Elite Drow Regiment

Drow Elite Regiment
Level 19 (+5)
"As the second wave, you will work with our contingent of Spellblades to deliver a critical blow to their forces from behind. The Priestesses will arrive shortly after to decimate any further resistance. If you find yourself wounded, do not expect to be healed, there is no room for weakness in the Matron’s forces."
——Commands typically given to an Elite Drow Regiment
These military units are the most well-trained of a Noble Houses male soldiers, primarily made up of veterans and exceptionally gifted warriors. They have been well conditioned against the adversity and dangers all around them and engage in battle with startling eagerness and skill. These Elite are typically sent in as shock troops to disperse and eliminate any unplanned for mounting resistance, swarming enemies with coordinated and lethal precision.
Awareness
20
Senses
Darkvision
Initiative
17/1d10
Hitpoints: 67
Healing Value: 13
Resilience: +2
Morale
2
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)
Mob Melee Attack
Make one attack on each target within Reach of one or more Drow. On a hit, deal 2d8+1 Slashing damage. Gain a +1 Power bonus to the Attack Roll and a +5 Power bonus to damage for each additional Drow (beyond the first) within reach of the target. If one or more Drow has advantages from flanking, apply the best bonus to this attack roll. (Basic)
Mob Ranged Attack
For each Drow making a Ranged Attack, choose a single target. Make an attack roll for each target, gaining a +1 Power bonus to the attack for each Drow beyond the first. On a hit, deal 2d8+1 damage and the target is subject to Drow Sleep Poison. For every Drow beyond the first, gain a +5 Power bonus to damage and for every two Drow beyond the first, increase the difficulty of the initial Saving Throw vs Drow Sleep Poison by 1d10 [STP 1d10]. (Advanced)
Innate Magic: Darkness [1/Day]  [Magical] • Advanced • Pot 1d4+2, MR Yes
Range 50ft, Area 20 • One object within range
The Drow Captain 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.
Innate Magic: Faerie Fire [1/Day]  [Magical] • Advanced • Pot 1d4+2, MR Yes
Range 100ft, Area 30 • All creatures within the area
The Drow Captain 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)
2d8 + 2 (avg 11) Bludgeoning damage
Grapple +10
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
  • 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 1 Fae, 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: