You are on page 1of 11

DEVOURER CR 11

XP 12,800
NE Large undead (extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +7, Will +12
Defensive Abilities spell deflection, undead traits; SR 22
OFFENSE
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)
At will—animate dead4th, bestow curse4th (DC 19), confusion4th (DC 19), control undead7th (DC 22), death knell2nd (DC
17), ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), lesser planar ally4th, ray of enfeeblement1st, spectral
hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)
STATISTICS
Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
Base Atk +10; CMB +20; CMD 33
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes)
+18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Devour Soul (Su) By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage
as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain
by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the
devourer's destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a
time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A
devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease,
spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a
devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level
for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but
they do not stack with any negative levels imparted by being brought back to life). A soul that is completely
consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.
Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance,
they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair,detect
thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic
jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the
soul, the caster makes a DC 25 caster level check when a spell is deflected—success indicates that the trapped
soul is released from its prison and the creature whose body it belonged to can now be restored to life as
normal.
BONE GOLEM (SHIELD GUARDIAN) CR 10
XP 9600
N Large construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 90 (11d10+30)
Fort +3, Ref +5, Will +3
DR 5/adamantine and bludgeoning; Immune construct traits, magic
Fast Healing (Ex) A shield guardian has fast healing 5.
OFFENSE
Speed 30 ft.
Melee bite +14 (1d8+4), 2 slams +14 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks bone prison (ranged touch +12)
STATISTICS
Str 18, Dex 15, Con —, Int —, Wis 10, Cha 1
Base Atk +11; CMB +16 (+20 disarm or grapple); CMD 28
Feats Improved InitiativeB
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it
must make a ranged touch attack to hit. These bones magically duplicate and form a cage surrounding struck
creatures. Each round, the cage makes a combat maneuver check to deal the golem's slam damage, using the
golem's CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the
grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the
same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem
can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature)
must first destroy the existing one.
Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In
addition, certain spells and abilities function differently against the creature, as noted below.
• Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
• A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of
damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to
exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw
against attacks that deal negative energy damage.
• A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the
amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.
Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action
if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield
guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the
spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as
immunity or damage reduction) the golem possesses.
Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another
creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is
used, the shield guardian can store another spell (or the same spell again). (Enervation)
JIVAKHNAKA CR 11
Balor-Possessed Huge WATER ELEMENTAL
XP 3,200
N Huge outsider (chaotic, evil, elemental, extraplanar, water)
Init +5; Senses darkvision 60 ft.; Perception +16; See invisibility
DEFENSE
AC 22, touch 14, flat-footed 16 (+5 Dex, +1 dodge, +8 natural, –2 size)
hp 125 (10d10+70)
Fort +14, Ref +12, Will +6
DR 5/—; Resist Electricity/20; Immune elemental traits; SR 31
OFFENSE
Speed 20 ft., swim 90 ft.
Melee 2 slams +19 (3d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (DC 22), water mastery
STATISTICS
Str 32, Dex 20, Con 25, Int 14, Wis 17, Cha 11
Base Atk +10; CMB +24; CMD 39
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack
Skills Acrobatics +12, Escape Artist +16, Knowledge (planes) +11, Perception +16, Stealth +4, Swim +30
SPECIAL ABILITIES
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel
magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically
to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent
are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on
attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is
initiating or resisting these kinds of attacks.
Demonic Attack (Su) When Jivakhnaka is involved in a grapple,flames spring to life all over its body. Any creature
grappling with it takes 2d6 points of fire damage per round that the grapple continues.
Profane (Su) All of Jivakhnaka’s melee attacks deal +1d6 points of extra damage to creatures of good alignment.
Its attacks are treated as magical and evil-aligned for the purposes of overcoming damage reduction.
Possessed (Su) The balor possessing Jivakhnaka is trapped within a water elemental. Unlike many demon-
possessed creatures, the demon cannot leave the water elemental. If Jivakhnaka is slain, the balor returns to the
Abyss.
Spell Vulnerability (Ex) If affected by banishment, dispel evil, or dispel chaos, Jivakhnaka is immediately
banished to the Abyss. As the water elemental and balor are fused into one being, antimagic field and similar
effects do not remove the demon-possessed template.
See Invisibility (Su) Jivakhnaka continuously sees invisible creatures and objects as per the spell see invisibility
(CL 20th).
VONNARC MAGE CR 5
Male Drow Wizard 6
None Medium humanoid (elf)
Init +7; Senses Darkvision (120 ft.), Low-Light, Perception +3,
Temporary Bonuses Applied Mage Armor,
DEFENSE

AC 18, touch 14, flat-footed 15 (+3 Dex, +1 deflection, +1 *Ring of Protection +1, )
hp 32 (6d6)+6
Fort +3, Ref +6, Will +9
Immunities Sleep,
Spell Resistance 12
OFFENSE

Speed 30 ft.
Melee masterwork dagger +3 (1d4-1/19-20)
Ranged masterwork dagger (thrown) +7 (1d4-1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Hand of the Apprentice,
Innate Spell-Like Abilities: dancing lights ( 1/day) darkness ( 1/day) faerie fire ( 1/day)
Spellbook (Wizard's/Blank) Prepared Spell List
Wizard (CL 6th):
Prepared Spells Prepared Spell List
Wizard (CL 6th):
3rd - dispel magic , lightning bolt (DC 17) , ray of exhaustion (DC 17)
2nd - detect thoughts (DC 16) , mirror image (DC ) , scorching ray , web (DC 16)
1st - burning hands (DC 15) , feather fall (DC 15) , magic missile
0th - detect magic , detect poison , ghost sound (DC 14) , prestidigitation (DC 14)
STATISTICS

Str 8, Dex 16, Con 10, Int 18, Wis 13, Cha 12
Base Atk +3; CMB +2; CMD 16
Feats Improved Initiative, Iron Will, Scribe Scroll, Silent Spell, Spell Penetration
Skills Acrobatics +9, Appraise +4, Bluff +1, Climb -1, Craft (Untrained) +4, Diplomacy +1, Disguise
+1, Escape Artist +3, Fly +3, Heal +1, Intimidate +1, Knowledge (Arcana) +13, Knowledge (Local)
+13, Knowledge (Nobility) +13, Knowledge (Planes) +13, Perception +3, Perform (Untrained) +1,
Ride +3, Sense Motive +1, Spellcraft +13, Stealth +3, Survival +1, Swim -1,
Languages Elven, Undercommon
Special Qualities Arcane Bond, Bonus Feats, Cantrips, Darkvision, Keen Senses, Low-Light Vision,
Poison Use, Spell-Like Abilities, Universal School, Weapon Familiarity,
Possessions masterwork dagger; ring of protection +1; cloak of resistance +1; potion of invisibility;
spellbook (wizard's/blank); wand (magic missile/wizard/3rd);
Innate Spell-Like Abilities: dancing lights ( 1/Day) darkness ( 1/Day) faerie fire ( 1/Day)
Spells:
Spellbook (Wizard's/Blank) Prepared Spells:
Wizard (CL 6):
Prepared Spells Prepared Spells:
Wizard (CL 6): 0th - detect magic , detect poison , ghost sound (DC 14) , prestidigitation (DC 14) 1st
- burning hands (DC 15) , feather fall (DC 15) , magic missile 2nd - detect thoughts (DC 16) , mirror
image (DC ) , scorching ray , web (DC 16) 3rd - dispel magic , lightning bolt (DC 17) , ray of
exhaustion (DC 17)
Wizard: Spells per Day: (4/4/4/3/0/0/0/0/0/ DC:15+spell level), Spells Known: 0th - Acid Splash,
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost
Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray
of Frost, Read Magic, Resistance, Spark, Touch of Fatigue 1st - Burning Hands, Feather Fall, Mage
Armor, Magic Missile 2nd - Detect Thoughts, Mirror Image, Scorching Ray, Web 3rd - Dispel Magic,
Lightning Bolt, Ray of Exhaustion
SPECIAL ABILITIES

Arcane Bond (Su) At 1st level, wizards form a powerful bond with an object, as a bonded object, or
a creature, as a familiar. Once a wizard makes this choice, it is permanent and cannot be changed.
Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such
opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard
must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats
are in addition to the feats that a character of any class gets from advancing levels. The wizard is not
limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing
those feats.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like
any other spell, but they are not expended when cast and may be used again. You can prepare a
cantrip from a prohibited school, but it uses up two of your available slots.
Darkvision
Darkvision (Ex) Range 120; Darkvision is the extraordinary ability to see with no light source at all,
out to a range specified for the creature. Darkvision is black and white only (colors cannot be
discerned). It does not allow characters to see anything that they could not see otherwise-invisible
objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision
subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves
against enchantment spells.
Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a
foe before instantly returning to you. As a standard action, you can make a single attack using a
melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon,
except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier
(damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can
use this ability 7 times per day.
Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.
Light Blindness
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-
light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim
light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as
even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can
see outdoors on a moonlit night as well as they can during the day.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning
themselves.
Spell-Like Abilities (Sp) Drow can use dancing lights, darkness, and faerie fire, each 1/day.
Spell Resistance
Universal School You have chosen not to specialize in a single school of spells.
Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.
ERDRINNEIR VONNARC CR 9
Male Drow Wizard 10
None Medium humanoid (elf)
Init +5; Senses Darkvision (120 ft.), Low-Light, Perception +3,
Temporary Bonuses Applied Mage Armor,
DEFENSE

AC 16, touch 12, flat-footed 15 (+1 Dex, +1 deflection, +1 *Ring of Protection +1, )
hp 67 (10d6)+20
Fort +4, Ref +4, Will +8
Immunities Sleep,
Spell Resistance 16
OFFENSE

Speed 30 ft.
Melee quarterstaff +1;- (spell storing;-) null (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Hand of the Apprentice, Metamagic Mastery,
Innate Spell-Like Abilities: dancing lights ( 1/day) darkness ( 1/day) faerie fire ( 1/day)
Spellbook (Wizard's/Blank) Prepared Spell List
Wizard (CL 10th):
Prepared Spells Prepared Spell List
Wizard (CL 10th):
5th - cloudkill (DC 19) , dimension door [silent spell]
4th - dimension door , enervation , stoneskin (DC 18)
3rd - dispel magic , hold person (DC 17) , lightning bolt (DC 17) , summon monster iii
2nd - invisibility (DC 16) , magic missile [silent spell] , scorching ray (2) , web (DC 16)
1st - disguise self (DC ) , feather fall (DC 15) , magic missile , shield (DC )
Magic Item Prepared Spell List
Wizard (CL 10th):
STATISTICS

Str 8, Dex 12, Con 12, Int 18, Wis 12, Cha 17
Base Atk +5; CMB +4; CMD 16
Feats Combat Casting, Craft Wand, Craft Wondrous Item, Greater Spell Penetration, Improved
Initiative, Scribe Scroll, Silent Spell, Spell Penetration
Skills Acrobatics +1, Appraise +4, Bluff +5, Climb -1, Craft (Untrained) +4, Diplomacy +5, Disguise
+3, Escape Artist +5, Fly +1, Heal +1, Intimidate +3, Knowledge (Arcana) +17, Knowledge (Nobility)
+17, Knowledge (Planes) +17, Linguistics(Common, Dark Folk, Abyssal, Aboleth) +11, Linguistics
(Create forgeries) +20, Perception +3, Perform (Untrained) +3, Ride +1, Sense Motive +5, Spellcraft
+17, Stealth +5, Survival +1, Swim -1,
Languages Aboleth, Abyssal, Common, Dark Folk, Elven, Undercommon
Special Qualities Arcane Bond, Bonus Feats, Cantrips, Darkvision, Familiar, Keen Senses, Low-Light
Vision, Poison Use, Spell-Like Abilities, Universal School, Weapon Familiarity,
Possessions shield guardian amulet; quarterstaff +1;- (spell storing;-); ring of feather falling; ring
of protection +1; potion of aid; potion of cure moderate wounds; scroll (fly); spellbook
(wizard's/blank); wand (magic missile/wizard/3rd);
Innate Spell-Like Abilities: dancing lights ( 1/Day) darkness ( 1/Day) faerie fire ( 1/Day)
Spells:
Spellbook (Wizard's/Blank) Prepared Spells:
Wizard (CL 10):
Prepared Spells Prepared Spells:
Wizard (CL 10): 1st - disguise self (DC ) , feather fall (DC 15) , magic missile , shield (DC ) 2nd -
invisibility (DC 16) , magic missile [silent spell] , scorching ray (2) , web (DC 16) 3rd - dispel magic ,
hold person (DC 17) , lightning bolt (DC 17) , summon monster iii 4th - dimension door , enervation ,
stoneskin (DC 18) 5th - cloudkill (DC 19) , dimension door [silent spell]
Magic Item Prepared Spells:
Wizard (CL 10):
Wizard: Spells per Day: (4/5/5/4/4/2/0/0/0/ DC:15+spell level), Spells Known: 0th - Acid Splash,
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost
Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray
of Frost, Read Magic, Resistance, Spark, Touch of Fatigue 1st - Disguise Self, Feather Fall, Mage
Armor, Magic Missile, Shield 2nd - Invisibility, Scorching Ray, Web 3rd - Dispel Magic, Hold Person,
Lightning Bolt, Summon Monster III 4th - Dimension Door, Enervation, Stoneskin 5th - Cloudkill,
Shadow Evocation
SPECIAL ABILITIES

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such
opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard
must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats
are in addition to the feats that a character of any class gets from advancing levels. The wizard is not
limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing
those feats.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like
any other spell, but they are not expended when cast and may be used again. You can prepare a
cantrip from a prohibited school, but it uses up two of your available slots.
Darkvision
Darkvision (Ex) Range 120; Darkvision is the extraordinary ability to see with no light source at all,
out to a range specified for the creature. Darkvision is black and white only (colors cannot be
discerned). It does not allow characters to see anything that they could not see otherwise-invisible
objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision
subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves
against enchantment spells.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the
master and familiar are within 1 mile of each other.
Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a
foe before instantly returning to you. As a standard action, you can make a single attack using a
melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon,
except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier
(damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can
use this ability 7 times per day.
Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.
Light Blindness
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-
light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim
light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as
even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can
see outdoors on a moonlit night as well as they can during the day.
Metamagic Mastery (Su) You can apply any one metamagic feat that you know to a spell you are
about to cast. This does not alter the level of the spell or the casting time. You can use this ability 2
per day. Any time you use this ability to apply a metamagic feat that increases the spell level by more
than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a
spell whose modified spell level would be above the level of the highest-level spell that you are
capable of casting.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning
themselves.
Spell-Like Abilities (Sp) Drow can use dancing lights, darkness, and faerie fire, each 1/day.
Spell Resistance
Universal School You have chosen not to specialize in a single school of spells.
Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.
TIRYIN VONNARC CR 8
Male Drow Fighter 4 / Rogue 4 / Duelist 3
None Medium humanoid (elf)
Init +9; Senses Darkvision (120 ft.), Low-Light, Perception +16,
DEFENSE

AC 25, touch 22, flat-footed 25 (+10 Dex, +1 dodge, +1 deflection, +2 *Bracers of Armor
+2, +1), Enhanced Mobility, Combat Expertise, Two-Weapon Defense
hp 70 (4d10)+(4d8)+(3d10)+4
Fort +6, Ref +14, Will +3, +1 Will vs. fear, +1 Reflex to avoid traps
Defensive Abilities Canny Defense, Evasion, Trap Sense +1, Uncanny Dodge,
Immunities Sleep,
Spell Resistance 17
OFFENSE

Speed 30 ft.
Melee sword +1 (short/keen ) +19 (1d6+1/17-20)
Melee sword +1 (short/keen) +19/+14 (1d6+1/17-20)
Melee starknife +1 +18/+13 (1d4+1/x3)
Ranged starknife +1 (thrown) +18/+13 (1d4+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Precise Strike (+3), Sneak Attack 2d6,
Innate Spell-Like Abilities: dancing lights ( 1/day) darkness ( 1/day) faerie fire ( 1/day)
STATISTICS

