![]()
About NephistalDESCRIPTION:
A towering giant with three sets of unnaturally large arms, each of which ends in vicious razor-sharp claws. His pale skin an unusual sight for one of his blood, save for a large bright red patch across his left cheek and down his neck. Clad in black armor and hefting a huge black shield his eyes stare with great intensity and anger towards any living thing that dares gaze his way.
BACKGROUND:
Created by the evil magics of a Nalfashnee named Talshfal, Nephistal was made for fighting in the pits at the Carnival of Pigs. Never having been defeated in the 1200 years of fighting Nephistal eventually became bored of being a gladiator himself but Talshfal refused to release him. Nephistal found the only way to free himself was to rid Oboctus of Talshfal which he did during a following a pit fight, tricking him into coming into the pit and then dismantling him in a fantastic display of violence and bloodshed. Using the rules of possession, Nephistal took over Talshfal's gladiatorial business and was quite successful for a century or so before going though an extended patch of bad luck and misfortune. Nephistal now has only a handful of decent fighting slaves at his small complex outside of the Carnival, constantly fighting against some of the other pit masters that want to force him out of the arena business altogether. The complex itself is built into rock, what would have originally been some caves but over the centuries has been worked out by countless slaves. STATISTICS:
Ousider 15 (Biped), Barbarian 2 (Savage Pugilist), Fighter 3 (Savage Warrior)<-Favored Class CE Huge Outsider (Demon) Init +6; Senses: Perception +25 Str 48 (+19) (16 Base, +6 Biped, +8 Eidolon, +16 Size, +2 Enhc) Dex 18 (+4) (12 Base, +2 Biped, +8 Eidolon, -4 Size) Con 30 (+10) (15 Base, +2 Biped, +8 Size, +5 HD) Int 10 (+0) (14 Base, -4 Biped) Wis 14 (+2) (14 Base) Cha 7 (-2) (7 Base) Languages: Abyssal, Celestial, Draconic, Common, Giant, Ignan, Infernal
DEFENSE:
AC 53 (*59), touch 15, flat-footed 49 (*55) (Nat +32, Dex +4, Arm +6 {*+9}, Shld +2 {*+5}, Def +1, Size -2) {* indicates Magic Vestment cast on item +3 Enhancement} HP: 324 (15d10+150 + 2d12+20 + 3d10+33); current 324/324 Fort +26, Ref +11, Will +13 (+19 vs Enchantment) SR: 31 Immunities: Electricity, Poison Resistance: Acid (10), Cold (10), Fire (10) Other: Improved Evasion OFFENSE:
Spd: 40 ft Reach: 15ft Melee Claws x 6 (x5 when using shield) +38 (1d8+20, 19-20/x2, + Grab) {Bab +20, Str +19, AMF +1, Siz -2} CMB: 41 (49 Grapple) (Bab +20, Str +19, Siz +2) (+8 Grapple) CMD: 56 (58 Grapple) (10, Bab +20, Str +19, Siz +2, Dex +4, Def +1) Rage: +4 Str (+2 Att, +2 Dmg, +2 CMB/CMD), +4 Con (+40 HP), 16 rounds/day 16/16 Power Attack: -6 Att, +12 Dmg Divine Power: +5 Att, +5 Dmg, +1 attack per round with full attack. EVOLUTIONS:
10 - Huge 5 - Improved Natural Armor x 5 (+10 total) 4 - Spell Resistance (31) 4 - Extra Limbs (arms) x 2 2 - Claws x 2 2 - Grab (Claws) 1 - Increase SLA Caster Level +2 (Divine Favor) 28 Total Evolution Points FEATS & TRAITS:
FEATS Improved Unarmed Strike - Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Improved Grapple - Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Greater Grapple - Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. Power Attack - Benefit: You can choose to take a –6 penalty on all melee attack rolls and combat maneuver checks to gain a +12 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Improved Critical (Claw) - Benefit: When using the weapon you selected, your threat range is doubled. Critical Focus - Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits Staggering Critical - Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is 30. The effects of this feat do not stack. Additional hits instead add to the duration. Stunning Critical - Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is 30. The effects of this feat do not stack. Additional hits instead add to the duration. Spell Penetration - Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. Quicken Spell Like Ability (Divine Power) - Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day. Extra Evolution (x2) - Benefit: Your eidolon’s evolution pool increases by 1. TRAITS
SKILLS:
Acrobatics +9 (R:5, Ab:+4, CS:3, Acp:-3) Climb +20 (R:1, Ab:+19 CS:3, Acp:-3) Intimidate: +10 (R:9, Ab:-2, CS:3) Know: Arcana +5 (R:2, CS:3) Know: Planes +23 (R:20, CS:3) Know: Religion +5 (R:2, CS:3) Linguistics: +4 (R:4) Perception: +25 (R:20, Ab:+2, CS:3) Sense Motive: +25 (R:20, Ab:+2, CS:3) Spellcraft: +20 (R:17, CS:3) Stealth: -1 (R:3, Ab:+4, CS:3, Acp:-3, Siz:-8) Swim: +20 (R:1, Ab:+19, CS:3, Acp:-3) DOMAINS:
WAR Granted Powers: Battle Rage (Sp): You can touch a creature as a standard action to give it a +7 bonus on melee damage rolls for 1 round. You can do so 5 times per day. Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat 15 rounds per day. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun HEALING
CLASS LEVELS:
BARBARIAN Fast Movement A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Rage Powers As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. RAGE POWER: Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage. Savage Grapple At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge. FIGHTER Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. Spark of Life At 2nd level, a savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This bonus increases by +1 for every four levels beyond 2nd. Armor Training Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. GEAR:
Cloak of Resistance +1 (1000gp) Ring of Protection +1 (2000gp) Amulet of Mighty Fists +1 (5000gp) MW Breastplate (Huge) (3350gp) MW Heavy Steel Shield (Huge) (230gp) 420gp Belt - +2 Strength, +1 Natural Armor |