Ambrosia Slaad |
XP 1200
Male human unchained monk 3 / spiritualist 1
NE** Medium humanoid (human)
Init +4; Senses Perception +8
----- Defense -----
AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +2 Wis)
hp 39 (3d10+1d8+12)
Fort +7, Ref +5, Will +5; +9 vs mind-affecting effects while harboring Sajni
Defensive Abilities evasion
----- Offense -----
Speed 40 ft.
Melee flurry of blows +7/+7 (1d6+3) or unarmed strike +7 (1d6+3) or mwk temple sword +7 (1d8+3/19–20)
Ranged shuriken +5 (1d2+3) or mwk light crossbow +5 (1d8/19-20)
Special Attacks flurry of blows, stunning fist (3/day, DC 13), local tough (+1 to damage rolls when flanking with an ally)
Spiritualist Spells Known (CL 1st; concentration +3)
1st (2/day)—chill touch (DC 14), mage armor
0 (at will)—detect magic, grave words, light, read magic
----- Tactics -----
Before Combat Sajan uses his wand of mage armor on Sajni, then himself, to enhance their AC.
During Combat When surprising or ambushing foes, Sajan unleashes a flurry of shuriken or a crossbow bolt while directing Sajni to engage them in melee. If tactically sound, he performs an unarmed Dazzling Display to demoralize foes, then closes with them to act as Sajni's co-flanker.
Morale While Sajan finds he relishes combat, he is not suicidal, and seeks to escape if reduced to a quarter of his hit points.
Base Statistics Without mage armor, Sajan’s statistics are AC 17, touch 16, flat-footed 13; CMD 22.
----- Statistics -----
Str 16, Dex 15, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 22
Feats Combat Reflexes, Dazzling Display, Dodge*, Improved Unarmed Strike, Stunning Fist, Scorpion Style, Weapon Focus (unarmed strike)
Skills Acrobatics +7, Climb +7, Intimidate +7 (+10 while harboring Sajini), Knowledge (history) +5, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +6, Perception +8, Sense Motive +6, Spellcraft +4, Stealth +8, Survival +2 (+5 while harboring Sajini), Use Magic Device +4
Traits local tough*, reactionary*
Languages Common, Vudrani, Aklo
SQ fast movement*, ki pool (3 points, magic), etheric tether, phantom (“Sajni”, anger), shared consciousness
Combat Gear bracers of armor +1, ring of protection +1, wand of cure light wounds (50 charges), potion of bull’s strength, potion of barkskin +2, wand of mage armor (50 charges), shuriken (40); Other Gear masterwork cold iron temple sword, ghost salt blanched shuriken (10), masterwork light crossbow with 20 bolts, belt pouch, silk rope (50 ft.), spiritualist's kit.
* The effects of this ability have already been calculated into Sajan’s statistics.
** With his non-lawful alignment, Sajan may no longer advance as a monk.
NE Medium outsider (phantom)
Init +1; Senses darkvision 60 ft.; Perception +4
----- Defense -----
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural) or AC 17, touch 17, flat-footed 14 (+4 armor, +2 dodge, +1 Dex) in incorporeal form
hp 11 (1d10+1)
Fort +3, Ref +1, Will +4
DR 5/slashing or incorporeal
----- Offense -----
Speed 30 ft.
Melee 2 slams +3 (1d8+2)
----- Tactics -----
Before Combat Sajni remains ever alert, but shows little initiative otherwise, allowing Sajan to choose their opoonents and tactics.
During Combat Sajni follows Sajan's directives, but almost always directly engages foes in brutal melee, and she attempts to draw hostilities away from him.
Morale The being identifying herself as “Sajni” is fanatically devoted to Sajan, and has no fear of injury or death, knowing she will simply reincorporate back in the Ethereal.
Base Statistics Without mage armor, Sajni’s statistics are AC 13, touch 11, flat-footed 12, CMD 14 or AC 13, touch 13, flat-footed 10, CMD 16 in incorporeal form.
