charm fear (plot & poison p.130) - pathfinder.zhmp.net

2
ILVERAE PARASTRIC Female Drow Bard 7 CE Medium (5ft 1in) humanoid (elf) DEFENSES Initiative +4; Senses Darkvision 120ft, Perception +11 Hit Points 56 (7HD; 7d8+21); DR 1/- Armor Class 18, touch 14, flat-footed 14; plus 4 mirror mages (+4 Dex, +4 armor) Fort +5, Ref +9, Will +4; Spell Resistance 18 Immune to sleep effects, Resistance +4 saves vs. sonic or lan- guage-dependent (such as suggestion spell); +2 vs. enchant- ments; +2 Will saves vs. spells/spell-like abilities; +2 vs. charm and fear effects Speed 30ft; Climb 15ft; Acrobatics +14, Stealth +14 DEFENSIVE EFFECTS Mirror Image (Spell/2nd) 1d4 +2 figments; Attacks that hit, roll ran- domly; If hit or miss by 5 or less: 1 Figment is destroyed; Area ef- fects do not destroy figments; Targeting effects that automatically hit work normally; Ongoing 7m; Inspire Courage (Su) +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon dam- age rolls. Ongoing while performing, plus 5r; Lightsight (Spell/1st) (Plot & Poison p.130) Eliminates light sensitivity weakness; Ongoing 7m; Cats Grace (Spell/2nd) +4 to enhancement bonus to Dex; Ongoing 7m Bears Endurance (Scroll; CL3) +4 to enhancement bonus to Con; Ongo- ing 7m Levitate (Sp) Range 45ft; One willing creature or object (up to 700lbs); As a move action, may move up to 20ft per round; Attacking causes instability: -1 to attack on round 1; -2 on round two, etc. up to –5; A full round spent stabilizing brings the next attack back to –1; Ongoing 7m (D); FAVORED ATTACKS Base Attack +5; Combat Maneuver Bonus +5; Escape +14 Spell Caster Level CL7; Spell-Like Abilities Caster Level CL7 Spontaneous Casting (Spells Only) 3rd (2/day): 2nd (4/day): : : 1st (5/day): : Common Attack Tactics When she hears combat outside, Ilverae uses her spells and items as above, then she hides (Stealth +14) and listens for invisible foes; When she detects intrud- ers in her lab, she will use her attack spells, avoiding physi- cal attacks on those obviously confused. She directs the trogs to keep archers and melee types at bay; She will shoot out the green (Reflex DC20 half or 4d6 acid; Burst 10ft) or black tank (Fort DC15 or unconscious; Burst 10ft) as the op- portunity presents itself; Large Flask of Acid +12 ranged touch; Range 10ft; 2d6 acid (20/x2) plus splash: a miss hits the square and all those in adjacent squares take 2hp acid damage Large Flask of Drow Contact Poison +12 ranged touch; Range 10ft; Fort DC17 negates or unconscious (helpless): Dexterity of 0 (–5 modifier); Melee attacks get a +4 bonus. Rogues can sneak attack helpless targets. Ongo- ing 1m; If 1st save is failed, another save after 1m, Fort DC17 negates; or unconscious, Ongoing 2d4h; Large Flask of Hellfrost (Cold) +12 ranged touch; Range 10ft; 2d6 cold (20/x2) plus splash: a miss hits the square and all those in adjacent squares take 2hp cold damage Fire Bolt (+1 Hand Crossbow) x20 +12 ranged (piercing); Range 30ft, 1d4+3 (19/x2); plus 1d4 fire; Slow (Spell/3rd) Automatic hit vs. up to 7 creatures in the area, no two of which are more than 30ft apart; Range: 40ft; Will DC17 negates or slowed: Can take only a single move action or standard ac- tion each turn, but not both (nor may it take full-round ac- tions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for de- creased speed. Slow counters and dispels haste. Ongoing 7r; +12 ranged touch; Range 10ft; 2d6 fire (20/x2) plus splash: a miss hits the square and all those in adjacent squares take 2hp fire damage Large Flask of Alchemists Fire

Upload: others

Post on 02-Apr-2022

1 views

Category:

Documents


0 download

TRANSCRIPT

ILVERAE PARASTRIC Female Drow Bard 7 CE Medium (5ft 1in) humanoid (elf) DEFENSES

Initiative +4; Senses Darkvision 120ft, Perception +11 Hit Points 56 (7HD; 7d8+21); DR 1/- Armor Class 18, touch 14, flat-footed 14; plus 4 mirror mages

(+4 Dex, +4 armor) Fort +5, Ref +9, Will +4; Spell Resistance 18 Immune to sleep effects, Resistance +4 saves vs. sonic or lan-

guage-dependent (such as suggestion spell); +2 vs. enchant-ments; +2 Will saves vs. spells/spell-like abilities; +2 vs. charm and fear effects

Speed 30ft; Climb 15ft; Acrobatics +14, Stealth +14 DEFENSIVE EFFECTS Mirror Image (Spell/2nd) 1d4 +2 figments; Attacks that hit, roll ran-

domly; If hit or miss by 5 or less: 1 Figment is destroyed; Area ef-fects do not destroy figments; Targeting effects that automatically hit work normally; Ongoing 7m;

Inspire Courage (Su) +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon dam-age rolls. Ongoing while performing, plus 5r;

Lightsight (Spell/1st) (Plot & Poison p.130) Eliminates light sensitivity weakness; Ongoing 7m;

Cats Grace (Spell/2nd) +4 to enhancement bonus to Dex; Ongoing 7m

Bears Endurance (Scroll; CL3) +4 to enhancement bonus to Con; Ongo-ing 7m

Levitate (Sp) Range 45ft; One willing creature or object (up to 700lbs); As a move action, may move up to 20ft per round; Attacking causes instability: -1 to attack on round 1; -2 on round two, etc. up to –5; A full round spent stabilizing brings the next attack back to –1; Ongoing 7m (D);

FAVORED ATTACKS

Base Attack +5; Combat Maneuver Bonus +5; Escape +14 Spell Caster Level CL7; Spell-Like Abilities Caster Level CL7 Spontaneous Casting (Spells Only)

3rd (2/day): 2nd (4/day): 1st (5/day):

Common Attack Tactics When she hears combat outside, Ilverae uses her spells and items as above, then she hides (Stealth +14) and listens for invisible foes; When she detects intrud-ers in her lab, she will use her attack spells, avoiding physi-cal attacks on those obviously confused. She directs the trogs to keep archers and melee types at bay; She will shoot out the green (Reflex DC20 half or 4d6 acid; Burst 10ft) or black tank (Fort DC15 or unconscious; Burst 10ft) as the op-portunity presents itself;

Large Flask of Acid

+12 ranged touch; Range 10ft; 2d6 acid (20/x2) plus splash: a miss hits the square and all those in adjacent squares take 2hp acid damage

Large Flask of Drow Contact Poison

+12 ranged touch; Range 10ft; Fort DC17 negates or unconscious (helpless): Dexterity of 0 (–5 modifier); Melee attacks get a +4 bonus. Rogues can sneak attack helpless targets. Ongo-ing 1m; If 1st save is failed, another save after 1m, Fort DC17 negates; or unconscious, Ongoing 2d4h;

Large Flask of Hellfrost (Cold)

+12 ranged touch; Range 10ft; 2d6 cold (20/x2) plus splash: a miss hits the square and all those in adjacent squares take 2hp cold damage

Fire Bolt (+1 Hand Crossbow) x20

+12 ranged (piercing); Range 30ft, 1d4+3 (19/x2); plus 1d4 fire;

Slow (Spell/3rd)

Automatic hit vs. up to 7 creatures in the area, no two of which are more than 30ft apart; Range: 40ft; Will DC17 negates or slowed: Can take only a single move action or standard ac-tion each turn, but not both (nor may it take full-round ac-tions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for de-creased speed. Slow counters and dispels haste. Ongoing 7r;

+12 ranged touch; Range 10ft; 2d6 fire (20/x2) plus splash: a miss hits the square and all those in adjacent squares take 2hp fire damage

Large Flask of Alchemists Fire

Confusion (Spell/3rd) Automatic hit vs. all creatures in area; Range 170ft; Burst 15ft

radius; Will DC17 negates or confused:

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically at-tacks its attackers on its next turn, as long as it is still con-fused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). Ongoing 7r;

Glitterdust (Spell/2nd)

Automatic hit vs. all creatures and objects in the area; Range: 170ft; No Spell Resistance; Everything covered in golden dust: making invisible creatures/objects visible and –40 to Stealth checks; and Will DC17 negates or blinded: –2 AC, lose Dex bonus to AC, half speed (Acrobatics DC10 to over-come or fall prone), –4 Search/Str/Dex checks. Attacks suf-fer total concealment: 50% miss chance each; Ongoing 7r;

Grease (Spell/1st) Automatic hit vs. 10ft square or one object; Range 40ft;

Greased Area: Reflex DC15 or fall prone: -4 AC vs. melee, +4 AC vs. ranged, -4 attacks, stand up as a move action (AOO); Creatures moving more than 5ft through the area may avoid the Reflex save if they move half speed and make an Acro-batics Check DC10: flat-footed and no Dex to AC (Miss by 5: fall prone); Ongoing 7m; Greased Object: Reflex DC15 negates; or drop item; Each time item is grabbed, make another save until successful; Ongoing 7m

Hideous Laughter (Spell/1st)

Automatic hit vs. one living creature; Range 40ft, Will DC15 ne-gates or hideous laughter: Collapses into gales of manic laughter, falling prone: -4 AC vs. melee, +4 AC vs. ranged, -4 attacks, stand up as a move action (AOO); The subject can take no actions while laughing, but is not considered help-less. A creature with an Intelligence score of 2 or lower is not affected. Non-humanoid type creatures receive a +4 bo-nus on the saving throw. Ongoing 7r;

Darkness (Sp) 1/day

+7 melee touch (automatic hit vs. unattended objects); Range: object touched (moves with object); Emanation 20ft radius; No Save; No Spell Resistance; Only creatures with darkvi-sion or those that bring lighted objects inside the area can see through the darkness; Ongoing 7m (D);

Faerie Fire (Sp) 1/day

Automatic hit vs. area; Burst 5ft radius (2 x 2 squares; 4sq); Range: 680ft; No Save; All creatures and objects glow softly (as a candle; 5ft radius shadowy illumination (2 x 2 squares; 4sq, 20% miss if just using this light to see by), and –1 per-ception per foot of distance) and do not benefit from con-cealment caused by darkness, blur, displacement, invisibility, or similar effects. Ongoing 7m (D);

BASE STATISTICS

Init +2, AC 16, touch 12, flat-footed 14; hp 34; Fort +3, Ref +7; Ranged Thrown +8 or crossbow +8 (1d4+1); Dex 15, Con 12; Skills Acrobatics +12, Escape +12, Stealth +12

OTHER ABILITIES AND STATISTICS

Str 10, Dex 19, Con 16, Int 16, Wis 8, Cha 18

Spell-Like Abilities:

1/Day dancing lights, darkness, faerie fire, detect magic, feather fall, levitate

Known Spells (6, 5, 4, 2):

3rd Level: confusion, slow

2nd Level: cats grace, cure moderate wounds (2d8+7), mirror image, glitterdust

1st Level: charm person, cure light wounds (1d8+7), grease, hideous laughter, lightsight

0 Level (Sp): (At-Will) detect magic, ghost sound, mage hand, mending, prestidigitation, read magic

Feats Brew Potion, Dark Adept, Skill Focus (craft/alchemy), Throw Anything

SQ Drow Traits, Bardic Knowledge, Bardic Performance, Coun-tersong, Distraction, Fascinate/Suggestion, Inspire Courage +2, Well-Versed, Inspire Competence, Lore Master 1/day

Skills Acrobatics +14, Craft (alchemy) +16, Escape Artist +14, Knowledge (arcana) +20, Knowledge (history) +13, Percep-tion +11, Perform (sing) +14, Spellcraft +13, Stealth +14,

Languages Abyssal, Common, Draconic, Elven, Aquan, Under-common

Gear acid (4), alchemist’s fire (6), potion of cure moderate wounds (2), potion of bear’s endurance; Other Gear adaman-tine chain shirt, masterwork dagger, +1 hand crossbow with 20 fire bolts

d% Behavior

01-25 Act normally

26-50 Do nothing but babble incoherently

Roll on the following table at the beginning of each subject’s turn each round to see what it does in that round.

51-75 Deal 1d8 points of damage + Str modifier to self with item in hand.

76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self ).