Vel'drizyne d'Aleandar (Lady Kakita Ayame)

Vel'drizyne d'Aleandar (Lady Kakita Ayame)

"Time to die for the Spider Queen."
Medium Size
30' movement.
Humanoid Type (Elf subtype)
Darkvision 120'
+2 Dexterity, -2 Constitution
Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), a Drow suffers a -2 penalty to attack rolls and precision-based skill checks.
Drow with a Charisma of at least 10 may cast deeper darkness (duration 4 hours), and fairie fire as spell-like abilities with a caster level equal to their character level once per day each.
+2 bonus to saving throws against spells and spell-like abilities.
+2 bonus to Spot, and Listen checks.
Drow never sleep and are immune to sleep effects. Drow must still perform their 4 hour daily trance to stay coherent and rested.
Drow live an exceedingly interesting life and every Drow has proficiency with the rapier and an exotic ranged weapon of their choice.
Favored Classes: Cleric and Wizard
Automatic Languages: Elvish
Bonus Languages: Abyssal, Beholder, Common, Draconic, Drow Sign Language, Dwarvish, Gnome, Kuo-Toa, Terran, Undercommon.
Lesser Drow
Tome'lock 4 / Conduit 3 / Fiend of Possession 6 || Cleric 1 / Drow Paragon 3 / Church Inquisitor 8 / Contemplative 1

Vel'drizyne "Xun'Orbb" d'Aleandar
This does not mean she flips out and kills people just because. Unless they say something stupid or just look at her funny. Or breathe.
Chaotic Evil
Template/Race: Lloth-Touched True Drow
Size & Type (subtypes): Medium Outsider (extraplanar, native, tanar'ri)
Age: ???; Harmless Form - Height: 5’9, Weight: 157lbs; True Form - Height: 18ft, Weight: ???
Dark Elf

True Fiend ?? / Conduit of Hell ??
Initiative: +? Senses: darkvision 120ft, mindsight 100ft, see in darkness, perception, search +, sense motive +, spot +

Languages: abyssal, drow, drow-sign, infernal, telepathy 100ft

AC, touch , flat-footed ; Speed: ft

??; Fort +; Ref +; Will +

Immune acid, cold, fire, electricity, fear, and poison; Resist cold 10, fire 10, electricty 10

Melee Attack
Melee Full Attack
Ranged Attack
Ranged touch: 30ft; Contact poison: Fort DC : Unconsciousness 1 minute / 2d4 hours; note: since this poison is not a magical effect, drow and other elves are susceptible to it.
spit venom + (poison)

BA + Grapple +

Special actions Spell-Like Abilities,
Note: this is based entirely on the idea that Spit Venom allows her saliva to be poisonous. Vel'drizyne is a seducer and is thus far more likely to poison with this method than by biting or spitting. Although she has been known to spit venom into someone's glass from acrossed the room when they weren't looking
Widow's Kiss

Spheres: to be chosen, hopefully Spider and Venom

Any creature of 10 HD or less killed by one of your spell-like abilities rises as a zombie under your control, with no control limits
You gain the [Cold] Subtype
You are immune to any magical death effect. You are also healed by negative energy, like an undead creature (this does not interfere with any existing ability to be healed by positive energy)
See in darkness, as Baatezu

Spell-Like Abilities (CL 8)
At will – greater teleport;

Light load: 34,048
Med load: 68,096
Max load: 102,400
Overhead: 102,400
Off Ground: 204,800
Push/Drag: 512,000
Str 50, Dex 13, Con 31, Int 17, Wis 30, Cha 20

(Ex): Like a pizza on the counter, the True Fiend only gets worse with age
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Unlike true outsiders, native outsiders need to eat and sleep
native traits,
Conduit of the Lower Planes - Baator.
Immunity to Fire, +10 disguise
petitioner traits, spheres,
True Fiend
Bonus Feat: Forged with unbridled Chaos, every Tanar'ri is unique. Upon gaining access to its Fiendish Traits, a Tanar'ri gains one bonus feat of any [Fiend] feat that it qualifies for (poison sacs).
Immunity to Electricity: A Tanar'ri takes no damage from electricity of any kind
tanar'ri traits,
Product of Infernal Dalliance
Immunity to acid and poison.
Resistance to cold 10, electricity 10, and fire 10.
Telepathy 100ft
yugoloth traits



