hazard
09-09-2005, 12:55 PM
RHUOBHE THE MANSLAYER CR 33
Male Elf Ftr/Wiz/Scion of Azrai 16/15/2
(1st 20 levels Ftr/Wiz/Sci 14/4/2)
NE Medium-size (7” tall) awnshegh
Init +10; Senses: Alertness, Enhanced sense, Eyes sensitivity(True Seeing), Low-light Vision; Listen +xxx, Spot +xxx
Aura: Divine Aura
Languages: Sidhelien, Anuirean, Andu, Rjuven, Vos, Karamhul, Goblin, Orog.
AC 34/30 (+8armor+4shild+6dex+6natural) touch 16, flat-footed 28/24;( Dodge, Mobility)
hp 294 (16d10+15d4+2d6+132+3+23); fast healing 3;
DR 10/magic
Immune: Aging attacks, Invulnerable to arrows, Normal disease, magic sleep
Resist -; SR 22
Fort +21 (+9f+1w+6 ep+4con+1blood), Ref +19 (+4f+1w+3s+6ep+6dex), Will +12 (+4f+4w+6ep+2 wis+1 blood) +2 enchantment (elf)
+10 vs enchantment spells and spell-like effects.
+8 vs fear that allow saves.
+4 vs necromancy spells.
+4 vs level-draining attacks.
Weakness: Eyes sunlight vulnerability
Spd 40 ft. (8 squares),
Melee Hartspiller +34(+24base+5str+4magic+1feat) (1d10+13 (5str+4magic+4feat)/17-20/x2)
Ranged Winged Death +36 (+24base+6dex+5magic+1feat) (1d8+9 4feat+5magic+ Fort DC 37 or 1d6 /19-20/x3)
Base Atk +24 (+14 f +2 w+1s +7 ep); Grp +29
Attack Options Cleave, Combat Reflexes, Berserker’s Blood, Power Attack, Spring Attack
Combat Gear:Hartspiller (Bastard Sword +4 Lives Stealer), Winged Death (Longbow +3 ), Glaiverbreaker (Mithral Chain Shirt +4), Anger Turing ( +3 Shild),
Spells Prepared (4/6/6/5/5/5/4/2/1): DC 16+level
+2 DC enchantment [charm]
8th-Planar Binding, Greater
7th-Prismatic Spray, Power Word Blind
6th-Disintegrate, Chain Lightning, Freezing Sphere, Summon Monster VI
5th-Contact Other Plane, Dismissal, Dominate Person , Planar Binding, Lesser, Telekinesis
4th- Animate Dead, Charm Monster, Globe of Invulnerability, Lesser, Ice Storm, Fire Shield Polymorph
3rd-Dispel Magic, Blink, Fly, Haste, Lightning Bolt
2nd-Blindness/Deafness, Levitate, Fog Cloud, Spider Climb Web, Whispering Wind
1st-Charm Person, Chill Touch, Feather Fall, Jump, Magic Missile x2
Spell-Like Abilities (CL th):
3/day— fear (touch)
Bloodline: Azrai, true, 95
Blood Abilities: 5/5/4 Alertness (minor),Battlewise (major), Berserker’s Blood(Grate), Bloodform (major),Detect Illusion(minor), Divine Aura(major), Enhanced sense (major),Fear (minor), Heightened Ability - Intelligence (minor), Iron Will(minor), Major Resistance – Charm(Grate), Major Resistance - Magical Attacks (grate), Regeneration (great) Resistance (major)
Abilities Str 20, Dex 22, Con 18, Int 22, Wis 14, Cha 13 (17 elf / 9 non-elf)
SQ Nature Stride
Feats:26: Alertness, Battle Caster, Crate Magic Arms and Weapons, Cleave, Combat Casting,Combat Reflexes, Dodge, Elven Artesian, Elven Voice, Exotic Weapon Proficiency (Bastard Sword), Improved Critical(Bastard Sword), Improved Critical(Long Bow), Improved Initiative, Mobility, Power Attack,Quicken Spell, Scribe Scroll, Spellsong Mastery, Spring Attack, Still Spell, Weapon Focus (Bastard Sword), Weapon Focus (Long Bow), Weapon Specialization (Bastard Sword), Weapon Specialization(Long Bow), Weapon Specialization, Greater(Bastard Sword), Weapon Specialization, Greater(Long Bow).
