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- Shiori is the third child of the Kyouran family — minor feudal lords in eastern Tatsumasa, once illustrious, now fallen into poverty. In their poverty, they could not resist Fumiko's expansion, and Shiori's grandfather is said to have suicided in disgrace shortly after surrendering. However, Kyouran vassalage to Fumiko is still a reality.
- Fumiko is not one to waste resources, and she's provided some support to the Kyouran. Shiori's elder brother and sister were given small fiefs in strategic locations, partly to guard them, but these fiefs do provide the Kyouran additional income. Shiori's parents Akira and Midori resent Fumiko for this support. But Shiori always felt more duty than affection for the Kyouran leadership, so when approached to support Fumiko's name among the Kyouran, Shiori gladly accepted.
- Lady Kyouran is trained in magic and noble arts… and also in certain ignoble things she picked up among nobles.
- Lady Kyouran has blue-black skin, lilac(left) and red(right) eyes, and stark white hair.
- 5' even, 110pd.
- Lady Kyouran Shiori
- Drow
- Scholar
- Grey Mage 3rd
- CN
- WIS: 17(+3)
- DEX: 16(+3)
- INT: 16(+3)
- CHA: 11(±0)
- CON: 10(±0)
- STR: 7(-2)
- Initiative: +3
- BAB: +2
- Grapple: +0 (-2 STR)
- Base ATT Other Save
- +1 ±0 —— Fort: +1
- +3 +3 —— Ref: +6
- +3 +3 —— Will: +6
- AC: 17 (+3 DEX, +4 mithril chain shirt)
- FF: 14 (+4 mithril chain shirt)
- Tou: 13 (+3 DEX)
- FF Tou: 10
- HP: 13/13
- Land Speed: 30'
- Languages: Common, Elven, Undercommon, Draconic, Abyssal, Gnome, Orcish, Giant
- SP Ranks ATT Other Skill
- 4 4 +3 —— Knowledge: Arcana: +7
- 6 6 ±0 —— Concentration: +6
- 6 6 ±0 —— Diplomacy: +6
- 6 6 +3 +2 Hide: +11
- 6 6 +3 —— Knowledge: Nobility And Royalty: +9
- 6 6 +3 +2 Move Silently: +11
- 6 6 +3 +2 Search: +11
- 6 6 +3 —— Sense Motive: +9
- 6 6 +3 —— Spellcraft: +9
- 6 6 +3 +2 Spot: +11
- 6 6 -2 —— Swim: +4
- 6 6 ±0 —— Use Magic Device: +6
- 0 0 +3 +2 Listen: +5
- Proficiency: Simple Weapons, Light Armor, hand crossbow, rapier, short sword, sap, shortbow
- Feats
- 1st Stealthy
- 3rd Improved Initiative
- Eye On: Augment Summoning, Magical Aptitude
- Darkvision (Ex): 60'
- immune to magic sleep effects
- Secret/Concealed Doors
- Light Blindness
- Dancing Lights 1/day
- Evasion
- Rebuke Undead
- Sneak Attack +2D6
- Summoning Domain: +2 caster level for Conjuration(summoning/calling) spells
- Trap Sense +1
- Trapfinding
- Spells
- Prepped: Detect Magic, Light, Touch Of Fatigue, Comprehend Languages, Obscuring Mist, Sleep, Summon Monster I
- Default: Detect Magic, Light, Touch Of Fatigue, Comprehend Languages, Obscuring Mist, Sleep, Summon Monster I
- Cantrip(3/day): Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Guidance, Light, Mending, Purify Food And Drink, Read Magic, Touch Of Fatigue, save DC: 13
- 1st(3+1/day): Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Obscuring Mist, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Sleep, Summon Monster I(domain), save DC: 14
- Range Attack Damage Crit Type Weapon
- 80' RI +5 1D8 19-20/×2 Piercing Light Crossbow
- Melee +0 1D4-2 20/×2 NL Bludgeoning unarmed
- AC DEX ACP Armor
- +4 +4 -1 Mithril Chain Shirt
- Clothes: Explorer's Outfit
- #char Gold
- #accu .01
- #unit gp=1
- #unit sp=.1
- #unit cp=.01
- 2 700gp
- 5gp Signet Ring
- 100gp Noble Jewelry
- 1 100gp Mithril Chain Shirt
- 35gp Light Crossbow
- 2gp Bolt ×20
- 1gp Bolt, cold iron ×5
- 10.5gp Bolt, alchemical silver ×5
- 5gp Spell Component Pouch
- 1gp Belt Pouch
- 390gp cash
- 11sp cash
- 17cp cash
- 1gp Belt Pouch
- 1gp Flint & Steel
- 3cp Chalk ×3
- 1gp Belt Pouch
- 2gp Backpack
- 1sp Bedroll
- 1gp Waterskin
- 1gp Trail Rations ×2
- 30gp Courtier's Outfit
- 1 000gp Rod Of Cure Minor Wounds
- 4gp Parchment ×20
- 8gp Ink Vial
- 1sp Inkpen
- #char Combat Encumbrance
- #accu .1
- #unit pd=1
- 23pd Light Encumbrance
- 12.5pd Mithril Chain Shirt
- 4pd Light Crossbow
- 2pd Bolt ×20
- .5pd Bolt, cold iron ×5
- .5pd Bolt, alchemical silver ×5
- 2pd Spell Component Pouch
- .5pd Belt Pouch
- .5pd Belt Pouch
- .5pd Belt Pouch
- 0 (spare)
- #char Traveling Encumbrance
- #accu .1
- #unit pd=1
- 46pd Medium Encumbrance
- 23pd Combat Encumbrance
- 2pd Backpack
- 5pd Bedroll
- 4pd Waterskin
- 2pd Trail Rations ×2
- 6pd Courtier's Outfit
- 4pd (spare)
- Drow
- • -2 CON, +2 DEX, +2 INT.