Lords of Madness, pg 126
A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy.
Prerequisite: Telepathy special quality.
Benefit: a creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Int score of 1 or higher) within range of its telepathy. This works much like blindsense - the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature an see it by some other means.
The creature also perceives several observable characteristics about each being detected with mindsight, including the being's type and Int score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.
Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically
mindsight ()

Player's Guide to FR
Your folk are known for their mystic power and seem to transcend their mortal forms. Your inner radiance is so strong that you are more than mortal.
Prerequisites: Deep imaskari (underdark [Deep Imaskar]), elf (Evermeet, Sildeyuir), or spirit folk (Ashane)
Benefit: You are a native outsider, not a humanoid. You have darkvision out to 60ft. Furthermore, you gain a +2 bonus on all diplomacy checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
otherworldly (R),

True Fiends (and Conduits) are proficient with all simple and martial weapons, as well as the whip, the scourge, and the dire flail. True Fiends are proficient with light armor but not with shields of any kind
weapon and armor proficiencies

Completely redo.
Ranks: bluff (), diplomacy (), disguise (), hide (), knowledge: nobility & royalty (), knowledge: planes (), listen (), move silently (), sense motive (), sleight of hand (), spot (), use magic device ()
Racial, Template, and Feats: +6 diplomacy (untyped), +10 disguise (untyped), +4 intimidate (untyped), +2 listen, +2 search, +2 spot
Synergies: +6 diplomacy, +2 disguise, +2 intimidate, +2 sleight of hand
Equipment: +10 disguise (enhancement)
Skills: acrobatics +, Athletics +, bluff +, concentration +, diplomacy +, disguise +, hide +, intimidate +, knowledge (nobility & royalty) +, knowledge (planes) +, listen +, move silently +, search +, sense motive +, sleight of hand +, spellcraft +, spot +, use magic device +


Vel'drizyne "Xun'Orbb" d'Aleandar
High Priestess of Lloth
High Inquisitor of Arach Tinilith
Daughter Draegloth of Matron Aleandar of House Aleandar
Field Marshal of the Cress d'Vhid

Aleandar House Insignia

Aleandar House Insignia
This item acts as a focus for your inherent drow abilities. Given to you by your Matron Mother, each insignia has 3 charges. By spending one charge you may cast Disguise Self as a Spell-Like Ability. Expending two charges allows you to cast Levitate as a Spell-Like Ability, and by expending three charges you may cast Displacement as a Spell-Like Ability.

Concept: Draegloth High Inquisitor of Lloth.

Rough build outline

Str +6, Con +6
Lvl +1 (bought off)
Alignment becomes Chaotic Evil.
+4 Racial bonus on Stealth
Fearless – immune to Fear effects
Earth subtype
nat +3
earth strike 1/day +Con mod to hit, + RHD dmg (0)
darkvision 60
DR 8 / A
+2 str, +4 con, -2 int, -2 wis, -2 cha
Stony (bought off)

