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DEPORA AZRINAE Female Drow Fighter 5 CE Medium (5ft 7in) Humanoid (elf) DEFENSES Initiative +4; Senses Darkvision 120ft, Perception -1 Hit Points 37 (5HD); Diehard Armor Class 22, touch 14, flat-footed 18 Fort +7, Ref +5, Will +0; Spell Resistance 16 Immune to sleep effects, Resistance +2 vs. enchantments; +2 Will saves vs. spells/spell-like abilities; +1 vs. fear Weakness light-blindness: Exposure to bright light blinds Depora for 1r. Afterward, she is dazzled while in the affected area Speed 30ft; Climb 20ft (natural); Acrobatics +3 Diehard (Ex) When reduced to between –1 and –9 hit points De- pora is staggered: She can take a move action without further injury, but if she performs any standard action, she takes one point of damage after completing the act and falls un- conscious, dying. FAVORED ATTACKS Base Attack +5; Combat Maneuver Bonus +6 Spell-Like Abilities Caster Level CL5; Common Attack Tactics Depora attacks from above using her slippers to evade attackers and directs the dretch to attack archers and spellcasters; She keeps shooting until she is out of bolts (Note: She is –2 attack at 30-60ft away, -4 attack at 60-90ft and –6 attack at 90-120ft) Hand Crossbow +12 ranged; Range 30ft, 1d4+2 (19/x2) plus drow poison: Fort DC13 negates; or unconscious (helpless): Dexterity of 0 (–5 modifier); Melee attacks get a +4 bonus. Rogues can sneak attack helpless targets. Ongoing 1m; Another save after 1m, Fort DC13 negates; or unconscious, Ongoing 2d4h; Fumble (Roll a 1): poisons herself Bayonet, Mwk Hand Crossbow Blade +9 melee; 1d4+2 (19/x2) plus drow poison Darkness (Sp) 1/day Automatic hit vs. area; Emanation 20ft radius; Range: object touched; No Save; No Spell Resistance; Only creatures with darkvision or those that bring lighted objects inside the area can see through the darkness; Ongoing 5m (D); OTHER ABILITIES AND STATISTICS Str 13, Dex 18, Con 12, Int 14, Wis 8, Cha 14 Other Spell-Like Abilities 1/day: dancing lights, faerie fire Feats Diehard, Endurance, Great Fortitude, Weapon Focus (hand crossbow), Weapon Specialization (hand crossbow) SQ Weapon Training (crossbows), Armor Training, Bravery Skills Climb +8, Craft (alchemy) +10, Intimidate +10, Spellcraft +7 Languages Abyssal, Common, Draconic, Elven, Undercommon Gear drow poison (5 vials), +1 mithral chainmail, buckler, poi- soned +1 hand crossbow with 20 poisoned bolts, masterwork short sword, ring of feather falling, slippers of spider climbing FIGHTING WHILE CLIMBING 1. Depora does not suffer any ill effects of climbing as she wears her slippers of spider climbing, others however: 2. You need two free hands to climb 3. Speed You can climb using one move action at one-quarter speed; Each move action requires another check 4. Accelerated Climbing You can move at half-speed with a –5 penalty to your climb check 5. No Dex to AC You lose your Dex bonus to AC while climbing 6. Taking Damage Any time you take damage, you must make another climb check as if climbing; Failure means you fall; 7. Ladder Climbing a ladder is a base Climb DC0 + modifiers 8. Cyphergate Climbing the Cyphergate is Climb DC10 + modi- fiers for the first 140ft, afterward checks are unnecessary; 9. Failed Climb Check The creature falls and may catch itself (Ladder=DC20 and Cyphergate=DC20); 10. Catching a Falling Creature This is possible but they must pass within your reach (PFRPG Beta p.58);

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DEPORA AZRINAE Female Drow Fighter 5 CE Medium (5ft 7in) Humanoid (elf) DEFENSES

Initiative +4; Senses Darkvision 120ft, Perception -1 Hit Points 37 (5HD); Diehard Armor Class 22, touch 14, flat-footed 18 Fort +7, Ref +5, Will +0; Spell Resistance 16 Immune to sleep effects, Resistance +2 vs. enchantments; +2

Will saves vs. spells/spell-like abilities; +1 vs. fear Weakness light-blindness: Exposure to bright light blinds Depora

for 1r. Afterward, she is dazzled while in the affected area Speed 30ft; Climb 20ft (natural); Acrobatics +3

Diehard (Ex) When reduced to between –1 and –9 hit points De-pora is staggered: She can take a move action without further injury, but if she performs any standard action, she takes one point of damage after completing the act and falls un-conscious, dying.

FAVORED ATTACKS

Base Attack +5; Combat Maneuver Bonus +6 Spell-Like Abilities Caster Level CL5; Common Attack Tactics Depora attacks from above using her

slippers to evade attackers and directs the dretch to attack archers and spellcasters; She keeps shooting until she is out of bolts (Note: She is –2 attack at 30-60ft away, -4 attack at 60-90ft and –6 attack at 90-120ft)

Hand Crossbow

+12 ranged; Range 30ft, 1d4+2 (19/x2) plus drow poison: Fort DC13 negates; or unconscious (helpless): Dexterity of 0 (–5 modifier); Melee attacks get a +4 bonus. Rogues can sneak attack helpless targets. Ongoing 1m; Another save after 1m, Fort DC13 negates; or unconscious, Ongoing 2d4h; Fumble (Roll a 1): poisons herself

Bayonet, Mwk Hand Crossbow Blade

+9 melee; 1d4+2 (19/x2) plus drow poison

Darkness (Sp) 1/day

Automatic hit vs. area; Emanation 20ft radius; Range: object touched; No Save; No Spell Resistance; Only creatures with darkvision or those that bring lighted objects inside the area can see through the darkness; Ongoing 5m (D);

OTHER ABILITIES AND STATISTICS

Str 13, Dex 18, Con 12, Int 14, Wis 8, Cha 14

Other Spell-Like Abilities 1/day: dancing lights, faerie fire

Feats Diehard, Endurance, Great Fortitude, Weapon Focus (hand crossbow), Weapon Specialization (hand crossbow)

SQ Weapon Training (crossbows), Armor Training, Bravery

Skills Climb +8, Craft (alchemy) +10, Intimidate +10, Spellcraft +7

Languages Abyssal, Common, Draconic, Elven, Undercommon

Gear drow poison (5 vials), +1 mithral chainmail, buckler, poi-soned +1 hand crossbow with 20 poisoned bolts, masterwork short sword, ring of feather falling, slippers of spider climbing

FIGHTING WHILE CLIMBING

1. Depora does not suffer any ill effects of climbing as she wears her slippers of spider climbing, others however:

2. You need two free hands to climb

3. Speed You can climb using one move action at one-quarter speed; Each move action requires another check

4. Accelerated Climbing You can move at half-speed with a –5 penalty to your climb check

5. No Dex to AC You lose your Dex bonus to AC while climbing

6. Taking Damage Any time you take damage, you must make another climb check as if climbing; Failure means you fall;

7. Ladder Climbing a ladder is a base Climb DC0 + modifiers

8. Cyphergate Climbing the Cyphergate is Climb DC10 + modi-fiers for the first 140ft, afterward checks are unnecessary;

9. Failed Climb Check The creature falls and may catch itself (Ladder=DC20 and Cyphergate=DC20);

10. Catching a Falling Creature This is possible but they must pass within your reach (PFRPG Beta p.58);