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About Crummock-i-PhailBaba Yaga's Boons:
+1 Natural Armor
DR 5/- +2 Insight Bonus to Constitution Crummock's Miracle:
"Say my full name thrice, and I will Hear you..."
Knowing who said his name, and where they are (if he considers them to be a 'True Ally'). The Miracle of the Wolf:
Granting Greta the ability to shift between Human and Winter Wolf form, at will, in perpetuity. The Miracle of the Afterlife:
"I desire the Miracle of choice - that all those whom I call True Friends may, upon their death, have a second option in the Great Beyond - if they so wish, their spirit may come to this Eden for their eternal rest..." Active Spells:
Crummock: Permanent Enlarge Person, Greater Magic Weapon x2, Extended Magic Vestment, Life Bubble, Extended Delay Poison, Extended Resist Energy (Cold) x5, Extended Resist Energy (Fire) x5, Freedom of Movement x9.
Dimitri: Greater Magic Weapon x2. Preferred Forms:
Initiative: +2 [-3 Dex + 1 (Cracked Dusty Rose Ioun Stone) + 2 Trait + 2 Spell]
AC: 49 (10 + 10 (Air Barrier) + 5 ((+4) MW Light Steel Shield) + 11 Cha + 1 (Ring of Protection +5) + 5 (Natural Armor) + 2 (Amulet of Natural Armor +1) + 1 Dusty Rose Prism Ioun Stone)
Hit Points: 219/219 Fort: +17 Ref: +25 Will: +17 +1 trait bonus on saving throws against charm and compulsion effects. +2 racial saving throw bonus against illusion spells and effects. Combat:
Base Atk: +13/+8/+3; CMB: +16; CMD: 28 (+4) MW Cold Iron Starknife: +32/+27/+22 to hit; 1d4+15 damage +1d6 Electricity damage; crit 20/x3; Type P
Skills:
Skill Points per level: Oracle: 4 (Class) + 1 (Intelligence) + 2 (Background) Acrobatics -3 (-3 Dex) Appraise +1 Bluff +15 (+11 Cha + 1 rank + 3 Circlet) Climb +2 (+2 Str) Craft(Any) +1 Diplomacy +36 (+11 Cha + 18 ranks + 3 class skill + 1 trait + 3 Circlet) Disguise +14 (+11 Cha + 3 Circlet) Escape Artist -3 (-3 Dex) Fly +18 (-3 Dex + 18 ranks + 3 class skill) Handle Animal +32 (+11 Cha + 18 ranks + 3 Circlet) Heal +1 Intimidate +15 (+11 Cha + 1 rank + 3 Circlet) Linguistics +21 (+1 Int + 18 ranks + 2 Racial) Perception +31 (+1 Wis + 17 ranks + 3 class skill + 1 Trait + 5 Eyes + 4 Feat) Perform(Any) +14 (+11 + 3 Circlet) Ride -3 (-3 Dex) Sense Motive +20 (+1 Wis + 10 ranks + 3 class skill + 2 racial + 4 Feat) Spellcraft +11 (+1 Int + 7 ranks + 3 class skill) Stealth -3 (-3 Dex) Survival +1 Swim +2 (+2 Str) Use Magic Device +32 (+11 Cha + 18 ranks + 3 Circlet) Trait:
Varisian Tattoo:
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives. Seeker:
Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Feats:
1st: Divine Fighting Technique (Desna) **Divine Anthology Version** 3rd: Extra Revelation 5th: Additional Traits (Two World Caster, Reactionary) 7th: Craft Wondrous Item 9th: Celestial Servant 11th: Divine Interference 13th: Quicken Spell 15th: Spell Penetration 17th: Greater Spell Penetration Racial Abilities:
Truespeaker:
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled. Blended View:
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented. Illusion Resistance:
Bleachling Magic:
Class Features:
Tongues:
In times of stress or unease, you speak in tongues. Effect: Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. Revelation - Prophetic Armor (Ex):
Revelation - Primal Companion (Ex):
Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery. A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels. Form of the Beast (Su):
