After so much time, this build is concluded. And the final version of her is her ADULT self, that we saw in some manga & anime flash-forwards. It includes the “still the blade” mythic godling ability.
But we have not finished yet, because there are her “cohort” and “followers” to consider- as you will are starting next time.
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Konijn Crescent, CR 25
But we have not finished yet, because there are her “cohort” and “followers” to consider- as you will are starting next time.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!
Konijn Crescent, CR 25
Aasimar inquisitor (Peacekeeper, Ravener Hunter) 10/stargazer 10/reluctant hero 10
Female CG Medium outsider (native)
Init +26; Senses darkvision 60 ft., Perception +29
Defense
AC 42, touch 23, flat-footed 34 (+14 armor, +5 deflection, +8 Dex, +5 natural)
hp 163 (10d8+10d6+40+40)
Fort +18; Ref +21; Will +27. +4 morale bonus vs. fear, +2 insight bonus vs. mind-affecting effects, +2 morale bonus vs. charm effects created by demons
Defensive Abilities coat of many stars 24 hours/day (+14), force of will, hard to kill, immortal, mythic saves, recuperation, unstoppable; DR 5/slashing; Immune fear effects created by demons; Resist acid, cold and electricity 5; SR 21
Offense
Speed 30 ft., fly 30 ft. (average)
Melee +5 bewildering distracting holy jurist light mace +29/+24/+19 (+31/+26/+21 vs. demons) (1d4+13)
Ranged starbow +25/+20/+15 (+27/+22/+17 vs. demons) (1d8+3, x3)
Special Attacks bane (10 rounds/day), fluke, follow example, judgment 4/day, mythic power 23/day, second judgment, spray of shooting stars 3/day (14d4 damage, DC 24), surge +1d12, you shall be avenged (orders of the Blue Rose, Dragon, and Songbird)
Spell-Like Abilities (CL 10th; concentration +17)
At will- detect chaos, detect evil, detect good, detect law
10 rounds/day- discern lies
1/day- phantom steed (CL 20), spear of purity (CL 20, DC 27)
Inquisitor Spells Known (CL 20; concentration +27)
6th Level (6/day)- cleanse, holy word (DC 24), joyful rapture, morning sun (CL 22, DC 24), overwhelming presenceM (DC 24), planar bindingD (DC 24), unshakeable zeal
5th Level (6/day)- break enchantment (DC 23), greater lend judgmentM, hallow (DC 23), hymn of mercy, overland flightD, sacred nimbus, wall of silver (DC 23)
4th Level (7/day)- blade of light (CL 22), brightest light (CL 22), cure critical wounds, holy smiteM (DC 22), judgment lightM (DC 22), lesser planar bindingD (DC 22), oath of peace, restoration
3rd Level (7/day)- charitable impulse (DC 21), cure serious wounds, daylightM (CL 22), flyD, heroismM, magic circle against evil, prayerM, searing light
2nd Level (7/day)- billowing skirt, calm emotions (DC 20), consecrateM, flickering lights (CL 22, DC 20), hypnotic patternD (DC 20), sacred bondM (DC 20), soothing word, touch of mercy (DC 20)
1st Level (7/day)- compel hostility (DC 19), cure light wounds, detect demon (DC 19), expeditious retreat, feather fallD, itching curse (DC 19), sanctuaryM (DC 19), songbird
0-Level (at will)- daze (DC 18), detect magic, light (CL 22), oath of anonymity, read magic, stabilize, virtue
Statistics
Str 10, Dex 26, Con 14, Int 18, Wis 26, Cha 24
Base Atk +14; CMB +14; CMD 32
Traits Black Moon Born, Celestial Community
Feats Allied Spellcaster*, Angel Wings, Angelic Blood, Boon CompanionM, Iron Will, Demon Hunter*, Elemental Commixture, Grant Initiative, Improved Familiar, Judgment SurgeM, Merciful Bane*, Mythic Spell LoreM, Weapon FinesseM, Weapon FocusM (light mace)
Skills Bluff +28, Diplomacy +28/+33, Heal +29, Knowledge (arcana) +25, Knowledge (geography) +25, Knowledge (planes) +25/+27, Perception +29, Perform (percussion) +28, Sense Motive +29/+34, Survival +29
Languages Celestial, Common, Draconic, Elven, Infernal, Sylvan
