Party of 4 drow npcs Need character rolled up. Anyone feel adventurous??


Advice

Grand Lodge

I am currently running a giant slayer campaign and I need a group of drow elves to encounter the party. I want to put a call out to all herolab users to help me with this. I currently have the leader of the group who is a Drow level 1 alchemist/ level 12 fighter. I need a lvl 12 cleric/ a lvl 12 mage/wiz type and two other characters rolled up. The cleric is female the mage/wiz is male and the other two you can make up however you feel. Outfit them with level correct items/Magic and use a 20 pt build.
Create drow names and background/deities worshipped if you wish and if you are feeling really creative make one or two of them driders or the like. You can email me galahad1965@ yahoo.com once you get them done and feel free to post them here. Thanks ahead of time. This should be fun. Let's see what we can come up with.


Do you want them to have NPC or PC level gear?

Do you use crafting and if so what effect do you allow it to have? US suggests 25% extra wealth per feat to a maximum of 50%.

Does the cleric have to be a cleric or would an oracle work?


Yeah sure I can later


1 person marked this as a favorite.

I'll assume heroic NPC gear, 21K at level 12.

Syrmourn, NE male drow, urban primalist bloodrager (shadow bloodline) 12.

stats:
Str 10, Dex 16 +2 race +2 level +6 bloodrage=26 (28), Con 15 -2 race +1 level=14, Int 8, Wis 12, Cha 13 +2 race=15

Shrivelblade: Attack +22/+17/+12, damage 1d4 +10 +1 fire, S, 20/x2. CMB +28 sunder (adamantine)/+32 if flanking, +26 disarm (latter provokes AoO unless flanking). 3/day sundering a weapon reduces its size by one category, Will DC 14 negates.
Backup swordbreaker: Attack +21/+16/+11, damage 1d4 +9 +1 fire, S, 20/x2. CMB +27 sunder/+31 if flanking, +25 disarm (latter provokes AoO unless flanking).

AC 26, FF 17, Touch 20, CMD 32, uncanny dodge, imp uncanny dodge

HP: 102 (12d10 +24 Con +12 FCB)

Fort +11, Reflex +13, Will +5 (immune to sleep, +7 vs. enchantment), SR 18

Init +9 w/bloodrage, +6 w/out, Speed 40 (w/floating feather, Fly 30 (average), Fly skill +9)

Skills: Acrobatics +26, Perception +18 (low-light, darkvision 30'), a whole bunch of one-rank skills.

Feats: Eschew Materials (B), Weapon Finesse, EWP (swordbreaker dagger), Weapon Focus (same), Step Up (B), Slashing Grace (same), Dirty Fighting, Imp Sunder, Combat Reflexes (B)

Rage powers: Tor linnorm death curse (+1 fire damage, if knocked unconscious/dead slayer gets staggered & fire vulnerability, Will save DC 17 negates), lesser/normal/greater beast totem

Class abilities not otherwise noted:
Bloodrage (+6 Dex or Str or Con, darkvision 30', reduces light level 1 category, 24 rounds/day)
Restrained magic (allies get +2 to saves vs. his spells)

Spells (CL 12, concentration +14)
1 (3/day, save DC 13): Ray of enfeeblement (B), mage armor, cheetah's sprint, reduce person, blade lash (trip +36 CMB), feather fall, vanish
2 (3/day, save DC 14): Darkvision (B), bladed dash, animal aspect, dust of twilight, see invisibility, mirror image
3 (1/day, save DC 15): Heroism, burrow, find fault, versatile weapon

Race abilities:
Elven immunities
Surface infiltrator (low-light vision, no racial darkvision or light blindness)
SR 6+level
Weapon familiarity
Poison use
SLA's: Cast dancing lights, darkness, and faerie fire each 1/day, save DC 13.

Gear: Shrivelblade, +2 dex belt, +1 mithral buckler, +1 ring of protection, feather token (floating feather) *2, potion of cure moderate wounds, antitoxin, drow poison *4, backup swordbreaker dagger *2.

Stats include rage and mage armor but not other possible buffs.

Syrmourn skirmishes and debuffs rather than going for the kill. With his save DCs he will not ever try to target enemies directly with spells with saves. Dust of twilight & darkness are for turning out the lights in an area, not for fatiguing the enemy or centring on an enemy.

background:
Syrmourns' blood is considered tainted by something from the surface. As such he is used rather than a user in higher drow society. Being outside where he is hated rather than despised is far better in his opinion.

While he probably wants the party heroes dead the next on his target list would be the cleric. Being looked down on by someone he deals with every day offends him greatly.

With his recently learned Find Fault spell he's better informed than others in his party think.


Encounter
1 lvl 12 cleric
1 lvl 12 wizard
2 CR 10 driders

Entire encounter: CR 16
Notes: Spells pre-cast are long lasting - the matron has magic vestment running on her armor and the wizard has extended mage armor and false life going - all other buffs are not cast yet.

Spoiler:

Matron Naxasan CR 12
XP 19,200
Drow noble cleric of Haagenti 12 (Pathfinder RPG Bestiary 115)
CE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +7
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Defense
--------------------
AC 27, touch 13, flat-footed 25 (+9 armor, +1 deflection, +2 Dex, +2 natural, +3 shield)
hp 81 (12d8+24)
Fort +9, Ref +6, Will +13; +2 vs. enchantments
Immune sleep; SR 23
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rod of the viper +12/+7 (1d8+3)
Special Attacks channel negative energy 7/day (DC 18, 6d6), chaos blade (6 rounds, 2/day), scythe of evil (6 rounds, 2/day)
Spell-Like Abilities (CL 12th; concentration +14)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 15)
Domain Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—touch of chaos
Cleric Spells Prepared (CL 12th; concentration +17)
. . 6th—animate objects[D], harm (DC 21), heal
. . 5th—greater command (DC 20), major curse[UM] (DC 20), dispel good[D], righteous might, slay living (DC 20)
. . 4th—air walk, chaos hammer[D] (DC 19), divine power, freedom of movement, spiritual ally[APG]
. . 3rd—deadly juggernaut[UC], dispel magic, invisibility purge, magic vestment, prayer, rage[D]
. . 2nd—align weapon (evil only)[D], bear's endurance, bull's strength, cure moderate wounds, hold person (DC 17), ironskin
. . 1st—bane (DC 16), bless, command (DC 16), compel hostility[UC], doom[D] (DC 16), sanctuary (DC 16), shield of faith
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 15)
. . D Domain spell; Domains Chaos, Evil (Demon[APG] subdomain)
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Statistics
--------------------
Str 13, Dex 14, Con 12, Int 10, Wis 20, Cha 14
Base Atk +9; CMB +10; CMD 23
Feats Combat Casting, Command Undead, Extra Channel, Power Attack, Selective Channeling, Warrior Priest[UM]
Skills Acrobatics -2 (-6 to jump), Concentration: Cleric +17 (+21 when casting defensivley or grappled., +19 when casting defensivley or grappled.), Diplomacy +6, Intimidate +10, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (planes) +6, Knowledge (religion) +9, Perception +7, Spellcraft +7; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ fury of the abyss, poison use
Other Gear mwk breastplate, +1 heavy steel shield, rod of the viper, amulet of natural armor +2, ring of protection +1
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Special Abilities
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Chaos Blade (2/day) (Su) Touched weapon temporarily becomes anarchic.
Cleric Channel Negative Energy 6d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Demon (Evil))
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 18) Channel energy can take control of undead.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Fury of the Abyss (+6, 8/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scythe of Evil (6 rounds, 2/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (23) You have Spell Resistance.
Touch of Chaos (8/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

--------------------

Moxnolonetheu CR 12
XP 19,200
Drow noble wizard 12 (Pathfinder RPG Bestiary 115)
NE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +4
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Defense
--------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural)
hp 83 (12d6+39)
Fort +9, Ref +9, Will +12; +2 vs. enchantments
Immune sleep; SR 23
Weaknesses light blindness
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Offense
--------------------
Speed 30 ft.
Special Attacks hand of the apprentice (8/day)
Spell-Like Abilities (CL 12th; concentration +12)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 13)
Wizard Spells Prepared (CL 12th; concentration +17)
. . 6th—flesh to stone (DC 21), summon monster VI
. . 5th—break enchantment, cloudkill (DC 22), hungry pit[APG] (DC 22), roaming pit (DC 22)
. . 4th—enervation, greater invisibility, stoneskin, wall of ice (DC 19)
. . 3rd—displacement, extended false life, haste, ice spears (DC 20), sleet storm
. . 2nd—acid arrow, extended mage armor, mirror image, scorching ray, web (x2) (DC 19)
. . 1st—enlarge person (2, DC 16), grease, magic missile (2), shield
. . 0 (at will)—arcane mark, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 20, Wis 14, Cha 10
Base Atk +6; CMB +6; CMD 21
Feats Combat Casting, Dodge, Extend Spell, Great Fortitude, Greater Spell Focus (conjuration), Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Time Stutter
Skills Concentration: Wizard +17 (+21 when casting defensivley or grappled.), Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (history) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Perception +4, Spellcraft +20; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Common, Elven, Goblin, Sakvroth, Undercommon
SQ arcane bond (ring of protection +1), metamagic mastery (3/day), poison use
Combat Gear boots of escape[ARG], potion of cure serious wounds (2); Other Gear amulet of natural armor +1, bracers of armor +2, cloak of resistance +2, ring of protection +1, wizard starting spellbook
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Metamagic Mastery (3/day) (Su) Spend 1 use per spell level increase to apply a known metamagic feat for free.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (23) You have Spell Resistance.
Time Stutter (1/day) (Sp) Use time stop for 1 round

