Temple Guards

Description:
Male Drow Fighter 5/Pious Templar 4
NE Medium humanoid (drow)
Init +1; Senses darkvision 120 ft.; Listen +10, Spot +10
Languages Common, Drow, Drow Sign, Elf, Undercommon

AC 23, touch 11, flat-footed 21; Combat Expertise
(+1 Dex, +7 armor, +5 shield)
hp 76 (9 HD); DR 1/-
Immune sleep
SR 20
Fort +10, Ref +3, Will +7 (+9 vs spells and spelllike abilities); True Believer; mettle
Weakness light blindness

Speed 20 ft. (4 squares) in armor, base speed 30 ft.
Melee +1 longsword +12/+7 (1d8+6/19-20) or
Melee +2 whip +13/+8 (1d3+6)
Atk Options Improved Trip, smite 1/day (+4, +4 damage)
Base Atk +9; Grp +12
Combat Gear potion of cure light wounds
Pious Templar Spells Prepared (CL 4th):
2nd – bull’s strength, zeal
1st – divine sacrifice, know greatest enemy
Spell-Like Abilities (CL 9th)
1/day – dancing lights, faerie fire, darkness

Abilities Str 17, Dex 12, Con 14, Int 14, Wis 14, Cha 12
SQ notice secret doors
Feats Combat Expertise, Improved Trip, Exotic Weapon Proficiency (whip), Weapon Focus (whip, longsword), Weapon Specialization (whip, longsword), Eyes in the Back of Your Head, True Believer
Skills Intimidate +11, Knowledge (religion) +10, Listen +10, Search +4, Spot +10
Possessions Combat Gear plus +1 longsword, +2 whip, +2 breastplate, +1 steel tower shield, piwiafwi, boots of elvenkind

Light Blindness Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds you for 1 round. On subsequent rounds, you are dazzled as long as you remain in the affected area Mettle if you make a Will or Fort save that would normally reduce the spell’s effect you suffer no effect from the spell
Bio:

Temple Guards

Astorian Hedron Hedron