----- Statistics -----
Str 14 (– incorporeal) Dex 12 Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +3 (+3 incorporeal); CMD 14 (16 incorporeal)
Skills Intimidate +6, Perception +4, Stealth +1, and Survival +1.
Feats Dirty Fighting, Power Attack
SQ link, share spells, powerful strike
That thing he sent you |
Please ignore top Post use this
A more complete version with backstory and sources also editing. I keep forgetting that you can only edit your posts for an hour afterward.
Mirror Alain
Mirror Universe Alain CR 4
XP 1,200
Male Human Cavalier(Ghost Rider) 4
CE Medium Humanoid
Init +2; Senses Perception +0
Aura Fearless +4 against fear effects 10 ft.(Su)
----- Defense -----
AC 21, touch 10, flat-footed 21
hp 39 (4d10+8);
Fort +7, Ref +2, Will +4
Defensive Abilities Immunity Fear (Su)
----- Offense -----
Speed 30 ft.
Melee +1 Longsword(Narsuss) +9 (1d8+5 19-20/x2),
Ranged Shortbow +4 (1d6 20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day (+4 Damage, +2 Morale bonus on attack roles while mounted), Frightful Gaze 3/day 30ft. Gaze paralyzed for 1 round (mind-affecting, fear)
----- Tactics -----
Before Combat If The Damned Thing is not summoned Alain will summon his mount at the first available opportunity.
During Combat Alain will have The Damned Thing Intimidate opponents using Dazzling Display and if it's successful He will use Frightful Gaze, if not he will use Iomedae’s Inspiring Sword and challenge the enemy visible leaders but if none present themselves he will targe the most obviously powerful enemy. Afterwards charging into the fray focusing on bringing down the challenged enemy power attacking as necessary before moving on to weaker foes.
Morale Alain is fearless and only retreats if fighting would be a fools errand, but as long as he has not stated that he WILL kill someone he might stop fighting and parley regardless of what has happened but he won't drop his guard. Though if he did say that the only mercy they are likely to receive is a quick death.
----- Statistics -----
Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 18
Feats Divine Fighting Technique (Iomedae’s Inspiring Sword), Power Attack
Skills Intimidate +10, Diplomancy +10 (+2 gather infromation), Knowledge Nobility +8, Knowledge Religion +8, Ride +7, Sense Motive +7 (+9 opposing Bluff);
Traits Erratic Malefactor, Affable
Languages Common, Aklo
SQ Order of the Sword, Ghost Mount (The Damned Thing), Etheric Tether(Su), Fearless(Su),
Combat Gear
Non Combat Gear and Equipment +1 Longsword, Mwk Full plate, Heavy Wooden Shield, Cloak of Resistance +1 Shortbow, Quiver with 40 arrows, Military Saddle , 1 Weeks Rations 4 Potions of Cure light Wounds
1 Potion of Enlarge person, 2 bars soap, Hammock, 2 Torch Everburning, 1 Torch, Copy of "The King in Yellow" in Aklo non magical but complete text.
----- Special Abilities -----
Erratic Malefactor(Ex) Once per day as long as Alain is within 10ft of another ally may re-roll a single attack roll or skill check before the results are known and must keep the new result.
Affable(Ex) Alain may make gather information checks in half the usual time.
By my Honor (Ex) As long as Alain is Chaotic Evil Alain gains a +2 morale bonus on Will saves
Fearless(Su) Alain is immune to Fear and all allies within 10ft. gain a +4 morale bonus on saves against fear
Ghost Mount(Su) Alain's mount is The Damned Thing (he calls it Donohan) may be manifested in a 1 minute ritual in ectoplasmic form only
Challenge(Ex) As standard Cavalier swift action
Etheric Tether(Su) as standard spiritualist but only for ectoplasmic mount
Iomedae’s Inspiring Sword(Ex) Full round action +2 Sacred bonus to attack rolls, skill checks, and saving throws for 1 round to all allies within 30ft.
