Garuda-Blooded Aasimar

Tru Faith's page

8 posts. Alias of WerePox47.


RSS


I also have change shape, so a human apperance is most likely..


I can drop my class if you wish, i thought the game plan was to build a CR 25 guy, or have 25 class levels.. Im positive i can build a 25th level barbarian that can outdamage any of the monsters listed so far.. He would also have as high of saves and more hp probably.. Ive never played a monster pc before is why i selected the Solar.. The only thing hes really getting from 2 levels of pally is cha to saves, which is nice but not game breaking imo.. Whats giving him the most boost to power level is 1.5 mill in gear and max hp..


Alright ill leave him at 2 levels of paladin.. The extra level isnt that big of an increase.. A couple of immunities, hps, feat, skills etc.. Although i will battle between advancing him over taking another level of pally at 26th..

As far as an all dragon party, im pretty sure Tru could keep up with any dragon, so i would prefer just just keep him..


Spoilering my crunch on here..

Tru:

Tru Faith
Male Angel, Solar Paladin (Oath of Vengeance, War of the Holy Light) 2
LG Large Outsider (angel, extraplanar, good)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +38
Aura protective aura +4 (20 feet)
--------------------
Defense
--------------------
AC 55, touch 18, flat-footed 52 (+14 armor, +3 Dex, -1 size, +24 natural, +5 deflection)
hp 624 (24d10+384); regeneration 15
Fort +50, Ref +34, Will +47; +4 bonus vs. poison
Defensive Abilities fortification 75%; DR 15/epic, 15/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10, poison resistance +4; SR 36
--------------------
Offense
--------------------
Speed 35 ft., flight (150 feet, good)
Melee +5 Keen, Phase Locking Adamantine Falchion +44/+39/+34/+29 (2d6+29/15-20/x2) and
Slam (Angel, Solar) +34 (2d8+7/x2)
Ranged +5 Adaptive Elysian Bronze Composite longbow +36/+31/+26/+21 (2d6+21/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks smite evil (2/day), Slaying Arrow (DC 20)
Spell-Like Abilities: Concentration +31 (DC 14+Level)
Aid (At will), Animate Objects (At will), Charm Monster, Mass (3/day), Commune (At will), Continual Flame (At will), Detect Evil (At will), Detect Evil (Constant), Detect Snares and Pits (Constant), Dimensional Anchor (At will), Discern Lies (Constant), Dispel Magic, Greater (At will), Earthquake (3/day), Holy Smite (At will), Imprisonment (At will), Invisibility (self only) (At will), Permanency (3/day), Power Word Blind (1/day), Power Word Kill (1/day), Power Word Stun (1/day), Prismatic Spray (1/day), Quicken Spell-Like Ability (Heal) (3/day), Quicken Spell-Like Ability (Blade Barrier) (3/day), Remove Curse (At will), Remove Disease (At will), Remove Fear (At will), Resist Energy (At will), Restoration, Greater (1/day), Restoration, Lesser (At will), Resurrection (3/day), Speak with Dead (At will), Summon Monster VII (At will), True Seeing (Constant), Waves of Exhaustion (3/day), Waves of Fatigue (At will), Wish (1/day)
Cleric Spells Prepared (CL 20): Concentration +31
9 (6/day) Heal, Mass (x2), Miracle (x2) (DC 30), Righteous Might, Quick, Spell Immunity, Greater Communal
8 (6/day) Fire Storm (DC 29), Cure Critical Wounds, Mass (x2), Divine Power, Quick, Antimagic Field, Nine Lives
7 (6/day) Cure Serious Wounds, Mass, Regenerate, Resist Energy, Communal, Quick, Dispel Magic, Quick (x2), Jolting Portent
6 (6/day) Banishment (DC 27), Heal, Heroes' Feast, Undeath to Death (DC 27), Antilife Shell, Silence, Quick (DC 23)
5 (7/day) Break Enchantment (DC 26), Righteous Might, Breath of Life (x2) (DC 26), Plane Shift (DC 26), Divine Favor, Quick, Fickle Winds
4 (7/day) Blessing of Fervor (DC 25) (x2), Spell Immunity, Cure Critical Wounds, Death Ward, Divine Power, Freedom of Movement
3 (7/day) Cure Serious Wounds (x2), Invisibility Purge, Dispel Magic, Daylight, Delay Poison, Communal, Resist Energy, Communal
2 (7/day) Consecrate, Cure Moderate Wounds, Zone of Truth (DC 23), Augury, Blinding Ray (DC 23), Grace (x2)
1 (8/day) Divine Favor, Liberating Command (x2), Bless, Deathwatch, Cure Light Wounds (x2), Clarion Call
0 (at will) Stabilize, Detect Poison, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 42, Dex 26, Con 42, Int 27, Wis 37, Cha 38
Base Atk +24; CMB +41 (+45 Sundering); CMD 60 (64 vs. Sunder)
Feats: Critical Focus, Deadly Aim -7/+14, Divine Interference, Greater Sunder, Improved Initiative, Improved Sunder, Power Attack -7/+14, Quicken Spell, Quicken Spell-Like Ability (Heal) (3/day), Quicken Spell-Like Ability (Blade Barrier), Quick Draw, Stunning Critical (DC 34)
Skills: Acrobatics +5, Climb +12, Craft (Weapons) +32, Diplomacy +37, Escape Artist +5, Fly +34, Handle Animal +17, Heal +15, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (history) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (nobility) +16, Knowledge (planes) +31, Knowledge (religion) +31, Perception +38, Profession (soldier) +18, Ride +5, Sense Motive +35, Spellcraft +31, Stealth +28, Survival +37, Swim +12
Languages: Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Halfling, Infernal, Necril; truespeech
SQ: aura of good, change shape (alter self), determination (1/day), fortification (heavy), lay on hands (1d6) (15/day), phase locking, slaying arrow
Combat Gear Dazing metamagic rod (3/day), Boots of teleportation, Extend metamagic rod (3/day), Extend metamagic rod (lesser) (3/day), Extend metamagic rod (lesser) (3/day), Quicken metamagic rod (greater) (3/day); Other Gear +5 Determination, Fortification (heavy) Mithral Fullplate, +5 Adaptive Elysian Bronze Composite longbow, +5 Keen, Phase Locking Adamantine Falchion, Amulet of natural armor +5, Belt of physical perfection +6, Cloak of resistance +5, Glove of storing, Headband of mental superiority +6, Manual Con +4, Manual Str +4, Ring of protection +5, Ring of spell turning (3/day), Silver smite bracelet, Third eye, Tome of Cha +5
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Change Shape (alter self) (Su) You can change your form.
Critical Focus +4 bonus to confirm criticals
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing metamagic rod (3/day) The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.
Deadly Aim -7/+14 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Extend metamagic rod (3/day)
Extend metamagic rod (lesser) (3/day)
Flight (150 feet, Good) You can fly!
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Lay on Hands (1d6) (14/day) (Su) You can heal 1d6 damage, 14/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Phase Locking On hit, dimensional anchor on foe for 1 rd.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Protective Aura +4 (20 feet) (Su) Defense against evil creatures and lesser globe of invulnerability.
Quicken metamagic rod (greater) (3/day)\
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quicken Spell-Like Ability (Heal) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Quicken Spell-Like Ability (Blade Barrier) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Regeneration 15 Heal HP quickly and cannot die.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Silver smite bracelet The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.
Slaying Arrow (Su) A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Smite Evil (3/day) (Su) +13 to hit, +7 to damage, +13 deflection bonus to AC when used.
Spell Resistance (36) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

