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Dywin the Purifier
A purist of the most radical kind, she hunts the impure and the tainted of elvenkind.
Elf Slayer 17
LN Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +26
AC 16, touch 16, flat-footed 10
hp 114 (17d10)
Fort +10, Ref +16, Will +6
Speed 30 ft., slayer’s advance 2/day
Melee +2 wounding rapier +25/+20/+15/+10 (1d8+4/18-20)
Ranged +4 human bane composite longbow +28/+23/+18/+13 (1d8+6/x3)
Special Attacks +3 on attack rolls and damage rolls against studied target, sneak attack +5d6 (50 ft. range), slowing strike (1d4 rounds, Fort DC 21), assassinate (Fort DC 21), bullseye shot, pinpoint targeting
Envoy Spell-Like Abilities (CL 17th; concentration +20)
Once per day—comprehend languages, detect magic, detect poison, read magic
Before Combat Dywin prefers to be unseen until she is ready to strike. She seeks vantage points where melee combatants will have difficulty reaching.
During Combat Dywin uses range and stealth to her advantage. She attempts to remain in the shadows for as long as possible, and uses caltrops and other gear to maintain the distance between her and her opponents. She often opens with an igniting arrow and keeps up the pressure with enchanted arrows until she runs out. When forced into melee combat, she uses her rapier, which is usually poisoned to keep an advantage over her enemies.
Str 14, Dex 22, Con 10, Int 17, Wis 12, Cha 11
Base Atk +17/+12/+7/+2; CMB +19; CMD 35 (39 against disarm and sunder)
Feats Bullseye Shot, Far Shot, Improved Initiative, Improved Precise Shot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Weapon Finesse (Rapier), Weapon Focus (longbow)
Proficiencies weapons (simple, martial), armor (light, medium), shields
Skills Acrobatics +29, Bluff +22, Climb +10, Disguise +21, Perception +26, Ride +14, Sense Motive +24, Survival +24, Stealth +44, Swim +10
Languages Common, Draconic, Elven, Gnome, Goblin
SQ 1st-4th studied target,deadly range (x2), envoy, evasion, poison use, stalker, stealthy sniper, swift tracker, track, weapon familiarity
Combat Gear alchemist’s fire, deathblade, dragon bile, igniting arrow (5), potions of cure serious wounds (2), shock arrow (20), tanglefoot bag, thunderstone (2), vicious caltrops (4)
Gear greater shadow leather armor, +2 wounding rapier, +4 human bane composite longbow, bag of holding (type II), boots of teleport, gloves of dueling, backpack, silk rope (50 ft.)
Dywin remembers the glory days of the elves. They were once a proud and mighty race, the shapers of the world’s destiny, but all that is left are cowards and impure half-breeds. Except for Dywin. She remains pure, and dedicates herself to the cause of elven purity.
Dywin’s goal is simple: rid the world of the despicable half-elves and the tainted elves that accept them into their society. To do this, she breaks the laws set by the half-elf loving rulers and slaughters half-elfs and half-elf sympathizers from the shadows.
Dywin returns to Unification City to eliminate the half-breed Quincy Sweetleaf, who tarnishes the name of all elves by revelling in drugs and whores. She aims to rid the world of his scourge, as well as all those who chose to make his acquaintance, including the filthy Drow Raven and the traitorous elf Belroar.