Awesome Feats
1) otherworldly
Spider-Fiend [Skill] [Fiend]
Doing everything a spider can.
Acrobatics Ranks
+0: Most drow (about 60% in a typical spider-oriented drow culture) find you strangely attractive, and therefore have a beginning attitude one step higher than what it would be normally, also
+4: You get spider-climb, as the spell, as an at-will extraordinary ability, exception: you can move your full speed while spider-climbing.
+9: You can spin a web as a Monstrous Spider of your size, and you can cast web as a spell-like ability, a number of times equal to ½ character level, with a DC of 10 + ½ HD + Constitution modifier.
+14: You gain a Swing movement speed equal to twice your base land speed. By sacrificing your Dex bonus to AC, you can swing six times your base speed as a full-round action. Generally, you must be able to swing from a point that’s at least as high as the distance you want to move.
+19: Spider-like (all non-construct spiders) creatures are automatically Friendly towards you unless provoked.
Multi-Weapon Fighting [Combat]
When armed with multiple weapons, you fight with multiple weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
+0: You suffer no penalty for doing things with an off-hand. When you make an attack you may make a secondary attack with any of your off-hand weapons. When you attack with a full-attack action, you may make a number of attacks with each of your offhand weapons equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with at least two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with an off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed.
+11: You may Feint as a Swift action.
+16: While fighting with multiple weapons and not at footed you may add the enhancement bonus of either your primary or one of your off-hand weapons to your Shield Bonus to AC.
multi-weapon fighting
Quick Metamagic [Spellcasting]
You cast spells faster.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: You can cast silent spells, omitting any verbal components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
3: You can cast stilled spells, omitting any somatic components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
5: You can cast quickened spells, reducing the casting time to a swift action. This can only affect spells with a casting time of 1 round or less, and the spells must not be of a level higher than the maximum you can cast -4.
8: The level restriction of quickened spells is lessened by 1, and can now be used with spells of a level equal to or lower than the highest level you can cast -3.
Special: Adding these effects does not add to the casting time of the spells. Any spells that are affected by multiple metamagic effects must not be of a level higher than your highest spell level minus the sum of the level restrictions on all metamagic effects applied to the spell. For example, both an empowered (-2) and maximized (-3) spell cannot be of a spell level higher than the highest spell level you can cast -5.
quick metamagic
Master of Terror [Leadership] [Skill]
You scare people so bad they follow you around hoping you won't hurt them.
Intimidate ranks
0: Whenever you use Intimidate in combat, it affects everyone within 30 feet of you.
4: You gain followers. Your leadership score is equal to your ranks in Intimidate plus your Charisma modifier.
9: You gain a cohort who enjoys frightening your underlings almost as much as you do. A cohort is an intelligent and loyal creature with a CR at least 2 less than your character level. Cohorts gain levels when you do.
14: You gain the frightful presence ability. When you speak or attack, enemies within 30 feet of you must succeed on a Will save (DC 10 + 1=2 your character level + your Cha modifier) or become shaken for 5d6 rounds. An opponent that succeeds on its saving throw is immune to your frightful presence for 24 hours.
19: Your opponents take a -2 morale penalty to saving throws if they can see you and you are within medium range (based on your character level).
master of terror

Bonus Feats
Tome of Fiends
One of your recent ancestors mated with an infernal creature, and now the tainted blood of a Lower Planar creature flows in your veins. Though you can resist the call of your evil heritage, it manifests itself in an inheritance of fiendish power.
Benefit: You may take any feat with the [Fiend] subtype. In addition, you radiate faint evil, have either two claws or one bite natural weapon, and have Cold Resistance 5 or Fire Resistance 5. When this feat is gained, you also gain the [baatezu], [tanar’ri], [yugoloth], or [demodand] subtype.
Special: Can only be taken at 1st level.
Note: tanar'ri sub-type, Bite, Fire Resist 5
product of infernal dalliance
Improved Whip Proficiency [General]
Your whip attacks are less useless.
Prerequisites: Proficiency and weapon focus with a whip or similar weapon
Benefit: When wielding a whip or similar weapon, some of the normal limits are ignored. Your whip attacks deal lethal damage. Armor and natural armor does not negate damage from your whip attacks. You threaten the area within your reach. Using a whip does not provoke attacks of opportunity.
Normal: A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
Special: A fighter can select Improved Whip Proficiency as a fighter bonus feat.
improved whip proficiency
Poison Sacs [Fiend]
One of your natural weapons is envenomed.
Prerequisite: Must have one level of a Fiend class.
Benefit: When you gain this ability choose any poison in Dungeons and Dragons with a DC equal or less to the DC your poison would have(Half HD + Con mod). You poison does ability damage or special effects equal to the poison chosen. Once chosen, your poison type does not change, but your poison DC will increase when your HD or Con modifier increase.
poison sacs
Tome of Fiends
The extraplanar blood running through your veins allows you to use the signature travel methods of the outer planes.
Prerequisite: Outsider, character level 5+
Benefit: You may use greater teleport at will as a spell-like ability. You may only transport yourself and 50 pounds of carried items
greater teleport
Extra Arms [Fiend]
You have more arms than normal.
Prerequisite: Character level 6 (per extra pair).
Benefit: You have two extra humanoid arms. Each arm has your full strength and dexterity.
Special: You may take this feat more than once, its effects stack. You must have a minimum of 6 levels for each iteration of this feat (so a 12th level character may have 2 sets of extra arms).
extra arms
Large Size [Fiend]
Your size increases to Large.
Prerequisites: Character level 5.
Benefits: If your size would normally be Medium without this feat, it increases to Large (with all the usual changes).
large size
Serpent Kingdoms
You can spit venom in the manner of a spitting cobra.
Prerequisite: Poisonous bite attack.
Benefit: You can spit your venom up to 30 feet as ranged touch attack. Your poison functions as a contact poison in addition to its usual delivery method. The effects are otherwise the same as if you had delivered it in your normal fashion. This attack requires a standard action
spit venom
9) improved cohort
Huge Size [Fiend]
Your size increases to Huge.
Prerequisites: Character level 10
Benefits: If your size would normally be Large without this feat, it increases to Huge (with all the usual changes).
huge size
Deadly Spittle [Monstrous]
You can use your spit attack against multiple opponents.
Prerequisites: Spit Venom, spit attack, or spittle attack.
Benefit: You can spray your spit in a 15-foot cone-shaped burst.
deadly spittle
Extra Arms II [Fiend]
You have more arms than normal.
Prerequisite: Character level 12
Benefit: You now have four extra humanoid arms. Each arm has your full strength and dexterity.
extra arms II