--------------------

Xeri'enca CR 10
XP 9,600
Drider unchained rogue 6 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 113, Pathfinder Unchained 20)
CE Large aberration
Init +3; Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +21
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, -1 size)
hp 133 (15d8+66)
Fort +9, Ref +11, Will +11
Defensive Abilities danger sense +2, evasion; Immune sleep; SR 18
--------------------
Offense
--------------------
Speed 35 ft., climb 20 ft.
Melee mwk short sword +14/+9 (1d6+2/19-20) or
. . bite +13 (1d4+4 plus poison)
Ranged shortbow +12/+7 (1d6/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks scout's charge, sneak attack (unchained) +3d6, web (+12 ranged, DC 18, 15 hp)
Spell-Like Abilities (CL 9th; concentration +12)
. . Constant—detect good, detect law, detect magic
. . At will—dancing lights, darkness, faerie fire
. . 1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)
Cleric Spells Prepared (CL 6th; concentration +9)
. . 3rd—disrupt silence[UI] (DC 16), magic circle against good, prayer
. . 2nd—aid, bear's endurance, ironskin, shatter (DC 15)
. . 1st—command (DC 14), divine favor, inflict light wounds (DC 14), shield of faith
. . 0 (at will)—guidance, resistance, vigor, virtue
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 18, Int 15, Wis 16, Cha 16
Base Atk +10; CMB +13 (+15 disarm); CMD 27 (29 vs. disarm, 39 vs. trip)
Feats Blind-fight, Combat Casting, Combat Expertise, Dodge, Fleet, Improved Disarm, Weapon Finesse, Weapon Focus (bite), Weapon Focus (heavy mace), Weapon Focus (short sword)
Skills Acrobatics +21, Climb +28, Escape Artist +21, Intimidate +15, Knowledge (religion) +14, Perception +21, Sense Motive +12, Spellcraft +14, Stealth +21, Use Magic Device +21; Racial Modifiers +4 Stealth
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +3, fast stealth, weapon training), trapfinding +3, undersized weapons
Other Gear arrows (20), mwk short sword, shortbow
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Climb (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Immunity to Sleep You are immune to sleep effects.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Poison (DC 18) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Web (+12 ranged, 15 hp, 8/day, DC 18) (Ex) You can set or toss webbing.

