domenica 14 agosto 2022

Sarnakand the Magnificent (Updated), Level 12

 We then proceed to improve the familiar.

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Sarnakand The Magnificent CR 12

Half-elf inquisitor 9 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)

NG Medium humanoid (elf, human)

Init +9; Senses low-light vision, Perception +25/+29

Defense

AC 25, touch 13, flat-footed 22 (+9 armor, +3 Dex, +3 shield). +3 dodge vs. attacks made by traps

hp 85 (9d8+3d10+24)

Fort +9, Ref +9, Will +11. +4 vs. divination effects; +3 Ref to avoid traps; +2 racial bonus vs. enchantment spells and effects

Defensive Abilities charmed life 3/day (+2); Immune sleep

Offense

Speed 30 ft.

Melee +3 grayflame bastard sword +16/+11 (1d10+4, 19-20) +1 rapier +13/+8 (1d6+1, 18-20), or mwk whip +13/+8 (1d3+1)

Ranged +1 hand crossbow +13 (1d4+1, 19-20)

Special Attacks avenger’s finesse, bane 9 rounds/day, channel positive energy 3/day (5d6, DC 16), deeds (derring-do, dodging panache +2, kip-up, menacing swordplay, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), panache (2 points), sneak attack +2d6, studied target +2

Spell-Like Abilities (Cl 9th; concentration +11)

At will- detect chaos/evil/good/law

9 rounds/day- discern lies

Inquisitor Spells Known (CL 9th; concentration +13)

3rd Level (4/day)- cure serious wounds, good hope, magic circle against evil, magic vestment

2nd Level (5/day)- castigate (DC 16), cure moderate wounds, flames of the faithful, hidden presence (DC 16), holy ice weapon, knock, shared training

1st Level (6/day)- cause fear (DC 15), command (DC 16), cure light wounds, detect evil, divine favor, forbid action (DC 15), protection from evil, reveal secrets (DC 15)

0-Level (At will)- brand (DC 14), daze (DC 15), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize

Mystery Life

Statistics

Str 12, Dex 16, Con 14, Int 18, Wis 18, Cha 14

Base Atk +9; CMB +10; CMD 23

Traits Mathematical Prodigy, Mediator

Feats Alertness*, Barroom Brawler, Demon Hunter*, Eldritch Heritage (Eldritch), Elemental Commixture*, Exotic Heritage* (Knowledge-engineering), Improved Familiar, Sacred Geometry (Elemental Spell [cold, fire]), Shake It Off*, Turn Undead, Weapon Finesse*, Weapon Focus (bastard sword)

Skills Acrobatics +18, Bluff +17, Diplomacy +18, Disable Device +22, Intimidate +21, Knowledge (dungeoneering) +19/+23, Knowledge (engineering) +21/+25, Perception +25/+29, Sense Motive +27, Stealth +18

SQ ancestral skill, arcane bond (familiar), charged by nature, combat healer 1/day, cunning initiative, demon hunter, holy magic, monster lore, secret identity, solo tactics, stern gaze +4, talented slayer (trapfinding +4), track +4

Gear +3 grayflame bastard sword (32,335 gp), belt of physical perfection +2 (16,000 gp), blouse of the boastful bastard (8,000 gp), +2 buckler (4,155 gp), burglar’s bracers (1,050 gp), vicious caltrops (50 gp), celestial armor (22,400 gp), effortless lace (2,500 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp), headband of vast intelligence +4 (16,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), +1 rapier(2,320 gp), sleeve holster (100 gp), spring-loaded wrist sheath (5 gp), mwk whip (301 gp)

Reja, Cassisian Familiar (Equivalent Wizard Level 10)

NG Small outsider (angel, extraplanar, good)

Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +15

Aura lesser protective aura

Defense

AC 19, touch 11, flat-footed 19 (+8 natural, +1 size) (+2 deflection vs. evil)

hp 44

Fort +8, Ref +6, Will +9; +4 vs. poison; +2 resistance vs. evil

Defensive Abilities improved evasion; DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense

Speed fly 60 ft. (perfect)

Melee slam +6 (1d3–4)

Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +3)

Constant–detect evil, know direction

1/day–aid, daylight

1/week–commune (six questions, CL 12th)

Statistics

Str 3, Dex 11, Con 12, Int 10, Wis 11, Cha 10

Base Atk +9; CMB +4; CMD 14 (can’t be tripped)

Feats Iron Will

Skills Diplomacy +15, Fly +15, Knowledge (planes) +5, Knowledge (religion) +5, Perception +15, Sense Motive +15, Stealth +15

Languages Celestial, Draconic, Infernal; truespeech

SQ change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), perfect memory

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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