Dilyl


©2007 commissoned art by Gaia
DO NOT TAKE, permission NOT granted!

NAME: Dilyl
RACE: Half-Drow
GENDER: Female
AGE: 53
EYES: Dark red
HAIR: Smokey white
SKIN: Black
SIZE: Medium
HEIGHT: 5'3"
WEIGHT: 115
SPEED: 60 ft
CLASS LEVEL HD
1)Rogue (Feat) 2 d6
2)Fighter (Drow) 2 d10
3)Warblade 8 d12
4)Eternal Blade 6 d10
5)Bloodclaw Master 3 d12
6)Crinti Shadow Marauder 5 d8
7) -- --
8) -- --
9) -- --
10) -- --
ALIGNMENT: NE
CHAR LEVEL: 26
ECL: 26
EXPERIENCE: 325,000
SKILL POINTS: 0/346
HIT POINTS: 420
DMG REDUCT: --
SPELL RESIST: --
PSION RESIST: --
EAB: 3
ESB: 3

STAT VALUE MOD
STR 22 (24) +6 (+7)
DEX 31 +10
CON 22 +6
INT 32 +11
WIS 20 +5
CHA 20 +5
STR FEAT VALUE
OVER HEAD: 520
OFF GROUND: 1040
PUSH/DRAG: 2600
LT LOAD: 173
MED LOAD: 346
HVY LOAD: 520
MONEY AMOUNT
COPPER 0
SILVER 0
ELECTRUM 0
GOLD 13,383
PLATINUM 0
( ) --

  • +2 STR gain above reflects Shifting (2/day for 9 rounds)


    SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
    FORTITUDE 30 = 16 + 6 + 5 + 3
    REFLEX 28 = 10 + 10 + 5 + 4
    WILL 18 = 5 + 5 + 5 + 3

  • Miscellaneous includes ESB (also +1 Dodge bonus on REF)
  • +11 Insight bonus to REF saves when not flat-footed
  • +2 Racial bonus on saves vs enchantment spells and effects
  • +20 bonus on single save with Diamond Defense


    AC
    AC = Base + DEX + SIZE + ARMOR + SHIELD + NAT + MISC
    39 = 10 + 10 + 0 + 8 + 0 + 5 + 6

  • +11 Dodge bonus to AC vs 1 opponent for 1 round as Swift Action (unlimited)
  • Miscellaneous includes +5 Deflection bonus and +1 Dodge bonus from Haste

    VARIANT AC FORMULA = ADJUSTED AC
    FLAT FOOTED Subtract DEX mod and similar bonuses = 39*
    TOUCH Excludes Shield, Enhancement Bonus = 26


    INITIATIVE = DEX MOD + MISC
    14 = 10 + 4

  • Miscellaneous includes +2 from Drow Fighter Hit-and-Run; +2 Competence


    MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
    28 = 18 + 6 + 0 + 4
    RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
    32 = 18 + 10 + 0 + 4

  • Miscellaneous includes EAB and +1 bonus from Haste

    WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
    Unarmed Strike +38 +16 2d6 x2 --

  • +2d6 Sudden Strike damage
  • +1 Attack and Damage (STR boost) while Shifting (2/day for 9 rounds)
  • +11 Insight bonus to Attack & Damage vs chosen foe type 3 Encounters/day from Eternal Training
  • +11 Insight bonus to damage vs Flat-footed and Flanked foes (does not stack with ET)
  • +10 Competence bonus to damage vs Flat-footed opponents
  • +11 Insight bonus on critical hit confirmation rolls
  • Overcome DR of 1 foe for 1 round as Swift Action (unlimited)

