Vulture

Vulture King's page

155 posts. Alias of Simeon.


About Vulture King

Stats:

Vulture King CR 20
XP 307,200
Giant vulture oracle 14/Hierophant 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 3 284)
N Large magical beast (augmented animal)
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +39
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Defense
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AC 41, touch 32, flat-footed 31 (+3 deflection, +9 Dex, +1 dodge, +9 natural, -1 size, +10 untyped bonus)
hp 296 (21d8+194)
Fort +28, Ref +29, Will +25; +4 vs. disease
Defensive Abilities hard to kill; DR 20/epic; Resist fire 16; SR 62; divine shield (100 damage)
Immunedisease, poison, stunning, sleep, paralysis, death effects, electricity, cold, acid, banishment,
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Offense
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Speed 80 ft., fly 240 ft. (perfect)
Melee vulture's claw +32/+32/+27/+22 (1d6+7/19-20) or
. . bite +32 (3d6+9 plus grab and forsaken agony), bite +32 (3d6+9 plus grab and forsaken agony)
Ranged divine blast +19 10d10
Space 10 ft.; Reach 5 ft.
Special Attacks disease, inspired spell[MA], mythic power (9/day, surge +1d6)
Oracle Spells Known (CL 14th; concentration +23)
. . 7th (4/day)—mass cure serious wounds, lunar veil[UM] (DC 26), greater restoration, resurrect
. . 6th (6/day)—mass cure moderate wounds, heal, litany of madness[UC], summon monster VI, summon stampede
. . 5th (8/day)—aspect of the wolf[APG], mass cure light wounds, flame strike[M] (DC 24), breath of life, plane shift[M] (DC 24), raise dead
. . 4th (8/day)—blessing of fervor[APG] (DC 23), cure critical wounds, moonstruck[APG] (DC 23), restoration, spiritual ally[APG], tongues
. . 3rd (8/day)—bestow curse (DC 22), chain of perdition[UC], cure serious wounds, dispel magic, magic circle against evil, rage
. . 2nd (8/day)—augury, cure moderate wounds, dust of twilight[APG] (DC 21), hold person (DC 21), pilfering hand[UC], shield other, spiritual weapon[M]
. . 1st (9/day)—bane (DC 20), bless, cure light wounds, doom (DC 20), fumbletongue[UM] (DC 20), protection from chaos, protection from law
. . 0 (at will)—bleed (DC 19), create water, detect magic, guidance, light, mending, resistance, spark[APG] (DC 19), vigor
. . Mystery Lunar
. . M mythic spell
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Statistics
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Str 22, Dex 16, Con 22, Int 14, Wis 19, Cha 29
Base Atk +16; CMB +32 (+36 grapple); CMD 49
Feats Divine Interference[UM], Dodge, Extra Revelation[APG], Great Fortitude, Greater Spell Penetration, Hover, Improved Initiative, Improved Natural Attack (bite), Mythic Spell Lore[M], Spell Penetration, Toughness[M], Weapon Focus (bite)
Skills Acrobatics +13 (+5 to jump), Appraise +12, Bluff +40, Climb +16, Diplomacy +43, Disguise +19, Escape Artist +13, Fly +19, Heal +14, Intimidate +29, Knowledge (history) +26, Knowledge (nature) +26, Knowledge (planes) +26, Linguistics +20, Perception +40, Ride +13, Sense Motive +14, Stealth +13, Survival +19, Swim +16; Racial Modifiers +8 Perception
Languages Abyssal, Aklo, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Infernal, Protean, Sylvan, Proto-Afro-Asiatic
SQ amazing initiative, diseased, divine source[MA], mythic domain[MA], oracle's curse (hunger), recuperation, revelations (eye of the moon, form of the beast, moonlight bridge[APG], prophetic armor, touch of the moon), sustained by faith[MA]
Other Gear vulture's claw, amulet of natural armor +3, headband of mental superiority +4, ring of protection +3
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Damage Reduction (20/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 19) (Su) Forsaken Agony: Bite—injury; save Fort DC 19; onset immediate; frequency 1/day; effect 1d6 Wis drain plus sensory loss; cure 2 consecutive saves. The save DC does not include the +2 bonus from the ximtal’
Diseased (Ex) Foes struck exposed to disease (10% chance).
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Energy Resistance, Fire (16) You have the specified Energy Resistance against Fire under specific conditions.
Fly (50 feet, Average) You can fly!
Form of the Beast IV (Tiny or Large Magical Beast, 18 hour(s)) (Su) Assume the form of a Tiny or Large magical beast (Beast Shape IV, for up to 18 hours.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Gift of Claw and Horn: Get a natural weapon
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Hunger Gain bite attack, but sickened until successfully hit with bite. Cannot benefit from sustenance effects.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonbeam (1d6+9, 9/day, DC 28) (Su) Fire ray of moonlight as ranged touch attack vs. any creature witin 30 ft.
Moonlight Bridge (180 ft., 9/day, DC 28) (Su) Create a 180' bridge of moonlight from your position. It lasts 24h or until you cross it.
Mythic Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (62) You have Spell Resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sustained by Faith (Su) You require no food, water, or sleep. Spend 1 power to not need to breathe for 24 hours.
Touch of the Moon (9 minutes) (Su) Targets healed by your cure spells gain empowered benefit as temp HP.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
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Divine Aura
The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 + the deity’s rank + the deity’s Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine aura is an emanation that extends around the deity in a radius whose size is a function of divine rank. The deity chooses the size of the radius and can change it as a free action. If the deity chooses a radius of 0 feet, its aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist.

The deity can make its own worshipers, beings of its alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The deity can choose from the following effects each round as a free action.

Daze
Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.

Fright
Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve
The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the deity’s foes receive a -4 morale penalty on attack rolls, saves, and checks.

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God Rules:

Portfolio: Pack animals, survival, community
Domains: Travel, Animal, Community
Subdomains: Exploration, Feather, Fur
Favoured Weapon: Dagger or natural attacks

The deity can make its own worshipers, beings of its alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The deity can choose from the following effects each round as a free action.
Daze
Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
Fright
Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Resolve
The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the deity’s foes receive a -4 morale penalty on attack rolls, saves, and checks.

Travel
A deity of rank 1 or higher can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use plane shift as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can only transport itself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the deity in any mode of travel if the deity touches it. The creature’s weight counts against the deity’s weight limit

Salient Divine Abilities:
Mind Of The Beast
Create Object
Divine Blast
Divine Shield
Alter Reality
Control Creatures: Animals
Speak With Creatures: Animals
Improved Spell Resistance

Portfolio Powers
Instrument of the Pack:
Improved Summoning (Animals); can use summon nature’s ally of any level at will
Gift of the Pack:
Spells used to benefit allies are Empowered at no extra cost
Greater Gift of the Pack:
Touch or self only spells can be delivered at a range of Far or to any member of the Returned on the same plane at unlimited range
Heart of the Pack:
Cannot be harmed by animals and grants fast healing 20 to all allies within divine aura