The Damned Thing
CE Large Animal (Phantom)
Init +2; Senses Darkvision 60ft.; Perception +7
----- Defense -----
AC 17 (+2 Armor, +4 Natural, +2 Dex, -1 Size) touch 11, flat-footed 15
Hp 24 (3d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities DR/5 Slashing
----- Offense -----
Speed 50ft.
Melee Bite +6 (1d4+3) and 2 Hooves +0 (1d6+1)
Space 10 ft.; Reach 5 ft.
----- Statistics -----
Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +7 ; CMD 19
Feats Weapon Focus(Bite), Dazzling Display
Skills Perception +7, Intimidate +4
SQ Phase Lurch(SU), Link(Su), Darkvision(Su)
Sources
Ghost Rider Archetype, Phantom, Etheric Tether abilities are from Occult Adventures
Divine Fighting Technique and Iomedae’s Inspiring Sword are from Weapon Masters Handbook
Cavalier is from Advanced Players Guide
Everything else is Core Rule Book
Backstory
Born the son of a minor Taldan noble Alain was like many children fascinated by stories of knighthood and glory. This was only encouraged by his father who saw this as a way for the lad to advance the family name, and seeking to encourage the child he resolved to get him a fine foal to raise and give him the lessons in responsibility his upbringing sorely lacked.
Seeking the finest foal money could buy Alain's father heard of a rare unborn foal of two horses of distinguished lineage, and strength. Quickly securing rights to the foal Alain's father sent him to the ranch. Once there he learned the skills of riding raising and caring for horses for the coming foal. Too enraptured by the thought of having a noble steed of his own he like the ranchers ignored the strange rumors going around the ranch from disappearance of animals and later stable hands to the foals sire having seemingly disemboweled itself. However the ranch owners did their best silence these rumors as the foal was worth a small fortune.
Quickly the day of the foaling came with young Alain in attendance. It soon became clear that despite the seeming normalcy of the gestation, the labor quickly killed the mare. Yet despite this the foal still lived and struggled to leave its mothers still warm corpse before eventually tearing through its mothers womb in a shower of gore. Those who saw it sickening yellow color and strange skinless mouth full of mismatched teeth not of an horse but of a man. Paralyzed with fear and fascination by what he saw in front of him Alain was unable to do anything but look the beast in its strange empty yellow eyes as it walked towards him with an unnatural grace. Still staring entranced by something only he could see Alain didn't notice the the shaking, sweating stable hands as they descended upon the beast and tore it, then themselves limb from limb leaving Alain alone with on gore drenched smile on his face in the befouled charnel stable.
Afterwards Alain the only survivor of what happened at the stable, seemingly changed by what he had witnessed though he never spoke of it. Growing more devoted to the causes of virtue, self sacrifice, and chivalry he took to his lessons with gusto. However despite learning to ride he never cared for another animal again and while in stables he would often look over his shoulder to empty space or react to sound that it seemed only he could hear. These behaviors were put down to the experience at the ranch and were tolerated unlike his new slowly growing inability to tell even the smallest of lies often blurting out uncomfortable truths and damning facts. Realizing this would this would make him a liability in statecraft his father sent him away to join an order devoted to Iomedae where his skills, strength and seemingly perfect honesty would serve him well.
Growing to adulthood in the halls of the Order of Lymirin saw him taking the Orders Tenets to heart and seemed to be have found a place he could be at peace. Serving in the order his skill with the longsword was great but unmatched compared to the inspiration he was to his allies. His devotion to the orders tenets seemingly in every aspect of his life even when he was ever the gentle man and seemed uninterested in having anything other than a courtly and chaste romance and despite these romances often ending upon realizing he had no interest in anything else he would often remain friend with them afterwards. Quite popular Alain caught the attentions of Paladin Naarsuss who took the young man under his wing and began to prepare the young man for his life long service to Iomedae, eventually taking him on as his squire.
