Drow Priest

Phaelanna Xiltoara's page

29 posts. Alias of Critzible.


Full Name

Phaelanna Xiltoara

Race

Drow Noble

Classes/Levels

Witch(White Haired)/Unchained Rogue 4th

Gender

Female

Size

Medium

Age

135

Alignment

Neutral

Deity

Shelyn

Languages

Elven*,Undercommon*,Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, Goblin.

Strength 14
Dexterity 18
Constitution 19
Intelligence 21
Wisdom 10
Charisma 17

About Phaelanna Xiltoara

Phaelanna Xiltoara
Neutral Drow,Noble Witch(White Haired)/Unchained Rogue 4th
Hgt.5’8” Wgt.125 Hair:White Eyes:Amber Deity:Shelyn
Str:14 Dex:18 Con:19 Int:21 Wis:10 Cha:17
Init:+4 Hp:39
Fort:+5(+1+4)
Reflex:+8(+4+4)
Will:+6(+4+0+2)
BAB:+3
Melee:+5
Ranged:+7
CMB:+5[hair +8(grapple)]
CMD:16[10+2+4]
AC:15[10+4(dex)+1(natural)]touch 14,ff 11
Weapons:
White Hair:+7 1d4+5 x2 10 ft.Reach
Daggers(10):+7 1d4+4 19-20/x2 10ft P(8) S(2)
Heavy Crossbow:+7 1d10 19-20/x2 80ft P Bolts(10)
Cestus:+7 1d4+2 19-20/x2 B
Rapier:+7 1d6+2 18-20/x2 P
Staff:+5 1d6/1d6+2 x2 double B

Skills:60 Background 8
Acrobatics:+11[4+4(dex)+3(class)]
Bluff:+10[4+3(cha)+3(class)]
Climb:+7[2+2(str)+3(class)]
Diplomacy:+7[1+3(cha)+3(class)]
Disable Device:+12(+14*)[4+5(dex)+3(class)+2(trap)]
Escape Artist:+8[1+4(dex)+3(class)]
Fly:+8[1+4(dex)+3(class)]
Heal:+4[1+0(wis)+3(class)]
Intimidate:+7[1+3(cha)+3(class)]
Knowledge(Arcana):+11[1+5(int)+3(class)+2(feat)]
Knowledge(Dungeoneering):+11[1+5(int)+3(class)+2(feat)]
Knowledge(History):+11[1+5(int)+3(class)+2(feat)]
Knowledge(Local)+11[1+5(int)+3(class)+2(feat)]
Knowledge(Nature)+11[1+5(int)+3(class)+2(feat)]
Knowledge(Nobility)+11[1+5(int)+3(class)+2(feat)]
Linguistics:+11[3+5(int)+3(class)]
Perception:+9(+11)(+13)[4+0(wis)+3(class)+2(race)+2(trap0+2(familiar)]
Sense Motive:+7(+9)[4+0(wis)+3(class)+2(familiar)]
Sleight of Hand:+11[4+4(dex)+3(class)]
Spellcraft:+12[4+5(int)+3(class)]
Stealth:11[4+4(dex)+3(class)]
Survival:+1[1+0(wis)]
Swim:+7[2+2(str)+3(class)]
Profession(cook):+6[1+0(wis)+3(class)+2(feat)]
Profession(scribe):+6[1+0(wis)+3(class)+2(feat)]
Perform(sing):+7[1+3(cha)+3(class)]
Perform(dance)+7[1+3(cha)+3(class)]
Feats:Iron Will,Breath of Experience,Alertness*(familiar)
Traits:
Shrouded Casting:
Benefit: Choose one school of magic(Transmutation)when you pick this trait. You can cast spells from Transmutation as if you had the Eschew Materials feat.
Charming:
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Abilities:
-Racial:
+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
Darkvision: Darkvision 120 ft. Drow can see in the dark up to 120 feet.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Immunity to magic sleep effects.
+2 racial bonus to saves against enchantment spells.
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.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Elven*,Undercommon*,Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, Goblin.

Spell Resistance: 15, 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.

