| Mathius |
This is the creature I need to upgrade into a nightmare. My group is very optimized and the if very prepared to use breath of life.
I am going to have 4 of these in an encounter along with several weaker undead mooks and 3 stone golems.
I want to use full WBL and turn two of them into melee monsters while the other two will be casters. I would like the get the to hit over 20 so that a 19 will be an actual crit threat against my caviler and his 40 AC. They will have 3-5 rounds to cast buff spells and any spell with duration of 10 min/level or longer can be cast ahead of time. They knew the PCs were coming today so their load out can tailored around being good for just this one combat.
I was thinking that the war(tactics) domain and the standard evil domain might be the best way to go. I was also thinking of using cleave since secondary attacks are unlikely to hit anyway. Power attack + furious focus makes that attack even more dangerous and with cleave he might get two of them in.
I prefer suffocation to straight up death spells since the PCs get a chance to dispel before death and I have ruled that breath of life heals you from neg con if you died this way.
A little multiclassing is okay and the they need not have been human from the get go but I want them to be clerics.
alginon
|
CR 8
Male Half-Orc (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 7
CE Medium undead (orc, human)
Init +5; Senses Darkvision, Perception+8
Aura: Aura of Evil
DEFENSE
AC 31, touch 12, flat-footed 24 (+9 armor, +4 deflection, +4 natural, +4 Mage Armor)
(+ 50% miss from potion of displacement)
hp 90 (2d10)+(7d8)+7 +7
Fort +7, Ref +3, Will +7, +1 Will vs. fear
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10, Protection from energy (84 points) – choose to fit party tactics
OFFENSE
Speed 40 ft.
Melee greataxe [power attack (two-handed)] +18 (1d12+22/19-20 x3)/ +18 (1d12+22/19-20 x3)
+ shaken for 1 round on critical ( no save)
Melee greataxe +18 (1d12+14/x3)
Melee slam +19/+19 (1d6+14)
Special Attacks Channel Negative Energy (4d6, DC 12, 2/day),
Domain Power Spell-Like Abilities Battle Rage (5/day),
Cleric Spells Prepared (CL 7th, concentration +9):
4th—divine power
3rd—deeper darkness, protection from energy
2nd—aid, bull's strength, silence, weapon of awe
1st—Shield of Faith, murderous command (3) (DC 13), ray of sickening (DC 13)
0 (at will)—bleed (DC 12), detect magic, guidance, spark (DC 12)
*: Domain spell.
Deity Urgathoa; Domains War, STATISTICS
Str 25 (29), Dex 11, Con *, Int 8, Wis 15, Cha 8
Base Atk +7; CMB +14; CMD 26
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Cleave, Furious Focus, Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Vital Strike, Warrior Priest, Weapon Focus (Greataxe)
Skills Acrobatics -6, Acrobatics (Jump) -2, Appraise -1, Bluff -1, Climb +9, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Escape Artist -5, Fly -6, Heal +2, Intimidate +6, Perception +8, Perform (Untrained) -1, Ride -6, Sense Motive +2, Stealth -6, Survival +2, Swim +1,
Languages Common, Orc
SQ Aura of Evil, Battle Rage (5/day), Bonus Feats, Bravery, Darkvision, Intimidating, Orc Blood, Orc Ferocity, Orisons, Spontaneous Casting, Weapon Familiarity,
Gear amulet of natural armor +1; greataxe; greataxe; ring of protection +1; full plate; oil of keen edge; potion of displacement; potion of haste; potion of mage armor;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +3 bonus on melee damage rolls for 1 round. You can do so 5 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 4d6 points of negative energy damage to living creatures or to heal undead creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 2 times per day.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Spontaneous Casting: You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Set up
Potion Displacement – 5 rounds
Divine Power – 7 rounds
Shield of Faith – 7 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Potion Mage Armor – 1 hour
CR 8
Male Elf (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 7
CE Medium undead (elf)
Init +11; Senses Darkvision, Low-Light Vision, Perception+14
Aura Aura of Evil
DEFENSE
AC 31, touch 13, flat-footed 20 (+7 armor, +3 Dex, +3 natural, +4 mage armor, +3 deflection)
hp 76 (2d10)+(7d8)
Fort +7, Ref +9, Will +8, +1 Will vs. fear, +2 vs. enchantment spells and effects
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10,
OFFENSE
Speed 20 ft.
Melee sickle +1 (alchemical silver) +17 (1d6+2/19-20 x2) + shaken for 1 round on critical ( no save)
Melee sickle +1 (obsidian) +17/+17/+12 (1d6+4/19-20 x2) + shaken for 1 round on critical ( no save)
Melee slam +14 (1d6+1)
Special Attacks Channel Negative Energy (4d6, DC 12, 2/day), Touch of Evil (6/day),
Domain Power Spell-Like Abilities Battle Rage (6/day), Touch of Evil (6/day),
Cleric Spells Prepared (CL 7th, concentration +10):
4th—divine power*, plague carrier
3rd—deeper darkness, protection from energy
2nd—hold person (DC 15), silence, spiritual weapon*, weapon of awe (2)x
1st—murderous command (3) (DC 14), protection from good*, ray of sickening (DC 14), shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, virtue
*: Domain spell.
