High Level Drow Adventurers


Female Drow Paladin of Slaughter 15 (Unearthed Arcana rules adapted for PF)
CE medium humanoid (elf)
Init +X, Senses Listen +X, Spot +X DV120
Aura Overwhelming Evil,
Languages Elven, Undercommon, Athalish
AC 30, touch 13, Flatfooted 27
(+3 Dex, +10 armor, +7 shield)
hp 178 (15d10+81 HD)
Immune fear, sleep, charm
SR 26
Fort +15, Ref +11, Will +10
Speed 20 ft. (4 squares)
Melee weapon +21 (1d8+1d6 vampiric+6 damage) 15-20 X2 Crit (2d8+1d6 vampiric+12 crit damage)
Improved weapon (Smite, Unholy sword, Weapon Spirit for: Vicious, Speed)
+28/+28/+23/+18 (1d8+2d6+1d6 vampiric+26 damage)
Base Atk +15; Grp +20
Atk Options Smite Evil 5/day +3 to hit +15 damage
Combat Gear +5 Breastplate, +5 Animated Steel Shield, +1 Vampiric Shaeloth, Weapon Spirit Chalice
Spells Prepared (CL 7th): (Save DC 13 + spell level)
4th–Unholy Sword (as holy sword)
3rd–Heal Mount, Discern Lies, Dispel Magic
2nd–Eagle’s Splendor, Bull’s Strength, Undetectable Alignment
1st–Cure Light wounds X4
Spell-Like Abilities (CL Xth): (Save DC XX + spell level)
2nd- darkness
1st- faerie fire. Detect evil (at will)
0th- dancing lights
________Abilities Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 16
SQ drow traits
Feats Exotic Weapon Proficiency (Shaeloth), Improved Critical, Toughness X2, Weapon Focus (Shaeloth), Mounted Combat,
Skills Heal +11, Knowledge (religion) +10, Spellcraft +10, Handle Animal +11, Ride +17
Possessions See combat gear

  • Vampiric 1d6 extra damage vs living creatues and heals equal damage to wielder (+2 bonus)

Detect Good (Sp): At will, a paladin can use detect good, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning its strength as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Good (Su): 5/day (swift activation)
Vs good Creature +3 to hit and +15 damage for one round +3 deflection bonus to AC vs the attacks of good creatures.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 4–9, to a maximum of seven times per day at 19th level. At 8th level and 16th level, the duration of the smite increases by 1 round, to a total of 3 rounds at 16th level.
Deadly Touch (Su): 10/day 7d6 points of damage Will Save DC 20 halves
Channel Negative Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel negative energy as a cleric. Using this ability consumes two use of her deadly touch ability. A paladin uses her level as her effective cleric level when channeling positive energy.
Blood Chalice: 3/day add a +4 bonus to bonded weapon, which may be expressed using these qualities: anarchic, brilliant energy, defending, disruption, flaming, flaming burst, unholy, keen, vicious, and speed
In metagame terms the chalice born by the Lolth Chalice Knight is a drow artifact which replicates the Divine weapon spirit as per the pathfinder rules. The Lolth Chalice knight actifaces this ability by pouring blood from the chalice onto the blade of her weapon.g6t

Divine Bond (Sp): 3/day Summon a Fiendish Large Lolth Touched Spider Mount


CE Large Vermin
Init +3, Senses Perception +4 (+8 spot, +12 touch [Tremorsense 60]) DV 60,
AC 24, touch 12, Flatfooted 22
(-1 size, +3 Dex, +12 natural)
hp 119 (14 HD)
Immune vermin immunities
SR 26
Fort +15, Ref +9, Will +4
Speed 40 ft. (8 squares), climb 30 ft.
Melee bite +16 (1d8+9 plus poison)
Ranged web +12 touch (entangle)
Space 10 ft.; Reach 5 ft.
Base Atk +10; Grp +21
Atk Options Poison (DC 16, 1d6 Str/1d6 Str)
________Abilities Str 25, Dex 17, Con 18, Int 9, Wis 10, Cha 12
Feats —
Skills Climb +12, Jump +15, Perception +4, Stealth +6
________ Web (Ex) 8/day
This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 20 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Monstrous spiders have a +4 racial bonus on stealth and spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Empathic Link (Su)
The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.


Female Drow Cleric 16
CE medium humanoid (elf)
Init +1, Senses Listen +7, Spot +7 DV 120
Aura Overwhelming Evil
Languages Athalish, Undercommon, Elven
AC 34, touch 16, Flatfooted 33
(+1 Dex, +12 armor*, +6 shield*, +5 deflection)
hp 91 (16d8+16 HD); DR 3/-
Immune Sleep
SR 27
Fort +11, Ref +6, Will +17
Speed 20 ft. (4 squares),
Melee Whip +14/+9/+4 ranged touch (Whip of spiderkind afflictions) [1d3+2 damage vs unarmored opponents]
Space 5 ft.; Reach 5 ft. (range 15 with whip)
Base Atk +12; Grp +12 CMB +12 (+14 for Trip and, +16 to disarm)
Atk Options Channel Negative Energy 5/day
Special Actions
Combat Gear
Spells Prepared (CL 16th): (Save DC 17 + spell level)
8th–Quickened Flame Strike, Mass Cure Critical Wounds
7th–Ethereal Jaunt, Empowered Flame Strike
6th–Spell Cluster, Heal, Undeath to Death, Mass Bear’s Endurance
5th–Breath of Life(PFRPG), Fervor of the Faithful, Flame Strike, Stilled Freedom of Movement, Symbol of Pain
4th–Divine PowerSC, Air Walk, Tongues, Dimensional Anchor, Dismissal, Spell Immunity (Lighting Bolt, Fireball, Magic Missile, Silence)
3rd–Magic Vestment X2 (Already Cast on Shield and Armor), Invsibility Purge, Locate Object, Deeper Darkness, Meld into Stone
2nd–Eagle’s Wisdom, Bear’s EnduranceSC, Silence, Shatter, Hold Person, Align Weapon
1st–Cure Light wounds X3, Divine FavourSC, Doom, Entopic Shield, Hide from Undead
0–Stabilize, Detect Poison, Detect Magic, Bleed.

Statistics under the effect of spell cluster (Divine Favour, Bear’s Endurance, Divine Power)
(+1 Dex, +12 armor*, +6 shield*, +5 deflection)
hp 139 (16d8+16 HD); DR 3/-
Fort +13 Ref +6, Will +17
Speed 20 ft. (4 squares),
Melee Whip +21/+16/+11/+6 ranged touch (Whip of spiderkind afflictions) [1d3+2 damage vs unarmored opponents]
Space 5 ft.; Reach 5 ft. (range 15 with whip)
Base Atk +16; Grp +16 CMB +16 (+18 for Trip and, +20 to disarm)

Deity: Spider Queen, Domains: Trickery, Spider

Trickery Domain
1st Copy Cat (Su): You can create an illusory double of
yourself as a move action. This double functions
as a single mirror image and lasts for a number of
rounds equal to your caster level (unless dispelled
or destroyed). You can have no more than one copy
cat at a time. This ability does not stack with mirror
2nd Disguise Self (Sp): You can cast disguise self 1/day per 2
caster levels you possess.
4th Invisibility (Sp): You can cast invisibility 1/day.
8th Master’s Illusion (Su): You can create an illusion that
hides the appearance of yourself and any number of
allies within 30 feet for one round per caster level.
This ability otherwise functions like the spell veil.
The rounds do not need to be consecutive.
12th Confusion (Sp): You can cast confusion 3/day.
16th Mass Invisibility (Sp): You can cast mass invisibility 1/day

Arachnid domain
1st Summon Spider (Su): Once per day you may summon a small spider as per the summon monster spell (the spider does not have the fiendish template). At level 6 the size of the spider increases to medium, At level 10 the size of the spider increases to large, at level 14 the size of the spider summoned increases to Huge, at level 18 the size of the spider increases to gargantuan. You may instead summon 1d3 spiders of one size category smaller or 1d4+1 spiders of two size categories smaller.
2nd Spider Climb (Su): You may climb on walls as per the spider climb spell for 1 minute per caster level per day. These minutes need not be continuous.
4th Web (Sp): You can cast web 1/day.
8th Giant Vermin (Sp): You can cast giant vermin 1/day.
12th Insect Plague (Sp): You can cast insect plague 1/day.
16th Creeping Doom (Sp): You can cast creeping doom 1/day

