Luz RPG Superstar 2011 Top 32 |
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I've been running my group through Maure Castle using PF rules, converting on the fly for the most part. I anticipate they will encounter Yug-Anark in our next game so I decided to give her a complete conversion to make her a more formidable melee-style cleric for a party of six. This is not an optimized build and I also made some changes to her weapon of choice, feats, spells, and magic items. As much as I love a rod of flailing, I went with a heavy flail as her god's favored weapon - I just couldn't justify the feat investment, price, and attack penalties to keep it. I also used Lamashtu's domain selection for Yeenoghu, since they are both the patron of gnolls. Finally, our group uses only the core and APG (although I snuck the Guided Hand feat from UC for this).
She turned out quite tough, although I suspect a party of six will bring her down eventually. Note that I included a lot of her buffs into her statblock, I can provide a breakdown of all her buffs if needed. Still, another opinion is always helpful so please feel free to offer any feedback.
XP 19,200
Dungeon #112 39
Female advanced gnoll cleric 15
CE Medium humanoid (gnoll)
Init +3; Senses darkvision 60 ft. true seeing; Perception +22
Aura chaotic evil
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DEFENSE
AC 33, touch 15, flat-footed 32 (+11 armor, +4 shield, +1 Dex, +3 natural, +4 deflection from shield of faith)
hp 208 (17d8+117 plus 11 temporary hit points from aid spell)
Fort +22 Ref +11 Will +19 (+3 resistance bonus from wrathful mantle included)
DR 10/good (with righteous might) and 10/adamantine (with stoneskin); SR 27 (with spell resistance)
Immune ray of enfeeblement, lightning bolt, touch of idiocy (from spell immunity)
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OFFENSE
Spd 30 ft. (air walk)
Melee +1 conductive spell storing heavy flail +21/+16/+11 (1d10+17/19-20)
With righteous might and divine power: +1 conductive spell storing heavy flail +25/+20/+15/+25 (2d8+25/19-20)
Space 5ft. (10 ft. with righteous might) Reach 5 ft. (10 ft. with righteous might)
Special Attacks channel negative energy 8/day (10d6, Will DC20), chaos blade (grant weapon anarchic weapon quality for 7 rounds, 2/day), ferocious strike (add +7 damage to melee attacks 10/day), touch of chaos (10/day)
Spells Prepared / Known (CL 15th; concentration +22)
8th – crushing hand*, greater planar ally
7th –clenched fist*, destruction (DC24), word of chaos (DC24)
6th – blade barrier (DC23), heal, stoneskin*, word of recall
5th – [i]dispel law (DC22), flame strike (DC22), righteous might*, slay living (DC22), spell resistance, true seeing
4th – air walk, chaos hammer (DC21), divine power, freedom of movement, spell immunity*, spiritual ally
3rd – bestow curse (DC20), create food and water, dispel magic, rage*, wind wall, wrathful mantle
2nd – aid, bull’s strength*, eagle’s splendor, grace, silence (DC19), weapon of awe
1st – command (DC18), cure light wounds x2, divine favor, enlarge person*, protection from good, shield of faith
0 – bleed (DC17), detect magic, read magic, resistance
*domain spell; Domains: Chaos, Ferocity
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TACTICS
Before Combat Whenever the alarm is sounded, Yug-Anark will cast stoneskin, freedom of movement, aid, shield of faith, weapon of awe, wrathful mantle, and true seeing. These spells are included in her stats. She then gathers whatever guards she can that remain to hunt down the intruders.
During Combat Yug-Anark lives for the carnage and bloodlust of battle, especially hand-to-hand combat and will cast divine power and righteous might just before she enters melee (these are also included in her stats). However, she is smart enough to use her most powerful ranged spells to weaken opponents first, starting with word of chaos and followed with blade barrier and destruction as she sees fit. She saves crushing hand for enemy spellcasters who give her trouble. When in melee, Yug-Anark employs her Channel Smite with her full attack. If limited to a single attack, she utilizes the conductive and spell storing qualities of her weapon to use touch of chaos/bestow curse on foes (as well as a Channel Smite).
Morale If she is forced to retreat, Yug-Anark will regroup and cast the same spells as before, as well as eagle’s splendor, divine favor, spell immunity, protection from good, spell resistance, and air walk before confronting the PCs a second time. If necessary, she will cast greater planar ally for reinforcements.
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STATISTICS
Str 21, Dex 17, Con 23, Int 12, Wis 25, Cha 16
Base Atk +12; CMB +19 (+21 disarm); CMD 29
Feats Armor Proficiency (Heavy), Channel Smite, Combat Expertise, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Guided Hand, Improved Disarm, Power Attack
Skills Craft (armor, weapons) +9, Knowledge (religion) +15, Perception +22, Spellcraft +18
Languages Common, Gnoll
SQ might of the gods (+15 enhancement bonus to Strength checks and Strength-based skill checks for 15 rounds per day)
Combat Gear wand of cure moderate wounds (21 charges), 2 potions of barkskin +3; Other Gear +1 conductive spell storing heavy flail (with bestow curse), +2 animated heavy steel shield, +2 full plate, +4 headband of inspired wisdom, +4 belt of mighty constitution, pearl of power (3rd), phylactery of negative channeling
Luz RPG Superstar 2011 Top 32 |
I'd recommend adding Greater Magic Weapon; it's kind of a no-brainer for a high level melee cleric.
Thanks for the advice, hogarth. I had considered that spell, but was unsure how it stacks with magic weapons with non-enhancement qualities. For instance, Yug-Anark's flail is a +3 equivalent magic weapon (+1 enhancement bonus, +1 for conductive, and +1 for spell storing), but only has +1 enhancement bonus for combat purposes. So would greater magic weapon overlap with the entire +3 value or just the +1?
Luz RPG Superstar 2011 Top 32 |