By the end of The Broken Brides of Europe, Juliet has become a rightful superheroine and part of the most historically and literarily deranged superhero team of all books. She has freed herself and her new team-mates from both mundane and spiritual chains, made more than a dirty pun, and found a new love that really suits her and this time could be forever... and defeated unspeakable Lovecraftian and Ashtonian horrors in the meantime. The story ends with a triumph of love in any form and a truthful hero apotheosis, and I would hope this is not the end, except what other enemies would last a second against THIS gorgeous swashbuckling flair?
Surely, though, this is NOT the end of my conversions from those books *wink wink* Just wait and see...
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Lady Juliet Burnbright (Giulietta La Vampa) CR 25
Human magus 20 (Eldritch Scion)/marshal 10
Female CG Medium humanoid (human)
Init +16, amazing initiative; Senses Perception +25
Defense
AC 33, touch 21, flat-footed 27 (+7 armor, +5 deflection, +6 Dex, +5 natural). +1 shield when fighting with two weapons, +4 dodge vs. spells, spell-like abilities, and summoned creatures (magic armor)
hp 213 (20d8+80+40)
Fort +21, Ref +17, Will +23. +2 Will against hexes and fey creatures’ spells and spell-like abilities, +2 vs. mind-affecting effects
Defensive Abilities elemental body, force of will, hard to kill, immortal, mythic saves, recuperation, unstoppable; Immune critical hits, fire, sneak attacks; SR 22 (magic ring)
Offense
Speed 30 ft.
Melee +5 liberating Luthier’s rapier +30/+25/+20 (1d6+13, 18-20, +2d6 vs. evil), rod of the liberator +22/+17/+12 (1d6+7, +1d6 nonlethal), founderflame torch +21/+16/+11 (1d6+6, +1d2+1 fire), or two-handed +5 liberating Luthier’s rapier/founderflame torch +28/+23/+19/+18
Special Attacks counterstrike, derring-do, elemental strikes (+1d6 fire damage), fighter training, greater spell combat, improved spell combat, mythic power 23/day, opportune parry and riposte, pool strike (7d6), power of the elements, spell combat, spellstrike, surge +1d12, true magus
Eldritch Scion Spells Known (CL 20th, concentration +29)
6th Level (6/day)- borrowed time, contagious flame, legend lore, mass cat’s grace, mass human potential, mislead (DC 25), true seeing
5th Level (7/day)- angelic aspect, banishing blade (DC 24), dismissal (DC 24), greater bladed dash, dimensional blade, furious fire barrage (DC 28), mask from divination
4th Level (7/day)- brightest light, elemental body IB, fey form I, fire shield, flaming aura, freedom of movement, hypercognition, pyrotechnic eruption (DC 27), unbearable brightness, wall of fire
3rd Level (7/day)- arcane sight, burst of speed, contagious zeal, daylight, dispel magic, elemental aura (DC 22/26), firestream (DC 26), heroism, protection from energyB
2nd Level (7/day)- arcane disruption (DC 21), bestow insight, bladed dash, burning gaze (DC 25), elemental touch (DC 21/25), fiery runes, human potential, pyrotechnics (DC 21), scorching rayB
1st Level (8/day)- blurred movement, burning handsB (DC 24), dazzling blade (DC 20), desperate weapon, expeditious retreat, flare burst (DC 20), liberating command, touch of combustion (DC 24), unerring weapon
0-Level (at will)- dancing lights, daze (DC 19), detect magic, flare (DC 19), haunted fey aspect, message, read magic, spark (DC 23)
Bloodline elemental (fire)
Statistics
Str 16, Dex 22, Con 18, Int 21, Wis 20, Cha 29
Base Atk +15; CMB +21; CMD 34
Traits Hex-Proof, Undaunted
Feats Agile Maneuvers, Burning Amplification, Catch Off-Guard, Elemental FocusM (fire), Elemental SpellM, Free Spirit, Greater Elemental Focus (fire), Searing Distraction, Torch Bearer*, Two-Weapon Defense*, Two-Weapon FightingM, Weapon FinesseM, Weapon FocusM (rapier), Weapon Specialization* (rapier)
Skills Acrobatics +26, Diplomacy +29, Escape Artist +26 (+28 to escape a grapple or to escape from bonds), Intimidate +36, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (history) +25, Perception +25
Languages Italian, French, Spanish
SQ commanding entrance, demagogue, dispel fear, eldritch pool (24), elemental form 1/day, elemental movement, elemental resistance (resist fire 10), focus, greater spell access, heavy armor, helpful rebuke, legendary hero, lend power, longevity, magus arcana (arcing pool strike [9 enemies], dispelling strike, flamboyant arcana, pool strike, spell blending, twin flames), marshal’s order (rally), medium armor, resurging words, words of hope, words of valor
Gear amulet of natural armor +5 (50,000 gp), +5 billowing expeditious spell dodging leather armor (85,160 gp), belt of physical perfection +6 (144,000 gp), cape of free will +5/+6 (37,500 gp), challenger’s gloves (2,200 gp), corset of delicate moves (2,000 gp), crown of conquest (24,600 gp), founderflame torch (250 gp), headband of mental superiority +6 (144,000 gp), liberator’s rod (30,000 gp), +5 liberating Luthier’s rapier (112,020 gp), magus’ kit (22 gp), potion of cure serious wounds (750 gp), ring of freedom of movement (40,000 gp), ring of splendid security (180,000 gp), staff of journeys (27,200 gp), tome of epics (50 gp), 248 gp
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