Skills : Bluff +21/+17, Climb +8, Concentration +21, Craft(Weaponsmiting) +26, Craft(Armorsmiting) +26, Decipher script +14, Diplomacy +5/+1, Handle Animal +8, Gather Information +10, Intimidate +28, Jump +13, Knowledge(Arcana) +20, Knowledge(Bloodlore) +12, Knowledge(Plans) +10, Knowledge(N&R) +16, Lead +23, Listen +24, Perform (Singing) +6, Ride (Dex) +18, Spellcraft +25, Search +8, Spot +24, Swim (Str) +9, Survival +8, Warcraft +35
Possessions: Hartspiller (Bastard Sword +4 Lives Stealer): This Bastard Sword always performs as a +4 Bastard Sword, but it also has the power to draw the life force from an opponent. A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded, Glaiverbreaker (AC 8 Max Dex 6 ACP 0 ACF 10%)(Mithral Chain Shirt +4), Winged Death (Longbow +3), Anger Turing ( +3 Shild),
Alertness: The Rhuobhe gains an additional move action during surprise rounds in which they would normally gain only a standard action, and a standard action during surprise rounds in which they would normally gain no action.
This blood ability is considered an extra-ordinary ability.
Battlewise: The Rhuobhe gains a +2 bonus to their effective character level when determining the EL of a Hero's unit of which they are a part (refer to Chapter Six: Armies and Warfare).
In addition, as long as the scion is on the field of battle, all allied units gain a + 4 bonus to morale. This bonus is equivalent to the bonus that the scion would normally provide to a unit under their direct command
Berserker’s Blood:When a scion with the Berserker’s Blood ability suffers enough damage that his hit points fall to half of his normal maximum, he can choose to go into a berserk fury. The scion gains a +6 to Strength, +6 to
Constitution, and a +3 morale bonus on Will saves, but suffers a -2 penalty to AC while in the berserk fury. The increase in Constitution increases the scion’s hit points by 3 per level, but any damage suffered while in this fury remains when the scion's Constitution score returns to normal. While in his fury, the scion cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He cannot use ranged weapons. He can use feats, with the exception of expertise, item creation feats, or metamagic feats. While in a fury the scion attacks continuously until no foes remain. A scion attacks each foe single-mindedly, not withdrawing until the foe is slain. In order to avoid attacking a friend or innocent bystander, the scion must make a Will save (DC 15 + the number of rounds already spent in the fury).
A fit of berserker’s fury lasts for a number of rounds equal to 3 + the scion’s (raged) Constitution modifier. The scion can not end the fury prematurely. If there are no longer any surviving flesh and blood opponents in sight, the scion randomly attacks walls, rocks, trees, doors, or anything else on which he can take out his rage. At the end of the fury, the scion is fatigued (-2 Strength, -2 to Dexterity, can’t charge or run) for the duration of the encounter. The scion can only fly into a fury once per day.
Bonus hit points ( Regent)
Divine Aura: Influence non-blooded characters. Divine aura marks the character as a scion of power. The Divine Aura’s effect is a +2 bonus to Charisma-based skills. Enthrall non-blooded characters: The scion can enhance his aura once per day with one round of concentration (a full round action). The scion can enthrall (as per the spell of the same name) any non-blooded creatures.
Invulnerable to arrows: The blood of Azrai has somehow alterd Rhuobhe so that he cannot be harmed by arrows, quarrels or other propelled missiles. Though catapults, daggers and axes can injure him, arrows bounce from his skin with no effect.
Charisma Focus (+4 elf / -4 non-elf)
Crate Arrows: Rhuobhe need not carry a quiver of arrows wih him, for he can summon holts of energy from the air. The incandescent blue bolts are treated as +5 enchanted weapons. When these arrows hit, the target must make Fort save DC 37 or suffer an additional 1d6 points od damage
Elf racial traits
Eyes sensitivity: True Seeing and Sunlight vulnerability: Nothing invisible escapes his milky eyes. They strip away subterfuge and illusions to reveal the heart of mater as True Seeing spell, forcing Rhuobhe’s enemies to combat him open. However, his sensitive eyes can not tolerate bright light; in highly illuminated areas, he recives a –4 Attack And Spot penalty. He can no longer walk in the daylight world as he was wont to do before his transformation. He is a creature if the twilight now and he curses those who have the ability to enjoy the day.
Foe Hunter The Rhuobhe gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against all humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.
