Second part of the build for our vigilante Prince! He is all played on diplomacy and inspiring abilities, and on a flashy and astonishing transformation. His mythic abilities allow him to balance on narrow spaces and slowly fall with grace to the ground. Dramatic Reveal is an universal path ability from the Mythic Hero’s Handbook.
Today is also the first post of the month, so I publicly thank again Zabor and S L Hall, my 3 $ patrons. They, as well as other patrons, already saw this post on my Patreon page last week. If you wish to see stuff before it appears here and have access to other rewards for patrons only, please consider donating!
Alexandros Tierra/The Rose Prince, CR 8
Today is also the first post of the month, so I publicly thank again Zabor and S L Hall, my 3 $ patrons. They, as well as other patrons, already saw this post on my Patreon page last week. If you wish to see stuff before it appears here and have access to other rewards for patrons only, please consider donating!
Alexandros Tierra/The Rose Prince, CR 8
Aasimar (Lawbringer) vigilante (Zealot) 7/stranger 3
Male NG/LG Medium outsider (native)
Init +5; Senses darkvision 60 ft., Perception +21
Aura aura of good
Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 61 (7d8+14+12)
Fort +6, Ref +9, Will +11
Defensive Abilities hard to kill, recuperation, unshakable +7; Resist acid 5
Offense
Speed 30 ft.
Melee +1 sword cane +9 (improvised) (1d6+6)
Ranged +1 dart (improvised) +11 (1d4+4)
Special Attacks channel energy 6/day (2d6 damage), mythic power 9/day, startling appearance, surge +1d6, surprise strike, zealot smite 2/day (+3/+7, +3/+14 vs. evil outsiders, evil dragons, or undead)
Spell-Like Abilities (CL 7th; concentration +10)
1/day- weapon of awe
Zealot Spells Known (CL 7th; concentration +10)
3rd Level (2/day)- blinding ray (DC 17), searing light
2nd Level (4/day)- bestow insight, cure moderate wounds, righteous blood, sacred bond
1st Level (5/day)- cure light wounds, detect evil, divine favor, lend judgment, refine improvised weapon
0-Level (at will)- disrupt undead, guidance, light, resistance, stabilize, virtue
Domain Valor inquisition
Statistics
Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 16
Base Atk +5; CMB +7; CMD 19 (22 vs. sunder and disarm)
Traits Channel the Earth, Inspiring
Feats Catch off-GuardM, Psychic Sensitivity, Throw AnythingM*, Weapon Focus (dart), Weapon Focus (sword cane)
Skills Acrobatics +12, Appraise +11, Diplomacy +13/+17, Intimidate +18/+19, Knowledge (religion) +11
Languages Celestial, Common, Elven
SQ amazing initiative, cape glider, dramatic reveal, dual identity, elemental scion (earth), hidden magic, nimble glide, quick change, seamless guise, social grace (Diplomacy, Intimidate), touch of resolve 7/day, transformation sequence
Gear adventurer’s sash (20 gp), boots of the cat (1,000 gp), cloak of resistance +2 (4,000 gp), 10 darts (5 gp), gloves of improvised might +1 (4,000 gp), headband of mental prowess +2 (Int, Wis) (10,000 gp) (hat), inquisitor’s kit (30 gp), +1 glamered parade armor (4,175 gp), 4 potions of cure light wounds (200 gp), sword cane (45 gp), 25 gp
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