Spell-Like Abilities (CL 16th): (Save DC 11 + spell level)
2nd- darkness
1st- faerie fire.
0th- dancing lights
________Abilities Str 10, Dex 13, Con 12, Int 13, Wis 25, Cha 13
SQ drow traits
Feats Weapon Proficiency (Whip), Combat Casting, Improved Trip, Combat Expertise, Improved Disarm, Quicken Spell, Still Spell, Silent Spell, Empower Spell
Skills Spelcraft +19, Knowledge (Religion) +11, Sense Motive +14, Heal +14, Intimidate +9
Possessions MW Adamantine Full Plate* (+4), MW Heavy Steel Shield* (+4), Ring of Protection +5, Whip of Spiderkind

________Special Attack/Quality (XX)
Special Attack/Quality (XX)
Special Attack/Quality (XX)
Whip of Spiderkind
Any creature struck with this +2 whip is affected with one of three afflictions as determined by the whip’s weilder at the time. The net may be used up to five times per day between these three uses. In order to afflict an opponent the wielder must succeed at a regular melee attack, an armored opponent who is undamaged by the whip itself may still be affected by an affliction. Otherwise is treated as a +2 whip.

Poison: The whip to deliver poison (Fort DC 22, 2d6 Str/2d6 Str) with the next attack you make with it. If you score a critical hit, the Strength damage from that blow (both initial and secondary) becomes Strength drain instead.

Web: The whip may also activate to wrap the target in a web of tough, leathery filaments. The creature is entangled as if by a net for 3 rounds or until it escapes.
An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If the weilder of the whip succeeds on an opposed Strength check while holding it, the entangled creature can move only within the limits the whip’s 15 ft range. (while used in this way the wielder may not make any other use of the whip) If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The web has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

Agony: The Whip may inflict terrible agony on any creature hit by the whip

CL 12, Price 18,000 Prerequisites: Poison, Web, Craft magic arms and armor.


Male Drow Ranger 4, Rogue 3, Shadowslayer 10
CE Medium Humanoid (Elf)
Init +7, Senses Perception +21 DV 12-
Aura Strong Chaos and Evil
Languages Athalish
AC 21, touch 17, Flatfooted 14
(+7 Dex, +4 armor)
Miss Chance %50 in shadow
hp 127 (14d8+3d6+28 HD)
Immune Sleep
Resist ; SR 27
Fort +7, Ref +14, Will +5 (+2 vs spells or spell-like abilities)
Speed 30 ft. (6 squares)
Melee rapier +25/+25/+20/+15 (1d6+2 damage)
Ranged hand crossbow +19/+19/+14/+9 (1d4 damage + Drow Poison)
Or Melee rapier +23/+23/+28/+13 (1d6+2 damage) and Ranged +17/+17/+13 (1d4 damage + Drow Poison)
Base Atk +13; Grp +17
Atk Options Sneak Attack +8d6
Combat Gear Potion of Cat’s Grace 300gp, +5 Cold Iron Deadly Precision Rapier of Speed (164,000 gp) +1 quick loading hand crossbow, Cloak of Shifting Shadows (when in area of shadowy illumination (such as darkness spell), miss chance increases to %50 miss chance +15 to hide in shadows) 50,000 gp
Spell: (CL 2)
1st- Longstrider
Spell-Like Abilities (CL 17th): (Save DC 11 + spell level)
2nd- darkness
1st- faerie fire.
0th- dancing lights
Abilities Str,14 Dex,24 Con,14 Int,22 Wis,12 Cha,13

SQ Drow Traits
Feats Combat Reflexes, Dodge, Mobility, Blind Fight, Rapid Shot, Improved Initiative, Weapon Finesse, Two Weapon Fighting, Spring Attack, Improved Two Weapon Fighting

