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About Exi Tiflo Nonx Vesprosh Gabveonstat block:
Exi Tiflo Nonx Vesprosh Gabveon Bosh
Male samsaran shaman 9 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 4 230) CG Medium humanoid (samsaran) Init -1; Senses darkvision 30 ft., low-light vision, see in darkness; Perception +18 -------------------- Defense -------------------- AC 19, touch 9, flat-footed 19 (+7 armor, -1 Dex, +3 shield) hp 82 (9d8+34) Fort +7, Ref +4, Will +13; reroll any failed compulsion at end of turn, +2 vs sicken or nauseate, +3 vs a spell (1/scenario), +2 vs. death effects, negative energy effects, negative levels Defensive Abilities lifebound -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee cestus +3/-2 (1d4-2/19-20) or . . dagger +3/-2 (1d4-2/19-20) Special Attacks hexes (alien summons, evil eye, flight[APG]), touch of the void, wandering hex (pierce the veil) Spell-Like Abilities (CL 9th; concentration +12) . . 1/day—comprehend languages, deathwatch, stabilize Shaman Spell-Like Abilities (CL 9th; concentration +14) . . At will—feather fall (self only), fly (self only) . . 1/day—levitate (self only) Shaman Spells Prepared (CL 9th; concentration +14) . . 5th—summon monster V (2); animal growth[S] (DC 20) . . 4th—emergency force sphere, strong jaw[APG] (DC 19), summon monster IV; black tentacles[S] or grove of respite[S,APG] . . 3rd—haste, slow (DC 18), stinking cloud (DC 19); speak with plants[S] . . 2nd—false life (2), merge with familiar[UW], shield companion[ACG]; barkskin[S] . . 1st—charm person (DC 16), command (DC 16), obscuring mist, protection from evil, summon nature's ally I; charm animal[S] (DC 16) or entropic shield[S] . . 0 (at will)—create water, detect magic, read magic, stabilize . . S spirit magic spell; Spirit Dark tapestry Wandering Spirit Nature -------------------- Statistics -------------------- Str 7, Dex 8, Con 12, Int 16, Wis 21, Cha 16 Base Atk +6; CMB +4; CMD 13 Feats Alertness, Augment Summoning, Heighten Spell, Improved Familiar, Spell Focus (conjuration), Spirit Talker[ACG] Traits dangerously curious, resilient Skills Bluff +8 (+10 vs Hellknights), Diplomacy +20 (+25 vs pirates, aquatic creatures, +21 Andoran citizens (any CHA-based check), +22 vs Hellknights), Disable Device +0, Disguise +6, Handle Animal +10, Heal +9, Intimidate +6 (+8 vs Hellknights), Knowledge (nature) +13 (+15 1/scenario), Knowledge (planes) +13 (+15 1/scenario), Knowledge (religion) +13 (+15 1/scenario), Perception +18, Sense Motive +9, Spellcraft +17, Survival +11, Swim -4, Use Magic Device +21 Languages Ancient Osiriani, Azlanti, Common, Samsaran, Terran, Thassilonian SQ horrific glimpse, mystic past life[ARG], spirit animal (lyrakien named Starlight), storm burst Combat Gear scroll of animal growth, scroll of breath of life, scroll of shrink item (x2), scroll of strong jaw, scroll of summon swarm, wand of bless (50 charges), wand of cure light wounds (50 charges), wand of glitterdust (25 charges), oil (10); Other Gear +1 breastplate, +1 heavy wooden shield, cestus[APG], dagger, boots of striding and springing, circlet of persuasion, cloak of resistance +2, dull grey ioun stone, handy haversack, headband of mental prowess +2 (Int, Wis), lesser talisman of freedom[OA], ring of sustenance, sleeves of many garments[UE], traveler's any-tool[UE], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, silk rope (50 ft.), wrist sheath, spring loaded, wrist sheath, spring loaded, 31,348 gp, 5 sp -------------------- Special Abilities -------------------- Alien Summons (Su) 1 creature summoned/called arrives with the advanced template & is immune to crits/precision. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Darkvision (30 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -4 (8 rounds, DC 19) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach. Heighten Spell Increases spell level to effective level desired. Horrific Glimpse (1/day) (Sp) Gain effects of contact other plane. Then use phantasmal killer (plus 1d4+1 Wisdom damage). Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mystic Past Life (Shaman) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t Pierce the Veil (Su) Gain 30 ft darkvision, or increase darkvision by 30, See perfectly in darkness of any kind. See in Darkness See perfectly in darkness of any kind, including magical darkness. 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 (Conjuration) Spells from one school of magic have +1 to their save DC. Spirit Animal (spirit animal (lyrakien named Starlight)) If spirit animal is slain, cannot use spirit magic or prepare new spells. Spirit Talker (1/day) Gain hex from shaman spirit for 24 hours. Storm Burst (6/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 3 rd. Touch of the Void (1d6+4 cold damage, 6/day) (Su) Standard action, melee touch attack deals cold damage. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Botting Exi and Starlight:
Exi will typically cast Summon Monster X to summon an advanced creature, then he and Starlight will buff them with spells/scrolls. Exi buff spells: Animal Growth, Strong Jaw, Haste, Barkskin (+4) Starlight has a UMD of +17.
SMV Advanced Celestial Ankylosaurus:
Thick bony plates armor the domelike back of this quadrupedal dinosaur, its powerfully muscled tail ending in a bony club. -------------------- V Ankylosaurus (dinosaur) CR 8 XP 4,800 Male celestial advanced ankylosaurus (Pathfinder RPG Bestiary, 83) N Huge animal Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +16 -------------------- Defense -------------------- AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, -2 size) hp 115 (10d8+70) Fort +16, Ref +9, Will +6 DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 13 -------------------- Offense -------------------- Speed 30 ft. Melee tail slap +18 (3d6+18) Space 15 ft.; Reach 15 ft. Special Attacks smite evil -------------------- Statistics -------------------- Str 35, Dex 14, Con 25, Int 2, Wis 17, Cha 12 Base Atk +7; CMB +21 (+23 bull rush, +23 overrun); CMD 33 (35 vs. bull rush, 35 vs. overrun) Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail slap) Skills Perception +16 SQ stun -------------------- Ecology -------------------- Environment warm forests and plains Organization solitary, pair, or herd (3-12) Treasure none -------------------- Special Abilities -------------------- 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 only). Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +1 to hit, +10 to damage when used. Spell Resistance (13) You have Spell Resistance. Stun (DC 27) (Ex) The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The DC is Strength-based. -------------------- Adjustments -------------------- Power Attack tail slap +16 (3d6+24) Smite Evil tail slap +19 (3d6+28) PA+SE tail slap +17 (3d6+34) Strong Jaw increase to (6d6) chronicles |