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Shadow Glade Scout: Male shadar-kai Ranger1; CR 2; Medium fey (extraplanar); HD 3d6+3 plus 1d8+1; hp 18; Init +3; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +2; Grp +2; Atk +5 melee (2d4, spiked chain) or +6 ranged (1d8/x3, masterwork longbow); Full Atk +5 melee (2d4, spiked chain) or +6 ranged (1d8/x3, masterwork longbow); SA sneak attack +1d6; SQ favored enemy (humans +2), hide in plain sight, shadow curse, superior low-light vision, wild empathy; AL NE; SV Fort +5, Ref +9, Will +4; Str 10, Dex 16, Con 12, Int 11, Wis 10, Cha 9.
Skills and Feats: Hide +10, Listen +9, Move Silently +10, Search +7, Spot +9, Survival+7; Alertness, Exotic Weapon Proficiency (spiked chain), Track, Weapon Finesse.
Favored Enemy (Ex): The shadow glade scout has selected humans as a favored enemy. He gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He gets the same bonus on weapon damage rolls against humans.
Hide in Plain Sight (Su): A shadow glade scout can use the Hide skill even while being observed. As long as he is not illuminated by natural daylight, the daylight spell, or a similar magical light, he can hide himself from view in the open without having anything to actually hide behind.
Shadow Curse (Su): While within the limits of the Shadow Glade, a shadow glade scout does not suffer the effects of the shadow curse. See the Fiend Folio for more information on the shadow curse.
Superior Low-Light Vision (Ex): A shadow glade scout has extraordinary vision in low-light conditions. He can see four times as far as a human in low-light conditions.
Wild Empathy (Ex): The shadow glade scout can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20, or 1d20-4 if attempting to influence a magical beast with an Intelligence score of 1 or 2, for the check.
Skills: *A shadow glade scout has a +10 racial bonus on Hide checks made in dark or shadowy conditions (anything other than daylight or the area of a daylight spell).
Possessions: Masterwork studded leather armor, spiked chain, masterwork longbow, 20 normal arrows, 5 cold iron masterwork arrows, 5 silvered masterwork arrows, potion of cure light wounds, potion of spider climb, gal-ralan +1, blackstone rune (2 uses left).
Elite Shadow Glade Scout: Female shadar-kai Rogue 3; CR 4; Medium fey (extraplanar); HD 3d6+3 plus 3d6+3; hp 27; Init +9; Spd 30 ft.; AC 19, touch 15, flat-footed 19; Base Atk +3; Grp +5; Atk +9 melee (2d4+4, +1 spiked chain) or +9 ranged (1d6/x3, masterwork shortbow); Full Atk +9 melee (2d4+4, +1 spiked chain) or +9 ranged (1d6/x3, masterwork shortbow); SA sneak attack +3d6; SQ evasion, hide in plain sight, shadow curse, superior low-light vision, trap sense +1, trapfinding; AL NE; SV Fort +4, Ref +14, Will +5; Str 14, Dex 21, Con 13, Int 12, Wis 10, Cha 7.
Skills and Feats: Climb +9, Hide +13, Jump +8, Listen +11, Move Silently +13, Search +10, Spot +11, Survival+6; Alertness, Exotic Weapon Proficiency (spiked chain), Improved Initiative, Weapon Finesse.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the elite shadow glade scout takes no damage with a successful saving throw.
Hide in Plain Sight (Su): An elite shadow glade scout can use the Hide skill even while being observed. As long as she is not illuminated by natural daylight, the daylight spell, or a similar magical light, she can hide herself from view in the open without having anything to actually hide behind.
Shadow Curse (Su): While within the limits of the Shadow Glade, an elite shadow glade scout does not suffer the effects of the shadow curse. See the Fiend Folio for more information on the shadow curse.
Superior Low-Light Vision (Ex): An elite shadow glade scout has extraordinary vision in low-light conditions. She can see four times as far as a human in low-light conditions.
Trap Sense (Ex): The elite shadow glade scout has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): The elite shadow glade scout can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The elite shadow glade scout can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If she beats a trap's DC by 10 or more with a Disable Device check, she can generally study the trap, figure out how it works, and bypass it (with her party) without disarming it.
Skills: *Shadar-kai have a +10 racial bonus on Hide checks made in dark or shadowy conditions (anything other than daylight or the area of a daylight spell).
Possessions: +1 studded leather armor,+1 spiked chain, masterwork shortbow, 20 normal arrows, 10 cold iron arrows, 10 silvered arrows, cloak of resistance +1, potions of cure light wounds (2), potion of cure moderate wounds, potion of neutralize poison, potion of nondetection, 4 vials of night extract, masterwork thieves' tools, 22 gp.
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