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    Kelnozz: drow Rog3/Tra7; CR 11; Medium-size humanoid; HD 3d6+3, 7d4+7; hp 37; Init +7; Spd 30 ft.; AC 20 (touch 13, flat-footed 20); Atk +9 ranged (1d4+1/19-20/x2, hand crossbow with +1 hand crossbow bolts); SA drow sleep poison, sneak attack (+2d6); SQ drow traits, empathic link with familiar, evasion, hairy spider familiar, scry on familiar, share spells with familiar, sneak attack +2d6, touch spells (via familiar), traps, uncanny dodge (Dex bonus to AC); AL N; SV Fort +4, Ref +8, Will +7; Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 10.
    Skills and Feats: Balance +5, Climb +6, Concentration +14, Disable Device +10, Hide +19, Intuit Direction +7, Jump +2, Knowledge (arcana) +13, Knowledge (local) +8, Listen +11, Move Silently +19, Open Lock +9, Search +12, Spellcraft +13, Spot +11, Tumble +9; Alertness, Combat Casting, Craft Wand, Craft Wondrous Item, Improved Initiative, Scribe Scroll , Spell Focus (Transmutation), Stealthy
    Drow Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; SR 21; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day-dancing lights, darkness, and faerie fire as though cast by a 6th-level sorcerer); light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
    Wizard Spells Prepared: (5/6/5/4/3; base DC=14 + spell level, 16 + spell level for transmutation* spells): 0-electric jolt, ghost sound, launch bolt, mage hand x2; 1st-expeditious retreat, magic missile x2, shield x2, spider climb; 2nd-cat's grace, invisibility x2, protection from arrows, whispering wind; 3rd-blindsight, haste, protection from elements, slow*; 4th-dimension door, improved invisibility, spell enhancer.
    Spellbook: 0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, electric jolt (Magic of Faerûn), flare, ghost sound, launch bolt (Magic of Faerûn), light, mage hand, 1st-color spray, expeditious retreat, identify, launch item (Magic of Faerûn), magic missile, shield, spider climb; 2nd-cat's grace, invisibility, protection from arrows, rope trick, whispering wind; 3rd-blindsight (Magic of Faerûn), dispel magic, fly, haste, protection from elements, slow; 4th-dimension door, improved invisibility, spell enhancer(Magic of Faerûn).
    Gear: +1 hand crossbow, 50 +1 hand crossbow bolts, amulet of natural armor +3, boots of elvenkind, bracers of armor +4, drow house insignia (Lords of Darkness; fly once per day), drow sleep poison (10 doses), gloves of lightning (Magic of Faerûn), greater piwafwi (Lords of Darkness, acts as cloak of elvenkind plus endure elements: fire), potion of cure serious wounds (3), scroll of feeblemind, scroll of invisibility (3), scroll of stoneskin, scroll of wall of force, wand of dispel magic (7th-level caster) (15 charges), wand of magic missile (7th-level caster) (20 charges)
    Wealth: 35 gp.
    Description: Kelnozz is a lanky drow male with exceptionally clear and intelligent eyes. He favors bright red clothing, which he conceals with his piwafwi when he is working at being unseen.
    History and Personality: Trained initially as a scout, Kelnozz showed aptitude for wizardry and was sent to his city's school of magic for an advanced education in arcane magic. He now uses his magic to aid his scouting, or acts as a lure for enemy groups. Sometimes he is ordered to harass an enemy group at a distance with damaging spells, sleep poison, and dispel magic (to disrupt any ongoing effects, like potions). As a man who has realized what he is good at in life, he has made that his purpose, and as long as he continues to excel at his job he feels safe and happy.