YASREN DAUG'RY CR 7
Male Drow, Noble Inquisitor 7
NE Medium Humanoid (Elf)
Init +11; Senses Darkvision, Low-Light Vision; Perception +21
AC 23, touch 12, flat-footed 21. . (+8 armor, +3 shield, +2 Dex)
hp 52 (7d8+14); Judgement of Profane Healing 3
Fort +8, Ref +4, Will +8
Defensive Abilities Judgement of Profane Protection +2; DR Judgement of Profane Resiliency 2: Magic; Immune sleep; Resist Elven Immunities, Judgement of Profane Purity +2, Judgement of Profane Resistance 6 (Fire); SR 18
Weakness Light Blindness
Spd 20 ft.
+1 Morning Star Power Attack 1 hand +8 (1d8+9/20/x2)
2 handed normal +10 (1d8+7/20/x2)
Power Attack, 2-handed +10 (1d8+13/20/x2)
Ranged Masterwork Shortbow, Composite (Str +4) +8 (1d6+4/20/x3) 40 arrows
Special Attacks Bane (+2 / 2d6) (7 rounds/day), Judgement of Profane Destruction +3, Judgement of Profane Justice +2, Judgement of Profane Piercing +3, Judgement of Profane Smiting (Magic, Evil)
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Alignment (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)
Inquisitor Spells Known (CL 7, +9 melee touch, +7 ranged touch):
3 (2/day) Burst of Speed (DC 16), Terrible Remorse (DC 16)
2 (4/day) Silence (DC 15), See Invisibility (DC 15), Tongues (DC 15), Bloodhound (DC 15)
1 (5/day) Shield of Faith (DC 14), Bless, Expeditious Retreat (DC 14), Litany of Sloth, Wrath (DC 14)
0 (at will) Light, Read Magic (DC 13), Detect Magic, Create Water, Disrupt Undead, Stabilize
Str 16/18, Dex 14, Con 14, Int 12, Wis 16, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Boon Companion, Furious Focus, Improved Initiative, Outflank, Power Attack -2/+4, Precise Strike
Traits Forlorn, Reactionary
Skills Acrobatics -1, Bluff +15, Climb +5, Diplomacy +17, Disguise +6, Escape Artist -1, Fly -1, Heal +7, Knowledge (Nature) +11, Knowledge (Religion) +11, Linguistics +5, Perception +21, Ride +3, Sense Motive +13, Spellcraft +11, Stealth -1, Survival +7, Swim +5
Languages Common, Drow Sign Language, Elven, Undercommon
SQ Animal Companion Link (Ex), Cold weather outfit, Eyes of the Hawk (+3 Perception / +2 Init.) (Su), Forbidden Lore (Ex), Inquisitor Domain: Feather, Judgement (3/day) (Su), Misdirection: Neutral Good (Sp), Necessary Lies (Su), Poison Use (Ex), Share Spells with Companion (Ex), Solo Tactics (Ex), Teamwork Feat (change 3/day)
Combat Gear +1 Morningstar, +2 Agile Breastplate, +2 Buckler, Arrows (40), Masterwork Shortbow, Composite (Str +4); Other Gear Belt of Giant Strength, +2, Cold weather outfit, Disguise kit (10 uses), Eyes of the Eagle, Grappling hook, Handy Haversack (empty), Hat of Disguise, Healer's kit (10 uses), Healer's kit (10 uses), Heatstone(x3), Holy symbol, silver: Gorzeh (x2), Ink (1 oz. vial, black), Inkpen, Paper (sheet) (10), Powder (10), Rations, trail (per day) (5), Rope, silk (50 ft.), Scroll: Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Scroll: Cure Moderate Wounds, Cure Moderate Wounds, String (50') (3), Wand of Cure Light Wounds(45/50), Wand of Restoration, Lesser, Waterskin (2)
1 medium spider
1 giant wasp
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bane (+2 / 2d6) (7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cold weather outfit +5 Fort save vs. cold weather.
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 Alignment (At will) (Sp) Detect chaos, evil, good, or law 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.
Eyes of the Hawk (+3 Perception / +2 Init.) (Su) +3 Perception, +2 Initiative during a surprise round.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor Domain: Feather Associated Domain: Animal
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6: Fire (Su) Energy Resistances
Judgement of Profane Smiting (Magic, Evil) (Su) DR bypass
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.
Misdirection: Neutral Good (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another.
