"Time to die for the Spider Queen."
Humanoid Type (Elf subtype)
+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.
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.|
|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: ???
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
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.|
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|
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
Off Ground: 204,800
|(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
|Conduit of the Lower Planes - Baator. |
Immunity to Fire, +10 disguise
|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
|Product of Infernal Dalliance |
Immunity to acid and poison.
Resistance to cold 10, electricity 10, and fire 10.
|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
|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.
|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|
| 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)