Drow Noble

Drow Noble
Level 16 (+7)
All Male Drow born into a noble family are required to attend the three academies upon reaching Adolescence. They spend roughly 10 years at the academy for combat training, where they are indoctrinated into the merciless fighting methods of their people. After that they are required to spend 4 years each in the school for wizardry and, perhaps most importantly, the House of Lilith. Drow Nobles are trained in all aspects of their culture during this time and come out of this brutally efficient period as effective and dangerous mage-warriors. They are almost always seen in expensive armor and finery adorned with their house symbols, and carry themselves with an heir of importance, except of course whenever a Drow Priestess is nearby.
Awareness
21
Senses
Darkvision
Initiative
24/1d8
Max HP
161
Resilience: +2
Healing Value: 32
Morale
4
Defenses
AC
24/30
Touch
19
Fort
20
Reflex
22
Will
23
Resistances: MR (1d6+2)
Vulnerabilities:
Attributes / Saving Throws
STR
16 / 19
DEX
13 / 16
CON
11 / 14
INT
17 / 19
WIS
12 / 14
CHA
16 / 18
Saving Throw Modifiers: Sleep & Charm [STB 4]
Actions
Movement Modes
Shift 5ft / 3
Skirmish 35ft / 4
Sprint 60ft / 4
At-Will
Rapier
+18 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One creature
2d8 + 5 (avg 14) Slashing damage (Crit 13%/9)
Duelist's Dance
Basic
+18 vs AC (ArN 1)
Standard REC 7 • Melee Reach 5ft • One creature
2d8 + 5 (avg 14) Slashing damage (Crit 13%/9)
The drow dances nimbly around its target. On a hit, the Drow swaps places with the target. The Drow may then shift 5ft.
Magic Missile
 [MagicalBasic • Pot 1d4+5, MR Yes
+13P vs Reflex
Cast CT 2, REC 4 • Range 100ft • 5 Missiles on the same or different targets
1d4 + 1 per missile (avg 4) Force damage (Crit 3%/0)
Missiles of force fire from the Drow's fingertips.
Scorching Ray
 [Magical, FireBasic • Pot 1d4+5, MR Yes
+13P vs Reflex
Cast CT 4, REC 4 • Range 100ft • One creature
4d8 + 10 (avg 28) Fire damage (Crit 3%/0)
Sense Magic
 [MagicalBasic • Pot 1d4+2, MR No
Focus FT 2, REC 0 • Range 10ft
The Drow can sense magical auras within sight.
2d6 + 5 (avg 12) Bludgeoning damage
Grapple +12
Uses: 3
Short Rest
Spring Attack
Advanced
+18 vs AC (ArN 1)
Standard REC 8 • Melee Reach 5ft • One creature
4d8 + 5 (avg 23) 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.
Fire Ball
 [Magical, FireAdvanced • Pot 1d8+5, MR Yes
+13P vs Reflex
Cast CT 6, REC 5 • Range 500ft, Area 40ft diameter area • All creatures in area
4d6 + 26 (avg 40) Fire damage (Crit 3%/0)
A large ball of fire hurdles towards the Drow's enemies. On a hit, targets are Pushed [1d4 x 5]ft from the center of the area. On a miss, targets suffer half damage.
Fly
 [Magical, PerceptiveAdvanced • Pot 1d8+5, MR Yes
Cast CT 5, REC 2 • Range 30ft • One creature within 30ft
The target may Fly at a speed of 50ft per 3 segments for 1d4+2 rounds
Stoneskin
 [MagicalAdvanced • Pot 1d8+5, MR No
Cast CT 3, REC 5 • Range 30ft
The Drow is surrounded by a barrier of force, making it immune to physical attacks that deal 10 points of damage or less. Attacks that deal more damage (up to 100 points) are absorbed completely, but the spell ends immediately after absorbing 1d4 of such attacks. Additionally, if a single physical attack deals more than 100 points of damage, 100 points of damage are absorbed and the spell ends immediately.
Uses: 3
Extended Rest
Whirling Waltz
Legendary
+18 vs AC (ArN 1)
Standard REC 10 • Melee Reach 5ft • One creature per attack
3d8 + 5 (avg 19) Slashing damage (Crit 13%/9)
The Drow dances around its opponent, making three attacks. Between each attack, the Drow may shift 5ft.
Inescapable Foe
Legendary
+18 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One creature
4d8 + 14 (avg 32) Slashing damage (Crit 13%/9)
The Drow pursues his opponent with intense focus. On a hit, for the duration of the combat, when the target moves to a location not adjacent to the Drow Noble, the Drow may move up to its skirmish speed to a location closer to the target (movement limited to 1/rnd)
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)
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 R4 (+8), Climb R3 (+2), Escape R2 (+2), Jump R3 (+3), Stealth R6 (+10), Swim R1 (-2), Tumble R4 (+4), Listen R4 (+10), Spot R5 (+12), Alchemy R4 (+10), Herbalism R2 (+6), Orienteering R3 (+8), Ritual Casting R4 (+10), Survival R2 (+4), Eldritch Arts R4 (+11), Martial Pract. R4 (+10), Charm R5 (+13), Coercion R3 (+8), Deception R5 (+13), Manipulation R5 (+13), Persuasion R6 (+14), Aloofness R4 (+11), Bravery R3 (+7), Intuition R5 (+12), Suspicion R5 (+12)
Feats: Fast Initiative, Heavy Hitter, Class Feature: Weapon Training, Extra Philosophy, Great Morale
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Eldritch, Rank 6 Martial
Combat Training: Cast 4, Melee 3, Parry 2, Fort 2, Reflex 3, Will 3
Wits: +6, Brawn: +7
Equipment: Drow Chainmail (+1/+1), Drow Rapier (+3)
Social
Languages: Undercommon, Common, Elven
Composure: 24
Charm
+13
Coercion
+8
Deception
+13
Manipulation
+13
Persuasion
+14
Aloofness
+11
Bravery
+7
Intuition
+12
Tolerance
+1
Suspicion
+12
Prejudices:
    Motives: