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About Dyrant Maynor, the Pre-SaintedDyrant Stats:
AC: 20 (+4 Dex, +4 Mage, +1 NA, +1 Def) HP: 84/84 + 9 temp Weapon Equipped = AngelRelic Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol Healing Touched Today = none Favor of St. Cuthbert = Fly: 0 of 12 minutes used Fly, current iteration: 0 of 10 rounds used Metamagic Rod Extend (0/3 used)
Aralynn Archon:
Aralynn Angel Female Archon, Harbinger LN Tiny Outsider (archon, extraplanar, good, lawful) Init +6; Senses darkvision, low-light vision; Perception +7 -------------------- Defense -------------------- AC 21, touch 15, flat-footed 18 (+2 Dex, +2 size, +6 natural, +1 dodge) hp 42(3d10) Fort +3, Ref +5, Will +8; +4 bonus vs. poison Defensive Abilities poison resistance +4; DR 5/evil; Immune electricity, petrification -------------------- Offense -------------------- Speed 0 ft., flight (50 feet, perfect) Melee Blade x3 (Archon, Harbinger) +6 x3 (1d4-1/x2) Space 2.5 ft.; Reach 0 ft. Special Attacks wrath (1/minute) (dc 12) Spell-Like Abilities Commune (1/week), Cure Light Wounds (3/day), Dancing Lights (duration: Until dismissed) (At wil, Detect Evil (Constant), Greater Teleport (At will), Protection from Evil (3/day) -------------------- Statistics -------------------- Str 6, Dex 15, Con 11, Int 17, Wis 13, Cha 12 Base Atk +5; CMB +5; CMD 14 Feats Dodge, Improved Initiative Skills Acrobatics +12, Appraise +5, Diplomacy +7, Fly +20, Heal +2, Knowledge (planes) +17, Knowledge (religion) +12, Perception +7, Sense Motive +7, Spellcraft +14, Stealth +16, Survival +4, Swim +1, Use Magic Device +12 Languages Abyssal, Aquan, Auran, Celestial, Draconic, Infernal; truespeech SQ blades, disassemble, improved evasion Other Gear You have no money! -------------------- Special Abilities -------------------- Blades (Ex) Natural Blades gain enhancement bonus, strike as magic and good. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into Flight (50 feet, Perfect) You can fly! Immunity to Electricity You are immune to electricity damage. Immunity to Petrification You are immune to Petrification. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison Resistance +4 (Ex) You have the listed resistance to poison. Truespeech (Su) Speak with any creature that has a language. Wrath (1/minute) (DC 12) (Su) Deal 2d6 force dam to adjacent foes (Ref half). Spells and Crap:
Witch Spells Prepared (CL 12):
Scrolls:
Magic Items:
Wand of Cure Serious Wounds (2)
*=cast/used for the day
Skills:
Skills
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Gnomish
Treasure:
Gold: See Treasure Sheet Shopping List:
Sketches:
Full HeroLab Build:
Dyrant Maynor Male Human Witch 12 LG Medium Humanoid (human) Init +10; Senses Perception +15 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 12 (+4 Dex, +1 NA, +1 ring) hp 84 (12d6+34) Fort +8, Ref +10, Will +11 -------------------- Offense -------------------- Speed 30 ft. Melee Club +4/-1 (1d6-2/x2) and . . Cold Iron Dagger +4/-1 (1d4-2/19-20/x2) Ranged Light crossbow +10/+5 (1d8/19-20/x2) Spell-Like Abilities Feather Fall (self only) (At will), Fly (self only) (12 minutes/day), Levitate (self only) (1/day) Witch Spells Prepared (CL 12): 6 (3/day) Dispel Magic, Greater, Freezing Sphere (DC 25), Summon Monster VI 5 (4/day) Summon Monster V, Teleport, Flame Strike (DC 24), Prying Eyes 4 (4/day) Wandering Star Motes (DC 21), Wall of Ice (DC 23), Dimension Door, False Life, Greater 3 (6/day) Heroism (x3), Sleet Storm, Dispel Magic, Dispel Magic 2 (6/day) See Invisibility, Web (DC 19), Glitterdust (x3), Fog Cloud 1 (6/day) SnowBall (x2) (DC 18), Shocking Grasp (x2), Mage Armor (x2) 0 (at will) Read Magic, Detect Magic, Mending, Light -------------------- Statistics -------------------- Str 7, Dex 18, Con 14, Int 25, Wis 12, Cha 10 Base Atk +6; CMB +4; CMD 18 Feats Brew Potion, Extra Hex, Greater Spell Focus (Evocation), Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (Evocation), Split Hex Traits Child of the Temple (Knowledge [religion]), Reactionary Skills Acrobatics +14, Appraise +9, Fly +10, Heal +5, Knowledge (arcana) +19, Knowledge (dungeoneering) +10, Knowledge (history) +14, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (planes) +22, Knowledge (religion) +17, Perception +15, Perform (oratory) +2, Profession (Minister) +7, Sense Motive +15, Spellcraft +22, Swim +2, Use Magic Device +15 Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Infernal SQ arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, hexes (cackle, cauldron, evil eye [dc 23], flight, fortune, healing, retribution [dc 23], ward [1 at a time]), patron spells (elements), share spells with familiar, speak with familiar Combat Gear Elemental metamagic rod (lesser, acid) (3/day), Extend metamagic rod (lesser) (3/day), Feather token (bird), Pearl of power (1st level) (1/day), Pearl of power (2nd level) (1/day), Potion of magic circle against evil, Scroll of Anthropomorphic Animal, Pup Shape, Scroll of Heroism, Heroism, Summon Monster III, En, Scroll of Identify, Identify, See Invisibility, Se, Scroll of Mage Armor, Mage Armor, Mage Armor, Comp, Scroll of Wall of Ice, Scroll of Web, Web, Glitterdust, Glitterdust, Staff of fire, Alchemist's fire, Oil (2); Other Gear Club, Cold Iron Dagger, Crossbow bolts (10), Light crossbow, Belt of physical might (Dex & Con +2), Cloak of resistance +2, Dweomer's essence, Handy haversack (32 @ 37.5 lbs), Headband of vast intelligence +4 (Perception, Sens, Backpack (2 @ 0 lbs), Belt pouch (2 @ 0 lbs), Blanket, Book: Saint Cuthbert & Common Sense, Candle, Chalk, Earplugs, Flint and steel, St. Cuthbert, St. Cuthbert, Ink, black, Inkpen, Paper (5), Scroll case (5 @ 0 lbs), Signal whistle, Soap, bar (50 uses), Spell component pouch, Spell component pouch, Waterskin, Fancy Cuthbertine Clerical Vestments, 6 SP, 4 CP, 150 GP of Valuables -------------------- Special Abilities -------------------- Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach. Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Elemental metamagic rod (lesser, acid) (3/day) Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -4 (10 round(s)) (DC 23) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Extend metamagic rod (lesser) (3/day) Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd. Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Healing (2d8+10) (Su) Use cure moderate wounds once per day/person. Retribution (7 round(s)) (DC 23) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg). Scroll of Anthropomorphic Animal, Pup Shape Add this item to create a scroll with spells on it. Scroll of Heroism, Heroism, Summon Monster III, Enlarge Person Add this item to create a scroll with spells on it. Scroll of Identify, Identify, See Invisibility, See Invisibility Add this item to create a scroll with spells on it. Scroll of Mage Armor, Mage Armor, Mage Armor, Comprehend Languages Add this item to create a scroll with spells on it. Scroll of Wall of Ice Add this item to create a scroll with spells on it. Scroll of Web, Web, Glitterdust, Glitterdust Add this item to create a scroll with spells on it. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak With Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Split Hex A targeted hex can affect two creatures Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save. -------------------- Background:
Born into a small family in a small village not far from Kingfisher Hollow, Dyrant took a liking to St. Cuthbert at a young age. At the age of 14, he had read and memorized Saint Cuthbert and Common Sense. By age 16, he self-ordained as a minister of St. Cuthbert and began to tend his local community as he had a natural ease for healing and a love of telling others how to lead their lives. Dyrant ran a semi-successful ministry for many years until a truly ordained young priest was sent to the area. As the new priest was ordained and demonstrated a divine spark (showing that St. Cuthbert worked through him), Dyrant quickly lost his status, his flock, and his dreams. Determined to win his flock back, Dyrant left to the largest cathedral of St. Cuthbert in the area, seeking ordination and the chance to regain what he had lost. Sadly (and correctly due to the laws of the Church) for Dyrant, he could not demonstrate the divine spark necessary to prove one's connection to St. Cuthbert and they denied his ordination. Crushed, Dyrant fell into the nearest drinking establishment, looking for a way to end his sorrow. Personality and Appearance:
Dyrant considers himself neither vain nor self-important but at the same time can come off that way by virtue of his style of speaking and his (often) superior understanding of things. Dyrant is well read and not afraid to share what he knows with his 'flock'. Dyrant wears the clerical vestments that are typical of a local Cuthbertine priest (white w/red fringe & decoration), a small backpack holds his few meager possessions. A study club, dagger, and light crossbow (for hunting rabbits) are his weapons of choice. Though Dyrant is an older man (too old for 'adventuring'?), Dyrant maintains a spry active body (from walking/hiking to tend to his flock) that matches well his active mind. |
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