    FULL ATTACK, UNARMED STRIKE: +38/+38/+38/+38/+33/+33/+28/+28/+23/+23

    FULL ATTACK, UNARMED STRIKE w/SHIFTING: +39/+39/+39/+39/+34/+34/+29/+29/+24/+24

    FULL ATTACK, UNARMED STRIKE w/ETERNAL TRAINING: +49/+49/+49/+49/+44/+44/+39/+39/+34/+34

    FULL ATTACK, UNARMED STRIKE w/SHIFTING & ETERNAL TRAINING: +50/+50/+50/+50/+45/+45/+40/+40/+35/+35


    SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
    Appraise INT 21 = 11 + 10 + 0
    Balance DEX 20 = 10 + 8 + 2
    Bluff CHA 15 = 5 + 10 + 0
    Climb STR 16 = 6 + 10 + 0
    Concentration CON 65 = 6 + 29 + 30
    Decipher Script INT 12 = 11 + 1 + 0
    Diplomacy CHA 16 = 5 + 5 + 6
    Disable Device INT 16 = 11 + 5 + 0
    Disguise CHA 5 = 5 + 0 + 0
    Escape Artist DEX 25 = 10 + 15 + 0
    Forgery INT 11 = 11 + 0 + 0
    Gather Information CHA 27 = 5 + 20 + 2
    Handle Animal CHA 10 = 5 + 5 + 0
    Heal WIS 5 = 5 + 0 + 0
    Hide DEX 13 = 10 + 10 + 0
    Intimidate CHA 36 = 5 + 29 + 2
    Jump STR 67 = 6 + 29 + 32
    Knowledge(History) INT 14 = 11 + 1 + 2
    Knowledge(Nature) INT 12 = 11 + 1 + 0
    Knowledge(Local [Gauth Grottoes]) INT 21 = 11 + 10 + 0
    Knowledge(Religion) INT 12 = 11 + 1 + 0
    Listen WIS 31 = 5 + 25 + 1
    Move Silently DEX 26 = 11 + 15 + 0
    Open Lock DEX 15 = 10 + 5 + 0
    Ride DEX 27 = 10 + 15 + 2
    Search INT 22 = 11 + 10 + 1
    Sense Motive WIS 29 = 5 + 24 + 0
    Sleight of Hand DEX 21 = 10 + 10 + 2
    Spot WIS 28 = 5 + 20 + 3
    Survival WIS 10 = 5 + 5 + 0
    Swim STR 6 = 6 + 0 + 0
    Tumble DEX 27 = 10 + 15 + 2
    Use Rope DEX 10 = 10 + 0 + 0

  • +2 bonus on Disguise checks to act in character
  • +2 bonus on Use Rope checks involving bindings
  • +2 bonus on Survival checks when following tracks


    FEAT
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Shield Proficiency (Except Tower)
    Simple Weapon Proficiency
    Martial Weapon Proficiency (All)
    Weapon Focus (Unarmed Strike)
    Improved Unarmed Strike
    Superior Unarmed Strike
    Weapon Finesse
    Two-Weapon Fighting
    Improved Two-Weapon Fighting
    Greater Two-Weapon Fighting
    Perfect Two-Weapon Fighting
    Blind Fight
    Stealthy
    Mounted Combat
    Ride-By-Attack
    Martial Study: Shadow Jaunt
    Martial Study: Shadow Stride
    Martial Study: Shadow Blink


    ADDITIONAL NOTES/ERRATA
    Inherent Bonuses & Grafts
    +5 Inherent bonus to STR
    +5 Inherent bonus to DEX
    +5 Inherent bonus to CON
    +5 Inherent bonus to INT
    +5 Inherent bonus to WIS
    +5 Inherent bonus to CHA

    Silthilar Tendons (+2 DEX)
    Silthilar Muscles (+2 STR)
    Silthilar Bones (+2 CON)


    ADDITIONAL NOTES/ERRATA
    Quick & Dirty Summary

    Uncanny Dodge
    Improved Uncanny Dodge
    Evasion

    Haste constantly active
    No need to eat, drink, breathe; Only need 2 hours sleep

    +10 on checks vs. Bull Rush, Overrun, & Trip

    Immune to Poison
    Immune to Disease
    Immune to Sleep spells & Effects
    Immune to Mind-affecting powers, spells, & effects
    Immune to Information-gathering powers, spells, & effects (except Metafaculty)
    Immune to Critical Hits & Sneak Attacks
    Immune to Impeded Movement (Web, Slow, Paralysis, etc)
    Immune to Grappling (auto-success on checks)
    Immune to Death Effects & Negative Energy effects 1/day (Immediate action) for 7 mins

    Active Stance

  • Stance of Alacrity

    Readied Manuevers (7)

  • Shadow Blink
  • Shadow Stride
  • Shadow Jaunt
  • Swooping Dragon Strike
  • Diamond Defense
  • Mountain Tombstone Strike
  • Iron Heart Surge

    Normal Tactics

  • Round 1: 3 Full Attacks
  • Round 2: Refresh (Swift) and Full Attack
  • Round 3+ Repeat rounds 1 & 2 as necessary

    Annoying Foe Tactics

  • Round 1: Stun plus 2 Full Attacks
  • Round 2: Full Attack + Mountain Tombstone + move away if needed
  • Round 3: Refresh (plus Full Attack if hadn't moved away)
  • Round 4+ Repeat the above as necessary

  • Half-Drow Traits
    Darkvision 60'
    +2 racial bonus to saves against enchantment spells or effects
    Immunity to Sleep spells and effects
    +1 Racial bonus on Listen, Search, and Spot checks. A half-drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.
    +2 Racial bonus on Diplomacy and Gather Information checks
    Drow (Elf) Blood

    Warblade Abilities
    Uncanny Dodge
    Weapon Aptitude: Each day can change weapon type for applicable feats
    Battle Clarity: INT mod to REF saves when not flat-footed
    Battle Ardor: Bonus on confirming criticals equal to INT mod
    Battle Cunning: INT mod to damage vs flat-footed or flanked opponents
    Bonus Feat: Blind Fight

    Stances

  • Stance of Alacrity
  • Pearl of Black Doubt
  • Hunter's Sense

    Maneuvers

  • Greater Insightful Strike (DM)
  • Mountain Tombstone Strike (SD)
  • Girallon Windmill Flesh Rip (TC)
  • Swooping Dragon Strike (TC)
  • Diamond Defense (DM)
  • Pouncing Charge (TC)
  • Dancing Mongoose (DM)
  • Mithral Tornado (IH)
  • Lightning Recovery (IH)
  • Iron Heart Surge (IH)
  • Insightful Strike (DM)
  • Wall of Blades (IH)
  • Wolf Fang Strike (TC)
  • Shadow Jaunt (SH)
  • Shadow Stride (SH)
  • Shadow Blink (SH)

  • Eternal Blade Abilities
    Gain Blade Guide
    Eternal Training 3/day: Gain Insight bonus=INT mod on Attack & Damage vs chosen foe type; or maneuver
    Guided Strike: Overcome DR of one opponent for 1 round as Swift Action (unlimited)
    Uncanny Dodge (Upgrades to Improved Uncanny Dodge)
    Eternal Knowledge: Guide grants 3 Knowledges at Level+INT mod (+17): Nobility & Royalty; Religion; Arcana
    Defensive Insight: Gain Dodge bonus=INT mod on AC vs 1 opponent for 1 round as Swift Action (unlimited)
    Drow Fighter (Hit-and-Run) Abilities
    +2 bonus to Initiative
    Competence bonus to damage=DEX mod vs flat-footed opponents within 30'
    Crinti Shadow Marauder Abilities
    Shadow Ride [Su]: Dimension door through shadows with mount 250' per day
    Sudden Strike +2d6
    Bonus Feat: Ride-By-Attack
    Shadow Walk [Sp]: Shadow Walk as per spell 1/day (mount too)
    Shadow Pounce: Any time an ability, spell, or effect with the Teleportation descriptor is used, can execute a Full Attack upon completion. Must have line of sight to intended target.
    Bloodclaw Master Abilities
    Shifting 2/day: +2 STR and 1d4 dmg claws (Free action); Duration 9 rounds
    Claws of the Beast: Use full STR mod for damage with off-hand with Tiger Claw wpns
    Superior Two-Weapon Fighting: No -2 penalty for TWF with Tiger Claw weapons
    Tiger Claw Synergy: Gain bonuses while in Tiger Claw stance
    Pouncing Strike: Make 2 attacks with Standard Action or Charge action
    Low-light Vision
    Languages Known
    Elven
    Undercommmon
    Common
    Drow Sign Language
    Goblin
    Dwarven


    GEAR/ITEM
    Magic Items By Body Slot
    • HEAD: Scout's Headband
    • FACE: Third Eye Conceal
    • THROAT: Collar of Natural Weapons
    • TORSO: Tunic of Steady Spellcasting, Greater
    • BODY: Empty
    • WAIST: Belt of Battle
    • SHOULDERS: Empty
    • ARMS: Bracers of Armor
    • HANDS: Gauntlets of Lassitude
    • RING (R): Ring of Heavy Armor
    • RING (L): Ring of Jumping
    • FEET: Boots of Temporal Acceleration

    Slotless Worn Magic Items
    • Ring of Proof vs Poison
    • Earring of Feather Fall
    • Earring of Sustenance
    • Armband of Adaptation

    "Single Use" Magic Items & Grafts

    • Manual of Quickness of Action +5
    • Manual of Gainful Exercise +5
    • Manual of Bodily Health +5
    • Tome of Clear Thought +5
    • Tome of Leadership & Influence +5
    • Tome of Understanding +5
    • Silthilar Bones
    • Silthilar Muscles
    • Silthilar Tendons

    Miscellaneous Items

    • +1 Dagger
    • +1 Greatsword (kept with mount)
    • +1 Lance (kept with mount)


    Scout's Headband
    [ 3400 gp ]
    Grants +2 Competence bonus on Spot checks continuously.
    In addition, the circlet has 3 charges that renew each day at dawn. You can spend 1 or more charges as a Standard Action to do one of the following:

  • 1 Charge: You gain Darkvision out to 60' for 1 round
  • 2 Charges: You can see invisible creatures and objects (as See Invisibility) for 10 mins
  • 3 Charges: You gain True Seeing for 1 minute

    Third Eye Conceal
    [ 120,000 gp ]
    While worn, this small, faintly glowing white crystal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers and effects (except for Metafaculty).

