A new cohort and a series of sparkling new powers, and the build is nearly done!
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Sarnakand The Magnificent CR 22 MR 6
Half-elf inquisitor 16 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)/stranger 6
NG Medium humanoid (elf, human)
Init +21; Senses low-light vision, Perception +30/+38
Defense
AC 42, touch 23, flat-footed 34 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 natural, +6 shield); +5 vs. traps
hp 185 (16d8+3d10+76+24)
Fort +17, Ref +17, Will +21. +5 of Ref to avoid traps; +2 racial bonus vs. enchantment spells and effects
Defensive Abilities charmed life 3/day (+6), force of will, hard to kill, mythic saves, painful reckoning, recuperation, stalwart, trap sense +5; Immune sleep
Offense
Speed 30 ft.Melee +5 grayflame guided holy bastard sword one-handed +29/+24/+19 (1d10+12, 19-20; +1d6 vs. evil), +4 grayflame guided holy bastard sword two-handed +29/+24/+19 (1d10+12,19-20; +1d6 vs. evil), disarming blade +23/+18/+13 (1d6+4, 18-20), or +1 prehensile whip +23/+18/+13 (1d3+4)Ranged +1 hand crossbow +23 (1d4+1, 19-20)
Special Attacks avenger’s finesse, bane 21 rounds/day, channel positive energy 7/day (8d6, DC 24), deeds (derring-do, dodging panache +6, greater bane, kip-up, menacing swordplay, mythic presence, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), exploit weakness, hexes (protective luck [3 rounds], witch’s charge), mythic power 15/day, panache (6 points), sneak attack +5d6, studied target +4, surge +1d8
Spell-Like Abilities (CL 16th; concentration +22)
At will- detect chaos/evil/good/law
At will (spending mythic power)- remove fear, remove paralysis, remove curse, paragon surge, break enchantment, primal scream
16 rounds/day- discern lies
Inquisitor Spells Known (CL 16th; concentration +23)
6th Level (2/day)- holy word (DC 23), legend lore
5th Level (4/day)- angelic aspect, dispel evil (DC 22), geas/quest (DC 24), holy ice (DC 22), mass cure light wounds
4th Level (5/day)- aura sight, cleansing fire, conditional curse (DC 21), cure critical wounds, dismissal (DC 21), divine power, holy smite (DC 21), litany of admonition (DC 21)
3rd Level (6/day)- cleromancy, cure serious wounds, detect anxieties (DC 20), dispel magic, good hope, locate object, magic circle against evil, magic vestment
2nd Level (7/day)- castigate (DC 21), cure moderate wounds, flames of the faithful, hidden presence (DC 21), holy ice weapon, intimidating cackle, knock, power word, smile, shared training
1st Level (7/day)- bless, cause fear (DC 18), command (DC 21), cure light wounds, detect evil, divine favor, forbid action (DC 20), protection from evil, reveal secrets (DC 20)
0-Level (At will)- brand (DC 17), daze (DC 20), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize
Mystery Life
Statistics
Str 16, Dex 24, Con 18, Int 20, Wis 25, Cha 22
Base Atk +15; CMB +18; CMD 35
Traits Mathematical Prodigy, Mediator
Feats Alignment Channel, Allied Spellcaster*, Amateur Investigator, Barroom BrawlerM, Demon Hunter*, Disarming Threat Deed, Dodge*, Eldritch HeritageM (Eldritch), Elemental Commixture*, Elemental Spell x2 (cold, fire), Exotic Heritage* (Knowledge-engineering), Leadership, Precise Strike*, Shake It Off*, Turn Undead, Weapon FocusM (bastard sword)
Skills Acrobatics +28, Bluff +28, Diplomacy +29/+35, Intimidate +36, Knowledge (arcana) +27/+34, Knowledge (dungeoneering) +27/+34, Knowledge (engineering) +29/+36, Perception +31/+39, Sense Motive +37, Stealth +43, Survival +29/+37
SQ amazing initiative, ancestral skill, arcane bond (bastard sword), charged by nature, combat healer 4/day, cunning initiative, demon hunter, holy magic, inspiration (4 points), 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, 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 bastard sword (162,335 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), disarming blade (17,820 gp), +1 hand crossbow (2,400 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), potion of cure serious wounds (750 gp), ring of protection +5 (50,000 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), 192 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.
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