Otherwise fits with Concept
Attune Sphere
You incorporate the workings of a sphere into your magic.
Prerequisite: Caster level 1+, Must have bled from a wound inflicted by an outsider with access to the chosen sphere.
Benefit: Choose a sphere when this feat is selected. Every spell from that sphere is considered to be on your spell-list for any spellcasting classes you happen to have. You are considered to know each of those spells at the level they appear in the chosen sphere. These spells are cast (and prepared, if appropriate) as normal for your class.
Special: You may select this feat multiple times, its effects do not stack. Each time you may select a new sphere. You may not have more than three attuned domains or spheres together.
Attune Sphere x3

Drow Domain
Granted Power: Lightning Reflexes
Drow Domain Spells
1) Cloak of Dark Power
2) Clairaudience/Clairvoyance
3) Suggestion
4) Discern Lies
5) Spiderform
6) Dispelling Screen, Greater
7) Word of Chaos
8. Planar Ally, greater
9. Gate
goes here
Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills +2 to bluff, disguise, and stealth checks.
Trickery Domain Spells
1) Disguise Self: Disguise own appearance.
2) Invisibility: Subject invisible 1 min./level or until it attacks.
3) Nondetection M: Hides subject from divination, scrying.
4) Confusion: Subjects behave oddly for 1 round/level.
5) False Vision M: Fools scrying with an illusion.
6) Mislead: Turns you invisible and creates illusory double.
7) Screen: Illusion hides area from vision, scrying.
8.Polymorph Any Object: Changes any subject into anything else.
9.Time Stop: You act freely for 1d4+1 rounds.

Spiderweb Choker of Wisdom +6 (36k)
+X on armor

(1) +2 Spellblade Whip

+2 demon armor (14k
* drowcraft on armor (free +1)
hat of disguise (1800)
handy haversack (2000)
ring of feather fall (2200)
Glove of the Master Strategist
Price: 3600 GP
Weight: --
(Ghostwalk p. 71)
Everything a Glove of Storing can do, plus true strike 1/day, without the horrendous 3.5 price increase. And yes, there was a 3.5 update released for Ghostwalk, and the price stayed the same, so it's "official". Allows you to swap out whatever's in your hand as a free action, up to 20 pounds.
glove of the master strategist (3600)

Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Moderate transmutation; CL 7th; Craft Wondrous Item, alter self; Price 9,000 gp.
Necklace of Adaptation
Scarf of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5);Weight 1 lb.
Scarf of Resistance +3
Greater Piwafwi
Acrobatics, Improved: As acrobatics, except it grants a +10 competence bonus on its wearer’s Acrobatics check.

Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Acrobatics skill; Price 10,000 gp.
Ring of Improved Acrobatics
Bracers of Armor: These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8);Weight 1 lb.
Bracers of Armor +3
Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.

Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.
Boots of Elvenkind
Protection: This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).
Ring of Protection +2
Athletics, Improved: As athletics, except it grants a +10 competence bonus on its wearer’s Athletics checks.

Faint transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Athletics skill; Price 10,000 gp.
Ring of Improved Athletics
Perception, Improved: As perception, except it grants a +10 competence bonus on its wearer’s Perception checks.

