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04-22-2004, 03:50 AM #1
Danita Kusor
Level 13 Half Elven Necromancer
Hit Dice: 13d4+39 (73 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
AC: 16 (+2 Dex, +4 bracers of armor)
Base Attack/Grapple: +6/+6
Attack: +1 dagger +7 melee (1d4+1)
Full Attack +1 dagger +7/+2 melee (1d4+1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: half elven traits, regeneration 1 (blood abilities)
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 11, Dex 15, Con 16, Int 25, Wis 13, Cha 15.
Skills: Craft (alchemy) +23, Craft (leatherworking) +12, Concentration +18, Control Shape +7, Decipher Script +16, Heal +6, Knowledge (arcana) +23, Profession (herbalist) +17
Feats: Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wonderous Item, Greater Spell Focus (necromancy), Scrible Scroll*, Spell Focus (necromancy)
Bloodline: Minor (Azrai) 38
Blood Abilities: Bloodform (special; great), Divine Aura (major), Enhanced Senses (minor), Long Life (major), Regeneration - Standard and Major (Great)
Chimaera
Large Awnsheghlien
Hit Dice: 13d4 plus 5d10+108 (169 hp)
Initiative: +5 (+1 Dex, +4 improved initiative)
Speed: 50 ft. (10 squares), fly 60 ft. (average)
AC: 23 (-1 size, +1 Dex, +4 bracers of armor, +9 natural armor)
Base Attack/Grapple: +11/+20
Attack: claw +15 melee (1d8+5)
Full Attack 4 claws +15 melee (1d8+5) and 1 bite +13 melee (1d8+2)
Face/Reach: 10 ft./5 ft.
Special Attacks: Spells (under full moon only)
Special Qualities: damage reduction 2/-, darkvision 60ft., low-light vision, regeneration 1 (blood abilities), scent
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 21, Dex 13, Con 22, Int 6 (25 under full moon), Wis 5, Cha 15.
Skills: Control Shape +3, Listen +5, Spot +5
Feats: Alertness, Flyby Attack, Hover, Improved Inititative, Improved Natural Attack (claws), Multiattack, Wingover
Bloodline: Minor (Azrai) 38
Blood Abilities: Bloodform (special; great), Divine Aura (major), Enhanced Senses (minor), Long Life (major), Regeneration - Standard and Major (Great)
When under a full moon, Danita has access to all her normal skills and feats in addition to what she has listed in beast form.
Organization: Solitary
Challenge Rating: 14 (Danita), 15 (Chimaera normal), 18 (Chimaera under full moon)
Treasure: See Below.
Alignment: Chaotic evil
Danita can change her form under unusual circumstances. When in beast form and under the light of a full moon, Danita retains her intelligence and spellcasting
ability, but her wisdom remains reduced. In this state she is would be willing to barter with her prey. If insulted, attacked or on a mere whim, make a Wisdom
Check DC 15 to keep her from immediately attacking. With or Without the presence of a full moon, Danita's two humanoid arms (in beast form) usually wield a wand n each hand. Rarely, they wield two +1 daggers.
Checks below use the Control Shape skill.
Humanoid -> Beast (full moon) at will
Humanoid -> Beast (not full moon) DC 10
Beast -> Humanoid (full moon) DC 15
Beast -> Humanoid (not full moon) DC 20
Possessions: 2 +1 daggers, +4 bracers of armor and 2 wands; usually 10th level Dispel Magic and 10th level Lightning bolt.
Commonly Memorized Spells:
0th level: daze, detect magic, ray of frost, touch of fatigue, disrupt undead*
1st level: cause fear, expeditious retreat, hold portal, magic missle (x2), ray of enfeeblement, chill touch*
2nd level: bull's strength, locate object, protection from arrows, resist energy, scare, touch of idiocy, false life*
3rd level: blink, fireball (x2), slow, vampiric touch, water breathing, ray of exhaustion*
4th level: animate dead, contagion, detect scrying, Rary's mnemonic enhancer, shout, stone skin, bestow curse*
5th level: baleful polymorph, cone of cold, feeblemind, prying eyes, waves of fatigue*
6th level: disintegrate, geas/quest, glove of invulnerability, circle of death*
7th level: limited wish, prismatic spray, finger of death*
* denotes bonus specialty spell
Spell DC 17 + spell level. Necromancy spell DC 19 + spell level.
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Binman
Medium Awnsheglien (augmented construct)
Hit Dice: 14d10+20 (82 hp)
Initiative: +4 (+0 dex, +4 improved initiative)
Speed: 20 ft. (4 squares)
AC: 28 (+8 full plate, +10 natural armor)
Base Attack/Grapple: +11/+17
Attack: +1 keen greatsword +20 melee (2d6+12 17-20/x2)
Full Attack +1 keen greatsword +20/+15/+10 melee (2d6+12 17-20/x2)
Face/Reach: 5 ft./5 ft.
Special Attacks: none
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60ft., immunity to magic, low-light vision, regeneration 1 (blood ability)
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 22, Dex 10, Con --, Int 10, Wis 12, Cha 7.
Skills: Climb +7, Jump +7, Listen +4, Sense Motive +3, Spot +4
Feats: Alertness, Cleave, Great Cleave, Greater Weapon Focus (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Bloodline: Minor (Azrai) 29
Blood Abilities: Heightened Ability - Charisma (minor), Regeneration - Standard and Major (Great)
Organization: Solitary
Challenge 12
Treasure: See Below.
Alignment: Chaotic Neutral
Possessions: +1 keen greatsword, full plate armor
Immunity to magic (ex): Binman is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Binman, as noted below.
A magical attack that deals cold or fire damage slows Binman (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electicity damage breaks any slow effect on Binman and heals 1 point of damage for every 3 points of damage the attack would otherwise deal.
...........
Thoughts? :blink:Thread Slaying Specialist.
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