This is our hero at the time of a novel I never finished to write. His companion now is able to turn into a hippogriff for hours at a time and carry him in long travels!
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Sarnakand The Magnificent CR 18 MR 2
Half-elf inquisitor 14 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)/stranger 2
NG Medium humanoid (elf, human)
Init +15; Senses low-light vision, Perception +28
Defense
AC 35, touch 16, flat-footed 29 (+8 armor, +5 Dex, +1 dodge, +5 natural, +6 shield)
hp 145 (14d8+3d10+51+8)
Fort +14, Ref +13, Will +18. +2 racial bonus vs. enchantment spells and effects
Defensive Abilities charmed life 3/day (+4), hard to kill, painful reckoning, stalwart; Immune sleep
Offense
Speed 30 ft.
Melee +4 grayflame holy bastard sword one-handed +22/+17/+12 (1d10+6, 19-20; +1d6 vs. evil), +4 grayflame holy bastard sword two-handed +22/+16/+12 (1d10+6,19-20; +1d6 vs. evil), disarming blade +19/+14/+9 (1d6+3, 18-20), or +1 prehensile whip +19/+14/+9 (1d3+3)
Ranged +1 hand crossbow +19 (1d4+1, 19-20)
Special Attacks avenger’s finesse, bane 19 rounds/day, channel positive energy 5/day (7d6, DC 21), deeds (derring-do, dodging panache +4, greater bane, kip-up, menacing swordplay, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), exploit weakness, hex (protective luck, 2 rounds), mythic power 7/day, panache (4 points), sneak attack +4d6, studied target +3, surge +1d6
Spell-Like Abilities (Cl 14th; concentration +18)
At will- detect chaos/evil/good/law
At will (spending mythic power)- remove fear, remove paralysis
14 rounds/day- discern lies
Inquisitor Spells Known (CL 14th; concentration +20)
5th Level (3/day)- angelic aspect, geas/quest (DC 23), holy ice (DC 21)
4th Level (5/day)- cleansing fire, conditional curse (DC 20), cure critical wounds, divine power, holy smite (DC 20), litany of admonition (DC 20)
3rd Level (5/day)- cleromancy, 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 20), cure moderate wounds, flames of the faithful, hidden presence (DC 20), holy ice weapon, intimidating cackle, knock, power word, smile, shared training
1st Level (7/day)- bless, cause fear (DC 17), command (DC 20), cure light wounds, detect evil, divine favor, forbid action (DC 19), protection from evil, reveal secrets (DC 19)
0-Level (At will)- brand (DC 16), daze (DC 19), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize
Mystery Life
Statistics
Str 14, Dex 20, Con 16, Int 18, Wis 23, Cha 18
Base Atk +13; CMB +15; CMD 29
Traits Mathematical Prodigy, Mediator
Feats Alignment Channel, Allied Spellcaster*, Amateur Investigator, Barroom Brawler, Demon Hunter*, Disarming Threat Deed, Dodge*, Eldritch HeritageM (Eldritch), Elemental Commixture*, Elemental Spell (fire), Exotic Heritage* (Knowledge-engineering), Leadership, Shake It Off*, Turn Undead, Weapon Focus (bastard sword)
Skills Acrobatics +25, Bluff +24, Diplomacy +25/+27, Intimidate +31, Knowledge (arcana) +24/+31, Knowledge (dungeoneering) +24/+31, Knowledge (engineering) +26/+33, Perception +28, Sense Motive +33, Stealth +40
SQ amazing initiative, ancestral skill, arcane bond (bastard sword), charged by nature, combat healer 3/day, cunning initiative, demon hunter, holy magic, inspiration (4 points), metamagic adept 4/day, monster lore, mortal herald (Liberation/Self-Realization), school power (enchantment), secret identity, solo tactics, streetwise seeker, stern gaze +7, talented slayer (combat trick), track +7
Gear amulet of natural armor +5 (50,000 gp), bane baldric (5,000 gp), +4 grayflame holy bastard sword (98,335 gp), belt of physical perfection +4 (64,000 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 +1/+2 (1,500 gp), disarming blade (17,820 gp), effortless lace (2,500 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp), headband of mental superiority +4 (64,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), 2 potions of cure serious wounds (1,500 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)
Reja, Monster Cohort
Female cassisian transmuter 11 (Bonded Wizard)/VMC sorcerer
NG Small outsider (angel, extraplanar, good)
Init +1; Senses darkvision 60 ft., detect evil, low-light vision; Perception +14
Aura lesser protective aura
Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size) (+2 deflection vs. evil)
hp 65 (2d10+11d6+13)
Fort +7, Ref +7, Will +9; +4 vs. poison; +2 resistance vs. evil
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
Offense
Speed fly 60 ft. (perfect)
Melee slam +9 (1d3–2) or mwk light mace +11/+6 (1d4-2)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds), hardened fists 6 rounds/day
Spell-Like Abilities (CL 3rd; concentration +4)
Constant–detect evil, know direction
1/day–aid, daylight
1/week–commune (six questions, CL 12th)
Wizard Spell Prepared (CL 11th; concentration +14)
6th Level- beast shape IV, form of the dragon I
5th Level- beast shape III, ooze form I, polymorph
4th Level- beast shape II, elemental body I, object form II, vermin shape I
3rd Level- beast shape I, gaseous form, ja noi aspect, monstrous physique I, object form I, stinking cloud (DC 16)
2nd Level- alter self, fox’s cunning, flurry of snowballs, quick change, share memory (DC 15), sonic scream (DC 15)
1st Level- alarm, burning hands (DC 14), celestial healing, feather fall, icicle dagger, positive pulse (DC 14)
0-Level- chameleon scales, ray of frost, read magic, scrivener’s chant
Opposition Schools Illusion, Necromancy; Bloodline Shapechanger
Statistics
Str 8, Dex 13, Con 12, Int 16, Wis 11, Cha 12
Base Atk +7; CMB +5; CMD 16 (can’t be tripped)
Feats Eschew Materials, Extend Spell, Iron Will, Weapon Finesse, Weapon Focus (light mace)
Skills Diplomacy +14, Fly +22, Knowledge (planes) +17, Knowledge (religion) +17, Perception +14, Sense Motive +14, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ arcane bond (light mace), augment 6/day (5 rounds; +4 ability, +3 AC), bonded force (5 points), change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), hidden bond, mutable flesh 1/day (1 hour/level), perfect memory, perfection of self 11/day (+5), physical enhancement +3, reshape bond
Gear headband of vast intelligence +4 (16,000 gp), holy water (25 gp), mwk light mace (305 gp), wizard’s kit (21 gp)
Special Abilities
Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.
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