Faint transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Perception skill; Price 10,000 gp.
Ring of Improved Perception
Camouflaged Clothing: Clothes specifically made to blend into the surroundings, whether by making your outline blotchy and incomprehensible, or simply matching the drapes.
Hide Ranks:
4: Opponents do not get +4 bonus for spotting you for knowing what to look for.
8: You may hide while being observed without taking a special action.
13: You gain a +2 circumstance bonus on hide checks.
18: You gain concealment.
Camouflaged Clothing

Over 15,001gp:

Da'azzix Vest: Adds +5 bonus to the wearers existing Spell Resistance providing they already have it. The vest will not grant Spell Resistance to someone who does not already possess it (25,000gp). DMG II P.267
Da'azzix Vest

logistics and dragons
Leadership Chart Leadership Score Follower CRs and Number
0.5 ½ 1 10.5 ½ 2 20.5 ½ 3 4 5 6 7 8 9 10
1 1 - - - - - - - - - - - -
2 1 - - - - - - - - - - - -
3 1 - - - - - - - - - - - -
4 2 - - - - - - - - - - - -
5 2 1 - - - - - - - - - - -
6 3 1 - - - - - - - - - - -
7 4 2 1 - - - - - - - - - -
8 6 3 1 - - - - - - - - - -
9 8 4 2 1 - - - - - - - - -
10 12 6 3 2 1 - - - - - - - -
11 16 8 4 3 2 1 - - - - - - -
12 20 10 5 4 3 2 1 - - - - - -
13 30 15 9 8 7 6 3 1 - - - - -
14 42 21 10 9 8 7 3 1 - - - - -
15 56 28 14 13 12 11 5 2 1 - - - -
16 70 35 17 16 15 14 7 3 1 - - - -
17 80 40 20 19 18 17 8 4 2 1 - - -
18 90 45 22 21 20 19 9 4 2 2 - - -
19 100 50 25 24 23 22 11 6 3 2 1 - -
20 120 60 30 28 26 24 12 6 4 2 2 - -
21 150 75 35 30 28 26 13 7 5 3 2 1 -
22 175 80 40 35 30 28 14 7 5 3 2 2 -
23 200 100 50 40 35 30 15 8 5 3 2 2 1
24 250 125 60 50 40 35 17 8 6 4 3 2 2
25 275 130 65 60 50 40 20 10 6 4 4 3 2
26 300 150 75 65 60 50 25 12 6 5 4 3 3
27 350 175 80 75 65 60 30 15 7 5 4 3 3
Leadership Chart

| *** _9 | ST | _T |
| Str _2 | 15 | 42 |
| Dex -- | 10 | 13 |
| Con _3 | 17 | 30 |
| Int _4 | 18 | 46 |
| Wis -- | 10 | 25 |
| Cha -- | 10 | 17 |
| *** | _Y | _S | _L | _H | _W | lvl | mag | _ST |
| Str | +8 | -2 | +8 | +8 | +5 | -- | --- | +27 | 
| Dex | +4 | -2 | -2 | -2 | +5 | -- | --- | -+3 | 
| Con | +2 | -2 | +4 | +4 | +5 | -- | --- | +13 | 
| Int | +4 | 10 | -- | -- | +5 | +3 | _+6 | +28 | 
| Wis | +4 | +6 | -- | -- | +5 | -- | --- | +15 | 
| Cha | +6 | -4 | -- | -- | +5 | -- | --- | -+7 | 

| Nat | +5 | -- | +2 | +3 | -- | -- | --- | +10 |
Za'al'kho'xyl the Forgotten
Yochlol Savant CR 5 + 2 +1 = ECL 8, Fiend of Possession 5
Yochlol of Possession 6 || Psion 13

+5 drowbane, drowcraft, fleshgrinding, magebane, merciful (six heads)
Veldrizyne's Whip +3 addition enchancement bonus, mage bane (+1), merciful (+1) and drow bane (+1) (this six points of enhancement value may all be shifted once per round as a free action).