SQ amazing initiative, calm spells, charged by nature (heavens mystery), cunning initiative, diplomatic assessor +5, distracting flurry, embrace destiny, fortunate mistake +5, guiding light, hold onto hope, learning by example (mythic domain), legendary hero, lucky stumble, mythic solo tactics, psychic healer, sidereal arcana (The Daughter, The Lantern Bearer, The Mother [+20], The Newlyweds, The Rider), snatch from death, solo tactics, stars’ dance, still the blade (DC 27), the stars are right, witch hex (ameliorating, disguise [10 hours/day])
Gear amulet of natural armor +5 (50,000 gp), bell of returning allies (6,000 gp), belt of incredible dexterity +6 (36,000 gp), major crown of blasting (23,760 gp), gem of brightness (13,000 gp), inquisitor’s kit (30 gp), headband of mental superiority +6 (144,000 gp), high elven bracers (30,000 gp), +5 bewildering distracting holy jurist light mace (200,305 gp), mantle of spell resistance (ribbon) (90,000 gp), pauldrons of unflinching fortitude +5/+6 (37,500), potion of cure moderate wounds (300 gp), potion of cure serious wounds (750 gp), quickening diamond (8,000 gp), ring of shooting stars (50,000 gp), ring of protection +5 (50,000 gp), robe of scintillating colors (27,000 gp), staff of slumber (82,766 gp), starbow (30,400) with 20 arrows (1 gp), 188 gp.
Qamar, Silvanshee Familiar (Emissary)
Effective Wizard Level 20
Female NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 25, touch 14, flat-footed 23 (+2 Dex, +11 natural, +2 size)
hp 81
Defense
AC 25, touch 14, flat-footed 23 (+2 Dex, +11 natural, +2 size)
hp 81
Fort +12, Ref +11, Will +14; +4 vs. poison
Defensive Abilities improved evasion, share will; DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 25
Offense
Speed 30 ft., fly 90 ft. (good)
Melee bite +18 (1d3–4), 2 claws +18 (1d2–4)
Space 5 ft.; Reach 0 ft.
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—know direction, speak with animals
At will—dancing lights, guidance (CL 20), prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
Statistics
Str 3, Dex 15, Con 12, Int 15, Wis 12, Cha 13
Base Atk +14; CMB +14; CMD 20 (24 vs. trip)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +11, Climb +7, Fly +6, Heal +6, Knowledge (arcana) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist, touch of good 1/day
Special Abilities
Defensive Abilities improved evasion, share will; DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 25
Offense
Speed 30 ft., fly 90 ft. (good)
Melee bite +18 (1d3–4), 2 claws +18 (1d2–4)
Space 5 ft.; Reach 0 ft.
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—know direction, speak with animals
At will—dancing lights, guidance (CL 20), prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
Statistics
Str 3, Dex 15, Con 12, Int 15, Wis 12, Cha 13
Base Atk +14; CMB +14; CMD 20 (24 vs. trip)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +11, Climb +7, Fly +6, Heal +6, Knowledge (arcana) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist, touch of good 1/day
Special Abilities
Cat’s Luck (Su) Qamar adds her Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, she can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su) Once per day, Qamar can grant herself a +8 enhancement bonus to Strength for 1 minute.
Spectral Mist (Su) Qamar can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except Qamar retains her own DR and supernatural abilities and can move at her normal speed. She can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.
Heroic Strength (Su) Once per day, Qamar can grant herself a +8 enhancement bonus to Strength for 1 minute.
Spectral Mist (Su) Qamar can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except Qamar retains her own DR and supernatural abilities and can move at her normal speed. She can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.
Touch of Good (Sp) Once per day, Qamar can touch a creature as a standard action, granting a +10 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.