Spells, Concentration +33:
Orisons: Create Water, Guidance, Light, Mending, Message, Purify Food and Drink, Read Magic, Spark, Stabilize 1st (0/9 0 used): Cultural Adaptation, Divine Favor, Decompose Corpse, Remove Fear, Shield of Faith, Cure Light Wounds, Fumbletongue 2nd (9/9 used): Delay Poison, Grace, Lesser Restoration, Inflict Moderate Wounds, Silence, Cure Moderate Wounds, Dust of Twilight 3rd (3/9 0 used): Borrow Fortune, Dispel Magic, Magic Vestment, Summon Totem Creature, Cure Serious Wounds, Rage 4th (8/8 used): Air Walk, Freedom of Movement, Greater Magic Weapon, Spell Immunity, Cure Critical Wounds, Moonstruck 5th (6/8 0 used): Breath of Life, Life Bubble, Plane Shift, Raise Dead, Cure Light Wounds, Mass, Aspect of the Wolf 6th (0/8 8 used): Harm, Heal, Wind Walk, Cure Moderate Wounds, Mass, Litany of Madness 7th (0/8 0 used): Archon's Trumpet, Particulate Form, Scrying, Greater, Cure Serious Wounds, Mass, Lunar Veil 8th (0/6 0 used): Angelic Aspect, Greater, Planar Ally, Greater, Cure Critical Wounds, Mass, Blood Mist 9th (0/4 0 used): Miracle, Heal, Mass, Polar Midnight
Spirit:
Wind:
Spirit Magic Spells: Alter winds (1st), gust of wind (2nd), cloak of winds (3rd), river of wind (4th), control winds (5th), sirocco (6th), control weather (7th), whirlwind (8th), winds of vengeance (9th). Air Barrier (Su):
Shocking Touch (Su):
Spark Soul (Su):
Equipment:
Dark Blue Rhomboid Ioun Stone Scarlet and Blue Sphere Ioun Stone Tourmaline Sphere Ioun Stone Western Star Ioun Stone Dusty Rose Prism Ioun Stone Cracked Pale Green Prism Ioun Stone x2 Cracked Emerald Ellipsoid Ioun Stone x5 Orange Prism Ioun Stone Silver Spindle Ioun Stone (Blood Money) Headband of Alluring Charisma +6 Circlet of Persuasion Habit of the Winter Explorer Tunic of Careful Casting Eyes of the Eagle Cloak of Resistance +5 Butterfly amulet (Amulet of Natural Armor +2) Necklace of claws from Yrax, White Dragon Warlord Silver Brooch in the shape of a butterfly Darkleaf Quilted Cloth Armor Belt of Mighty Constitution +4 Spellguard Bracers MW Light Steel Shield, emblazoned with a leaping dolphin MW Cold Iron Starknife Spring-loaded Wrist Sheath #1 - (5) - Wand of CLW [47/50] Spring-loaded Wrist Sheath #2 - (5) - Oil of Bless Weapon Spell Component Pouch x2 (10) Ring of Protection +5 Ring of Sustenance Cracked Dusty Rose Ioun Stone x2 Planar Fork (Crummock's Eden) Boots of Speed MW Backpack: (50)
Belt Pouch: (1)
Scroll of Simulacrum (8HD) - Crummock's Apostles
Coins: 5061gp 8sp 2cp
Slots:
Head: Circlet of Persuasion
Headband: Headband of Alluring Charisma +6 - Celestial: "Even when all hope seems lost, there is always Light." Face: Eyes of the Eagle Neck: Amulet of Natural Armor +2 Shoulders: Cloak of Resistance +5 Chest: Tunic of Careful Casting Body: Habit of the Winter Explorer Belt: Belt of Mighty Constitution +4 Wrists: Spellguard Bracers Hands: Ring #1: Ring of Protection +5 Ring #2: Ring of Sustenance Feet: Boots of Speed Geist, Celestial Siberian Tiger Animal Companion 16:
N Animal
Init +4; Senses: Low-light vision, Scent; Perception +14, +22 if scent-based DEFENSE
+4 morale bonus on Will saves against enchantment spells and effects SR: 18 Resist Acid 15, Resist Cold 15, Resist Electricity 15 OFFENSE
STATISTICS
Dimitri:
LN Humanoid(Human) Fighter(Trench Fighter) 17
Init +11; Senses: Perception +32 DEFENSE
OFFENSE
STATISTICS
Arthur, the Mantis Guard:
LE Colossal outsider (lawful, evil, extraplanar)
