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Silx's page

473 posts. Alias of CampinCarl9127.

Full Name

Silx Draevnr




Rogue (Trapsmith) 2











Strength 10
Dexterity 17
Constitution 10
Intelligence 12
Wisdom 10
Charisma 15

About Silx


CN Medium Humanoid (Drow)
Init +3 Senses Darkvison 120 ft Perception +7

AC 14, Touch 13, Flat Footed 11 (+1 armor, +3 dex)
HP 13
Fort +0, Ref +6, Will +0 (+2 vs enchantment)
SR 8
Speed 30 ft
Melee; Rapier +4 (1d6)(18-20/x2)
Short Sword +4(1d6) (19-20/x2)
Dagger +4 (1d4) (19-20/x2)
Ranged; Shortbow +4 (1d6) (20/x3)
Hand Crossbow +4 (1d4) (19-20/x2)
Spells-like abilities
Darkness-1/day, Faerie fire-1/day, Dancing lights-1/day
Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD +14
Feats: Weapon Finesse
Traits: Stealthy Escape
Skills: Bluff +7, Craft (Traps) +5, Sleight of Hand +8 (+10 escaping), Stealth +8, Perception +7, Disable Device +8, Disguise +6, Escape Artist +8, Sense Motive +5, Sleight of Hand +8
Languages: Common, Undercommon, Elven

Special Abilities:

Special Abilities
Sneak Attack: 1d6


Darkvision: Drow can see in the dark up to 120 feet.

Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses: Drow receive a +2 racial bonus on Perception checks.

Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.

Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.

Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: Cunning Trigger.

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