First Princess Xethi Sindyrfaen

## Background

The first born of Lilith SIndyrfaen, her father unknown and her mother the queen she was raised by the slaves of the "palace". This combined with her unusual heritage has led her to be noticeably different both in looks and demeanor than the common Drow. She has formed a close bond with a couple of slaves specifically bought to be her handmaidens (Chandrelle Sunspire, Ynshael Randirion) and is rarely seen without them. Her mother's position in D'trixia is becoming less stable as many other factions seek to take dominant control, as such Xethi has been restricted to her mothers properties and is seen by the populace of D'trixia less and less. Unrelated, several incisive and devastating raids on slave hubs have been conducted by a tall elven woman.

## Description

Tall and svelte as many of the noble Drow are, Xethi stands out from them with her golden blonde hair and thick dragon horns. The juxtaposition creates a striking contrast that many find alluring and Xethi seems happy to lead them on, but it never leads anywhere. Flirtatious and controlling Xethi is the centre of attention at any party she finds herself at not that her mother lets her go to very many parties.

## Feats

* Definitely did not free hundereds of slaves in a daring raid on a notable auction house in D'trixia.

## Information

*Level*:15

*HP*:140

*BAB*:+15/+10/+5

*Skill Points*: 135

*Speed*:30ft

*Initiative*:12

*Hero Points*:

*Racial Traits*:

*Traits*:Seducer, +2 Perception, Poison Use, Darkvision 120ft, Light Blindness, SLA, SR 11+lvl,

*Languages*: Elven, Undercommon, Drow SIgn Language, Draconic

## **Class Features and Feats**

**Mysterious Avenger**:

proficiency in the whip exotic weapon

At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with whips, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.

Panache: 5/5

Deeds:

*Dodging Panache*

*Opportune Parry and Riposte*

*Precise Strike*

*Dodging Dance*

*Dizzying Defense*

Secret Identity: +4 Disguise of choice and immune to scry's.

Greater charmed Life: 9/9 +5 to save or ac

Avengers Target: At 5th level, a mysterious avenger gains a +1 bonus on attack and damage rolls with light or one-handed piercing melee weapons and whips. Furthermore, a mysterious avenger can study an opponent she can see as a move action. The mysterious avenger then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of any deeds used against that opponent. A mysterious avenger can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the mysterious avenger studies a new target.

At 10th, 15th, and 20th levels, these mysterious avenger’s bonuses against a studied target increase by 1. In addition, at each such interval, a mysterious avenger is able to maintain these bonuses against an additional studied target at the same time. A mysterious avenger can discard this connection to a studied target as a free action, allowing her to study another target in its place.

 At 10th level, a mysterious avenger can study an opponent as a move or swift action.

**Feats**:

Combat Patrol: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dirty Fighting: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Dodge: +1 to ac

Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

Pin Down: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.

Serpent Lash: As a standard action, you can make a disarm or trip maneuver with your whip. If it succeeds, you can make an additional disarm or trip maneuver with the same bonus against a target adjacent to the first and also within your whip’s reach.

Greater Serpent Lash: When you make a successful disarm or trip maneuver using the Serpent Lash feat, you can make your additional disarm or trip attempt against any target within your whip’s reach. With a reposition maneuver, you can move the target creature to any point within your whip’s reach.

Weapon Finesse: With a light weapon whip made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (whip): +1 atk with whip

Whip Mastery: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Improved Whip Mastery: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack.

## **Equipment**

### *Weapons*

Modifiers

*General Goods*\*:

Silken Cermonial Armor

Spider Silk Bodysuit

*Magic Items*:

Improved Sadists Lash (+3 wounding whip with special rules)

Belt of physical perfection +6

Headband of Mental Superiority +6

Gauntlets of Skilled Maneuver Trip

Cloak of resistance +5

Dancing Scarves +5

*Containers*:

*Currency*:

*Carried Weight*:

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

Level 0 Spells: Drow (Noble) alternate SLA

* Daze At will
* Detect Magic Constant

Level 1 Spells: Drow (Noble) alternate SLA

* Charm Person At will
* Divine Favor +3 1/day

Level 2 Spells Drow (Noble) alternate SLA

* Touch of Idiocy At will

Level 3 Spells: Drow (Noble) alternate SLA

* Deeper Darkness At will
* Suggestion 1/day
* Dispel Magic 1/day

Level 4 Spells

Level 5 Spells

Level 6 Spells

Level 7 Spells

Level 8 Spells

Level 9 Spells