Awesome Feats
Alertness [Skill]
Your ears are so sharp you probably wouldn't miss your eyes.
Listen perception Ranks
0: You gain a +3 bonus to Listen checks.
4: You can make a Listen check once a round as a free action. You don't take penalties for distractions on your Listen checks.
9: You gain blindsense to 60 feet. You don't take penalties for ambient noise, such as loud winds. Divide any distance penalties you take on Listen checks by two.
14: You gain blindsight to 120 feet.
19: You can hear through magical silence and similar effects, but you take a -20 penalty on your check. Divide any distance penalties you take on Listen checks by five.
Danger Sense [Combat]
Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching". You also get Uncanny Dodge.
+6: You may take 10 on Listen, Spot, and Search checks.
+11: You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60' of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.
+16: You are never surprised and always act on the first round of any combat.
danger sense
Natural Empath [Skill]
You read people like books.
Sense Motive ranks
0: You gain a +3 bonus to Sense Motive checks.
4: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours.
9: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of detect thoughts.
14: You have an uncanny intuition for when people are interested in you. Any time someone uses a remote spell or effect, like scrying, to examine you, you know you're under observation and if you make a Sense Motive check that beats their Bluff check, you know some details about them: if you've met them before, you recognize them, but if not, you get a basic idea of their reasons for their interest in you. Similarly, if you use Sense Motive on someone influenced by an enchantment effect, you can nd out who created the effect with a Sense Motive check opposed by the controller's Bluff, getting the same information.
19: You know what people are going to do before they do. Any time someone you're aware of attacks you, make a Sense Motive check opposed by their Bluff: if you succeed, you get a free surprise round.
natural empath
Sharp-Eyed [Skill]
Nothing escapes you.
Spot perception ranks:
0: You gain a +3 bonus to Spot checks.
4: You can make a Spot check once a round as a free action. You don't take penalties for distractions on your Spot checks.
9: As a move action, you can make a Spot check against a DC of an opponent's Armor Class: if you succeed, you can ignore their Armor and Natural Armor bonus to AC for the next attack you make against them. If you accept a -20 penalty to your check, you can attempt this check as a swift action. Divide any distance penalties you take on Spot checks by two.
14: If you beat an opponent's Hide check with a Spot check at a -10 penalty, you can ignore concealment. If you beat their Hide check at a -30 penalty, you can ignore total concealment.
19: You can see through solid objects, but you take a -20 penalty on your Spot check for each 5'. Divide any distance penalties you take on Spot checks by five.

By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions.
Benefit: Once during your turn as a free action, you can take a -2 penalty on your attack rolls to grant a single ally within to feet a +2 dodge bonus to Armor Class. This effect lasts until the start of your next turn or until you are more than to feet from the chosen ally, whichever comes first.
Special: A fighter can select Constant Guardian as a fighter bonus feat.

You put yourself into harm's way to protect your allies.
Prerequisite: Constant Guardian.
Benefit: Whenever the beneficiary of your Constant Guardian feat is attacked, you can take an immediate action to instantly exchange places with that character. Both you and the ally must be able to move into and legally occupy the new space in order for this feat to function. For example, an incorporeal character inside a solid object couldn't exchange places with a corporeal character, nor could a nonflying creature exchange places with an airborne flying creature.

You can combine your racial spell-like abilities in new and potent ways.
Prerequisite: Drow.
Benefit: As an immediate action, you can activate any of the following spell-like abilities (using your class level as your caster level). You spend one daily use of each spell-like ability used in this combination.
Curtain of Darkness: You can expend one daily use of dancing lights and darkness to extinguish all nonmagical light sources within 100 feet. This is not a magical darkness effect; the fires (or other sources, such as sunrods) simply go out. This ability does not function on any flame larger than that of a torch or lantern, so it cannot be used to extinguish a burning building or as a defense against fire used as a weapon. This is the equivalent of a 2nd-level spell.
Mirror Image: You can expend one daily use of dancing lights and faerie fire to use mirror image (as the spell, except you gain only 1d4 images).
See Invisibility: You can expend one daily use of darkness and faerie fire to use see invisibility (as the spell, except the duration is only 1 round per caster level).
Blinding Vanish: You can expend one daily use of dancing lights, darkness, and faerie fire to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are blinded for 1 round; a successful Fortitude save (DC 14 + your Cha modifier) reduces the effect to dazzled for 1 round. In addition, you become invisible (as the invisibility spell, except the duration is 1 round per caster level).

Through extensive practice and meditation, you can lower your spell resistance quickly.
Prerequisite: Spell resistance.
Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn.
Normal: Lowering spell resistance for 1 round is a standard action.