Init +21; Senses darkvision 240 ft., deathwatch, true seeing; Perception +27 Defense AC 45, touch 15, flat-footed 32 (+13 Dex, +30 natural, -8 size) hp 382 (17d8+306); regeneration 20 Fort +37, Ref +32, Will +28 Defensive Abilities freedom of movement, improved evasion; DR 10/epic; Immune ability damage, ability drain, blindness, death effects, energy drain, fire, mind-affecting effects, paralysis, poison; Resist acid 10, cold 10, electricity 10; SR 21 Offense Speed 180 ft., climb 80 ft., fly 180 ft. (average) Melee 4 claws +25 (2d8+16/15-20) and bite +23 (4d6+8/15-20) and sting +23 (2d8+6/15-20 plus poison) Ranged 2 spikes +22 (2d8+16/18-20 plus poison) Space 30 ft., Reach 30 ft. Special Attacks create gate, rend 4d8+24 Statistics Str 43, Dex 36, Con 46, Int 6, Wis 24, Cha 20 Base Atk +17; Grapple +49 Feats Awesome Blow, Combat Reflexes, Hover, Improved Bull Rush, Improved Critical (claw, bite, sting), Improved Initiative, Iron Will, Multiattack, Power Attack, Wingover Skills Acrobatics +33, Climb +44, Perception +27, Stealth +17 Languages Infernal SQ savage criticals Special Abilities Create Gate (Su) Once per minute, as a move action, the Mantis Guard can create a portal between planes by raking one of its claws through the air. This duplicates the effects of a gate spell used for planar travel. The gate remains open as long as Arthur concentrates. Deathwatch (Su) The Mantis Guard can sense life and death, as if under the effects of a deathwatch spell at all times. Freedom of Movement (Su) The Mantis Guard is constantly protected by freedom of movement, as per the spell. Improved Evasion (Ex) This ability works like the rogue special ability of the same name. Poison (Su) Injury, Fortitude DC 36, initial and secondary damage 1d4 negative levels. Creatures that are immune to poison can still be affected by this supernatural venom’s secondary damage (not its initial damage), although they gain a +10 circumstance bonus on their saving throw to resist the toxin. The save DC is Constitution-based. Regeneration (Su) Only damage dealt by a creature of demigod or greater status deals lethal damage to the Mantis Guard. Arthur regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Mantis Guard fails its save against a spell or effect that would kill it instantly, the effect instead deals nonlethal damage equal to the Mantis Guard’s full normal hit point total +10 (normally 775 points of damage). The Mantis Guard is also immune to effects that produce incurable or bleeding wounds (such as a clay golem’s cursed wound or a wounding weapon). There are rumors of specific weapons or legendary monsters capable of dealing lethal damage to the Mantis Guard as well. Rend (Ex) If the Mantis Guard hits a creature with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 4d8+24 points of damage. Savage Criticals (Ex) All of Arthur’s natural weapons threaten a critical hit on a roll of 18–20 (and with its Improved Critical feats, these attacks threaten on a 15–20). Any creature the Mantis Guard strikes with a critical hit must make a DC 34 Fortitude save to avoid being stunned for 1 round from the force of the blow. The save DC is Strength-based. Tail Spike (Ex) As a standard action, the Mantis Guard can hurl two poisoned spikes from its stinger. Spikes hurled are replenished immediately. This ranged attack has a range increment of 100 feet. True Seeing (Su) Arthur continuously uses this ability, as the spell. |