![]() About SkuldaSkulda CR 25
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Fort +28, Ref +28, Will +33
Defensive Abilities: Death ward, fated, foresight, mind blank, never surprised or flat-footed, Evasion; Immune cold, disease; Resist acid 30, electricity 30, fire 30 ------------
Melee
Touch +24 (energy drain) Space 10 ft.; Reach 10 ft. Storm Giant Form:
Space 15 ft.; Reach 15 ft. Speed: 50 ft. Fly 90 ft. (+25) Swim 40 ft. AC:65 HP:445 Shears (PA) +30/+30/+25 (1d8+30/15-20 plus energy drain) Immune Electricity ------------
At will—bestow curse (DC 29), divination, greater dispel magic, geas/quest, vision, wind walk (self only) 3/Day- quickened greater dispel magic 1/day—maze, moment of prescience, quickened phantasmal killer (DC 30), power word kill, time stop, weird (DC 35) (CL 21, concentration 33)
1/Day - bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite (DC 30), remove disease, dispel evil, holy word (DC 33), hallow, mass charm monster (DC 34), summon monster IX, resurrection ------------
Feats: Combat Expertise, Combat Reflexes, Disarming Strike, Furious Focus, Greater Disarm, Improved Disarm, Improved Grapple (Bonus), Improved Unarmed Strike, Power Attack, Stunning Fist, Vital Strike, Quicken Spell-Like Ability (phantasmal killer), Quicken Spell-Like Ability (greater dispel magic), Deflect Arrows (bonus) Feat Progression:
1st:Combat Expertise 3rd:Combat Reflexes 5th:Power Attack 7th:Furious Focus 9th:Improved Disarm 11th:Improved Bull Rush 13th:Greater Disarm 15th:Vital Strike 17th:Awesome Blow 19th:Disarming Strike 21st:Quicken Spell Like (greater dispel magic), Stunning Fist (Bonus), Improved Unarmed Strike (Bonus), Improved Grapple (Bonus) 22nd:Deflect Arrows (Bonus) Skills :Acrobatics +33 (21 ranks, 8 dex, 3 class), Bluff +39 (21 ranks, 16 cha, 3 class), Diplomacy +39 (21 ranks, 16 cha, 3 class), Disable Device +31 (21 ranks, 8 dex, +2 tools), Fly +30 (17 ranks, 8 dex, 4 maneuverability, 3 ranks, -2 size), Knowledge (Arcana) +25 (11 ranks, 11 int, 3 class), Knowledge (History) +27 (13 ranks, 11 int, 3 class), Knowledge (local) +25 (11 ranks, 11 int, 3 class), Knowledge (Nature) +25 (11 ranks, 11 int, 3 class), Knowledge (Planes) +27 (13 ranks, 11 int, 3 class), Knowledge (Religion) +25 (11 ranks, 11 int, 3 class), Linguistics +32 (21 ranks, 11 int), Perception +37 (21 ranks, 13 wis, 3 class), Sense Motive +37 (21 ranks, 13 wis, 3 class), Stealth +32 (21 ranks, 8 dex, 3 class), Spellcraft +32 (21 ranks, 11 int), Swim +20 (5 ranks, 12 strength, 3 class), Use Magic Device +33 (14 ranks, 16 cha, 3 class) Languages Common, Giant, Sylvan; tongues ------------
Fated (Su):A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks. Shears (Su):A norn's shears function as a +5 mithral keen speed scimitar, but only for a norn. Shift Fate (Su):As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll. Snip Thread (Su):As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 36 for half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based Smite Evil (Su):Once per day, as a swift action, a half-celestial can call out to the powers of good to aid her in her struggle against evil. As a swift action, they choose one target within sight to smite. If this target is evil, the they add their Cha bonus (+16) to their attack rolls and adds their hit dice (21) to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. The smite evil effect remains until the target of the smite is dead or the next time they rest and regain their uses of this ability. Stunning Fist (Ex) (6/Day): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 33), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Incorporeal Form (10 rounds/day; shadowform belt):As a swift action, its wearer can become incorporeal. While incorporeal, he does not gain a deflection bonus to AC based on his Charisma, but his natural armor bonus is converted to deflection bonus. The wearer can remain incorporeal for up to 10 rounds per day. The rounds need not be consecutive. Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100). Boots of Teleportation:Any character wearing this footwear may teleport three times per day, exactly as if she had cast the teleport spell. ------------
Worn Gear:
Handy Haversack - 2000 GP
Used Items:
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