About Malefeasance EfescentWork in Progress
Speed 20 ft.
Unholy light mace +9 (1d6+6+2d6 vs. Good)
gauntlet (from armor) +8 (1d3+5) and
Spell-Like Abilities (CL 6th; concentration +9)
0 (at will)—
1st—
2nd—
3rd—
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Feats and skills:
Feats: Armor Proficiency (Heavy), Command Undead, Craft Magic Arms & Armor, Mounted Combat, Power Attack, Ride-by Attack, Toughness
Armor Rune
Malefeasance also feels a strange disconnect from his source of power, and may now prepare and cast spells regardless of his alignment or alignment-related actions. Skills :
Languages Common, Infernal, Undercommon
Special Abilities:
-------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Evil 3d4 (DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius. Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Command Undead (DC 13) Channel energy can take control of undead. Copycat (10/day) (Sp) Create a single mirror image duplicate
---------------------- Loot:
8,000 GP worth of "materials" for Magic item creation -------------------- gravekinght powers:
Sacrilegious Aura (Su) A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area?such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype?must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function. Armor Class: Natural armor improves by +4. Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points. Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11. The graveknight also gains the following ability. Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days?if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. Attacks: A graveknight gains a slam attack if the base creature didn't have one. Damage for the slam depends on the graveknight's size. Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight's HD + the graveknight's Charisma modifier unless otherwise noted. Channel Destruction (Su) Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality. Devastating Blast (Su) Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality. Undead Mastery (Su) As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead. Special Qualities: A graveknight gains the following. Phantom Mount (Su) Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later. Ruinous Revivification (Su) At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight's life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight's special abilities. Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score. Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks. Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon?s DC).
-------------------- Kodo (familiar):
Devil, Imp (Valet) LE Tiny outsider (devil, evil, extraplanar, lawful) Init +7; Senses darkvision 60 ft.; Perception +9 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural) hp 28 (3d10); fast healing 2 Fort +4, Ref +6, Will +6 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 -------------------- Offense -------------------- Speed 20 ft., fly 50 ft. (perfect) Melee sting +8 (1d4) and unarmed strike +8 (1 nonlethal) Space 2.5 ft.; Reach 0 ft. Special Attacks poison Spell-Like Abilities (CL 3rd; concentration +5) At will—detect good, detect magic, invisibility 1/day—augury, suggestion 1/week—commune —prestidigitation -------------------- Statistics -------------------- Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 14 Base Atk +3; CMB +4; CMD 14 Feats Improved Initiative, Weapon Finesse Skills Acrobatics +8 (+4 jump), Bluff +8, Diplomacy +3, Disable Device +6, Disguise +5, Escape Artist +4, Fly +21, Knowledge (arcana) +5, Knowledge (history) +2, Knowledge (planes) +7, Knowledge (religion) +4, Perception +9, Ride +7, Sense Motive +7, Sleight of Hand +6, Spellcraft +7, Stealth +20 Languages Infernal, Undercommon SQ able assistant, change shape (boar, giant spider, rat, or raven, beast shape i), hero points, improved evasion, teammate -------------------- TRACKED RESOURCES -------------------- Augury (1/day) (Sp) - 0/1 Commune (1/week) (Sp) - 0/1 Suggestion (1/day) (Sp) - 0/1 -------------------- Special Abilities -------------------- Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness. Cooperative Casting
-------------------- Podo (animal Companion):
Imp LE Tiny outsider Init +5; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 22, touch 17, flat-footed 17 (+5 Dex, +2 size, +5 natural) hp 30 () Fort +2, Ref +10, Will +6 (+4 morale bonus vs. Enchantment spells and effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 20 ft., fly 50 ft. (perfect) Melee +1 shock falchion +9/+4 (1d4+8/18-20+1d6 electricity) and sting +6 (1d4+2) and unarmed strike +11/+6 (1+5 nonlethal) Space 2.5 ft.; Reach 0 ft. Special Attacks poison Spell-Like Abilities (CL 6th; concentration +8) Constant—detect good, detect magic At will—doom, invisibility (self only) 1/day—suggestion (DC 15) 1/week—commune -------------------- Statistics -------------------- Str 12, Dex 20, Con 10, Int 13, Wis 12, Cha 14 Base Atk +6; CMB +9; CMD 20 Feats Piranha Strike, Weapon Finesse, Weapon Focus (falchion) Skills Acrobatics +11 (+7 jump), Bluff +11, Escape Artist +11, Fly +26, Perception +10, Sense Motive +10, Stealth +22 Languages Celestial, Draconic, Infernal, Undercommon; telepathy 50 ft. SQ alternate form, change shape (boar, giant spider, rat, or raven, beast shape i), devotion, hero points Other Gear +1 shock falchion -------------------- TRACKED RESOURCES -------------------- Commune (1/week) - 0/1 Detect Good (Constant) - 0/0 Detect Magic (Constant) - 0/0 Invisibility (self only) (At will) - 0/0 Suggestion (1/day) - 0/1 -------------------- Special Abilities -------------------- Alternate Form (Cat) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form. Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar. Darkvision (60 feet) You can see in the dark (black and white vision only). Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments. Doom (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities. Evasion (Ex) No damage on successful reflex save. Flight (50 feet, Perfect) You can fly! Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons. Poison: Sting-Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd rd; effect Dex; cure 1 save. Telepathy (50 feet) (Su) Communicate telepathically if the target has a language. |