sabato 13 agosto 2022

Sarnakand the Magnificent (Updated), Level 7

 I made some minor changes to this build (after my last published RPG works). The first level stays as it is, but here we begin giving him a familiar for his Eldritch heritage (a wildblooded Arcane for witch descendants, seen in another post of this blog).

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Sarnakand The Magnificent CR 7

Half-elf inquisitor 4 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)

NG Medium humanoid (elf, human)

Init +8; Senses low-light vision, Perception +17

Defense

AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)

hp 44 (4d8+3d10+7)

Fort +6, Ref +7, Will +8. +4 vs. divination effects; +2 racial bonus vs. enchantment spells and effects

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

Offense

Speed 30 ft.

Melee +1 bastard sword +11/+6 (1d10+1, 19-20), mwk rapier +10/+5 (1d6, 18-20), or whip +9/+4 (1d3)

Ranged +1 hand crossbow +10 (1d4+1, 19-20)

Special Attacks avenger’s finesse, channel positive energy 3/day (2d6, DC 14), 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 +1d6, studied target +1

Spell-Like Abilities (Cl 4th; concentration +6)

At will- detect chaos/evil/good/law

Inquisitor Spells Known (CL 4th; concentration +7)

2nd Level (2/day)- hidden presence (DC 15), knock

1st Level (4/day)- command (DC 15), cure light wounds, divine favor, protection from evil, reveal secrets (DC 14)

0-Level (At will)- brand (DC 13), daze (DC 14), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize

Mystery Life

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 17, Cha 14

Base Atk +6; CMB +6; CMD 19

Traits Mathematical Prodigy, Mediator

Feats Alertness*, Barroom Brawler, Demon Hunter*, Eldritch Heritage (Eldritch), Exotic Heritage* (Knowledge-engineering), Turn Undead, Weapon Finesse*, Weapon Focus (bastard sword)

Skills Acrobatics +13, Diplomacy +13, Intimidate +14, Knowledge (dungeoneering) +12, Knowledge (engineering) +12/+15, Perception +17, Sense Motive +17, Stealth +13

SQ ancestral skill, arcane bond (familiar), charged by nature, cunning initiative, demon hunter, holy magic, monster lore, secret identity, stern gaze +2, track +2

Gear +1 bastard sword (2,335 gp), belt of incredible dexterity +2 (4,000 gp), mwk buckler (155 gp), vicious caltrops (50 gp), corset of delicate moves (2,000 gp), effortless lace (2,500 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp), headband of vast intelligence +2 (4,000 gp), inquisitor’s kit (30 gp), potion of cure moderate wounds (300 gp), plume of panache (1,000 gp), mwk rapier (320 gp), sleeve holster (100 gp), +1 spell storing studded leather armor (4,160 gp), mwk thieves’ tools (100 gp), whip (1 gp), 47 gp

Ermine Familiar (Equivalent Wizard Level 5)

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +11

Defense
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 22

Fort +5, Ref +6, Will +6
Defensive Abilities improved evasion

Offense
Speed 20 ft., climb 20 ft.
Melee bite +10 (1d3–4 plus attach)
Space 2-½ ft., Reach 0 ft.

Statistics
Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +6; CMB +8; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +20; Racial Modifiers +4 Stealth to blend into snow, +8 Acrobatics

SQ deliver touch spells, empathic link, share spells, speak with master

Special Abilities
Attach (Ex)
When an ermine hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.


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