-Witch:
Spells per Day
0-[4]Read Magic,Mending,Resistance,Message
1st-[5(3+2(int)]Cure Light Wounds,Mage Armor, Identify,Chill Touch(DC16), Web Bolt(DC16)
2nd-[3(2+1(int)]Cure Moderate Wounds,Summon Swarm,Web(DC17)

Patron Spells:At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Agility: 2nd—jump, 4th—cat’s grace, 6th—haste, 8th—freedom of movement, 10th—polymorph, 12th—mass cat’s grace, 14th—ethereal jaunt, 16th—animal shapes, 18th—shapechange.
Witch’s Familiar (Ex)
Scarlet Spider named Vox
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
White Hair (Su)
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature.
In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:
Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.
Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.
Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
This ability replaces hex.
Rogue Talents
At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level.
At 12th level and for every two levels thereafter, she gains an additional rogue talent. A white-haired witch cannot select an individual rogue talent more than once, and can select from among the following: assault leader, combat trick, finesse rogue, major magic, minor magic, positioning attack, resiliency, surprise attack, and weapon training.
At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents: another day, defensive roll, improved evasion, opportunist, redirect attack, slippery mind, and thoughtful reexamining.
This ability replaces major hex and grand hex.
-Rogue:
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: +2d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: +2
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead

Equipment:
Witch's’ Kit:(21gp,21lb):Backpack,Bedroll,Belt pouch,Flint and Steel,Ink,Inkpen,Iron Pot,Mess Kit,Soap,Spell Component Pouch,Torches(10),Trail Rations(5 days),Waterskin
Thieves’ Tools,Masterwork(100gp,2lb)
Thieves’ Ring:(300gp,-)
Cooking Kit:(3gp,16lb)
100ft Spidersilk Rope:(200gp,8lb)
Compass:(10gp,1/2lb)
Small Steel Mirror:(10gp1/2lb)
Explorers’ Outfit*(*,8lb)
Nobles’ Outift(Spider Silk)(x2)(150gp,20lb)
Scarf Pocketed:(8gp,1/2lb)
Scarf Silk:(5gp,1/2lb)
Adventurers’ Sash:(20gp,3lb)
Brooch:(100gp,1/4lb)
Signet Ring:(5gp,-)
Spell Component Pouch:(5gp,1/4lb)
Umbrella (2gp,3lb)
Grooming Kit(1gp,2lb)

PP:
GP: 967
SP:
CP:

Spells Known:
0-Arcane Mark,Bleed,Daze,Detect Poison,Guidance,Light,Mending, Message,Putrefy Food and Drink,Read Magic,Resistance,Spark,Stablize,Touch of Fatigue

1st- Jump*,Burning Hands,Charm Person, Cure light wounds, Ear Piercing Scream, Identify,Mage Armor, Web bolt, Chill Touch, Hypnotism

2nd-Cats’ Grace*, Alter Self, Cure Moderate Wounds, Summon Swarm, Web

Background:
Phaelanna grew up in a Drow house devoted to the worship of Asmodeus. Its daughters were sent to become Brides of Asmodeus as the sons were free to learn whatever trade needed. Phaelanna, grew up amongst her indoctrinated siblings but had a special connection to one of the spiders she had chosen for her gaurdian. In doing this she was touched by the Empyreal Lord Arshea! One of the Lords underlings bestowed her a connection with her spider Vox.

In her fledgling years she learned a variety of fun skills and knowledge while learning spells from her spider. Her mother thought it was a blessing and a potential weapon for later and thus kept it a secret. When her mother was eliminated by a rival via assassination Phaelannas’ gifts were found out and the teenage drow was sent to the Asmodean church to learn to be one of his brides.

However in her lessons she showed more variety of spells and blasphemed the Lord of Tyranny instantly sealing her fate. The Xiltoarans’ there were punished, and in turn her cousins tried to punish her. Phaelanna knew after attempts on her life that she was done for. So she fled. In her escape she turned to the poor districts learning the skills needed to survive.

By the time she became an adult she was a prominent member of a mercenary guild with in the Underdark. Her role was a magical scout. In her work she began to work with a variety of other races and classes as she grew in her power. After years and her rise her family sent assassikns after her. Assassins’ she slew. This got her out of the Drow city she was in and out into the wilder world. Now the Drow Noble walked the earth seeking her purpose, the one whispered in her dreams and through her communing with the entity that blessed her with Vox!