shift 5ft.
Innate Magic [Magical]
Each Ability may be used once per day:
Darkness [REC 6]: Cause an object to radiate darkness out to 20 ft, causing 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. (Basic, Pot 1d4+1, MR No)
Faerie Fire [REC 6]: All creatures and objects in 30ft diameter area within 100ft. Target's become outlined in a dim glow for 5 rounds, overcoming the benefits of natural or magical forms of Concealment (as with Faerie Fire Invocation). (Basic, Pot 1d4+1, MR Yes)
Levitate: For 1 round, the Drow may Levitate up to 20ft as a Standard Action [REC 3]. (Basic, Pot 1d4+1, MR No)
Overland Movement
35 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 R3 (+6), Climb R3 (+2), Escape R2 (+1), Jump R3 (+3), Stealth R6 (+9), Swim R1 (-2), Tumble R3 (+3), Listen R4 (+10), Spot R5 (+12), Cartography R1 (+4), Hunting R2 (+6), Orienteering R3 (+8), Survival R2 (+5), Martial Pract. R5 (+12), Charm R4 (+11), Coercion R5 (+13), Deception R4 (+11), Manipulation R4 (+11), Persuasion R6 (+14), Aloofness R2 (+7), Bravery R5 (+12), Intuition R5 (+12), Suspicion R4 (+10)
Feats: Fast Initiative, Heavy Hitter, Fast Initiative, Class Feature: Weapon Training
Philosophies: Rank 3 Mental, Rank 3 Physical, Rank 7 Martial
Combat Training: Melee 4, Ranged 3, Parry 2, Fort 2, Reflex 3, Will 3
Wits: +8, Brawn: +7
Equipment: Drow Chainmail (+1/+1), 2 Drow Rapiers (+3), Light Crossbow (+2)
Social
Languages: Undercommon, Common, Elven
Composure: 25
Charm
+11
Coercion
+13
Deception
+11
Manipulation
+11
Persuasion
+14
Aloofness
+7
Bravery
+12
Intuition
+12
Tolerance
+3
Suspicion
+10
Prejudices:
    Motives: