And it is complete and perrrrfect (at least I think it is!)
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Sarnakand The Magnificent CR 25 MR 10
Half-elf inquisitor 17 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)/stranger 10
NG Medium humanoid (elf, human)
Init +27; Senses low-light vision, Perception +33/+41
Defense
AC 42, touch 23, flat-footed 34 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 natural, +6 shield); +5 vs. traps
hp 209 (17d8+3d10+80+40)
Fort +22, Ref +23, Will +27. +5 Ref vs. traps; +2 racial bonus vs. enchantment spells and effects
Defensive Abilities charmed life 3/day (+7), force of will, hard to kill, immortal, mythic saves, painful reckoning, recuperation, skeptical eye, stalwart, trap sense +5, unstoppable; Immune sleep; SR 22 (magic ring)
Offense
Speed 30 ft.
Melee +5 grayflame guided holy throwing bastard sword one-handed +30/+25/+20 (1d10+13, 19-20; +1d6 vs. evil), +4 grayflame guided holy bastard sword two-handed +30/+25/+20 (1d10+13,19-20; +1d6 vs. evil), rapier of battlefield movement +24/+19/+14 (1d6+9, 18-20), or +1 prehensile whip +23/+18/+13 (1d3+8)
Ranged +2 huntsman hand crossbow +23 (1d4+2, 19-20)
Special Attacks avenger’s finesse, bane 22 rounds/day, channel positive energy 8/day (9d6, DC 25), deeds (derring-do, dodging panache +7, go where you wish, greater bane, kip-up, menacing presence, menacing swordplay, menacing whisper, mythic presence, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), exploit weakness, hexes (protective luck [3 rounds], witch’s charge), mythic power 23/day, panache (7 points), sneak attack +5d6, studied target +4, surge +1d12
Spell-Like Abilities (CL 17th; concentration +24)
At will- detect chaos/evil/good/law
At will (spending mythic power)- remove fear, remove paralysis, remove curse, paragon surge, break enchantment, primal scream, transformation, mind blank, freedom
17 rounds/day- discern lies
Inquisitor Spells Known (CL 17th; concentration +25)
6th Level (3/day)- holy word (DC 24), legend lore, mass cure moderate wounds
5th Level (5/day)- angelic aspect, atonement, dispel evil (DC 23), geas/quest (DC 25), holy ice (DC 23), mass cure light wounds
4th Level (5/day)- aura sight, cleansing fire, conditional curse (DC 22), cure critical wounds, dismissal (DC 22), divine power, holy smite (DC 22), litany of admonition (DC 22)
3rd Level (7/day)- cleromancy, contagious zeal, cure serious wounds, detect anxieties (DC 21), dispel magic, good hope, locate object, magic circle against evil, magic vestment
2nd Level (7/day)- castigate (DC 22), cure moderate wounds, flames of the faithful, hidden presence (DC 22), holy ice weapon, intimidating cackle, knock, power word, smile, shared training
1st Level (7/day)- bless, cause fear (DC 19), command (DC 22), cure light wounds, detect evil, divine favor, forbid action (DC 21), protection from evil, reveal secrets (DC 21)
0-Level (At will)- brand (DC 18), daze (DC 21), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize
Mystery Life
Statistics
Str 16, Dex 24, Con 18, Int 22, Wis 26, Cha 24
Base Atk +15; CMB +18; CMD 35
Traits Mathematical Prodigy, Mediator
Feats Alignment Channel, Allied Spellcaster*, Amateur InvestigatorM, Barroom BrawlerM, Demon Hunter*, Disarming Threat Deed, Dodge*, Eldritch HeritageM (Eldritch), Elemental Commixture*, Elemental Spell x2 (cold, fire), Enforcer*, Exotic Heritage* (Knowledge-engineering), Leadership, Precise Strike*, Shake It Off*, Turn Undead, Weapon FinesseM, Weapon FocusM (bastard sword)
Skills Acrobatics +30, Bluff +30, Diplomacy +31/+41, Disable Device +38, Intimidate +38, Knowledge (arcana) +29/+37, Knowledge (dungeoneering) +29/+37, Knowledge (engineering) +31/+39, Perception +33/+41, Sense Motive +39, Stealth +45, Survival +30/+38
SQ amazing initiative, ancestral skill, applied engineering, arcane bond (bastard sword), charged by nature, combat healer 4/day, confidence, cunning initiative, demon hunter, holy magic, inspiration (5 points), legendary hero, metamagic adept 4/day, monster lore, mortal herald (Liberation/Self-Realization), mythic panache, sardonic wit, school power (enchantment), secret identity, solo tactics, streetwise seeker, stern gaze +8, talented slayer (combat trick, ranger combat style [Menacing], trapfinding), track +8, whiplash
Gear amulet of natural armor +5 (50,000 gp), bane baldric (5,000 gp), boots of elvenkind (2,500 gp), +5 grayflame guided holy throwing bastard sword (200,335 gp), belt of physical perfection +6 (144,000 gp), blouse of the boastful bastard (8,000 gp), burglar’s bracers (1,050 gp), +5 buckler (25,155 gp), vicious caltrops (50 gp), cape of free will +2/+3 (6,000 gp), +2 huntsman hand crossbow (18,400 gp) with 20 bolts (2 gp), headband of mental superiority +6 (144,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), rapier of battlefield movement (30,320 gp), ring of splendid security (180,000 gp), +5 greater shadow studded leather armor (58,910 gp), trapspringer’s gloves (4,000 gp), +1 prehensile whip (4,801 gp), spring-loaded wrist sheath (5 gp)
Cinder, Monster Cohort
Male faerie dragon sorcerer 12 (Wildblooded)
CG Tiny dragon
Init +8; Senses darkvision 60 ft., low-light vision; Perception +16
Defense
AC 21, touch 18, flat-footed 15 (+5 Dex, +1 dodge, +3 natural, +2 size)
hp 90 (3d12+12d6+15+12)
Fort +9, Ref +13, Will +15
Immune paralysis, sleep; SR 13
Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +17 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +8)
8/day- lullaby (CL 12th, DC 15)
3/day- greater invisibility (self only)
Spells Known (CL 15th; concentration +20)
7th (4/day)- limited wish (DC 22), mass invisibility
6th (6/day)- cloak of dreams (DC 23), cold ice strike (DC 21), dream reality (DC 21)
5th (7/day)- charm person (DC 22), compelling rant (DC 22), cone of cold (DC 20), dreamB, seeming (DC 20)
4th (7/day)- amnesia (DC 21), cloud shape, confusion (DC 21), divinationB, stoneskin
3rd (7/day)- air geyser (DC 18), blink, deep slumberB, haste, stinking cloud (DC 18)
2nd (7/day)- auguryB, blur, euphoric cloud (DC 17), fool’s gold (DC 17), twilight haze, web (DC 17)
1st (8/day)- charm person (DC 18), color spray, grease (DC 16), mage armor, silent image (DC 16), sleepB (DC 18)
0 (at will)- breeze, dancing lights, daze (DC 17), detect magic, flare (DC 15), ghost sound (DC 15), haunted fey aspect, mage hand, open/close
Bloodline Dreamspun/Visionary
Statistics
Str 11, Dex 21, Con 13, Int 16, Wis 17, Cha 20
Base Atk +9; CMB +12; CMD 22 (26 vs. trip)
Feats Acrobatic, Believer’s Boon (Good/Azata), Dodge, Eschew Materials*, Greater Spell Focus (enchantment), Heighten Spell*, Improved Natural Armor, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +19 (+11 when jumping), Bluff +18, Diplomacy +18, Fly +31, Perception +16, Sense Motive +16, Stealth +25, Swim +25, Use Magic Device +18
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SQ bloodline arcana, combat precognition +3, elysium’s call (1 round), visions
Gear ioun stone (pearly white spindle) (20,000 gp), ring of resistance +1 (1,500 gp)
Special Abilities
Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells A faerie dragon casts spells as a 3rd-level sorcerer.