But it was not to last as with his first taste of real combat the fear came back and the this time the strange seemingly invisible sounds and objects seemed to follow him every where. Noticing this Naarsuss asked his pupil what was wrong thinking it guilt but what he said troubled him. He spoke of a strange rider his tattered yellow robes seemingly wrapped around its face as it rides upon a foul yellow steed. Even more frightening was the fact it seemed to be growing closer and he spoke in a fearful whisper that should it catch him he would never be the same again. Going to his room unburdened of fear after Naarsuss promised to help him his spirit lifted by his confession he quickly fell asleep blissfully unaware of what was to happen that night.
Awakening with a start Alain looked around his room completely blind as the darkness of his room seemed almost perfect except for the strange yellow glow of the rider. Terrified and cornered by the monstrous rider and its mount he laid in his bead his only movement a quivering in fear, as the rider wordlessly pulled a book out from its robes and thew it onto the bed its ancient cover bore a decayed and illegible rune but it glowed with strange light of the rider. The rider spoke not a word but its intention was clear he would read the book or the rider take him. With fearful trepidation he looked in the riders preparing to refuse but for the brief second he looked at him he saw what would happen to him the Order, his friends, his family and the people he had left behind and with a broken slump slowly picked up the book. The strange language of the book seemed to come unbidden to him and the pages spilled forward with a terrifying speed and as he continued to the climax a slowly growing grin appeared on his face and as he continued his eyes took on a foul yellowish color. By the time he had finished his eyes were completely yellow and his grin was ear to ear, and as he looked upon the rider he saw the rider's face uncovered by the tatters and starring back into his own smiling face.
Leaving that very night Alain took only the barest essentials armor, sword, bow, and a saddle. While the other members were unaware of his disappearance Naarsuss quickly left on horseback to pursue his wayward pupil fearing what might have happened. Quickly catching up to Alain he was shock by the foul beast Alain was riding as it was every bit the monster Alain had described. With a cheerful wave and a smile Alain greeted his mentor as one would greet an old friend. Naasuss disturbed by the horrific beast Alain was riding and in a snap decision quickly charged his former intent on destroying whatever had taken over his student. Seemingly unfazed by the sudden attack Alain met his former teacher violence with his own while continuing to attempt to have a pleasant conversation despite his Naarsuss's silence making it very one sided. Despite Naarsuss's greater skill greater skill it took only a lucky and ferocious blow to fell him knocking him to the ground broken, defeated and dying he begged his student to remember himself, his honor, his mercy, and their friendship. Looking at his former mentor he smiled as dismounted thanking him for his lessons, their friendship, that he would try to stop him, and lastly that he could grant Naarsuss mercy. Stopping for a moment to ready his blade and with a single swift stoke killed him as painlessly he could. Leaving his old sword on the ground by his mentor he then took Naarsuss's sword with a smile his yellow eyes alight with joy as the images of the havoc and slaughter he would cause flickered before them. With a devil may care grin he rode off to distant lands leaving behind a make-shift monument for his fallen friend.
Personality
grimdog73 |
Batter late than never...
Mirror Universe Jirelle CR 4
XP 1,200
Female Half-elf Swashbuckler 3/brawler(snakebite striker) 1
NE Medium Humanoid (elf, human)
Init +8 (+6 without panache); Senses low-light vision; Perception +9
----- Defense -----
AC 21, Touch 15, Flat-footed 16 (+6 armor, +4 dex, +1 dodge)
HP40(4d10 +8 Con +4 FCB)
Fort +6, Ref +10, Will +5; +2 vs. enchantment
Defensive Abilities: nimble; Immune sleep
----- Offense -----
Speed 30 ft.
Melee
+1 rapier +10 1-6+5/18-20 x2
cold iron rapier +9 1-6+4/18-20 x2
silver gauntlet +8 1-6/x2
dagger +8 1-4+4/19-20 x2
Ranged
light crossbow +8 1d6/19-20 x2
dagger +8 1-4+4/19-20 x2
Space 5 ft.; Reach 5 ft.
----- Tactics -----
Before Combat Jirelle will try to gauge her opponents intentions and capabilities using Sense Motive and demoralize them using Intimidate and if combat is inevitable,
will drink a potion of Cat's Grace
During Combat Jirelle will try to eliminate threats as soon as possible, using her speed to strike first and if fighting with an ally,will flank as much as possible
Morale Jirelle knows the limits of her capabilities, and if outnumbered/outmatched or low on health(15 HP and below) shee will use her "surprises"(flash powder, smoke pellet,
alchemist fire, thunderstone) on a case by case basis as she retreats/withdraws
----- Statistics -----
Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 19 (+2 vs. disarm of rapier with at least 1 panache)
Feats Combat Reflexes, Weapon Focus (Rapier), Fencing Grace
Skills Acrobatics +11, Bluff +8, Intimidate +9, Perception +9, Sense Motive +7
Racial modifiers +2 Perception
Traits Local Tough, Reactionary
Languages Common, Elven
SQ charmed life 3/day, deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative),
dual-minded, elf blood, panache, swashbuckler’s finesse, Brawler's cunning, martial training, sneak attack, unarmed strike
Combat Gearalchemist's fire x2, holy water x2, thunderstone x2, smoke pellet x2, flash powder x2, cure light potions x2, potion of Cat's Grace x2
Other Gear mithral shirt, +1 rapier, cold iron rapier,dagger, silver gauntlet, light crossbow, 20 bolts, cloak of resistance +1, mwk backpack, belt pouch, wrist sheath,
bandolier, swashbuckler's kit, 50 PP, 22 GP, 5 SP
----- Special Abilities -----
Local Tough (Ex) Jirelle gains +1 trait bonus to Intimidate checks, and +1 trait bonus on damage when flanking an opponent
Charmed Life (Ex) 3 times per day, Jirelle can spend an immediate action before rolling a saving throw to add +2 to her save. She must choose to do this before the roll is made.
Derring-Do (Ex) Jirelle can spend 1 panache point after rolling an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to her result. On a 6, she can roll another d6 and add that result too. This process continues as long as she rolls 6 up to a total of 4d6.
Dodging Panache (Ex) When an opponent attempts a melee attack against Jirelle, she can spend an immediate action and 1 panache to move 5 feet, gaining a +2 dodge bonus against that attack (though not negating it). All other enemies who threaten her can make attacks of opportunity. Jirelle can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Reactionary (Ex) +2 Initiative
Kip-Up (Ex) As long as Jirelle has at least 1 panache, she doesn’t provoke attacks of opportunity when she stands up, and she can spend 1 panache to stand as a swift action instead of a move action.
Menacing Swordplay (Ex) As long as Jirelle has at least 1 panache, she can spend a swift action when she hits with a light or one-handed piercing weapon to attempt to Intimidate to demoralize her opponent.
Nimble (Ex) Jirelle gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes her to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.
Opportune Parry and Riposte (Ex) When an enemy attempts a melee attack against Jirelle (but before it rolls its attack roll), Jirelle can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a -2 penalty for every size larger than Jirelle the enemy is. If Jirelle’s result is higher than the enemy’s, the attack misses, and Jirelle can then spend an immediate action to make a counterattack against that enemy, as long as she can reach it.
Panache (Ex) Jirelle starts each day with 2 panache, and her total panache can never be higher than 3. She gains a point of panache whenever she confirms a critical hit or reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon, but she doesn’t gain panache if the creature is lower than 2 Hit Dice or is helpless or unaware.