--------------------

ZZen'neiw CR 10
XP 9,600
Drider unchained rogue 6 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 113, Pathfinder Unchained 20)
CE Large aberration
Init +3; Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +21
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, -1 size)
hp 133 (15d8+66)
Fort +9, Ref +11, Will +11
Defensive Abilities danger sense +2, evasion; Immune sleep; SR 18
--------------------
Offense
--------------------
Speed 35 ft., climb 20 ft.
Melee mwk short sword +14/+9 (1d6+2/19-20) or
. . bite +13 (1d4+4 plus poison)
Ranged shortbow +12/+7 (1d6/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks scout's charge, sneak attack (unchained) +3d6, web (+12 ranged, DC 18, 15 hp)
Spell-Like Abilities (CL 9th; concentration +12)
. . Constant—detect good, detect law, detect magic
. . At will—dancing lights, darkness, faerie fire
. . 1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)
Cleric Spells Prepared (CL 6th; concentration +9)
. . 3rd—disrupt silence[UI] (DC 16), magic circle against good, prayer
. . 2nd—aid, bear's endurance, ironskin, shatter (DC 15)
. . 1st—command (DC 14), divine favor, inflict light wounds (DC 14), shield of faith
. . 0 (at will)—guidance, resistance, vigor, virtue
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 18, Int 15, Wis 16, Cha 16
Base Atk +10; CMB +13 (+15 disarm); CMD 27 (29 vs. disarm, 39 vs. trip)
Feats Blind-fight, Combat Casting, Combat Expertise, Dodge, Fleet, Improved Disarm, Weapon Finesse, Weapon Focus (bite), Weapon Focus (heavy mace), Weapon Focus (short sword)
Skills Acrobatics +21, Climb +28, Escape Artist +21, Intimidate +15, Knowledge (religion) +14, Perception +21, Sense Motive +12, Spellcraft +14, Stealth +21, Use Magic Device +21; Racial Modifiers +4 Stealth
Languages Common, Elven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +3, fast stealth, weapon training), trapfinding +3, undersized weapons
Other Gear arrows (20), mwk short sword, shortbow
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Climb (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Immunity to Sleep You are immune to sleep effects.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Poison (DC 18) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (18) You have Spell Resistance.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Web (+12 ranged, 15 hp, 8/day, DC 18) (Ex) You can set or toss webbing.

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Devora is a daughter of House Azrinae, one of the most prominent noble houses of Zirnakynin and devotees of Abraxus, demon lord of forbidden magic. Early in her training she delved into ancient, forgotten lore in the deepest archives of the House where she made contact with, something, and a bargain was struck. This contact changed her, withering her flesh, but granting her many dangerous new powers. Strange dreams fuelled her ambitions and she started to make plans to transform her entire house into her undead thralls. Her plans were detected and she was forced to flee to the surface to survive.

Now she travels the backroads of Varisia, transforming small settlements en masse into shambling horrors, summoning demons, devils or worse and raising more dangerous undead as she seeks greater power. She understands the need to avoid drawing too much attention to herself so adopts several different guises as she travels until she has gathered enough power to return to her home and complete her plans.

Campaign Role:
Devora is an unholy terror in any region she passes through. Dreamed secrets lets her grab any spell she wants from the wizard list up to level 6. With it she can happily animate dead, create undead, planar bind monsters (glabrezu are 12HD) or unleash plagues of seeded undead (her what grows within DC is 28). Using what grows within prior to casting Urgathoa's Beacon creates large areas of mind affecting magic which can easily infect people. Beacon lasts 12 hours per cast, is DC24 and has no immediately obvious effect. She rarely bothers controlling her creations, leaving them to their own devices. When planar binding she will often assume the guide of local residents to increase the confusion.

She retains multiple different identities with her significant mundane skills but also with various identities obtained through the transplant visage spell which gives her +10 to disguise (bringing her to +35) with no residual magical effect. Non detection makes it hard to detect anything more about her and she can easily maintain it all day.

Combat Tactics:
Devora does all she can to stay at range. She has a variety of defensive spells available to her, shield of faith brings her to a respectable AC32, Mirror Image provides a lot of defence and she should normally be flying at all times. She maintains freedom of movement in any combat situation. Her stat block includes magic vestment on her armour and shield as well as ant haul and overland flight (one of her standard dreamed secrets spells).

Offensively she has a variety of spells. What grows within can be combined in combat with aura of doom or murderous command (which can be made persistent) and greater forbid action (which doesn't allow ongoing saves). Beyond that she can do significant ability damage. Wracking Ray is a ranged touch attack doing 4d4 str and dex damage with a save for half (minimum stat of 1). Follow it up with masochistic shadow for ongoing DC27 1d4 str damage which can kill you if you go to 0.

Mostly though she prefers to set enemies against each other. Touch of the moon means that her inflict spells attach a confusion rider if the target fails a DC24 will save. This turns mass inflict spells into extremely powerful control effects.

I did initially give her the primal companion revelation but dropped it as she doesn't really have the money to properly equip it and it makes it harder for her to blend in as she changes identities.

Stat block:
The stat block includes ant haul, 2 magic vestment spells, overland flight and a +2 profane bonus to charisma from havng planar bound a succubus, something easily doable for her. She has slightly more equipment than she should have (27.5k) as a heroic NPC.