- • Type: Humanoid (Elf).
- • Size: Medium.
- • Base Land Speed: 30'
- • Weapon Proficiency: hand crossbow, rapier, short sword
- • Dancing Lights (Sp): 1/day, caster level equals character level.
- • Darkvision (Ex): 60'
- • Immune to magic sleep effects.
- • Light Blindness (Ex): Abrupt exposure to bright light(such as sunlight or a Daylight spell) blinds a drow for 1 round. On subsequent rounds, so long as they remain in the affected area, they're dazzled.
- • +2 racial bonus on Listen, Search, and Spot checks. Furthermore, an elf who merely passes within 5' of a secret or concealed door is entitled to a Search check to notice it as if actively looking for it.
- • Automatic Languages: Common, Elven, Undercommon.
- • Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
- • Favored Class: Cleric
- • Can take the Drow racial class(1 level).
- Drow
- This racial class has one level, granting:
- • +2 CHA
- • The drow's darkvision increases to 120'.
- • Spell-Like Abilities: Faerie Fire 1/day, Darkness 1/day. Caster level equals character level.
- • Spell Resistance (Su): [11 + Character Level]
- • +2 racial bonus on Will saves against spells and spell-like abilities.
- Grey Mage
- • HD Type: D6
- • BAB: ¾
- • Fort: Low
- • Ref: High
- • Will: High
- • SP/Lev: 8
- • Class Skills: Appraise(INT), Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft: *(INT), Decipher Script(INT), Diplomacy(CHA), Disable Device(INT), Disguise(CHA), Escape Artist(DEX), Forgery(INT), Gather Information(CHA), Handle Animal(CHA), Heal(WIS), Hide(DEX), Intimidate(CHA), Jump(STR), Knowledge: *(INT), Listen(WIS), Move Silently(DEX), Open Lock(DEX), Perform: *(CHA), Profession: *(WIS), Search(INT), Sense Motive(WIS), Sleight Of Hand(DEX), Spellcraft(INT), Spot(WIS), Survival(WIS), Swim(STR), Tumble(DEX), Use Magic Device(CHA), Use Rope(DEX)
- • Domain: A grey mage has a clerical domain, and a 1st-level domain spell slot. As they gain higher spell levels, they gain a domain spell slot for each.
- • Sneak Attack: +[Level / 2]D6, round up
- • Spells: prepared divine, WIS
- • Trap Sense +[Level / 3], round down
- • Trapfinding
- • 2nd: Evasion, plus choose one:
- — Turn Undead(not if *E)
- — Rebuke Undead(not if *G)
- — a second domain
- — Summon Familiar
- • 4th: Uncanny Dodge
- • 8th: Improved Uncanny Dodge
- • 10th, 13th, 16th, 19th: Rogue Special Ability
- Summoning Domain
- Granted Powers: Add +2 to your caster level for all Conjuration(summoning) or Conjuration(calling) spells.
- 1st: Summon Monster I
- 2nd: Summon Monster II
- 3rd: Summon Monster III
- 4th: Planar Ally, Lesser
- 5th: Summon Monster V
- 6th: Planar Ally
- 7th: Summon Monster VII
- 8th: Planar Ally, Greater
- 9th: Gate
- Fiendish Medium Monstrous Centipede
- Medium Magical Beast (Extraplanar)
- HD: 1D8 (4 HP)
- Initiative: +2
- Speed: 40'(8 squares), climb 40'
- AC: 14 (+2 DEX, +2 natural), touch 12, flat-footed 12
- BAB: +0
- Grapple: -1
- Standard Attack: Bite +2 melee (1D6-1 plus poison)
- Space/Reach: 5'/5'
- Special Attacks: Poison, Smite Good (Su) 1/day
- Special Qualities: Darkvision: 60', ER: 5 vs Cold, ER: 5 vs Fire, SR: 6, vermin traits
- Saves: Fort +2, Ref +2, Will +0
- Attributes: STR 9, DEX 15, CON 10, INT 3, WIS 10, CHA 2
- Skills: Climb +10, Hide +10, Spot +4
- Bonus Feat: Weapon Finesse
- Organization: Solitary or colony (2-5)
- CR: ½
- Advancement: ——
- Level Adjustment: ——
- Poison: Fort DC: 10, 1D3 DEX/1D3 DEX
- Smite Good (Su) 1/day: Make a normal melee attack to deal +1 damage to a good foe.
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