Precise Strike (Ex) As long as she has at least 1 panache and does not attack with a weapon in her other hand or use a shield other than a buckler, Jirelle adds 3 precision damage to all her attacks with her light or one-handed piercing weapons (if she throws her dagger, she only deals this damage within 30 feet). Precision damage isn’t multiplied on a critical hit, and any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of precise strike. As a swift action, she can spend 1 panache to double her precise strike’s damage bonus to 6 for her next successful attack before the end of her turn.
Swashbuckler’s Finesse (Ex) Jirelle gains Weapon Finesse, but only for light and one-handed piercing weapons.
Swashbuckler Initiative (Ex) As long as Jirelle has 1 panache, she gains +2 initiative (included above).
Unarmed Strike Jirelle gains Improved Unarmed Strike as a bonus feat, unarmed strikes do 1-6 damage
Sneak attack (Ex) Jirelle gains sneak attack damage +1d6
Martial Training (Ex)Jirelle counts her Brawler levels as Fighter or Monk for purposes of feats
Brawler's Cunning (Ex) Jirelle counts her Int as 13 for purposes of qualifying for feats.
Source books Core Rulebook, Advanced Class Guide, Advanced Class Origins, Hell's Vengeance Player's guide, Player's Companion:Adventurer's Armory, Advance Player's Guide
Talathel 'Brass Mantis' Gavax |
Thanks for this Liz, is always fun to make new characters even if this is just a reboot. :)
Balazar had been practicing shifting Padrig’s form to add more legs, wings, pincers or other features fitting the dangers and situations at hand. The practice paid off as the outsider nearly ripped the Nexian in two. To the gnome it looked like a vicious insect opening ripe fruit. He heard many frightened gasps. His fear left him and Balazar turned to the sailors.
He delighted in the panic on their faces as he and Padrig tore into them, and it wasn’t long before the attackers tried to flee. They did not get far, for the deck only offered a few exits and one of those was blocked by a big sailor who stood paralyzed.
Not quite in fear, Balazar realized, for the way was blocked by a combatant in red and black armor. She danced across the deck wielding two saw-toothed blades and the sailor could look away. Then she neatly removed his heart. Padrig crooned. Balazar echoed the glee with his own laugh and slew another of the terrified would-be-attackers. Soon thirty or more sailors lay dead beside the Nexian.
When the fighting was over the stranger moved to Padrig, bent to one knee, and laid her swords down. “You are like none of the mantis I have ever seen called. Are you… the real… No, of course not. Maybe… maybe a messenger?” She explained she had to come to their aid when she saw the outsider with its praying pincers. She was obviously in awe of Padrig and it took some while before the two convinced her of her mistake. She finally admitted “I’d never seen a summoned creature with a chicken’s beak.”
She was returning from assignment on Jalmeray and invited the two to join her as she had friends on Mediogalti that would love to meet them. Balazar and Padrig learned much from her in the two years they spent on the island. It is still the only place he has been free of the Arclord’s pursuit. That would have been enough to satisfy Balazar, but he delighted in the fear the organization commands. He will some day join them (even if Padrag is better qualified).
Bizarro Balazar CR 4
XP 1,200
Gnome Summoner (unchained) Red Mantis Assassin 4/0 APG, PU, ISGW*
NE S Humanoid (gnome)
Init +3; Senses low-light vision; Perception +7
----- Defense -----
AC 20, touch 16, flat-footed 18 (+2 Dex, +5 armor, +1 size, +2 shield ally)
hp 27 (4d8+4)
Fort +2, Ref +3, Will +5 (+2 while adjacent to eidolon)
Defensive Abilities shield ally; Resist +2 illusion spells and magic
----- Offense -----
Speed 20 ft.
Melee sawtooth sabre +2 (1d6-2/19-20), or sawtooth sabre +0/=0 (1d6-2/1d6-2 (19-20))
Ranged light crossbow +3 (1d6/19-20)
Spell-Like Abilities (CL 4th; concentration +8)
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals
7/day summon monster I & II
Summoner Spells (CL 4th; concentration +8)
2nd (2/day)—fog cloud, summon swarm
1st (4/day)—daze monster (DC 15), mage armor, magic fang, ray of sickening (DC 15) UM
0 (at will)—acid splash, daze, detect magic, light, mage hand, read magic
----- Tactics -----
[ b]Before Combat[/b] Balazar casts mage armor through his sawtooth metamagic rod of extend on himself and Padrig. He will cast magic fang on Padric and opens with a ‘red shroud’ fog cloud spell.
