Drow Fencer: Difference between revisions
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{{Template:Monster | |||
<!-- Version 2.04 --> | |||
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | |||
| CR | 15 | |||
<!-- Value: integer between 1 and 40. --> | |||
}}</onlyinclude> | |||
| MonsterName = Drow Fencer | |||
| Image = Drow_Fencer.png | |||
<!-- Value: file name and extension only (e.g. monster_picture.jpg) --> | |||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | |||
| Role | | |||
<!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank --> | |||
}}</onlyinclude> | |||
| Description = There are many Drow males who are trained in the arts of the blade for various purposes. Over the long years of their immortal lives, Drow Fencers have gained incredible skill with their blades, and are as all Drow men, immensely loyal to the Matriarchs who rule their society. | |||
:That said, Drow Fencers are often overlooked by the Matriarch's, in favor of the much more powerful, flashy, and interesting Drider's and Dragloth's. Fencers are often kept around more as toys and baubles than as significant additions to their martial forces, a state of affairs which quietly irks every Fencer ever born. | |||
''' | |||
:As a result, Fencers tend to be quite aggressive when they are allowed into battle. They will plunge to the attack fearlessly, looking to land a Stop-Thrust, get an opponent disarmed and alone, and kill them mercilessly with their Blademaster skills. | |||
:Fencers are always exceptional specimens of Drow manhood, and move with balletic grace and speed at all times. As a result, they are quite popular with the Matriarch's, even if they lack the sheer army-shattering might of the Driders or the flashy, scary powers of the Dragloths. | |||
| Alignment = Lawful Evil | |||
<!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil --> | |||
= | | Size = Medium | ||
<!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic --> | |||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | |||
| Type | Fey | |||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin --> | |||
}}</onlyinclude> | |||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | |||
| Subtype | Drow | |||
<!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin --> | |||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | |||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | |||
<!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. --> | |||
<!-- Otherwise leave blank. --> | |||
}}</onlyinclude> | |||
| NudgeBasicLoreValue = -1 | |||
<!-- This field lets you alter the DC of the basic knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeFullLoreValue = +2 | |||
<!-- This field lets you alter the DC of the full knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeInit = +3 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Senses = [[Standard Senses]], [[Darkvision]] 60 ft. | |||
<!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") --> | |||
<!-- [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell --> | |||
<!-- [[Low-Light Vision]], [[Darkvision]], [[Heartsight]] --> | |||
<!-- [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] --> | |||
<!-- [[Scent]], [[Keen Scent]], [[Perfect Scent]] --> | |||
<!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]] --> | |||
| NudgePerception = +2 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| NudgeAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTouchAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeFFAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Nudge-Maneuver-Defense = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Defense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") --> | |||
| NudgeHitPoints = | |||
<!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) --> | |||
<!-- SAVING THROWS --> | |||
| Fort = | |||
| Refl = S | |||
| Will = | |||
<!-- Values: S (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves --> | |||
| NudgeFort = +2 | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| SpecialDefenses = Evasion: If a Reflex save is allowed to take half damage, instead takes no damage on a successful save. | |||
<!-- Put any DR or ER values here --> | |||
''' | | StrongAgainst = | ||
<!-- Put any 'immunity' or 'hardened' values here; | |||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | |||
'' | |||
'''''Immune (no effect):''''' --> | |||
= | | Hide-Role-Strong-Against-1 = | ||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) --> | |||
| Hide-Type-Strong-Against-1 = | |||
| Hide-Type-Strong-Against-2 = | |||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) --> | |||
| Hide-Subtype-Strong-Against-1 = | |||
| Hide-Subtype-Strong-Against-2 = | |||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) --> | |||
; | | WeakAgainst = | ||
<!-- Put any 'vulnerable' or 'defenseless' values here; | |||
vulnerabilities based on type (e.g. Vermin) are automatically added | |||
'''''Vulnerable (1.5x damage):''''' | |||
'''''Defenseless (2x damage):''''' --> | |||
| Hide-Type-Weak-Against-1 = | |||
| Hide-Subtype-Weak-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | |||
| MoveTypes = [[Walk]] 50 ft. | |||
<!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) --> | |||
<!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]] --> | |||
<!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] --> | |||
<!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]] --> | |||
<!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]] --> | |||
<!-- [[Lesser Teleport]], [[Greater Teleport]] --> | |||
| NudgeSpace = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> | |||
<!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft. --> | |||
<!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> | |||
<!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft. --> | |||
<!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
If there are significant ranged attackers, and especially area of effect ranged attackers, they will trust to their Evasion ability to keep them fighting. If a ranged attacker is able to pierce their Evasion ability, | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Melee | |||
<!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) --> | |||
| MultipliedDamageType = | |||
<!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Drow Rapier | |||
<!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | |||
| PriAtkNotes = +28 to-hit with Blademaster, plus Languishroot Poison | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| PriAtkNotes-FullAtkOnly = | |||
<!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank --> | |||
| Override-Pri-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Pri-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| PriAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| PriAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgePriToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgePriDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = | |||
<!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | |||
| SecAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank --> | |||
| Override-Sec-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Sec-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SecAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| SecAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeSecToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSecDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none --> | |||
| TerAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| TerAtkNotes-FullAtkOnly = | |||
<!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank --> | |||
| Override-Ter-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ter-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| TerAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| TerAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeTerToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTerDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none --> | |||
| QuaAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| QuaAtkNotes-FullAtkOnly = | |||
<!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank --> | |||
| Override-Qua-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Qua-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| QuaAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| QuaAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeQuaToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeQuaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = Hand Crossbows | |||
<!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | |||
| HasRangedFullAttack = Y | |||
<!-- Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIncrementDistance = 30 | |||
<!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | |||
| RangedAtkNumberOfIncrements = 10 | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| RangedAtkNotes = plus Languishroot Poison | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| RangedAtkNotes-FullAtkOnly = | |||
<!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | |||
| Override-Ranged-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ranged-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| RangedAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeRangedToHit = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeRangedDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- COMBAT MANEUVERS --> | |||
| Nudge-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Offense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications --> | |||
| SiegeAtkName = | |||
<!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") --> | |||
| SiegeAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) --> | |||
| Override-Siege-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SiegeAtkIncrement = | |||
<!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this --> | |||
| SiegeAtkNumberOfIncrements = | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| Nudge-Siege-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSiegeDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- ABILITY SCORES --> | |||
| Str = 22 | |||
| Dex = 21 | |||
| Con = 16 | |||
| Int = 14 | |||
| Wis = 17 | |||
| Cha = 19 | |||
<!-- FEATS --> | |||
| Feat1 = Improved Critical | |||
| Feat2 = Improved Disarm | |||
| Feat3 = | |||
| Feat4 = | |||
<!-- Just the feat name; will be autolinked, and ShortDesc added --> | |||
<!-- SKILLS --> | |||
| Skill1 = Diplomacy | |||
| Skill2 = Sense Motive | |||
| Skill3 = Survival | |||
| Skill4 = Knowledge (Engineering) | |||
| Skill5 = | |||
| NudgeSkill1 = | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
| NudgeSkill5 = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Skill1Notes = | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
| Skill5Notes = | |||
<!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> | |||
<!-- LANGUAGES --> | |||
| Languages = Common, Undercommon, Awnsheghlien | |||
<!-- Comma-separated list --> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder2 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder3 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder4 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Blademaster | |||
| Ability-1-Type = Ex | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Ability-1-Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
| Ability-1-Description = Any time the fencer is only threatened by a single enemy, he gains a +4 martial bonus to his attack rolls and a +4 martial bonus to his AC. The to-hit bonus applies only to melee attacks. The armor class bonus only applies to AC or flat-footed AC, not touch AC. If no enemies threaten the fencer, or more than one enemy threatens the fencer, this bonus is lost. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below --> | |||
<!-- Available Variables: | |||
{{#var:Special1ToHit}} To-Hit | |||
{{#var:Special1TouchAttack}} Touch To-Hit | |||
{{#var:Special1SaveDC}} Save DC | |||
{{#var:Special1StandardDmg}} Std Damage | |||
{{#var:Special1SwiftDmg}} Swift Damage | |||
{{#var:Special1AlphaDmg}} Alpha Damage | |||
{{#var:Special1-Ability-Dmg}} Stat Damage | |||
{{#var:Special1-Hit-Points}} Hit Points | |||
{{#var:Special1-Hit-Dice}} Hit Dice | |||
{{#var:Special1-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special1-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility1ToHit = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1TouchAttack = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1SaveDC = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility1StandardDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1SwiftDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1AlphaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility1-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility1-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility1-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Stop-Thrust | |||
| Ability-2-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = Stop-Thrust is a testament to the incredible martial skill of the Drow Fencers, as they wrong-foot their opponents and cause them to stumble drunkenly about the battlefield. Once per round as a swift action, the fencer may attempt to make a Disarm maneuver against a foe they can reach with their Drow Rapier. They get +2 on their Maneuver Offense of {{#var:Special2-Maneuver-Offense}} for this roll and do not provoke attacks of opportunity due to their Improved Disarm feat. If the Disarm roll is successful, the fencer may Slide their victim any direction up to three squares, possibly putting the dropped weapon out of their reach. Unlike most Slides, they may elect to Slide their victim through their own space, if desired, and as a free action, may Slide themselves up to three squares to remain adjacent to their target. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special2ToHit}} To-Hit | |||
{{#var:Special2TouchAttack}} Touch To-Hit | |||
{{#var:Special2SaveDC}} Save DC | |||
{{#var:Special2StandardDmg}} Std Damage | |||
{{#var:Special2SwiftDmg}} Swift Damage | |||
{{#var:Special2AlphaDmg}} Alpha Damage | |||
{{#var:Special2-Ability-Dmg}} Stat Damage | |||
{{#var:Special2-Hit-Points}} Hit Points | |||
{{#var:Special2-Hit-Dice}} Hit Dice | |||
{{#var:Special2-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special2-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility2ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility2StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility2-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility2-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility2-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = Venom Sheathe | |||
| Ability-3-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = As a swift action, the fencer can reapply poison to his rapier. This is done with a practiced flourish, as the blade is slid through a slotted cup-like device on his belt, near the sword's sheath. The cup-like device contains 10 doses of Languishroot poison (see below), and can be refilled outside of combat. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special3ToHit}} To-Hit | |||
{{#var:Special3TouchAttack}} Touch To-Hit | |||
{{#var:Special3SaveDC}} Save DC | |||
{{#var:Special3StandardDmg}} Std Damage | |||
{{#var:Special3SwiftDmg}} Swift Damage | |||
{{#var:Special3AlphaDmg}} Alpha Damage | |||
{{#var:Special3-Ability-Dmg}} Stat Damage | |||
{{#var:Special3-Hit-Points}} Hit Points | |||
{{#var:Special3-Hit-Dice}} Hit Dice | |||
{{#var:Special3-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special3-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility3ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility3StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility3-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility3-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility3-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = Languishroot Poison | |||
| Ability-4-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-4-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-4-Description = | |||
::: '''Languishroot Poison''' (Injury vector; [[Poisoned]] intensity) | |||
::: Fort DC {{#var:Special4SaveDC}}; Frequency: 1/rounds for 3 rounds | |||
::: Effect: {{#var:Special4-Ability-Dmg}} [[Ability Damage|DEX damage]] and {{#var:Special4SwiftDmg}} non-lethal damage per interval; Fruition: Victim becomes [[Drowsy]] for 1 hour. If you are affected by Lanquishroot in any form while Drowsy or [[Sluggish]], all saves are made at -2 on the die. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special4ToHit}} To-Hit | |||
{{#var:Special4TouchAttack}} Touch To-Hit | |||
{{#var:Special4SaveDC}} Save DC | |||
{{#var:Special4StandardDmg}} Std Damage | |||
{{#var:Special4SwiftDmg}} Swift Damage | |||
{{#var:Special4AlphaDmg}} Alpha Damage | |||
{{#var:Special4-Ability-Dmg}} Stat Damage | |||
{{#var:Special4-Hit-Points}} Hit Points | |||
{{#var:Special4-Hit-Dice}} Hit Dice | |||
{{#var:Special4-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special4-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility4ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility4StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility4-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility4-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility4-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special5ToHit}} To-Hit | |||
{{#var:Special5TouchAttack}} Touch To-Hit | |||
{{#var:Special5SaveDC}} Save DC | |||
{{#var:Special5StandardDmg}} Std Damage | |||
{{#var:Special5SwiftDmg}} Swift Damage | |||
{{#var:Special5AlphaDmg}} Alpha Damage | |||
{{#var:Special5-Ability-Dmg}} Stat Damage | |||
{{#var:Special5-Hit-Points}} Hit Points | |||
{{#var:Special5-Hit-Dice}} Hit Dice | |||
{{#var:Special5-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special5-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility5ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility5StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility5-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility5-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility5-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-6-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-6-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special6ToHit}} To-Hit | |||
{{#var:Special6TouchAttack}} Touch To-Hit | |||
{{#var:Special6SaveDC}} Save DC | |||
{{#var:Special6StandardDmg}} Std Damage | |||
{{#var:Special6SwiftDmg}} Swift Damage | |||
{{#var:Special6AlphaDmg}} Alpha Damage | |||
{{#var:Special6-Ability-Dmg}} Stat Damage | |||
{{#var:Special6-Hit-Points}} Hit Points | |||
{{#var:Special6-Hit-Dice}} Hit Dice | |||
{{#var:Special6-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special6-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility6ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility6StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility6-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility6-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility6-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special7ToHit}} To-Hit | |||
{{#var:Special7TouchAttack}} Touch To-Hit | |||
{{#var:Special7SaveDC}} Save DC | |||
{{#var:Special7StandardDmg}} Std Damage | |||
{{#var:Special7SwiftDmg}} Swift Damage | |||
{{#var:Special7AlphaDmg}} Alpha Damage | |||
{{#var:Special7-Ability-Dmg}} Stat Damage | |||
{{#var:Special7-Hit-Points}} Hit Points | |||
{{#var:Special7-Hit-Dice}} Hit Dice | |||
{{#var:Special7-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special7-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility7ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility7StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility7-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility7-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility7-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-8-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-8-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special8ToHit}} To-Hit | |||
{{#var:Special8TouchAttack}} Touch To-Hit | |||
{{#var:Special8SaveDC}} Save DC | |||
{{#var:Special8StandardDmg}} Std Damage | |||
{{#var:Special8SwiftDmg}} Swift Damage | |||
{{#var:Special8AlphaDmg}} Alpha Damage | |||
{{#var:Special8-Ability-Dmg}} Stat Damage | |||
{{#var:Special8-Hit-Points}} Hit Points | |||
{{#var:Special8-Hit-Dice}} Hit Dice | |||
{{#var:Special8-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special8-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility8ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility8StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility8-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility8-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility8-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special91ToHit}} To-Hit | |||
{{#var:Special9TouchAttack}} Touch To-Hit | |||
{{#var:Special9SaveDC}} Save DC | |||
{{#var:Special9StandardDmg}} Std Damage | |||
{{#var:Special9SwiftDmg}} Swift Damage | |||
{{#var:Special9AlphaDmg}} Alpha Damage | |||
{{#var:Special9-Ability-Dmg}} Stat Damage | |||
{{#var:Special9-Hit-Points}} Hit Points | |||
{{#var:Special9-Hit-Dice}} Hit Dice | |||
{{#var:Special9-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special9-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
| NudgeAbility9ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility9StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility9-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility9-HitDice = | |||
<!-- ADDER: use any positive or negative number, or leave blank. --> | |||
| NudgeAbility9-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- COMBAT TACTICS --> | |||
| CombatTactics = Drow Fencers are smart and dangerous melee combatants. In all cases, they will try to maneuver into melee combat as fast as possible, and then they will use their Stop Thrust ability to disarm their victims and move them away from their allies, following alobg as they go, so they gain the benefits of their Blademaster ability. Fencers will always try to break up clusters of opponents in this fashion, acting the opposite of most melee foes who are looking for flanks. Note that if they are having trouble getting their Blademaster ability to work, they will seek and use flanks without hesitation. | |||
If there are significant ranged attackers, and especially area of effect ranged attackers, they will trust to their Evasion ability to keep them fighting. If a ranged attacker is able to pierce their Evasion ability, some or all of them will attempt to poison them with their hand crossbows, using full attacks if possible just for the extra damage. | |||
Once combat is begun, Fencers will seek to spread out their foes, poison, and kill or capture them. If the combat goes poorly, Fencers will not hesitate to retreat as long as there is no compelling reason to remain in the battle. If there is a reason to fight to the death, Fencers will do so, and seek to spend their lives fruitfully. | Once combat is begun, Fencers will seek to spread out their foes, poison, and kill or capture them. If the combat goes poorly, Fencers will not hesitate to retreat as long as there is no compelling reason to remain in the battle. If there is a reason to fight to the death, Fencers will do so, and seek to spend their lives fruitfully. | ||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = Drow Fencers are a more rugged, no-nonsense sort of fellow, who have solid real-world skills on top of the usual Drow courtly manners. Fencers yearn to be useful to the Shadowed Beauties, but in a world where their incredible combat skills are discounted in favor of manufactured beasts, it is difficult. As a result, Fencers are VERY motivated, and if given a chance to fight, they are very aggressive indeed. | |||
:If they are given a chance to fight before a Matriarch? They will do literally anything to prove their worth in battle. | |||
:Most of the time, however, Fencers are kept around as decorative handy-men, good to look at and tasked with keeping the plumbing in good order. Which is...difficult for them. | |||
<!-- TREASURE AND XP --> | |||
| TreasureNotes = | |||
| XPNotes = | |||
}} |
Revision as of 16:11, 20 August 2017
Drow Fencer (CR 15)
Lawful Evil - Medium - Fey (Drow) |
---|
Lore: | Know (Nature) | ||
29 | 47 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
37 | +27 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
429 | 214 | 29 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +14 |
Refl: | +17 |
Will: | +12 |
Strong Against:
- Evasion: If a Reflex save is allowed to take half damage, instead takes no damage on a successful save.
Offense
Standard Attack (Melee):
- 1x Drow Rapier +22 (3d8+16/19-20 x2)
as undefined damage type
+28 to-hit with Blademaster, plus Languishroot Poison
Full Attack (Melee):
- 3x Drow Rapier +22 (3d8+16/19-20 x2)
as undefined damage type
+28 to-hit with Blademaster, plus Languishroot Poison
Standard Attack (Ranged):
- 1x Hand Crossbows +22 (3d8+16/19-20 x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 300 ft.)
plus Languishroot Poison
Full Attack (Ranged):
- 3x Hand Crossbows +22 (3d8+16/19-20 x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 300 ft.)
