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About Nathrae Khalazza---------------------
Racial Traits:
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Drow gain a +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level. Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character 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. Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword. Class Features:
Class Skills: The sword-devil gains Acrobatics as a class skill as a replacement for Spellcraft.
Death Vow (Ex): At 1st level, a sword-devil may, as a swift action, focus all her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th level and every 3 levels thereafter (7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls against her sworn target equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of the death vow is dead, or the next time the sword-devil rests and regains use of this ability. This ability replaces favored enemy. Slashing Fury (Ex): Beginning at 3rd level, the sword-devil can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. Additionally, she selects one type of light or one- handed slashing melee weapon. When using this weapon, she may use her Dexterity modifier instead of her Strength modifier on melee attack rolls. At 8th level and every 5 levels thereafter (13th and 18th). the sword-devil may select an additional type of light or one-handed slashing weapon she may use with this ability. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites. This ability replaces favored terrain. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Combat Style Chosen: Two-Weapon Fighting! Endurance: A ranger gains Endurance as a bonus feat at 3rd level. ---------------------
To say she was an oddity in the Melee-Magthere was an understatement--it was a combat school for noble-born male drow, and while it was known for training priestesses of Lolth in swordcraft, Nathrae was neither male nor noble-born, nor had she ever professed any faith in the Spider Queen beyond lip service. But her talent for violence could not be denied, and she fought tooth and nail to reach the level of training she had, despite the many rivals she faced and disposed of along the way. Of late, she has recently served in a mercenary company called The Sword-Spiders, a band of ne'er do-wells and thugs that fancy themselves aspiring warlords. They mainly do wetwork for the lesser-known noble houses of Menzoberranzan. ---------------------
Nathrae's smile matches her personality--she's surprisingly friendly and a charmer, but behind her eyes is a cold and amoral heart worthy of any noble-born drow. Curiously, she staunchly denies any blood relation to the noble houses of Menzoberranzan. She relishes getting into the thick of combat and drenching herself in the blood of her enemies, but there is never a prayer to Lolth on her lips as she does so.
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Background Skills: 6
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Money: 70 GP Carrying Capacity: Current Load: ---------------------
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