Improved Spellsong No Arcane Spell Failure
Male Elf Ftr/Wiz/Scion of Azrai 16/15/2
(1st 20 levels Ftr/Wiz/Sci 14/4/2)
NE Medium-size (7” tall) awnshegh
Init +10; Senses: Alertness, Enhanced sense, Eyes sensitivity(True Seeing), Low-light Vision; Listen +xxx, Spot +xxx
Aura: Divine Aura
Languages: Sidhelien, Anuirean, Andu, Rjuven, Vos, Karamhul, Goblin, Orog.
AC 34/30 (+8armor+4shild+6dex+6natural) touch 16, flat-footed 28/24;( Dodge, Mobility)
hp 294 (16d10+15d4+2d6+132+3+23); fast healing 3;
DR 10/magic
Immune: Aging attacks, Invulnerable to arrows, Normal disease, magic sleep
Resist -; SR 22
Fort +21 (+9f+1w+6 ep+4con+1blood), Ref +19 (+4f+1w+3s+6ep+6dex), Will +12 (+4f+4w+6ep+2 wis+1 blood) +2 enchantment (elf)
+10 vs enchantment spells and spell-like effects.
+8 vs fear that allow saves.
+4 vs necromancy spells.
+4 vs level-draining attacks.
Weakness: Eyes sunlight vulnerability
Spd 40 ft. (8 squares),
Melee Hartspiller +34(+24base+5str+4magic+1feat) (1d10+13 (5str+4magic+4feat)/17-20/x2)
Ranged Winged Death +36 (+24base+6dex+5magic+1feat) (1d8+9 4feat+5magic+ Fort DC 37 or 1d6 /19-20/x3)
Base Atk +24 (+14 f +2 w+1s +7 ep); Grp +29
Attack Options Cleave, Combat Reflexes, Berserker’s Blood, Power Attack, Spring Attack
Combat Gear:Hartspiller (Bastard Sword +4 Lives Stealer), Winged Death (Longbow +3 ), Glaiverbreaker (Mithral Chain Shirt +4), Anger Turing ( +3 Shild),
Spells Prepared (4/6/6/5/5/5/4/2/1): DC 16+level
+2 DC enchantment [charm]
8th-Planar Binding, Greater
7th-Prismatic Spray, Power Word Blind
6th-Disintegrate, Chain Lightning, Freezing Sphere, Summon Monster VI
5th-Contact Other Plane, Dismissal, Dominate Person , Planar Binding, Lesser, Telekinesis
4th- Animate Dead, Charm Monster, Globe of Invulnerability, Lesser, Ice Storm, Fire Shield Polymorph
3rd-Dispel Magic, Blink, Fly, Haste, Lightning Bolt
2nd-Blindness/Deafness, Levitate, Fog Cloud, Spider Climb Web, Whispering Wind
1st-Charm Person, Chill Touch, Feather Fall, Jump, Magic Missile x2
Spell-Like Abilities (CL th):
3/day— fear (touch)
Bloodline: Azrai, true, 95
Blood Abilities: 5/5/4 Alertness (minor),Battlewise (major), Berserker’s Blood(Grate), Bloodform (major),Detect Illusion(minor), Divine Aura(major), Enhanced sense (major),Fear (minor), Heightened Ability - Intelligence (minor), Iron Will(minor), Major Resistance – Charm(Grate), Major Resistance - Magical Attacks (grate), Regeneration (great) Resistance (major)
Abilities Str 20, Dex 22, Con 18, Int 22, Wis 14, Cha 13 (17 elf / 9 non-elf)
SQ Nature Stride
Feats:26: Alertness, Battle Caster, Crate Magic Arms and Weapons, Cleave, Combat Casting,Combat Reflexes, Dodge, Elven Artesian, Elven Voice, Exotic Weapon Proficiency (Bastard Sword), Improved Critical(Bastard Sword), Improved Critical(Long Bow), Improved Initiative, Mobility, Power Attack,Quicken Spell, Scribe Scroll, Spellsong Mastery, Spring Attack, Still Spell, Weapon Focus (Bastard Sword), Weapon Focus (Long Bow), Weapon Specialization (Bastard Sword), Weapon Specialization(Long Bow), Weapon Specialization, Greater(Bastard Sword), Weapon Specialization, Greater(Long Bow).
