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Carmilla Caliphvaso

Skulda's page

27 posts. Alias of WesternWolf777.


About Skulda

Skulda CR 25

Advanced Half-Celestial Norn Monk 1
NG Large Outsider (Native)

Init +18; Senses all-around vision, blindsight 120 ft., low-light vision, greater arcane sight, true seeing; Perception +34

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DEFENSE
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AC 44, touch 37 (+10 Wisdom, +5 Dex, +13 insight, +8 natural, -1 size)
HP 382 (20d6+1d8+295); regeneration 10 (cold iron)
DR 15/cold iron, 10/Magic
SR 35


Fort +22, Ref +19, Will +24
+4 vs poison


Defensive Abilities: Death ward, fated, foresight, mind blank, never surprised or flat-footed; Immune cold, disease; Resist acid 30, electricity 30, fire 30

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OFFENSE
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Speed 40 ft. Fly 80 ft. (Good)


Melee
Shears (PA) +25/+25/+20 (1d8+24/15-20 plus energy drain)
Unarmed Strike +22 (1d8+12 plus energy drain) or Flurry +21/+21
Touch +22
 (energy drain)

Space 10 ft.; Reach 10 ft.

Storm Giant Form:

Space 15 ft.; Reach 15 ft.
Speed: 50 ft. Fly 90 ft. (Good) Swim 40 ft.
AC:49
HP:445
Shears (PA) +29/+29/+24 (1d8+30/15-20 plus energy drain)
Immune Electricity

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SPELL LIKE ABILITIES
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(CL 18th; concentration +28)
Constant—death ward, foresight, greater arcane sight, mind blank, tongues, true seeing


At will—bestow curse (DC 26), divination, greater dispel magic, geas/quest, vision, wind walk (self only)

3/Day- quickened greater dispel magic


1/day—maze, moment of prescience, quickened phantasmal killer (DC 27), power word kill, time stop, weird (DC 32)

(CL 21, concentration 31)
3/Day - protection from evil, holy aura

1/Day - bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite (DC 27), remove disease, dispel evil, holy word (DC 30), hallow, mass charm monster (DC 31), summon monster IX, resurrection

Astral Deva

Ghaele

Trumpet Archon

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STATISTICS
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Str 34, Dex 21, Con 38, Int 26, Wis 30, Cha 36

Base Atk +10; CMB +23 (+25 Bull Rush, +27 Disarm); CMD 39


Feats: Combat Expertise, Combat Reflexes, Disarming Strike, Furious Focus, Greater Disarm, Improved Disarm, Improved Grapple (Bonus), Improved Unarmed Strike, Power Attack, Stunning Fist, Vital Strike, Quicken Spell-Like Ability (phantasmal killer), Quicken Spell-Like Ability (greater dispel magic)

Feat Progression:

1st:Combat Expertise
3rd:Combat Reflexes
5th:Power Attack
7th:Furious Focus
9th:Improved Disarm
11th:Improved Bull Rush
13th:Greater Disarm
15th:Vital Strike
17th:Awesome Blow
19th:Disarming Strike
21st:Quicken Spell Like (greater dispel magic), Stunning Fist (Bonus), Improved Unarmed Strike (Bonus), Improved Grapple (Bonus)


Skills :Acrobatics +29 (21 ranks, 5 dex, 3 class), Bluff +36 (21 ranks, 13 cha, 3 class), Diplomacy +36 (21 ranks, 13 cha, 3 class), Fly +25 (17 ranks, 5 dex, 3 ranks), Knowledge (Arcana) +22 (11 ranks, 8 int, 3 class), Knowledge (History) +24 (13 ranks, 8 int, 3 class), Knowledge (local) +22 (11 ranks, 8 int, 3 class), Knowledge (Nature) +22 (11 ranks, 8 int, 3 class), Knowledge (Planes) +24 (13 ranks, 8 int, 3 class), Knowledge (Religion) +22 (11 ranks, 8 int, 3 class), Perception +34 (21 ranks, 10 wis, 3 class), Sense Motive +34 (21 ranks, 10 wis, 3 class), Stealth +29 (21 ranks, 5 dex, 3 class), Swim +20 (5 ranks, 12 strength, 3 class), Use Magic Device +30 (14 ranks, 13 cha, 3 class)


Languages Common, Giant, Sylvan; tongues

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SPECIAL ABILITIES
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Change Shape (Su) (Humanoid; Alter Self, Giant Shape II): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Fated (Su):A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks.

Shears (Su):A norn's shears function as a +5 mithral keen speed scimitar, but only for a norn.

Shift Fate (Su):As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.

Snip Thread (Su):As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 33 for half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based

Smite Evil (Su):Once per day, as a swift action, a half-celestial can call out to the powers of good to aid her in her struggle against evil. As a swift action, they choose one target within sight to smite. If this target is evil, the they add their Cha bonus (+13) to their attack rolls and adds their hit dice (21) to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

The smite evil effect remains until the target of the smite is dead or the next time they rest and regain their uses of this ability.

Stunning Fist (Ex) (6/Day): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 30), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

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GEAR
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GP 0

Ring of Freedom of Movement - 40,000 GP
Iridescent Spindle Ioun Stone - 18,000 GP
Clear Spindle Ioun Stone - 4,000 GP
Portable Hole - 20,000 GP



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