Balor

Skärbründ's page

51 posts. Alias of Seth86.


About Skärbründ

Skarbrund
Male half-balor human (pureblooded Azlanti) fighter (steelbound fighter) 6/magus (bladebound) 6/gestalt 6/Champion 1 (Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder Player Companion: Haunted Heroes Handbook 22, Pathfinder RPG Ultimate Magic 9, 47)
NE Large outsider (humanoid, human, native)
Init +6; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 30, touch 16, flat-footed 25 (+9 armor, +2 deflection, +5 Dex, +4 natural, +1 shield, -1 size)
hp 98 (6d10+53); fast healing 5 (Regeneration)
Fort +20, Ref +15, Will +19 (+2 vs. fear)
Defensive Abilities hard to kill; DR 5/good, 5/magic; Immune fire, poison; Resist acid 10, cold 10, electricity 10; SR 18
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee black blade +18/+13 (2d6+21/×3 plus 1d6 fire) or
. . steelbound weapon +18/+13 (2d6+24/×3 plus 1d6 fire and 2d6 vs. Human) or
. . bite +12 (2d6+10 plus 1d6 fire), 2 claws +12 (1d8+10 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks arcane pool (+2, 9 points), champion's strike (sudden attack), magus arcana (disruptive[UC], familiar[UM]), mythic power (5/day, surge +1d6), smite good, spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 6th; concentration +11)
. . 3/day—darkness, poison (DC 19), scorching ray, unholy aura
. . 1/day—blasphemy (DC 21), fire storm (DC 22), greater teleport, summon monster IX (fiends only), telekinesis (DC 20), unholy blight (DC 19)
Magus (Bladebound) Spells Prepared (CL 6th; concentration +12)
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Statistics
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Str 38, Dex 20, Con 26, Int 22, Wis 24, Cha 20
Base Atk +6; CMB +19; CMD 38
Feats Advanced Armor Training, Alertness, Death From Above[M], Disruptive, Double Slice, Forge Ring, Improved Two-weapon Fighting, Power Attack[M], Two-weapon Defense, Two-weapon Fighting, Vile Leadership[UI], Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Traits bloody-minded, scorned by magic, seeker
Skills Climb +18, Craft (armor) +17, Craft (jewelry) +17, Fly +16, Intimidate +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (planes) +15, Perception +19, Sense Motive +9, Spellcraft +15, Survival +16, Swim +18, Use Magic Device +12
Languages Abyssal, Azlanti, Celestial, Common, Daemonic, Elven, Infernal, Undercommon
SQ armor training 1, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, extra mythic feat[MA], steelbound awakening, steelbound weapon
Other Gear +3 mithral agile breastplate[APG], belt of giant strength +2, cloak of quick reflexes +2/+3[MA], effortless lace, ring of protection +2, ring of sustenance, magus starting spellbook, masterwork armorsmithing tools, masterwork jewelrycrafting tools, hireling, +1 mithral chain shirt barding, balor's lash
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Special Abilities
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Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death from Above [Mythic] When charging from higher ground or flying, +2 to crit multiplier (max x6) and free trip on a hit.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disruptive +4 DC to cast defensively for those you threaten.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 5 (Regeneration) (Ex) Heal damage every round unless you are killed, but only in certain situations.
Fly (60 feet, Good) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Master Armorer (Ex) Treated as having Craft Magic Arms and Armor and Master Craftsman feats for making magic armor.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Good (1/day) (Su) +5 to hit, +6 to damage, +5 deflection bonus to AC when used.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Resistance (18) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Steelbound Awakening (Su) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.
Steelbound Weapon (Battleaxe) (Ex) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Vile Leadership (score 11) You attract villainous companions and followers.

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Lillend:

Lillend CR –
Female half-succubus human bard (lotus geisha) 3 (Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder Player Companion: Dragon Empires Primer)
NE Medium outsider (humanoid, human, native)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 natural)
hp 33 (3d8+9)
Fort +3, Ref +7, Will +4
DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 14
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee balor's lash +6 (1d3+3 nonlethal plus 1d6 fire) or
. . bite -1 (1d6+1), 2 claws -1 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with balor's lash)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +1), passion, smite good
Spell-Like Abilities (CL 3rd; concentration +8)
. . 3/day—darkness
. . 1/day—detect thoughts (DC 17)
Bard (Lotus Geisha) Spells Known (CL 3rd; concentration +8)
. . 1st (5/day)—aphasia[UI] (DC 17), charm person (DC 17), hideous laughter (DC 17), implant urge (DC 17)
. . 0 (at will)—detect magic, mage hand, message, prestidigitation, summon instrument, unwitting ally[APG] (DC 16)
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Statistics
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Str 14, Dex 18, Con 14, Int 16, Wis 12, Cha 20
Base Atk +2; CMB +4; CMD 18
Feats Diehard, Endurance, Spell Focus (enchantment), Weapon Focus (whip)
Skills Bluff +11, Diplomacy +11, Disguise +11, Fly +8, Heal +4, Intimidate +11, Knowledge (religion) +9, Perception +7, Sense Motive +7, Spellcraft +9, Stealth +10
Languages Celestial, Common, Infernal, Undercommon
SQ change shape (humanoid of same size, alter self), enrapturing performance, versatile performance (dance)
Other Gear +1 mithral chain shirt, balor's lash
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Special Abilities
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Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Change Shape (humanoid of same size, alter self, 1/day) (Su) You can change your form.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Enrapturing Performance (standard action) (Su) Performance affects only 1 target, but +2 DC or +1 to morale bonus.
Fly (60 feet, Good) You can fly!
Immunity to Poison You are immune to poison.
Passion (3/day, DC 18) (Su) Bestow 1 negative level on grappled mortal or one lured into an "act of passion".
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (14) You have Spell Resistance.
Versatile Performance (Dance) (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

XiXik:

Arcane Familiar CR –
Imp (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +10
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Defense
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AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 46 (3d10); fast healing 2
Fort +5, Ref +6, Will +6
Defensive Abilities improved evasion; DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +11 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Spell-Like Abilities (CL 6th; concentration +8)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 1/day—augury, suggestion (DC 15)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +7; CMD 18
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +9 (+5 to jump), Bluff +8, Climb +4, Fly +24, Intimidate +8, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +10, Spellcraft +10, Survival +7, Swim +4, Use Magic Device +6
Languages Common, Infernal; speak with master
SQ change shape (boar, giant spider, rat or raven; beast shape I), empathic link
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Special Abilities
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Change Shape (boar, giant spider, rat or raven; beast shape I) (Su) You can change your form.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
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.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 15) (Ex) Sting—injury; save Fort DC 15; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.