Trance: Rather than sleep, drow enter a meditative state for 4 hours per day, and you are fully aware of your surroundings and notice approaching enemies and events normally.
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Toughness (Bonus Feat)
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Weapon Proficiency - Bastard Sword (One-Handed)
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Bastard Sword (R) 1d10
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Bastard Sword (L) 1d10
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Dagger (Ranged)
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Bastard Sword
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Emerald Lord
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Darkvision
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AT-WILL POWERS
ENCOUNTER POWERS
DAILY POWERS
UTILITY POWERS
POWER INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
Neutral morals - doesn't mind theft or killing if for a good cause. Aloof, sarcastic, or abrasive at first, but does care deep down. Strong respect for nature, hates people who destroy it unnecessarily.
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Soft spot for his ferret, Elan. He doesn't mind lending his skills if the price is right, typically.
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Albino; milk white skin and snow white hair. Blue eyes, with a lean, athletic build. Ears pierced, two indigo tattoos: a winged arrow on
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right shoulder and an ankh on the left. Expression typically aloof, except around animals.
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Empty Flask
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1 Sunrod
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Dried Meat
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Trance: (Racial Trait) Rather than sleep, Drow enter a meditative state for 4 hours per day, and you are fully aware of your surroundings and notice approaching enemies and events normally
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Notes:
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Hunter’s Quarry Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level Hunter’s Quarry Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6 Prime Shot If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
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Careful Attack (At-Will) ✦ Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). Hit: 1[W] damage (melee) or 1[W] damage (ranged). Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.
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Twin Strike (At-Will) ✦ Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.
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Fox’s Cunning (Encounter) ✦ Martial, Weapon Immediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.
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Jaws of the Wolf (Daily) ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier damage per attack. Miss: Half damage per attack.
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Toughness Feat: Gain 5 additional hit points per tier
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Total weight carried: 49 lbs (160 lbs max normal load)
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Powers:
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Miscellaneous:
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Lolthtouched: Cloud of Darkness (Racial Encounter Power) Effect: Creates a burst 1 cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
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From Birth, Kael was seen as an outcast to the Drow because of his skin color. As an albino, he had milk white skin, snow white hair, and blue eyes, and compared to the darker-skinned Drow he undeniably stood out and therefore was seen as blasphemous purely in his existence. Fearing for his life and riddle with pity for him, his mother fled with him as a child seeking out the Elves. Despite the rivalry between Drow and Elves, she begged them to take him in in order to save his life. She had hoped that Kael would fit in better with the Elves -- he looked more like an Elf than a Drow anyway. Reluctantly a family took him in and Kael's mother led the Drow hunting them off on another path before she was found and killed. Kael, however, remained hidden with the Elves. The hunt for him died off, but even though Kael's presence was tolerated in the Elven community, he never fit in the way that his mother had hoped. He was forced to a diurnal lifestyle, which was uncomfortable and difficult for him, and he didn't connect very well with his peers because of the differences in his appearance. Eventually Kael grew offish and aloof in his demeanor because of this, and spent most of his time out in the forests, preferring the company of animals to that of the other Elves. Despite the fact that they did get along well, Kael worried that he never achieved a real connection with his foster brother Faolan because of their differences. Even while playing around and sparring, Faolan wouldn't take it seriously, but Kael always find himself falling into the habit of fighting hard, and had a difficult time holding himself back. Even if Kael was badly injured, he had a habit of not noticing or not caring, whereas his brother complained at every bump and bruise. Later in life, when Kael encountered a young, pure white ferret with blue eyes, an albino like himself, he couldn't help but see a reflection of himself. Despite his outward demeanor, he instantly felt a soft spot for the creature and befriended it, the two eventually becoming close companions. The ferret earned the name "Elan", and has been with Kael ever since, wherever he goes. Because of his preference for Nature to interaction with other people, Kael became a ranger in time, and he took jobs where he could find them, whether it was as a guide through unruly forests or mountains, or as a blade for hire. His ambidextrous nature inclined him towards dual wielding, which tended to build more of a warrior's reputation for him, despite his own preferences.
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History:
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Religious Beliefs:
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Emerald Lord (Deity) Symbol: A giant vine wrapped around a giant emerald. Alignment: Unaligned Domains: Wilderness, Life Warpriest Domain: Earth About: Known as nature's gift and the shorthand "the emerald", the Emerald Lord is a god of dragons and the god of nature. The Emerald Lord is a patron of the physical. He is a wise and ancient dragon. The temples made for the Emerald Lord are made of tangled vines intertwined into complex shapes and are usually located deep in the hearts of forests. Dragonborn, dracromancers, dracodin, elfs, eldarian, and drow revere and worship him. Those who worship him respect nature and use it to their advantage. His commands are: *Respect Nature and don't destroy it unnecessarily. *Pay tribute to anything you hunt. *Rid the world of poachers and hunters. *Respect all living things.