During Combat Though he finds the sawtooth saber to be an intimidating and sexy weapon, Balazar feels it is much too heavy to be of real use. Instead the gnome leaves the melee combat to Padrig. Balazar uses cover of a ‘red shroud’ fog cloud and stays adjacent to his eidolon to benefit from shield ally. He casts ‘Prayer attack’ daze monster on any creature that escapes the cloud. He uses the cover of a cloud while sending his fiendish [s]summoned monsters[/i] to fight and will harass enemy spellcaster’s with summoned swarms. Padrig attacks the most threatening foe first, slashing and biting as often as possible. It depends on blindfighting to kill foes while in the ‘red shroud.’
Morale Balazar has survived where many friends and others have not. He flees if engaged in combat after Padrig is slain. He will also flee when brought below 10 hp or if he has used most of his spells. He retreats with two screens: one of fog and another of summoned creatures.
----- Statistics -----
Str 7, Dex 15, Con 12, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +0; CMD 14
Feats Exotic weapon proficiency (sawtooth sabre) ISGW, two weapon fighting
Skills Intimidate +12, Knowledge (arcana) +6, Perception +7, Ride +6, Spellcraft +6, Stealth +10, Use magic device +8; Racial Modifiers+2 Perception, +2 Craft () or +2 Profession ()
Traits Apprentice Devilbinder HVPG, Bully APG
Languages Common, Goblin, Gnome, Orc, Sylvan,
SQ defensive training, eidolon, gnome magic, hatred, life link, obsessive, weapon familiarity
Combat Gear scroll of shield, scroll of rejuvenate eidolonAPG alchemist fire.
Other Gear mw sawtooth saber (2x), sawtooth lesser metamagic rod of extend, +1 chain shirt (in mantis red & black)
----- Special Abilities -----
Apprentice Devilbinder:
When you cast a summon monster spell to summon a devil or fiendish creature, the duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on opposed Charisma checks against devils conjured with planar binding spells, and payments to devils you conjure with planar ally spells are reduced by 10%.
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities.
Bond Senses (Su) At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Red Mantis Padrig, Eidolon
NE Medium outsider (Daemon, serpentine base form) APG, PU
Init +3; Senses darkvision 60 ft.; Perception +5
----- Defense -----
AC 20, touch 14, flat-footed 16 (+3 Dex, +2 natural, +4 mage armor)
hp 18 (3d10+3);
Fort +2, Ref +7, Will +3; +4 vs. death effects, disease, and poison; evasion
Resistance acid 5, cold resistance 10, electricity resistance 10, and fire resistance 10
----- Offense -----
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d6+1), tail slap +1 (1d6), pincers +1 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
----- Statistics -----
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +4; CMD 17
Feats Weapon Finesse, Blind fighting
Skills Acrobatics +7, Climb +9, Intimidate +4, Knowledge (planes) +2, Perception +5, Stealth +10; (+4 jump, +10 balance on surfaces);
Languages Common, Gnome, Goblin, Orc, Sylvan
SQ evolutions (bite, climb, limbs [arms], pincers, reach [bite], resistance [acid], resistance [acid], tail, tail slap), link, share spells
*Advanced Player’s Guide (APG), Hell’s Vengeance Player’s Guide (HVPG), Inner Sea World Guide (ISGW), Pathfinder Unchained (PU), Ultimate Magic (UM)
EDIT: fixed spoiler tags :)
Liz Courts Community Manager |
WalterGM RPG Superstar Season 9 Top 8 |
Liz Courts Community Manager |