plus Languishroot Poison
Siege Damage: Not siege capable
Statistics
22 |
STR |
21 |
DEX |
16 |
CON |
14 |
INT |
17 |
WIS |
19 |
CHA |
Skills:
- Diplomacy: 25
- Knowledge (Engineering): 25
- Perception: 27
- Sense Motive: 25
- Survival: 25
- All other skills: 20 (no ranks)
Languages: Common, Undercommon, Awnsheghlien
Feats:
- Improved Critical (EFFECT: Improved Critical (Feat))
- Improved Disarm (EFFECT: Improved Disarm (Feat))
Special Abilities
Blademaster (Ex) |
Any time the fencer is only threatened by a single enemy, he gains a +4 martial bonus to his attack rolls and a +4 martial bonus to his AC. The to-hit bonus applies only to melee attacks. The armor class bonus only applies to AC or flat-footed AC, not touch AC. If no enemies threaten the fencer, or more than one enemy threatens the fencer, this bonus is lost. |
Stop-Thrust (Ex) |
Stop-Thrust is a testament to the incredible martial skill of the Drow Fencers, as they wrong-foot their opponents and cause them to stumble drunkenly about the battlefield. Once per round as a swift action, the fencer may attempt to make a Disarm maneuver against a foe they can reach with their Drow Rapier. They get +2 on their Maneuver Offense of for this roll and do not provoke attacks of opportunity due to their Improved Disarm feat. If the Disarm roll is successful, the fencer may Slide their victim any direction up to three squares, possibly putting the dropped weapon out of their reach. Unlike most Slides, they may elect to Slide their victim through their own space, if desired, and as a free action, may Slide themselves up to three squares to remain adjacent to their target. |
Venom Sheathe (Ex) |
As a swift action, the fencer can reapply poison to his rapier. This is done with a practiced flourish, as the blade is slid through a slotted cup-like device on his belt, near the sword's sheath. The cup-like device contains 10 doses of Languishroot poison (see below), and can be refilled outside of combat. |
Languishroot Poison (Ex) |
|
Drow Fencer
There are many Drow males who are trained in the arts of the blade for various purposes. Over the long years of their immortal lives, Drow Fencers have gained incredible skill with their blades, and are as all Drow men, immensely loyal to the Matriarchs who rule their society.
- That said, Drow Fencers are often overlooked by the Matriarch's, in favor of the much more powerful, flashy, and interesting Drider's and Dragloth's. Fencers are often kept around more as toys and baubles than as significant additions to their martial forces, a state of affairs which quietly irks every Fencer ever born.
- As a result, Fencers tend to be quite aggressive when they are allowed into battle. They will plunge to the attack fearlessly, looking to land a Stop-Thrust, get an opponent disarmed and alone, and kill them mercilessly with their Blademaster skills.
- Fencers are always exceptional specimens of Drow manhood, and move with balletic grace and speed at all times. As a result, they are quite popular with the Matriarch's, even if they lack the sheer army-shattering might of the Driders or the flashy, scary powers of the Dragloths.
Combat Tactics
Drow Fencers are smart and dangerous melee combatants. In all cases, they will try to maneuver into melee combat as fast as possible, and then they will use their Stop Thrust ability to disarm their victims and move them away from their allies, following alobg as they go, so they gain the benefits of their Blademaster ability. Fencers will always try to break up clusters of opponents in this fashion, acting the opposite of most melee foes who are looking for flanks. Note that if they are having trouble getting their Blademaster ability to work, they will seek and use flanks without hesitation.
If there are significant ranged attackers, and especially area of effect ranged attackers, they will trust to their Evasion ability to keep them fighting. If a ranged attacker is able to pierce their Evasion ability, some or all of them will attempt to poison them with their hand crossbows, using full attacks if possible just for the extra damage.
Once combat is begun, Fencers will seek to spread out their foes, poison, and kill or capture them. If the combat goes poorly, Fencers will not hesitate to retreat as long as there is no compelling reason to remain in the battle. If there is a reason to fight to the death, Fencers will do so, and seek to spend their lives fruitfully.
Out of Combat
Drow Fencers are a more rugged, no-nonsense sort of fellow, who have solid real-world skills on top of the usual Drow courtly manners. Fencers yearn to be useful to the Shadowed Beauties, but in a world where their incredible combat skills are discounted in favor of manufactured beasts, it is difficult. As a result, Fencers are VERY motivated, and if given a chance to fight, they are very aggressive indeed.
- If they are given a chance to fight before a Matriarch? They will do literally anything to prove their worth in battle.
- Most of the time, however, Fencers are kept around as decorative handy-men, good to look at and tasked with keeping the plumbing in good order. Which is...difficult for them.
Rewards
XP: 51,200
Treasure: Sellable Goods worth 32,125 gp.
- Weight: 150 lbs. Volume: 6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |