Drow Fencer: Difference between revisions
m Text replacement - "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Frequency = | Effect = | Fruition = | F-Duration = }} --> <!-- COMBAT TACTICS -->" to "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Freque... |
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 18 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 15 | |||
| Max-CR = 23 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
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| 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. | | 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. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Fey | | Type | Fey | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | Drow | | Subtype | Drow | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- 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 --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | | NudgeReach = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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| Ability-1-Type = Ex | | Ability-1-Type = Ex | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Automatic when threatened by only one enemy | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-1-Concentration = | | Ability-1-Concentration = | ||
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| Ability-2-Type = Ex | | Ability-2-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = Swift Action 1/Rnd | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-2-Concentration = | | Ability-2-Concentration = | ||
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| Ability-3-Type = Ex | | Ability-3-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = Swift Action | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
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| Ability-4-Type = Ex | | Ability-4-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-4-Action-Required = Automatic after successful attack | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | | Ability-4-Concentration = | ||
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| Ability-5-Type = | | Ability-5-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | | Ability-5-Concentration = | ||
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| Ability-6-Type = | | Ability-6-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | | Ability-6-Concentration = | ||
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| Ability-7-Type = | | Ability-7-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | | Ability-7-Concentration = | ||
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| Ability-8-Type = | | Ability-8-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | | Ability-8-Concentration = | ||
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| Ability-9-Type = | | Ability-9-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | | Ability-9-Concentration = | ||
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| Role-Only--Replace-Rez-Power--Type = | | Role-Only--Replace-Rez-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Rez-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | | Role-Only--Replace-Rez-Power--Concentration = | ||
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| Role-Only--Add-Killer-Power--Type = | | Role-Only--Add-Killer-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | | Role-Only--Add-Killer-Power--Concentration = | ||
Line 1,019: | Line 1,053: | ||
| Role-Only--Replace-Leader-Power--Type = | | Role-Only--Replace-Leader-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | | Role-Only--Replace-Leader-Power--Concentration = | ||
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| Role-Only--Replace-Legend-Power--Type = | | Role-Only--Replace-Legend-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | | Role-Only--Replace-Legend-Power--Concentration = | ||
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| Role-Only--Replace-Minion-Power--Type = | | Role-Only--Replace-Minion-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | | Role-Only--Replace-Minion-Power--Concentration = | ||
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| Role-Only--Replace-Shooter-Power--Type = | | Role-Only--Replace-Shooter-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | | Role-Only--Replace-Shooter-Power--Concentration = | ||
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| Role-Only--Add-Skirmisher-Power--Type = | | Role-Only--Add-Skirmisher-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | | Role-Only--Add-Skirmisher-Power--Concentration = | ||
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| Role-Only--Replace-Sneak-Power--Type = | | Role-Only--Replace-Sneak-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | | Role-Only--Replace-Sneak-Power--Concentration = | ||
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| Role-Only--Replace-Sneak-Power--Description = | | Role-Only--Replace-Sneak-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | ||
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| 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 along 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. | | 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 along 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 Combat Artifice ability to keep them fighting. If a ranged attacker is able to pierce their Combat Artifice 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 | <!-- 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. | | 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. | |||
Latest revision as of 21:43, 11 February 2023
Drow Fencer (CR 18)
Lawful Evil - Medium - Fey (Drow) |
---|
Lore: | Know (Nature) | ||
35 | 53 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
42 | +32 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
747 | 373 | 34 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +17 |
Refl: | +20 |
Will: | +15 |
Strong Against:
- Combat Artifice: If a Reflex save is allowed to take half damage, instead takes no damage on a successful save.
Offense
- Maneuver Offense Notes: +2 on Disarms
Standard Attack (Melee):
- 1x Drow Rapier +27 (4d8+25/19-20 x2)
as piercing (physical, common)
plus: Blademaster, plus: Languishroot Poison
Full Attack (Melee):
- 3x Drow Rapier +27 (4d8+19/19-20 x2)
as piercing (physical, common)
plus: Blademaster, plus: Languishroot Poison
Standard Attack (Ranged):
- 1x Hand Crossbows +27 (4d8+19/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
plus: Languishroot Poison
Full Attack (Ranged):
- 3x Hand Crossbows +27 (4d8+19/19-20 x2)
as piercing (physical, common)
(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: 30
- Knowledge (Engineering): 30
- Perception: 32
- Sense Motive: 30
- Survival: 30
- All other skills: 25 (no ranks)
Languages: Common, Undercommon, Awnsheghlien
Feats:
- Critical, Improved (EFFECT: Increase the threat range of one weapon)
Special Abilities
Blademaster (Ex) Automatic when threatened by only one enemy |
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. If no enemies threaten the fencer, or more than one enemy threatens the fencer, this bonus is lost. |
Stop-Thrust (Ex) Swift Action 1/Rnd |
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 a Disarm combat maneuver against a foe they can reach with their Drow Rapier. They get +2 on their Maneuver Offense of 30 for this roll. If the Disarm roll is successful, the fencer may Slide their victim in 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 also Slide themselves up to three squares, but only to remain adjacent to their target. |
Venom Sheathe (Ex) Swift Action |
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) Automatic after successful attack |
The first successful hit with a Drow Fencer's sword after it has been poisoned has a chance to inflict a moderate poison:
|
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 along 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 Combat Artifice ability to keep them fighting. If a ranged attacker is able to pierce their Combat Artifice 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: 153,600
Treasure: Sellable Goods worth 67,889 gp.
- Weight: 180 lbs. Volume: 7.2 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) |