Your critical hits leave your opponents reeling.
Prerequisite: Improved Critical, base attack bonus +12.
Benefit: When you confirm a critical hit with a weapon for which you have the Improved Critical feat, the target is also slowed for 1 round.
Special: A fighter can select Staggering Critical as a fighter bonus feat.

Thanks to your racial connection to their kind, vermin regard you as one of their own.
Prerequisite: Drow.
Benefit: Whenever a vermin is about to attack you, you can attempt a Charisma check (DC 15 + 1/4 the vermin's HD) as an immediate action. If you succeed, the vermin cannot attack you for 24 hours. If you attack a vermin that has been affected by this feat, you lose the feat's benefit for 24 hours.

Divine Feats
You can channel negative energy to accelerate poisonous effects.
Prerequisite: Rebuke undead, drow or Lolth as patron deity.
Benefit: You can spend a rebuke undead attempt to speed up the effects of poison, affecting all creatures within 20 feet of you. Any poisoned creature in the area that has not yet attempted its saving throw against the poison's secondary effect must do so immediately. (This takes the place of the saving throw at the end of the normal poison duration.)

Drow fighters strike fast and melt away before their opponents have a chance to mount a counterattack. Rather than using heavy armor or picking feats that emphasize direct assaults, drow fighters employ techniques that exploit their natural advantages. In exchange for a fighter's access to heavy armor, a drow fighter gains strong first-strike capability.

Hit-and-Run Tactics
The drow specialize in guerrilla warfare, picking off their foes with poisoned bolts and slipping away into the darkness. Each attack wears their opponents down, until their numbers are so reduced that the drow can sweep in and capture them. If you select the hit-and-run tactics class feature, you sacrifice some AC, but make up for the loss with improved reflexes and accuracy when attacking unsuspecting foes.

Level: 1st.
Replaces: By selecting the hit-and-run alternative class feature, you give up proficiency with heavy armor and tower shields, even if you already have those proficiencies from another class. You can't gain either of these proficiencies by multiclassing later, but you can gain them by selecting the appropriate feats.
Benefit: At 1st level, you gain a +2 bonus on initiative checks. In addition, when attacking a flat-footed opponent within 30 feet, you can add your Dexterity bonus (if any) as a competence bonus on weapon damage rolls.

| *** 11 | ST | _T |
| Str _3 | 17 | 50 |
| Dex -- | 10 | 13 |
| Con -- | 10 | 31 |
| Int -- | 10 | 13 |
| Wis _4 | 18 | 30 |
| Cha _3 | 17 | 20 |
| *** | _D | LT | _S | _L | _H | _W | lvl | mag | _ST |
| Str | -- | +6 | +2 | +8 | +8 | +5 | --- | +4p | +33 |
| Dex | +2 | -- | -- | -2 | -2 | +5 | --- | --- | _+3 |
| Con | -2 | +6 | +4 | +4 | +4 | +5 | --- | --- | +21 |
| Int | -- | -- | -2 | -- | -- | +5 | --- | --- | _+3 |
| Wis | -- | -- | -2 | -- | -- | +5 | _+3 | +6p | +12 |
| Cha | -- | -- | -2 | -- | -- | +5 | --- | --- | _+3 |

| Nat | -- | -- | +3 | +2 | +3 | -- | --- | --- | _+8 |

Egoist 13
1st (5): precognition (offensive), vigor
2nd (4): damp power, ego whip, empathic transfer, share pain
3rd (4): touchsight
4th (4): metamorphosis
5th (4): revivify, shatter mindblank, true seeing
6th (3): death throes (researched)
7th (1): fission

Expanded Knowledge:
6th: temporal acceleration,

8th-Level Astral Construct
Large Construct
16d10+30 (153 hp)
40 ft. (8 squares)
29 (+1 Dex, +19 natural, -1 size), touch 10, flat-footed 28
Slam +25 melee (1d8+14)
3 slams +25 melee (1d8+14)
Space/Reach: 10 ft./10 ft.
One ability from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision
Fort +5, Ref +6, Will +5
Str 39, Dex 13, Con Ø, Int Ø, Wis 11, Cha 10

Variables, factored in
Menu C: Extra Buff (+30hp)
Menu B: Extra Attack, improved buff (+15hp)


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