Str 11, Dex 25, Con 10, Int 16, Wis 10, Cha 10
Base Atk +10; CMB +10; CMD 29
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Combat
Expertise, Dodge, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency,
Spring Attack, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Feint, Two-Weapon
Fighting, Weapon Finesse, Weapon Focus (Sword (Short))
Skills Acrobatics +21, Appraise +3, Bluff +8, Climb +7, Craft (Untrained) +3, Escape Artist +16, Fly
+7, Handle Animal +7, Intimidate +10, Knowledge (Local) +11, Knowledge (Nobility) +8, Perception
+16, Perception (Trapfinding) +18, Perform (Dance) +5, Ride +21, Sleight of Hand +21, Stealth +13,

Languages Elven, Undercommon


Special Qualities Armor Training, Bonus Feats, Bravery, Darkvision, Enhanced Mobility, Honeyed
Words, Improved Reaction +2, Keen Senses, Low-Light Vision, Parry, Poison Use, Spell-Like Abilities,
Stand Up, Trapfinding, Weapon Familiarity,
Possessions bracers of armor +2; ring of protection +1; sword +1 (short/keen ); sword +1
(short/keen); belt of incredible dexterity +2; starknife +1;
Innate Spell-Like Abilities: dancing lights ( 1/Day) darkness ( 1/Day) faerie fire ( 1/Day)
Spells:
SPECIAL ABILITIES

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing
armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed
by your armor by +1
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition
to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter
bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a
fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In
effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that
was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change
one feat at any given level and must choose whether or not to swap the feat at the time he gains a
new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Canny Defense (Ex) When wearing light or no armor and not using a shield, a duelist adds 1 point
of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class
while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity
bonus, she also loses this bonus.
Darkvision
Darkvision (Ex) Range 120; Darkvision is the extraordinary ability to see with no light source at all,
out to a range specified for the creature. Darkvision is black and white only (colors cannot be
discerned). It does not allow characters to see anything that they could not see otherwise-invisible
objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision
subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves
against enchantment spells.
Enhanced Mobility (Ex) Starting at 3rd level, when wearing light or no armor and not using a
shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she
moves out of a threatened square.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex
saving throw against an attack that normally deals half damage on a successful save, you instead
take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are
helpless, you do not gain the benefit of evasion.
Honeyed Words (Ex) Once per day, the rogue can roll two dice while making a Bluff check, and
take the better result. She must choose to use this talent before making the Bluff check. A rogue can
use this ability one additional time per day for every five rogue levels she possesses.
Improved Reaction (Ex) At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level,
the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative
feat.
Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.
Light Blindness
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-
light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim
light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as
even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can
see outdoors on a moonlit night as well as they can during the day.
Parry (Ex) At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to
miss. Whenever the duelist takes a full attack action with a light or onehanded piercing weapon, she
can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry
an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist
makes an attack roll, using the same bonuses as the attack she chose to forego during her previous
action. If her attack roll is greater than the roll of the attacking creature, the attack automatically
misses. For each size category that the attacking creature is larger than the duelist, the duelist takes
a -4 penalty on her attack roll. The duelist also takes a -4 penalty when attempting to parry an attack
made against an adjacent ally. The duelist must declare the use of this ability after the attack is
announced, but before the roll is made.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning
themselves.
Precise Strike (Ex) A duelist gains the ability to strike precisely with a light or one-handed piercing
weapon, adding her duelist level [3] to her damage roll. When making a precise strike, a duelist
cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works
against living creatures with discernible anatomies. Any creature that is immune to critical hits is also
immune to a precise strike, and any item or ability that protects a creature from critical hits also
protects a creature from a precise strike.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively
from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra
damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target.
Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks
can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal
damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You
cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even
with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and
must be able to reach such a spot. You cannot sneak attack while striking a creature with
concealment.
Spell-Like Abilities (Sp) Drow can use dancing lights, darkness, and faerie fire, each 1/day.
Spell Resistance
Stand Up (Ex) You can stand up from a prone position as a free action. This still provokes attacks of
opportunity for standing up while threatened by a foe.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device
skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus
to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do
so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is
invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity
bonus to AC if an opponent successfully uses the feint action against you.
Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.

You might also like