AC 24 (Adjusted), HP 40/45
BRIXANA CR 7
Female Drow, Noble Cleric 7
N Medium Humanoid (Elf)
Init +3; Senses Darkvision, Low-Light Vision; Perception +11
AC 24, touch 14, flat-footed 21. . (+7 armor, +2 shield, +3 Dex, +1 natural, +1 deflection)
hp 45 (7d8+7)
Fort +7, Ref +6, Will +11
Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness
Spd 20 ft.
Melee Unarmed Strike +5 (1d3/20/x2)
Ranged +1 Darkwood Crossbow, Light +7 (1d8+1/19-20/x2)
Special Attacks Vision of Madness (8/day)
Spell-Like Abilities Bit of Luck (8/day), Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day), Vision of Madness (8/day)
Cleric Spells Prepared (CL 7, 5 melee touch, 8 ranged touch):
4 (2/day) Confusion (DC 19), Protection from Energy, Communal, Fleshworm Infestation (DC 19)
3 (3/day) Protection from Energy (DC 18), Summon Monster III, Summon Monster III, Dispel Magic
2 (4/day) Restoration, Lesser (DC 17), Bear's Endurance (DC 17), Bear's Endurance (DC 17), Aid, Silence (DC 17)
1 (6/day) Summon Monster I, Shield of Faith (DC 16), Shield of Faith (DC 16), True Strike (DC 16), Remove Fear (DC 16), Bless, Command (DC 16)
0 (at will) Resistance (DC 15), Stabilize, Read Magic (DC 15), Light
Str 10, Dex 16, Con 12, Int 13, Wis 18/20, Cha 18/20
Base Atk +5; CMB +5; CMD 19
Feats Combat Casting, Improved Channel, Selective Channeling, Versatile Channeler
Traits Birthmark, Focused Mind, Sacred Conduit
Skills Acrobatics +0, Bluff +10, Climb -3, Diplomacy +15, Escape Artist +0, Fly +0, Heal +11, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +11, Ride +0, Sense Motive +11, Spellcraft +5, Stealth +0, Swim -3
Languages Common, Elven, Undercommon
SQ Aura (Ex), Cleric Domain: Luck, Cleric Domain: Madness, Good Fortune (1/day) (Ex), Murder Variant Channeling (±2 Sacred), Poison Use (Ex), Spontaneous Casting, Versatile Cleric Channel Positive Energy 4d6 (8/day) (DC 21) (Su)
Combat Gear +1 Darkwood Crossbow, Light, +1 Mithral Breastplate, +1 Mithral Buckler; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Bedroll, Cloak of Resistance, +1, Flint and steel, Headband of Mental Prowess, WIS & CHA +2, Noble's outfit, Ring of Protection, +1, Signet ring, Silver necklace, ruby pendant, Spell component pouch
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Focused Mind +2 to Concentration checks
Good Fortune (1/day) (Ex) Reroll a die.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Murder Variant Channeling (±2 Sacred) Bleed effect
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (18) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 4d6 (8/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +3 on attack rolls, saving throws, or skill checks and -3 on the others.
Brixana was born to and raised by a clan of common Drow females in the underdark named the El'vyl. Her birth was tragic, as her mother began to hemmorage during labor. Calling upon the demons lords of the underdark, Facing imminent death, Brixana's mother forged a pact for her soul to spare the life of her child (Sacred conduit). Born with a glowing red rune on her belly, the women of the El'vyl knew that the child would be something more (birthmark).
At a very young age, she seemed to be very closely attuned to the chaos and suffering present in her realm. She would enter into a tranced state, seeminly absorbing the evil power of the underdark into her body for hours at a time (focused mind). Over the years, the other females began to catch on to Brixana's affinity for dark magic, and began to despise her in jealously of her guaranteed station in the near future.
By 20 years old, Brixana had become very powerful. She chose to hide the full extent of her power, until one day she was forced to use it to it's full extent. The leader of the El'vyl foolishly sent a small party of her women to dispatch Brixana in the night. Without hesitation, Brixana called upon the dark power of chaos and turned all of her attackers mad. The women fell to their knees in pain and agony. Brixana started pulsing dark magic outward, and slowly killed each one of them.
She immediately left her encampment and made herself a home in the nearest city. For the next hundred years, she continued to attune herself to the darkness, testing her skills by accepting quarries dueling any and all who challenged her.
Brixana disliked the disorganized nature of the natural hierarchy within the Drow society. Over years of quarries and various jobs on her own, she crossed paths and competed with various male Drow, often for the same task. The bands of men became larger and more organized with the years, so Brixana decided to investigate. She learned of the Wovirl and decided it would be advantageous to her to attempt to join. While not too keen on the lifetime commitment, finding a way out was something that wouldn't be of concern to her for a long time.
She found her way to the Wovirl encampment, and pled her case, confident that her face would be a familiar one among among a few of the more reputable mercenaries.