He's pretty much finished unless i made a mistake, which is possible, although i used Herolab so.. One question though, I realize that paladin is a key class for angels, but with only 2 levels herolab put him at a cr 24.. With 3 hes a CR 25.. What would the GMs like me to do? Given the other level i would likely just advance him..


Moff Vixen Sorcerer is considered a key class for dragons, so each level will add +1cr.. Advanced will add +1cr.. Base Cr is 19+7 would put you at a cr 26.. I believe you would only get 5 levels of sorc.. But those stack with your innate levels so still gtg..

Adding 1.5 million gp in gear should spice you up quite abit though :)..


Ok i updated Tru's crunch.. Solar Paladin 2(Oath of Veng/War of Holy Light), Archangel of Ragathiel..


I forgot classes that fit the monster add +1cr per level.. I was going off the standard level -1.. So ill change him to only 2 levels of pally.. Or i could advance him and add only 1 level of pally.. Might wait till 26th for that.. Ill modify him tm..

Before i do are the gms ok with me playing a Solar Paladin? If not ill just do a Half-Celestial Paladin of some sort.. Really wanna play the solar though.. There just cool!


I saw other peeps making monster race stuff, so i figured was cool.. Always wanted to play a Solar..

I vote start at a CR 25, 25 point buy for normal races, normal stat mods for monsters +level ups points etc..

Progression wise i say keep it the same.. +1 feat at odds, +1 ability score every 4 levels.. I say let spellcasters have higher level spell slots at the same progression, but only allow metamagic spells to be used in them.. Up to 14th level, so quicken 9th could happen.. Saves and BAB continue with normal class progression..

Wealth just progress the normal WBL chart for a 25th level guy..

This is my current build for inspection.. Info in his profile..