Acrobatics +27 (+7 Dex, +17 ranks, +3 TCB bonus)
Appraise +13 (+6 Int, +4 ranks, +3 TCB bonus)
Bluff +19 (+1 Cha, +15 ranks, +3 TCB bonus)
Craft (Bow) +14 (+6 Int, +5 ranks, +3 TCB bonus)
Diplomacy +7 (+1 Cha, +3 ranks, +3 TCB bonus)
Disable Device +10 (+6 Int, +1 ranks, +3 TCB bonus)
Disguise +7 (+1 Cha, +3 ranks, +3 TCB bonus)
Escape Artist +20 (+7 Dex, +10 ranks, +3 TCB bonus)
Handle Animal +9 (+1 Cha, +5 ranks, +3 TCB bonus)
Heal +6 (+1 Wis, +2 ranks, +3 TCB bonus)
Intimidate +23 (+1 Cha, +17 ranks, +3 TCB bonus, +2 synergy)
Jump +24 (+2 Str, +17 ranks, +3 TCB bonus, +2 synergy)
Knowledge (Dungeoneering) +12 (+6 Int, +3 ranks, +3 TCB bonus)
Knowledge(Geography) +10 (+6 Int, +1 ranks, +3 TCB bonus)
Open Lock +27 (+7 Dex, +17 ranks, +3 TCB bonus)
Perception +21 (+1 Wis, +17 ranks, +3 TCB bonus)
Perform (Dance) +9 (+1 Cha, +5 ranks, +3 TCB bonus)
Sense Motive +14 (+1 Wis, +10 ranks, +3 TCB bonus)
Sleight of Hand +16 (+7 Dex, +6 ranks, +3 TCB bonus)
Stealth +42 (+7 Dex, +17 ranks, +3 TCB bonus, +15 item [in darkness only])
Survival +10 (+1 Wis, +6 ranks, +3 TCB bonus)
Use Magic Device +21 (+1 Cha, +17 ranks, +3 TCB bonus)

________Favored Terrain Caves (Ex): +2 to Knowledge (geography, Perception, Stealth and Survival +1 to initiative
Favored Enemy Humans (Ex): +2 bluff, perception, sense motive, survival skills. +2 to hit and damage
Rogue Talent (Ex): Weapon Finesse
Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with those he hunts with. This bond can take one of two forms. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Poison (Ex)
An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Hide in Plain Sight (Su): A shadowslayer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowslayer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Darkvision (Su): At 3rd level, a shadowslayer can see in the dark as though she were permanently under the effect of a darkvision spell.
Shadow Jump (Su): At 4th level, a shadowslayer gains the ability to travel between shadows as if by means of a dimension door spell as a free action. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowslayer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowslayer can jump each improves by 20 ft. (40 feet at 6th, 60 feet at 8th, and 80 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowslayer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a shadowslayer can no longer be flanked. This defence denies rogues the ability to use flank attacks to sneak attack the shadowslayer. The exception to this defence is that a rogue at least four levels higher than the shadowslayer can flank her (and thus sneak attack her).
Slippery Mind (Ex): At 7th level, if a shadowslayer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally.
Improved Evasion (Ex): This ability, gained at 9th level, works like evasion (see above). A shadowslayer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.


Male Drow Sorcerer 7, Spell Duelist 10
CE medium humanoid (elf)
Init +5, Senses Perception DV 120
Aura Moderate Evil, Moderate Chaos
Languages Athalish, Elven, Undercommon, Lonic
AC 11, touch 11, Flatfooted 10
(+1 Dex)
hp 171 (17d4+131 HD)
SR 28
Fort +8, Ref +9, Will +14
Speed 30 ft. (6 squares)
Melee dagger +8 (1d4-1)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +7
Atk Options Spells
Special Actions Spell Parry (5/day) Greater dispel magic or spell turning as an immediate action. Or one layer of Prismatic Wall
Combat Gear Wands of
Spells Known (CL 16th) (Save DC 17 + spell level)
8th (4/day)– Protection from Spells
7th (6/day)– Prismatic Spray, Greater Teleport
6th (7/day)– Greater Dispel Magic, Chain Lightning, True Seeing
5th (8/day)– Cone of Cold, Dominate Person, Hold Monster, Interposing Hand, Passwall
4th (8/day)– Polymorph, Greater Invisibility, Charm Monster, Wall of Fire
3rd (8/day)– Displacement, Fireball, Fly, Haste, Dispel MagicB
2nd (8/day)– Scorching Ray, Knock, Mirror Image, Alter Self, Spider Climb, InvisibilityB
1st (9/day)– Magic Missile, Charm Person, Color Spray, Silent Image, Enlarge Person IdentifyB
0 (∞/day)–
Spell-Like Abilities (CL 17th): (Save DC 11 + spell level)
6th- 5/day(immediate action) Greater Dispel Magic (Counterspell) or Spell Turning
2nd- darkness
1st- faerie fire.
0th- dancing lights

________Abilities Str 8, Dex 13, Con 16, Int 14, Wis 15, Cha 24
SQ drow traits
Feats Combat Casting, Spell Focus (abjuration), Improved Initiative, Toughness X3, Twin Wand Style, Two Weapon Fighting, Improved CounterspellB, Quicken Spell
Skills Spellcraft +22, Knowledge (arcana) +22, Sense Motive +19, Bluff +27
Possessions MW dagger, Wand of Fireball (12 charges), Wand of Lightning Bolt (12 Charges), Wand of Stoneskin (6 Charges)
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th)
Bloodline (Arcane) Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): Small Spider Familiar
Metamagic Adept (Ex): 2/day you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell.

