About "Ali"
Alitharlkian made manifest
Blood Angel
CN Medium outsider (angel, extraplanar, chaotic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +19
Aura blood aura
======= DEFENSE =======
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 120 (12d10+48)
Fort +12, Ref +11, Will +9; +4 vs. poison
Defensive Abilities DR 10/lawful; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 21
======= OFFENSE =======
Speed 40 ft., fly 60 ft. (good)
Melee +2 Blood Seeking Rapier +19/+14/+9 (1d8+20, 15-20/x4) (3d8+20 vital strike)
Special Abilities Blood Pool (10 max)
======= STATISTICS =======
Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 18
Base Atk +12; CMB +16; CMD 30
Feats Combat Expertise [+4/-4], Improved Critical, Vital Strike, Improved Vital Strike, Swordplay Style [+1 shield AC & first attack w/ Combat Expertise doesn't take a penalty to attack], Weapon Focus (Rapier), Weapon Specialization (Rapier)
Skills Acrobatics +19, Bluff +19, Flying +19, Knowledge (Arcana, Dungeoneering, Engineering, History, Local Nature, Planes, Religion) +16, Perception +19, Sense Motive +19, Stealth +19
Languages Celestial, Draconic, Infernal; truespeech
Blood Aura (Su): A Blood Angel radiates a powerful aura of chaos. Creatures (including the Blood Angel) have a +4 bonus to confirming critical hits within 30 feet of the Blood Angel.
Blood Seeking Rapier (Su): A Blood Angel wields a single special +2 Blood Seeking Rapier. This functions as a +2 rapier for all abilities, except that it has a critical threat range of 18-20 and a critical multiplier of x4, deals damage as though it were one size category larger and is chaotically aligned.
Blood Pool (Su): When manifested a Blood Angel begins with 10 points in her Blood Pool, which diminishes when she performs certain Deeds and at a rate of 1 point per round. This functions like the Swashbuckler’s Panache feature, except that she regains blood points only when scoring a critical hit or killing blow with her blood seeking rapier and all deeds that reference specific weapons work only with the blood seeking rapier and all references to panache reference blood pool instead. A Blood Angel counts as a 12th level Swashbuckler for the purposes of deeds.
If a Blood Angel’s Blood Pool ever becomes 0, she de-manifests returning to the prison at the start of her next round.
======= Deeds: =======
Opportune Parry & Riposte At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler’s Initiative At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Swashbuckler’s Grace At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.
Precise Strike At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. 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 a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Evasive At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Bleeding Wound At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modif ier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Blood Magic A Blood angel can spend 4 blood points to cast prayer, CL 7th
Blood Missile A Blood angel can spend 2 blood points to fire a modified Magic Missile which deals lightning damage but otherwise functions as the spell, CL 1st+2 per additional 2 blood points spent.