Shindiira Misraria

Xiera Sidth's page

6 posts. Alias of Peebo.


Full Name

Xiera Sidth

Race

Half-Fiend (noble) Drow

Classes/Levels

Witch 5

Gender

Female

Size

Medium

Alignment

Chaotic Evil

Strength 10
Dexterity 26
Constitution 8
Intelligence 22
Wisdom 19
Charisma 24

About Xiera Sidth

Stats:

Size: Medium
Age: 135
Height: 5' 3"
Weight: 110 lb
Total Hit Points: 27

Speed: 30 feet

Armor Class: 27 = 10 + 7 [armor] + 8 [dexterity] + 1 [natural armour] + 1 [deflection]
Touch AC: 19
Flat-footed: 19

Initiative modifier: + 8 = + 8 [dexterity]

Fortitude save: + 1 = + 1 [base] - 1 [constitution] + 1 [magical]
Reflex save: + 10 = + 1 [base] + 8 [dexterity] + 1 [magical]
Will save: + 5 = + 1 [base] + 4[wisdom] + 1 [magical]

Attack (melee): + 1 = + 2 [base] - 1 [strength]
Attack (ranged): + 10 = + 2 [base] + 8 [dexterity]
CMB: 1 = + 2 [BAB] - 1 [strength]
CDM: 18 = + 2 [BAB] - 1[strength] + 7 [dexterity] + 10

+1 seeking light crossbow +11 (1d8 +1 19-20/x2)
+1 rapier +2 (1d6 18-20/x2)

Languages: Elven, Undercommon, Abyssal, Common, Draconic, Drow Sign Language, Gnome, Goblin

Feats:
Point Blank Shot
Precise Shot
Rapid Reload

Skills:
Craft (Alchemy): +18 (+5 rank, +6 intelligence, +3 class skill, +4 Hex)
Knowledge (Arcana): +14 (+5 rank, +6 intelligence, +3 class skill)
Knowledge (History): +14 (+5 rank, +6 intelligence, +3 class skill)
Knowledge (Nature): +14 (+5 rank, +6 intelligence, +3 class skill)
Knowledge (Planes): +14 (+5 rank, +6 intelligence, +3 class skill)
Perception: +11 (+5 rank, +4 wisdom, +2 racial)
Spellcraft: +14 (+5 rank, +6 intelligence, +3 class skill)
Use Magic Device: +12 (+5 rank, +7 charisma)

Class and Racial Features:

Drow (noble):
+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
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 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.
Poison Use: See Special Abilities, above.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.

Half Fiend:
CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any evil.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Special Attacks: A half-fiend gains the following.
Smite Good (Su): Once per day it can add extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
Table: Half Fiend Spell-like Abilities by Hit Die
Hit Dice Resist Cold, Acid, and Electricity
1–2 Darkness 3/day
3–4 Desecrate
5-6 Unholy blight
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Witch:
Cantrips
Hex (1st level Ward/2nd level Coven/3rd level Cauldron)
Witch's Familiar* ( black cat named Dark/ grants+3 stealth checks)

Spells:

0 level (DC 16)
-Daze
-Bleed
-Guidance
-Read Magic

1st level (DC 17)
-Enlarge Person
-Enlarge Person
-Cure Light Wounds
-Cure Light Wounds
-Cure Light Wounds

2nd level (DC 18)
-Alter Self
-Detect Thoughts
-False Life
-False Life

3rd level (DC 19)
-Lightning Bolt
-Lightning Bolt

Gear:

Weapons (budget 12,000 gp)
+1 seeking light crossbow (8,335 gp)
60 bolts (60 gp)
+1 rapier (2,320 gp)
total 10,715 gp

Armour/Protection (budget 10,000 gp)
+1 fortification light (25%) leaf armour (4,500 gp)
+1 mithril armoured kilt (1,170 gp)
ring of protection +1 (2,000 gp)
total 6,870 gp

Magic Items (budget 5,000 gp)
Efficient Quiver (1,800 gp)
Cloak of resistance +1 (1,000 gp)
5 potions of mage armour (250 gp)
5 potions of shield (250 gp)
5 potions of true strike (250 gp)
5 potions of disguise self (350 gp)
10 potions of protection from good (500 gp)
total 4,300 gp

Adventuring Gear (budget 2,000 gp)
Backpack (1 gp)
Bedroll (1 sp)
Alchemist's Lab (200 gp)
Spell Component Pouch (5 gp)
Adventurer's Sash (20 gp)
total 226 gp 1 sp

gold left over 9,077 gp 9 sp

Background:
Born into the scheming Matriarchal society of the Drow, Xiera was always being pushed to fight for the right to become House Matron, but Xiera never showed the devotion and malice of the other Neophytes.

The Young Drowess eventually learned that Wits and Grace generally worked in her favour more than senseless destruction. Maturing gradually, Xiera was always accompanied by her sister, Shaya, helping her when wit and grace weren't enough.

Learning the house mother's way of life wasn't for Shaya and herself, and they decided to train together in secret, learning a different approach to magic.

On a whim, one day, they, Xiera and her sister Shaya, decided to head out on their own, thinking that trying to climb the ranks of the scheming and plotting matriarchal drow society would be slower and less rewarding than building an empire of their own.

With her sister by her side, Xiera searches for fame and riches enough to live her life in luxury for many years to come.