Drow Underpriestess

Drow Underpriestess
Level 14 (+6)
"I should congratulate you for passing your initiation right, my child, but of course as you have likely heard, this is where the sacrifice and pain required of a Priestess of Lilith truly begins. Now remove your garments."
——Lessons commonly taught to a Drow Underpriestess
If an Acolyte manages to survive her first 4 years in the Church of Lilith, both under the deceptions of her sisters and her teachers, she is promoted to an Underpriestess. It is at this point that the women of Drow society truly learn to be cunning, ruthless, depraved and domineering towards those beneath them. Failure to elevate oneself in the eyes of Lilith at this crucial time in their development can result in humiliating rape, and often times death if the lesson is not learned the first time. More skilled in magic and combat than Acolytes, they are also far more ambitious and devious.
Awareness
21
Senses
Darkvision
Initiative
20/1d8
Hitpoints: 123
Healing Value: 24
Resilience: +2
Morale
4
AC
23/28
Touch
19
Fort
18
Reflex
21
Will
22
Defenses
Resistances: MR (1d6+3)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 14
DEX
12 / 15
CON
9 / 12
INT
12 / 19
WIS
14 / 21
CHA
15 / 22
Saving Throw Modifiers: +6 vs Sleep & Charm
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+15 vs AC (ArN 2)
Vile Rapier [Opportunity]
2d8 Vile damage
Melee Reach 5ft
Good targets are also Sickened [SE, ST 4d10 vs CON].
+13 vs Touch
Inflict Wounds
Targets one living creature. On a hit, the target suffers 3d8+3 Necrotic damage. (Basic)
+12P vs AC (ArN 2)
Hand Crossbow
1d6+1 Piercing damage
Range 50ft
On a hit, the target is subject to Drow Sleep Poison.
1d8 Bludgeoning damage
Grapple +10
Special Attacks (3 AP)
+13 vs Reflex
Ray of Darkness P
Targets one creature within 100ft. ON a hit, the target suffers 6d8+3 Necrotic Damage. Half damage on a miss. (Basic)
+13 vs Will
Hold Person P
Targets one living humaoid (large size or smaller) within 50ft. On a hit, the target is Paralyzed [SE, ST 4d10 vs CHA]. (Advanced)
+13 vs Touch
Poison
Targets one creature touched. On a hit, the target suffers 6d8+3 Necrotic damage and Ongoing 1d4 Stamina Damage [SE, ST 4d10 vs CON]. This is a Poison effect. (Advanced)
+13 vs Touch
Slay Living [4AP]
Targets one living creature touched. On a hit, target suffers 6d8 Necrotic damage and is Marked for Death (20 seg) [SE, ST 5d10 vs CHA] (Legendary)
Innate Magic
Each Ability may be used once per day:
Darkness: 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: 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 per movement. (Basic, Pot 1d4+1, MR No)
Sense Magic [1AP]
The Drow Can sense the presence of Magic in sight (within 10ft). (Basic)
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] (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: Rank 1 Climb [+0], Rank 1 Jump [+0], Rank 2 Investigate [+6], Rank 6 Stealth [+11], Rank 3 Listen [+8], Rank 5 Spot [+12], Rank 4 Alchemy [A: +10/L&T: +10], Rank 3 First Aid [A: +8/L&T: +8], Rank 4 Herbalism [A: +10/L&T: +10], Rank 2 Orienteering [A: +6/L&T: +6], Rank 6 Ritual Casting [A: +14/L&T: +14], Rank 3 Survival [A: +7/L&T: +8], Rank 4 Eldritch Arts [A: +10/L&T: +10], Rank 6 Religious Arts [A: +14/L&T: +14], Rank 3 Coercion [+6], Rank 5 Deception [+12], Rank 5 Manipulation [+12], Rank 3 Persuasion [+8], Rank 1 Aloofness [+4], Rank 4 Bravery [+9], Rank 5 Intuition [+12], Rank 4 Suspicion [+10]
Feats: None
Philosophies: Rank 4 Mental, Rank 3 Physical, Rank 6 Divine
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 4, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Drow Byrnie (+1/+1), Drow Rapier (+2)
Charm
+1
Coercion
+6
Deception
+11
Manipulation
+11
Persuasion
+7
Aloofness
+3
Bravery
+9
Intuition
+11
Tolerance
+2
Suspicion
+9
Social
Composure: 22
Languages: Undercommon
Motives:
Prejudices:
  • Above World Creatures: Hate 1, Doubt 1
  • Elves: Hate 2