Small Spider Familiar
HP 85
Name: Small Spider Familiar, Size & Type: Small Magical Beast , CR: NA, HD: 20, Hp: 66, Init: +3, Spd: 30, AC: 14, (Touch 14) (Flatfooted 11) Base Atk:+0, Grp: -6, Atk: +4 melee (1d4-2 plus poison) Space/Reach: 5/5, SA: poison, web, SQ: DV 60, Tremorsense 60, Vermin Traits, AL: CE, SV: Fort: +2, Ref: +3, Will: +0, Ability Scores: Str 7, Dex 17, Con 10, Int Ø, Wis 10, Cha 2, Skills & Feats: Climb +11, Hide +11*, Jump -2*, Spot +4* Weapon FinesseB


Male Drow Fighter 2, Swashbuckler 3, Wizard 1, Bladesinger 7, Duelist 6
CE medium humanoid (elf)
Init +10, Senses Listen +2, Spot +2 Low-light
Aura Moderate Evil, Multiple Magic (up to strong)
Languages Elven, Undercommon, Athalish
AC 37, (Touch 33) (Flatfooted 14)
(+8 Dex, +6 Int, +7 Dodge +4 Nat, +1 insight)
hp 132 (11d10+7d8+1d4+38 HD)
Immune Sleep Spells
SR 30
Fort +11, Ref +18, Will +10 (+2 vs enchantments)
Speed 30 ft. (6 squares)
Melee rapier +34/+29/+24/+19 melee (2d6+1d6 cold +7 rapier) [brilliant energy]
Base Atk +18; Grp +18
Atk Options Song of Celerity 1/day Cast 2nd level or lower spell as though quickened
Special Actions Elaborate Parry -1 to hit additional +7 dodge bonus to AC)
Combat Gear 2X Shield of Faith (+5) Potion , +1 frost Brilliant energy Rapier, Metamagic rod of silent spell (lesser)

Spells (CL 5) (DC 18+ spell level)
3rd-Haste, Displacement, Web
2nd- Fox’s Cunning, Levitate, See Invisibility, Invisibility.
1st- Shield X2, Reduce Person, Mage Armor
0th- Ghost Sound, Mage Hand, Detect Magic, Detect Poison

Spell-Like Abilities (CL 19th): (Save DC 18 + spell level)
2nd- darkness
1st- faerie fire.
0th- dancing lights

________Abilities Str 10 Dex 27, Con 12, Int 27 Wis 10 Chr 12
SQ Drow traits, spell resistance 30
Feats Dodge, Mobility, Weapon Finesse, Spring Attack, Combat Expertise, Combat Reflexes, Weapon Focus (Rapier), Combat Casting, Improved Toughness
Skills Perform (Dance) +10, Perform (Sing) +3, Tumble +28, Balance +20, Bluff +22, Sense Motive +22, Escape Artist +16, Intimidate +23, Climb +5, Concentration +21, Spellcraft +26, Knowledge (arcana) +30
Possessions Amulet of natural armor (+4) , Dusty Rose Ioun Stone (+1 insight bonus to AC), Spellbook,
Lesser Spellsong (Ex)
take 10 on concentration checks to cast defensively,
Enhanced Mobility (Ex)
When wearing 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.

Small Spider Familiar
HP 66
Name: Small Spider Familiar, Size & Type: Small Magical Beast , CR: NA, HD: 20, Hp: 66, Init: +3, Spd: 30, AC: 14, (Touch 14) (Flatfooted 11) Base Atk:+0, Grp: -6, Atk: +4 melee (1d4-2 plus poison) Space/Reach: 5/5, SA: poison, web, SQ: DV 60, Tremorsense 60, Vermin Traits, AL: CE, SV: Fort: +2, Ref: +3, Will: +0, Ability Scores: Str 7, Dex 17, Con 10, Int Ø, Wis 10, Cha 2, Skills & Feats: Climb +11, Hide +11*, Jump -2*, Spot +4* Weapon FinesseB

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