A new creation/conversion. I couldn’t help making all the Fairy Royal Family once I had begun.
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The King of Stars CR 28 MR 6
XP 4,915,200
Erlking ranger 7 (Warden)
CN Medium fey
Init +16, dual initiative; Senses greensight, low-light vision; Perception +27
Defense
AC 45, touch 20, flat-footed 35 (+7 armor, +9 Dex, +1 dodge, +18 natural; +2 deflection vs. evil or law)
hp 493 (20d6+7d10+304+36); fast healing 10
Fort +21, Ref +26, Will +22; +4 Fort vs. nonlethal damage from hot or cold environments and suffocation (Endurance)
Defensive Abilities armor master, blur, protection from good (and law), DR 10/cold iron and epic; Immune poison; Resist acid 30, cold 30, electricity 30
Offense
Speed 70 ft., fly 90 ft. (good)
Melee +3 cold iron keen longsword +29/+29/+24/+19/+14 (1d8+15/17–20 plus bleed)
Ranged +3 ironwood longbow +29/+29/+24/+19/+14 (1d8+3/×3 plus bleed)
Special Attacks amazing initiative, bleed (1d6), favored enemy (all humanoids +10), ironwood mastery, mythic power (6/day), surge +1d8
Spell-Like Abilities (CL 20th; concentration +27)
Constant—blur, haste (self only), protection from evil, protection from law, speak with animals, speak with plants
At will—whispering wind
3/day—animate plants, black tentacles, cure critical wounds, haste, ironwood, move earth, plant growth, summon nature’s ally VI, summon (level 6, 1d4+1 centaurs or 1 treant 100%), tree stride
1/day—finger of death (DC 25), repel metal or stone, summon nature’s ally IX
Ranger Spells Prepared (CL 4th; concentration +12)
2nd Level- arcane disruption (DC 20), forest friend
1st Level- alarm, hunter’s howl, vanish
Statistics
Str 20, Dex 29, Con 30, Int 20, Wis 26, Cha 25
Base Atk +17; CMB +22; CMD 41
Feats Animal Ally, Boon CompanionM, Critical Focus, Disruptive, Endurance*, Fey Spell Versatility, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Nature Soul, Power Attack, Spellbreaker, Toughness, Vital Strike, Weapon FocusM (longsword), Weapon SpecializationM (longsword)
Skills Acrobatics +28 (+44 when jumping), Bluff +25, Climb +24, Diplomacy +25, Fly +32, Handle Animal +26, Heal +26, Intimidate +26, Knowledge (geography) +23, Knowledge (nature) +28, Knowledge (nobility) +20, Perception +27, Perform (sing) +25, Ride +28, Sense Motive +27, Spellcraft +23, Stealth +28, Survival +31/+34, Swim +24; Racial Modifiers +16 Acrobatics when jumping
Languages Common, Elven, Sylvan; speak with animals, speak with plants
SQ able explorer, companion power, favored terrain (forest +4, First World +2), live in comfort, mythic companion, mythic immortality, terrain bond, track +3, warrior fey, wild empathy +14, woodland stride
Gear ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure
Special Abilities
Ironwood Mastery (Su) Any ironwood armor an erlking wears gains a +3 enhancement bonus, and any ironwood weapon it wields is treated as a +3 cold iron keen weapon.
Warrior Fey (Ex) An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.
Shade, Wolf Companion (Tracker)
N Large animal
Init +8; Senses low-light vision, scent; Perception +13
Defense
AC 24, touch 15, flat-footed 18 (+6 Dex, +19 natural, -1 size)
hp 178 (21d8+84)
Fort +16, Ref +18, Will +10
Defensive Abilities evasion, improved evasion
Offense
Speed 50 ft.
Melee bite +25/+20 (1d8+1 plus trip)
Special Attacks surge 6/day (+1d8)
Space 10 ft.; Reach 5 ft.
Statistics
Str 31, Dex 23, Con 19, Int 4, Wis 13, Cha 6
Base Atk +15; CMB +36 (+38 with trip); CMD 44 (50 vs. trip)
Feats Alertness, Combat Expertise, Endurance, Frightening Ambush, Improved Natural Armor, Improved Trip, Iron Will, Skill Focus (Perception), Stealthy, Terrifying Assault, Weapon Focus (bite)
Skills Intimidate +5, Perception +13, Stealth +11, Survival +8 (+22 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SQ expert tracker, link, supreme tracker, tracker skills, tricks (aid, break out, defend, guard, hunt, hunting, intimidate, menace, rescue, sneak, watch)
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