Devora Azrinae
Female drow noble oracle (ancient lorekeeper) 12
CE Medium humanoid (elf)
Init +13; Senses low-light vision, darkvision 60'; Perception +19

--------------------
Defense
--------------------
AC 28, touch 17, flat-footed 21 (+6 armor, +7 Dex, +5 shield)
hp 87 (12d8+24)
Fort +10, Ref +19, Will +15 (+5 bonus vs. mind-affecting effects); +2 vs. enchantments
Immune sleep; SR 23 ([good], [healing], or divine spellcasters of good deities)

--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)

Spell-Like Abilities (CL 12th; concentration +23)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 21)

Oracle (Ancient Lorekeeper) Spells Known (CL 12th; concentration +23)
. . 6th (4/day)—mass inflict moderate wounds (DC 26), what grows within (DC28), wracking ray (DC 28)
. . 5th (6/day)—flame strike (DC 23), greater forbid action[UM] (DC 23), mass inflict light wounds (DC 25), masochistic shadow (DC 27), overland flight, teleport, undead anatomy II[UM]
. . 4th (8/day)—aura of doom[UM] (DC 24), dimensional anchor, freedom of movement, inflict critical wounds (DC 24), nondetection
. . 3rd (8/day)—blindness/deafness (DC 23), dispel magic, inflict serious wounds (DC 23), invisibility purge, magic vestment, mirror image, undead anatomy I[UM]
. . 2nd (8/day)—control undead (DC 22), delay poison, desecrate, disguise self, inflict moderate wounds (DC 22), resist energy, lesser restoration, urgathoa's beacon (DC 24)
. . 1st (8/day)—ant haul[APG] (DC 19), cure light wounds, inflict light wounds (DC 21), mage hand, murderous command[UM] (DC 19), shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect poison, guidance, mending, purify food and drink (DC 18), read magic, scrivener's chant, stabilise, spark[APG] (DC 18)
. . Mystery Lunar

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Statistics
--------------------
Str 7, Dex 11, Con 14, Int 16, Wis 16, Cha 26
Base Atk +9; CMB +7; CMD 17

Feats Dreamed Secrets, Greater Spell Focus (necromancy), Noble Scion of War[ISWG], Persistent Spell[APG], Spell Focus (necromancy), Steadfast Personality[ACG]

Traits fate's favored, warrior of old

Skills Bluff +25, Diplomacy +28, Disguise +25, Fly +13, Intimidate +11, Knowledge (arcana, history, local) +7, Knowledge (dungeoneering, engineering, geography) +4 Knowledge (nobility) +9, Knowledge (planes, religion) +18 (+6 on any knowledge check relating to elves) Linguistics +6, Perception +19, Sense Motive +18, Spellcraft +7

Languages Abyssal, Aklo, Common, Elven, Skald, Tien, Undercommon, Varisian

SQ champion of dark powers, elven lore +6, oracle's curse (lich), poison use, revelations (eye of the moon, moonlight script, prophetic armor, touch of the moon), surface infiltrator[ARG]

Gear lesser extend metamagic rod, mwk darkleaf cloth studded leather, mwk heavy steel shield, belt of mighty constitution +2, circlet of persuasion, cloak of resistance +2, headband of alluring charisma +2, lucky horseshoe, masterwok tools (perception, diplomacy, bluff), disguise kit

Grand Lodge

Great characters. I am going to print them out tonite. It will be a blast having them fight, if necessary, my group of PCs.

Grand Lodge

1 person marked this as a favorite.
andreww wrote:

Do you want them to have NPC or PC level gear?

Do you use crafting and if so what effect do you allow it to have? US suggests 25% extra wealth per feat to a maximum of 50%.

Does the cleric have to be a cleric or would an oracle work?

I was thinking a cleric but oracle works. Was trying to keep with the DnD themed drow. I was trying to keep it hockey level magic because if the party beats them then the parties power level goes up. However, the drow magicked items in the open air of Golarion magicks will fade. Or is most of the enchanted items usable on the surface?


Cinderfoot Bristlebeard wrote:
andreww wrote:

Do you want them to have NPC or PC level gear?

Do you use crafting and if so what effect do you allow it to have? US suggests 25% extra wealth per feat to a maximum of 50%.

Does the cleric have to be a cleric or would an oracle work?

I was thinking a cleric but oracle works. Was trying to keep with the DnD themed drow. I was trying to keep it hockey level magic because if the party beats them then the parties power level goes up. However, the drow magicked items in the open air of Golarion magicks will fade. Or is most of the enchanted items usable on the surface?

Not by default - but it's your world and that was always an aspect of the drow I personally loved.

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