    Earring of Feather Fall
    [ 4,400 gp ]
    Can use Feather Fall at will.

    Earring of Sustenance
    [ 5,000 gp ]
    No need to eat or drink; only need 2 hrs sleep.

    Collar of Natural Weapons
    [ 211,600 + 10,000 gp ]
    The enhancement bonuses (+5 to attack and damage) on this collar are applied to attack and damage rolls for Unarmed Strikes.
    In addition, it holds the following enchantments, which are also applied to Unarmed Strikes

  • Collision [+2 MP]: +5 damage
  • Wrathful Healing [+3 MP]: Heal half of all damage dealt in melee
  • Shadowstrike [+5000 gp]: 1/day as Swift action reach through shadow for extra 5 ft and deny target it's DEX bonus
  • Spellblade [+6000 gp]: The user is immune to the effects of one single, targeted spell (Power Word Kill) which was chosen at the time of the weapon's creation. Whenever the named spell is cast at the wielder, the blade absorbs the spell harmlessly. On the wielder's next turn, he can opt to either let the spell drain harmlessly away or redirect it at a new target as a Free action.
  • Gr. Truedeath Crystal: The wielder can make critical hits and sneak attacks normally against Undead. The weapon is also treated as a Ghost Touch weapon. In addition, it deals an extra 1d6 damage against undead.

    Tunic of Steady Spellcasting, Greater
    [ 90,000 gp ]
    This item, an improved version of its lesser counterpart, grants a +30 Competence bonus to all Concentration skill checks.

    Bracers of Armor
    [ 370,200 gp ]
    In addition to conferring a +8 Armor bonus to AC upon the wearer, the following additional enchantments and abilities have been crafted into the bracers:

    • Speed [+3 MP] - Constant Haste
    • Death Ward [+1 MP] - Confers immunity to death spells, negative energy effects, energy drain, magical death effects (Immediate Action) for 7 mins 1/day
    • Freedom [+60,000 gp] - As the Freedom of Movement spell
    • Greater Anchoring [+15,000 gp] - +10 enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks
    • Comfort [+5000 gp] - Ignore natural temperature extremes (-50 to 140 degrees)
    • Health [+11,250 gp] - Confers immunity to disease
    • Called [+2000 gp] - Can summon item to you on same Plane
    • Blueshine [+1500 gp] - Grants +2 competence bonus to Hide checks; item gets immunity to Acid & rusting effects
    • Glamered [+2700 gp] - Change item's appearance
    • +5 Deflection bonus to AC [+50,000]
    • +5 Natural Armor bonus to AC [+50,000]
    • +5 Resistance bonus to Saving Throws [+25,000]

    Gauntlets of Lassitude
    [ 5,000 gp ]
    Three times per day, you can make a melee touch attack with these gauntlets (activation --). If your attack is successful, the target is subjected to the effect of a Slow spell for 5 rounds (Will DC 14 Negates).

    Belt of Battle
    [ 228,000 gp ]
    Grants a +2 Competence bonus to Initiative while worn. In addition, it has 3 charges which are renewed each day. Spending 1 or more charges (as a Swift Action) grants you an extra action which must be taken immediately

  • 1 Charge = 1 Move Action
  • 2 Charges = 1 Standard Action
  • 3 Charges = 1 Full-round Action
    The belt has also been enchanted to grant the following Enhancement bonuses:
  • +6 STR
  • +6 DEX
  • +6 CON
  • +6 INT
  • +6 WIS
  • +6 CHA

    Armband of Adaptation
    [ 18,000 gp ]
    No need to breathe, immune to harmful gases & vapors (as per Necklace of Adaptation).

    Ring of Jumping
    [ 90,000 gp ]
    Grants a +30 Competence bonus to all Jump skill checks.

    Ring of Heavy Armor
    [ 72,000 gp ]
    Grants Fortification 100%.

    Ring of Proof vs Poison
    [ 54,000 gp ]
    Grants immunity to poison.

    Boots of Temporal Acceleration
    [ 43,000 gp ]
    Once per day as a Swift Action (Command), speed time up as Time Stop. Take two rounds worth of actions then resume acting during your current turn in normal time, but are Shaken for 1 round.

  • Mundane Items
    Riding Lizard