Skills : Bluff +21/+17, Climb +8, Concentration +21, Craft(Weaponsmiting) +26, Craft(Armorsmiting) +26, Decipher script +14, Diplomacy +5/+1, Handle Animal +8, Gather Information +10, Intimidate +28, Jump +13, Knowledge(Arcana) +20, Knowledge(Bloodlore) +12, Knowledge(Plans) +10, Knowledge(N&R) +16, Lead +23, Listen +24, Perform (Singing) +6, Ride (Dex) +18, Spellcraft +25, Search +8, Spot +24, Swim (Str) +9, Survival +8, Warcraft +35
Possessions: Hartspiller (Bastard Sword +4 Lives Stealer): This Bastard Sword always performs as a +4 Bastard Sword, but it also has the power to draw the life force from an opponent. A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded, Glaiverbreaker (AC 8 Max Dex 6 ACP 0 ACF 10%)(Mithral Chain Shirt +4), Winged Death (Longbow +3), Anger Turing ( +3 Shild),
Alertness: The Rhuobhe gains an additional move action during surprise rounds in which they would normally gain only a standard action, and a standard action during surprise rounds in which they would normally gain no action.
This blood ability is considered an extra-ordinary ability.
Battlewise: The Rhuobhe gains a +2 bonus to their effective character level when determining the EL of a Hero's unit of which they are a part (refer to Chapter Six: Armies and Warfare).
In addition, as long as the scion is on the field of battle, all allied units gain a + 4 bonus to morale. This bonus is equivalent to the bonus that the scion would normally provide to a unit under their direct command
Berserker’s Blood:When a scion with the Berserker’s Blood ability suffers enough damage that his hit points fall to half of his normal maximum, he can choose to go into a berserk fury. The scion gains a +6 to Strength, +6 to
Constitution, and a +3 morale bonus on Will saves, but suffers a -2 penalty to AC while in the berserk fury. The increase in Constitution increases the scion’s hit points by 3 per level, but any damage suffered while in this fury remains when the scion's Constitution score returns to normal. While in his fury, the scion cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He cannot use ranged weapons. He can use feats, with the exception of expertise, item creation feats, or metamagic feats. While in a fury the scion attacks continuously until no foes remain. A scion attacks each foe single-mindedly, not withdrawing until the foe is slain. In order to avoid attacking a friend or innocent bystander, the scion must make a Will save (DC 15 + the number of rounds already spent in the fury).
A fit of berserker’s fury lasts for a number of rounds equal to 3 + the scion’s (raged) Constitution modifier. The scion can not end the fury prematurely. If there are no longer any surviving flesh and blood opponents in sight, the scion randomly attacks walls, rocks, trees, doors, or anything else on which he can take out his rage. At the end of the fury, the scion is fatigued (-2 Strength, -2 to Dexterity, can’t charge or run) for the duration of the encounter. The scion can only fly into a fury once per day.
Bonus hit points ( Regent)
Divine Aura: Influence non-blooded characters. Divine aura marks the character as a scion of power. The Divine Aura’s effect is a +2 bonus to Charisma-based skills. Enthrall non-blooded characters: The scion can enhance his aura once per day with one round of concentration (a full round action). The scion can enthrall (as per the spell of the same name) any non-blooded creatures.
Invulnerable to arrows: The blood of Azrai has somehow alterd Rhuobhe so that he cannot be harmed by arrows, quarrels or other propelled missiles. Though catapults, daggers and axes can injure him, arrows bounce from his skin with no effect.
Charisma Focus (+4 elf / -4 non-elf)
Crate Arrows: Rhuobhe need not carry a quiver of arrows wih him, for he can summon holts of energy from the air. The incandescent blue bolts are treated as +5 enchanted weapons. When these arrows hit, the target must make Fort save DC 37 or suffer an additional 1d6 points od damage
Elf racial traits
Eyes sensitivity: True Seeing and Sunlight vulnerability: Nothing invisible escapes his milky eyes. They strip away subterfuge and illusions to reveal the heart of mater as True Seeing spell, forcing Rhuobhe’s enemies to combat him open. However, his sensitive eyes can not tolerate bright light; in highly illuminated areas, he recives a –4 Attack And Spot penalty. He can no longer walk in the daylight world as he was wont to do before his transformation. He is a creature if the twilight now and he curses those who have the ability to enjoy the day.
Foe Hunter The Rhuobhe gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against all humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.
Improved Spellsong No Arcane Spell Failure