D&D Fight Club
Illiarnatha Drider Fighter
By Robert Wiese

Design Notes: Driders tend to be not that powerful because their melee abilities conflict with their favorite tactic: Levitate out of reach and blast away at the characters. Thus, this one has all the archery feats and abilities I could pack in that would truly be useful. Now when she levitates out of reach, she can rain death down upon the characters and be somewhat protected from them doing the same.

Failure. It rankles. It can warp and change a person. It can twist and destroy. For Illiarnatha, failure was not an outcome she expected to face. A shining star among the failthful of Lolth, she expected to pass her goddess's test easily. She was wrong, and she paid the price. And oh, what a terrible price! Exiled from her people, she wanders the world alone, seeking to take out her anger and despair on all she meets. Since failing the test, she has learned the fighting arts and specialized in archery, and now poses quite a threat to any being.

Illiarnatha prepares for combat carefully, as she does not want to fail again at anything. She begins by choosing a place for the fight and luring her victims' er, foes -- there if necessary. She casts cat's grace,protection from arrows, and shield, then levitates as high as she can in the space allowed. If possible, she anchors against a rock wall or ledge to avoid instability penalties for firing a bow while levitating. She then casts haste and attacks. She tries to catch foes by surprise, but she does not always succeed. (Use your discretion for Spot check DCs to see her levitating before the fight starts; start at DC 20). The haste spell enables her to get her full complement of shots (full-round action) and then cast a spell or take an extra shot at her highest attack bonus for her bow. In the first round, that spell is likely to be true strike. She makes full use of her spell-like abilities in preparing for foes (such as watching them in advance to see what kind of energy from which to protect herself through endure elements), and uses her sorcerer spells to best advantage (true strike every round if needed until she runs out, or magic missile).

Here we offer three versions of Illiarnatha for varied challenge levels. She is presented with magic items equivalent to the value an NPC of her level should have.

1st-level Fighter (drider, formerly sorcerer)

6th level Fighter (drider, formerly sorcerer)

10th level Fighter (drider, formerly sorcerer)

Large Aberration

Large Aberration

Large Aberration

Challenge Rating: 8

Challenge Rating: 13

Challenge Rating: 17

Hit Dice: 6d8 +1d10 +21

Hit Dice: 6d8 +6d10 +36

Hit Dice: 6d8 +10d10 +48

Hit Points: 55

Hit Points: 97

Hit Points: 131

Initiative Modifier: +2

Initiative Modifier: +9

Initiative Modifier: +10

Speed: 30 ft., climb 15 ft.

Speed: 30 ft., climb 15 ft.

Speed: 30 ft., climb 15 ft.

Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flatfooted 15

Armor Class: 21 (-1 size, +5 Dex, +6 natural, +1 ring of protection), touch 15, flatfooted 16

Armor Class: 24 (-1 size, +6 Dex, +6 natural, +3 bracers of armor), touch 15, flatfooted 18

Attacks:

  • Short sword +4 melee (1d6+2 [crit 19-20])

AND

  • Short sword +4 melee (1d6+1 [crit 19-20])

AND

  • Bite +1 melee (1d4+1)

OR

  • Mighty composite longbow (+2 Str bonus) +9 ranged (1d8+2 [crit x3])
    Additional +1 damage to targets within 30 ft. due to bracers of archery

Attacks:

  • Short swords +10/+5 (1d6+3 [crit 19-20])

AND

  • Short sword +10 melee (1d6+1 [crit 19-20])

AND

  • Bite +7 melee (1d4+1)

OR

  • +2 mighty composite longbow (+3 Str bonus) +17/+12 ranged or +15/+15/+10 ranged (1d8+7 [crit 19-20/x3])

Attacks:

  • Short swords +14/+9/+4 (1d6+3 [crit 19-20])

AND

  • Short sword +14/+9 melee (1d6+1 [crit 19-20])

AND

  • Bite +11 melee (1d4+1)

OR

  • +4 frost mighty composite longbow (+3 Str bonus) +24/+19/+14 ranged or +22/+22/+17/+12 ranged (1d8+9 +1d6 cold [crit 19-20/x3])

Face/Reach: 5 ft. x 10 ft. / 5 ft.

Face/Reach: 5 ft. x 10 ft. / 5 ft.

Face/Reach: 5 ft. x 10 ft. / 5 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell Resistance 14
  • Poison (Ex) -- Bite, Fort save DC 16, initial and secondary damage 1d6 temporary Strength
  • Spell-Like Abilities—1/day dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate (caster level 6th; save DC 13 + spell level)
  • 6th level Sorcerer spells (cast 6/7/6/4 spells per day, save DC 13 + spell level)
    0 level spells—daze, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance
    1st level spells—endure elements, magic missile, shield, true strike
    2nd level spells—cat's grace, protection from arrows
    3rd level spells—haste

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell Resistance 14
  • Poison (Ex) -- Bite, Fort save DC 16, initial and secondary damage 1d6 temporary Strength
  • Spell-Like Abilities--1/day dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate (caster level 6th; save DC 13 + spell level)
  • 6th level Sorcerer spells (cast 6/7/6/4 spells per day, save DC 13 + spell level)
    0 level spells—daze, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance
    1st level spells—endure elements, magic missile, shield, true strike
    2nd level spells—cat's grace, protection from arrows
    3rd level spells—haste

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell Resistance 14
  • Poison (Ex) -- Bite, Fort save 16, initial and secondary damage 1d6 temporary Strength
  • Spell-Like Abilities—1/day dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate (caster level 6th; save DC 13 + spell level)
  • 6th level Sorcerer spells (cast 6/7/6/4 spells per day, save DC 13 + spell level)
    0 level spells—daze, ghost sound, mage hand, prestidigitation, ray of frost, read magic, resistance
    1st level spells—endure elements, magic missile, shield, true strike
    2nd level spells—cat's grace, protection from arrows
    3rd level spells—haste

Saving Throws:
Fortitude +7
Reflex +4
Will +8

Saving Throws:
Fortitude +10
Reflex +9
Will +10

Saving Throws:
Fortitude +14
Reflex +13
Will +13

Strength: 15

Strength: 16

Strength: 16

Dexterity: 15

Dexterity: 20

Dexterity: 23

Constitution: 16

Constitution: 16

Constitution: 16

Intelligence: 15

Intelligence: 15

Intelligence: 15

Wisdom: 16

Wisdom: 16

Wisdom: 16

Charisma: 16

Charisma: 16

Charisma: 16

Skills: Climb +14, Concentration +10, Hide +8, Jump +6, Listen +9, Move Silently +7, Spellcraft +10

Skills: Climb +19, Concentration +10, Hide +11, Jump +11, Listen +12, Move Silently +10, Spellcraft +10, Spot +12

Skills: Climb +21, Concentration +10, Hide +16, Jump +11, Listen +14, Move Silently +13, Spellcraft +10, Spot +15

Feats: Ambidexterity, Combat Casting, Two-Weapon Fighting, Weapon Focus (composite longbow)

Feats: Ambidexterity, Combat Casting, Improved Critical (composite longbow), Improved Initiative, Point Blank Shot, Rapid Shot, Two-Weapon Fighting, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

Feats: Alertness, Ambidexterity, Combat Casting, Combat Reflexes, Improved Critical (composite longbow), Improved Initiative, Improved Two-Weapon Fighting, Point Blank Shot, Rapid Shot, Two-Weapon Fighting, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Languages: Goblin, Common

Languages: Goblin, Common

Languages: Goblin, Common

Equipment: Mighty composite longbow (+2 Str bonus), bracers of archery, arcane scroll with four flame arrow spells. (The bonuses for these items are included in the statistics above.)

Equipment: +2 mighty composite longbow (+3 Str bonus), gloves of dexterity +4, ring of protection +1, arcane scroll with flame arrow spell. (The bonuses for these items are included in the statistics above.)

Equipment: Gloves of dexterity +6, +4 frost mighty composite longbow (+3 Str bonus), bracers of armor +3, cloak of resistance +2, potion of cure moderate wounds. (The bonuses for these items are included in the statistics above.)

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other.


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