Drow

Mourn'draxil's page

121 posts. Alias of TheNine.


Full Name

Mourn'draxil

Race

Drow

Classes/Levels

Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

Gender

Male

Size

Medium

Age

137

Alignment

Neutral Evil

Occupation

Sniper

Strength 12
Dexterity 17
Constitution 10
Intelligence 16
Wisdom 10
Charisma 14

About Mourn'draxil

Male Drow (elf) Fighter 2(Crossbowman) Wizard 1 (Transmuter)
NE Medium humanoid (elf)
Init +3(4); Senses Perception +5

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RACIAL TRAITS
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Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Keen Senses- Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
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DEFENSE
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AC 17(18) (19 if in Melee)(20), touch 13(14), flat-footed 14(16 if in melee) (armor +4,shield +2 Dex +3(4))
hp 20 (2d10+1d6)
Fort +3, Ref +4(5), Will +3

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OFFENSE
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Speed 30 ft.
Melee: Morningstar +4 to hit 1d8+1 (20x2) B, P
Ranged: MW Heavy Repeating Crossbow +7(8) to hit 1d10(19-20x2) Range 120 P
Secondary weapons:Dagger +3Melee/+6(7) ranged 1d4+1 (19-20x2) range 10
P,S
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SPELLS
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Transmutation school:
-Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.


Opposition Schools - Necromancy, Enchantment
0-LVL - SAVE DC 12 - SPELLS PER DAY - 3 chosen, at will usage

1-LVL - SAVE DC 13 - SPELLS PER DAY - 1+1+1 Arcane Bond (truestrike)
KNOWN (True strike, Shield, Silent Image, Feather Fall, Magic Weapon)
Memorized - Shield, Magic Weapon, AB- True strike

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STATISTICS
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Str 12, Dex 17, Con 10, Int16, Wis 10, Cha 14
Base Atk +3; CMB +4 ; CMD 17
Feats:Exotic Weapon proficiency : Heavy Reapeating Crossbow, Point Blank Shot, Rapid Shot, Deadly Aim, Scribe Scroll
Skills
Climb = 3 ranks+ 3 class +1 modifier = +7
Ride = 2 ranks + 3 class +3 modifier = +8
Survival = 4 ranks +3 class = +7
Intimidate = 1 rank +3 class +2 Modifier = +6
Perception = 3 ranks + 2 racial = +5
Spellcraft = 3 ranks +3 class +2 modifier = +8
Knowledge Arcana = 2 ranks + 3 class+ 2 modifier +1 trait = +8
Craft Weaponsmithing? = 3 rank +3 class + 2 modifier = +8
Background Skills
Craft (poison)= 3 ranks + 3 class + 2 modifier + 2 MW equipment= +10
Knowledge Engineering = + 3 ranks + 3 class + 2 Modifier +1 trait = +9
Craft Alchemy = 2 rank + 3 class + 2 modifier + 2 MW equipment = +9

Traits Harvester - +1 trait bonus to proffesion tanner/profession trapper and may make those checks even without ranks in them. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature
Mathmatical Prodigy - +1 trait bonus to knowledge arcana, and knowledge engineering.
Languages: Elven, Undercommon, Drow Sign Language, Goblin
Combat Gear: MW Heavy Repeating Crossbow, Crossbow bolt cartridges (5 rounds) x5, Morningstar, Heavy wooden shield, dagger, Acid bolts x1, fire bolts x1, MW Mithril Chain shirt

Other Gear: , Smokestick x3, tindertwigs x3 Alchemists Lab
Assets 270 gp, sp
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SPECIAL/CLASS ABILITIES
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Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

BACKGROUND - Of a common birthing Mourn'Draxil's (Mourn to his not immediately trying to kill him allies)father was an officer in the house guard and his mother is one of the wizards and an alchemist of the house. (technically she was a sorceress) A quiet youth, He did his best to remain quiet and unseen, His childhood was spent mixed with lessons on swordplay and fighting from his father (who worked him into the ground) and helping his mother with some of the more mundane, boring, and dangerous workings in the alchemy lab. Freedom from his mundane terror filled life was finally granted at the academy.

He became known as a good shot (good not great) and fair with a blade. Certainly he would be a good house guard for any family. He also was quick and bright enough to grasp many of the lesser spells. When he returned to the house his intellect was put to good use working on alchemical items, (and in his spare time and on the side) with poisons along with shifts on the wall pulling guard duty.

The only minor disaster in his plan to live a long and very healthy life was the minor dalliance with one of the upper house guards which caught the eye of one of the younger noble daughters. What she plans on using that interest for he does not know, but he is hoping perhaps someone flashier catches her eye soon enough and forgets about him while he still breathes. . . then again perhaps he could use it to his advantage? Time will only tell.