Need a quick verification I formatted this right for PFRPG npc block


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i need to now if i stat blocked this right i don't need feed back yet on the npc its self i know the tactics and background is not done i am mainly worried on the formatting and yes i know the bold sections are not their they did not copy over

Mythan van sithdren cr 14
XP 38400
Female elf fighter 2, sorcerer 6, eldritch knight 6
AL Ne medium humanoid (elf)
Init +5; Senses: lowlight; Perception +2
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Defense
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AC 30, touch 17, flat-footed 24 (+10 armor, +4 deflection, +5 Dex, +1 dodge)
Hp 103 (2d10+6d6+6d10+28)
Fort +10, Ref +10, Will +7
Defensive Abilities evasion, + 1 will vs. fear +2 will vs. enchantments, +2 luck vs. poisons (spider), If you move more than 5 feet this turn, you gain
20% concealment for 1 round against ranged attacks. Immune sleep; web Resist electrical (10)

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Offense
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Speed 20 ftx4.1/2 speeds in webs Climb 20ft

Melee +2 Brilliant energy bastard sword of shock +18/+`13/+8 (1d10+8+1d6 (electrical))

Bloodline Spell-Like Abilities (CL 11th; concentration +17)

10/day Electrical elemental ray (sp) -ranged touch attack (1d6+5)

Sorcerer Spells Known (CL11th; concentration +17) spell failure rate 15/0
5th (5/day) -- Cone of Cold(dc 22), Telekinesis (dc 22 ,cmb 18)
4th (7/day) -- Elemental Body I, Globe of Invulnerability, Lesser, Wall of Fire (dc21)
3rd (8/day) -- dispel magic lighting bolt (dc 20), non detection, Suggestion (dc 20),
2nd (8/day) -- Blur, Darkvision, Invisibility, Protection from Arrows, Rope Trick, Scorching Ray*,
1st (8/day) -- burning hands*(dc 18), Enlarge person, expedious retreat, feather fall, jump, sleep(dc 18)
0--Detect Magic, Mage Hand, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue (dc 17)

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Statistics
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Str 19, Dex 20, Con14, Int 12, Wis 10, Cha 25
Base Atk +11; CMB +15; CMD 35
Feats Arcane Armor Mastery(b) , Arcane Armor Training , Armor Proficiency (Heavy) , Armor Proficiency (Light) , Armor Proficiency (Medium) , Dodge , Eschew Materials , Exotic Weapon Proficiency(bastard sword)(b), Greater Weapon Focus (bastard sword), Mobility , Shield Proficiency , Spring Attack , Weapon Focus (bastard sword) (b), Weapon Specialization (bastard sword) , Wind Stance(b)
Skills Acrobatics +4, Climb +20, Fly +17, Knowledge (arcane) +10, Spellcraft +17, Swim +6 Racial Modifiers +8 climb
Traits Deft Dodger (Combat) - +1 reflex saves Focused Mind (Magic) - +1 on Concentration checks. Concentration is always a class skill for you
Languages Common, Draconic, Elven
SQ (elemental bloodline (air))
Combat Gear +4 mithril breastplate, +2 brilliant energy batared sword of shock,+4 ring of protection, ring of evasion; Cloak of arachnid, 3 potions of cure moderate wounds +4 Belt of physical perfection ,+6 Headband of alluring charisma Other Gear
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Special Abilities
BRAVERY (ex) - As a fighter of level 2 you get +1 bonus to will saves vs. fear.
DIVERSE TRAINING (ex) - An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats. He also adds his level to any levels in an arcane spell casting class for the purpose of meeting the prerequisites for feats
Bloodline spell modification (Su) both burning hands and scorching ray are converted to electrical damage and subtype is electrical
Arcane Armor Mastery (ex) (swift) as a swift action reduce spell failure by 20% for one round
Evasions (su) on a successful reflex save take no damage instead of half

Elemental body I stats modifiers all give darkvison 60ft
Air elemental: Dex 22 reflex +11, ac 32 touch 17, flat 26 (+2 natural) whirlwind (10–20 ft. high, 1d4+4 damage, DC12); fly 60 perfect
Earth elemental: Str 21 +1 to melee damage ac 34 touch 17 flat 26 (+4 natural) earth glide
Fire elemental: Dex 22 reflex +11, ac 32 touch 17, flat 26 (+2 natural), resist fire 20, vulnerability to cold, burn (1d4, DC 11)
Water elemental con 16 fort 11 hp 117 ac 34 touch 17 flat 26 (+4 natural). Swim 60 feet, vortex (10–20 ft. high, 1d6+4 damage, DC13); water breathing

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for additional 1d 4 rounds at the start of its turn (DC 10 + 1/2 burning creature’s racial HD + burning creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvison, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. It’s burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Vortex (Su) water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

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