Monty the Mantis:
MONTY THE MANTIS CR 6
Male Mantis, Giant
NN Large Vermin
Init +2; Senses Darkvision; Perception +5
AC 24, touch 11, flat-footed 22. . (+4 armor, +2 Dex, -1 size, +9 natural)
hp 42 (+12)
Fort +7, Ref +4, Will +5
Defensive Abilities Evasion
Spd 30 ft., Climbing (30 feet), Flight (40 feet, Average)
Melee Claw x2 (Mantis, Giant) +9 x2 (1d6+5/20/x2) and
. . Mandibles (Mantis, Giant) +3 (1d6+2/20/x2) and
. . Unarmed Strike +8 (1d4+5/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab
Str 20, Dex 15, Con 14, Int 1, Wis 12, Cha 7
Base Atk +4; CMB +10 (+14 Grappling); CMD 22 (30 vs. Trip)
Feats Iron Will, Weapon Focus: Claw
Skills Acrobatics +1, Climb +14, Escape Artist +1, Fly +4, Perception +5, Ride +1, Stealth +1, Swim +4
Languages SQ Devotion +4 (Ex), Lunge (Ex), Mandibles (Ex), Sudden Strike (Ex)
Combat Gear Masterwork Chain Shirt;
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Average) You can fly!
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a fullattack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner,
Mandibles (Ex) A giant mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis's bite is a +0 attack that inflicts 1d6+1 points of damage on a hit.
Sudden Strike (Ex) A giant mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Yasaen is about 5'6 135 pounds with black skin and white hair. He was not born to anyone of particular importance, which allowed him to go unnoticed for most of his child hood. His parents did not even know he was noble, they paid so little attention to him. When they did find out, they sold him to house ________, a smaller house that was trying to move up in the world.
He was found to be a quick learner. One particular drow female also discovered that he was good at getting people to see things his way, even for a noble. This female was 2nd in line to be the house matron, and took him as her “pet”, or at least that was the excuse anyway. She was not really attracted to him, but her ability to speak was not as good as her ability to fight, and having him help her would increase her chances of attaining and keeping power if her older sister had an “accident”.
The elder sister eventually found out about this, and confronted Yasaen. He managed to talk her into reducing his punishment to expulsion from the house, which meant he had no protection against anyone with an agenda. A male without the backing of a house was never a good thing, and he knew it. This type of information spread quickly so he decided that it was time he leave. He had always wanted to explore the surface world anyway. “Borrowing” a hat of disguise, he was on his way.
The only surface language he knew was elven at first so he hung around elves mostly, at least until he was able to learn common. He often took any odd job he could to support himself. Eventually he decided to try to see how he would fair in a larger city and ended up in, but after kill a 2 wolves on his own, mostly by luck, he was offered a chance to join the militia of a village in Nirmathas. He did not really want the job, but he did know he needed to learn how to use weapons, since he had never been trained before, During his time on the surface he began to notice that the people seem to be more in tune with the world, and each other compared to his drow people who lived below the surface. He wondered how the drow could ever manage to conquer anyone if they had to watch out for each other as well as any known enemies. The more he thought about it, the more he began to realize they drow did not have their priorities in order. Their lost connection with nature was poisoning their minds. After thousands of years, it seems some progress would have been made were it not so. It was this revelation that connected him to Gorzeh. Being with these humans had truly opened his mind. After spending time writing a few of his philosophical thoughts down he was only more encouraged to start a slow, and most likely dangerous attempt to educate his people. After all nature says the strong rule, and that fact that his people were not ruling meant something was wrong.
With his mind made up, and after 15 years on the surface he said goodbye to everyone, and returned to his true home, hoping that Gorzeh was supportive of his idea. It seemed his deity was happy as a rather large preying mantis entered into his path, and did not try to make him into a meal. Instead it bowed before him. With his new companion in tow he continued on his journey. Upon arriving home, it seemed that nothing had changed. While he was trying to come up with more details as how to transform an entire culture he heard about a job as a mercenary. This would grant him exposure to more people, and maybe even the chance to gain resources. “Why not”, Yasaen thought to himself. He did not have much to lose since his other plan offered to real signs of support.
Personality:Yasaen much like many other drow believes that drow are the superior race. Unlike many drow however he is never cruel or violent, just for the sake of being cruel or violent. He strongly believes you can catch more flies with honey, so to speak. He is willing to use violence, but not normally as a first option. He is what I would call a gentleman's villian. He is well spoken, and well mannered, and people often hold him in high regard, even if they don't like him. They see his fairness as positive character attribute, but he is kind to his enemies, not so much because he cares about them or because of any code of chilvary. He knows that many people are compassionate to some extent, and if they ever catch him in a bad situation they are more likely to be nice to him, if he shows them kindness first.
Monty full attack.
Claw: [dice]1d20+9 [/dice]
Damage: [dice]1d6+5 [/dice]
Claw: [dice]1d20+9 [/dice]
Damage: [dice]1d6+5 [/dice]
Mandibles: [dice]1d20+3 [/dice]
Damage: [dice]1d6+2 [/dice]
Mandibles: [dice]1d20+3 [/dice]
Damage: [dice]1d6+2 [/dice]
bane 2 rounds = 5 rounds remaining
Wraith level 1
Burst of speed level 3
7 from the fire spirit thing.