Deity Urgathoa; Domains Evil, War, STATISTICS
Str 12, Dex 24, Con *, Int 13, Wis 16, Cha 8
Base Atk +7; CMB +14 (+16 trip); CMD 25 (27 vs. trip)
Feats Agile Maneuvers, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Sickle)
Skills Acrobatics +9, Acrobatics (Jump) +5, Appraise +1, Bluff -1, Climb +6, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +9, Fly +4, Heal +3, Intimidate -1, Perception +14, Perform (Untrained) -1, Ride +4, Sense Motive +11, Spellcraft +5, Spellcraft (Identify magic item) +7, Stealth +13, Survival +3, Swim -2,
Languages Common, Elven
SQ Aura of Evil, Battle Rage (6/day), Bonus Feats, Bravery, Darkvision, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Orisons, Spontaneous Casting, Weapon Familiarity,
Gear sickle +1 (alchemical silver); sickle +1 (obsidian); breastplate +1; oil of keen edge (x2); potion of cat's grace; potion of mage armor;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +3 bonus on melee damage rolls for 1 round. You can do so 6 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 4d6 points of negative energy damage to living creatures or to heal undead creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 2 times per day.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the Evil descriptor. This ability lasts for 3 rounds. You can use this ability 6 times per day.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Divine Power – 7 rounds
Shield of Faith – 7 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Potion Mage Armor – 1 hour
[he character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.]
This should help you overcome the 40AC
I'll work on the casters when I have time
Signed Alginon Barister (32 years experience teaching humility to cavaliers)
alginon
|
Ok they are fixed for you.....and now begins the killing :)
CR 10
Unhallowed Male Half-Orc (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 8
CE Medium undead (orc, human)
Init +5; Senses Darkvision, Perception+9
Aura Aura of Evil
DEFENSE
AC 39(41), touch 22(24), flat-footed 39(41) (+12 armor, +3 deflection, +5 natural) (+2 ac vs good)
(50% miss chance for 5 rounds – potion of displacement)
(+3 ac for shield of faith)
(+4 mage armor)
(+2 magical Vestment)
hp 108 (2d10)+(8d8)+8
Fort +11(+13), Ref +5(+7), Will +11(+13), +1 Will vs. fear (+2 vs good)
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10, Protection from energy (you choose?)
OFFENSE
Speed 20 ft. (Freedom of movement)
Melee greataxe +2 (corrosive) +19/+19/+14 (1d12+17/19-20 x3 + 1d6 acid)
(Critical target shaken for 1 round no save)
Melee slam +17/+12 (1d6+13)
Special Attacks Channel Negative Energy (4d6, DC 13(17), 2/day) (+4 profane bonus)
Domain Power Spell-Like Abilities Battle Rage (5/day),
Cleric Spells Prepared (CL 8th, concentration +10):
4th—divine power**, divine power, freedom of movement
3rd—deeper darkness, dispel magic, magic vestment*, protection from energy
2nd—aid, bull's strength, silence, spiritual weapon*, weapon of awe
1st—Shield of Faith, magic weapon*, murderous command (3) (DC 13), ray of sickening (DC 13)
0 (at will)—bleed (DC 12), detect magic, guidance, spark (DC 12)
*: Domain spell.
Deity Urgathoa; Domains War, STATISTICS
Str 29 (33), Dex 11, Con *, Int 8, Wis 15, Cha 8
Base Atk +8; CMB +17; CMD 30
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Cleave, Furious Focus, Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Vital Strike, Warrior Priest, Weapon Focus (Greataxe)
Skills Acrobatics -5, Acrobatics (Jump) -9, Appraise -1, Bluff -1, Climb +12, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -5, Heal +2, Intimidate +6, Perception +9, Perform (Untrained) -1, Ride -5, Sense Motive +2, Stealth -5, Survival +2, Swim +4,
Languages Common, Orc
SQ Aura of Evil, Battle Rage (5/day), Bonus Feats, Bravery, Darkvision, Intimidating, Orc Blood, Orc Ferocity, Orisons, Spontaneous Casting, Weapon Familiarity, Weapon Master (8 rounds/day),
Gear amulet of natural armor +2; greataxe +2 (corrosive); ring of protection +3; belt of giant strength +4; cloak of resistance +3; full plate +3; oil of keen edge; potion of displacement; potion of mage armor;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +4 bonus on melee damage rolls for 1 round. You can do so 5 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Darkvision (Ex) Range 60;
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
TEMPORARY BONUSES
Temporary Bonuses Applied Power Attack (Two-Handed),
Set up
Potion Displacement – 5 rounds
Divine Power – 8 rounds
Shield of Faith – 8 minutes
Bulls Strength – 8 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Protection from energy – 80 minutes
Freedom of movement – 80 minutes
Potion Mage Armor – 1 hour
Magical Vestment – 8 hours
CR 10
Unhallowed Male Elf (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 8
CE Medium undead (elf)
Init +13; Senses Darkvision, Low-Light Vision, Perception+15
Aura Aura of Evil
DEFENSE
AC 42 (44), touch 34 (36), flat-footed 30 (33) (+5 armor, +3 deflection, +12 Dex, +3 natural)
+2 ac vs good (in parenthesis)
+3 shield of faith
+2 potion of cats grace
+1 ioun stone
+4 mage armor
+2 magic vestment
hp 93 (2d10)+(8d8)+1
Fort +10 (+12), Ref +13 (+15), Will +11 (+13), +1 Will vs. fear, +2 vs. enchantment spells and effects
+2 saves vs good
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10, protection from energy (you choose?)
OFFENSE
Speed 30 ft. freedom of movement
Melee sickle +1 (alchemical silver) +21 (1d6+2/19-20 x2)
Melee sickle +1 (obsidian) +21/+21/+16 (1d6+6 / 19-20 x2 + 2d6 vs good) (Critical shakens target 1 round)
Melee slam +17 (1d6+1)
Special Attacks Channel Negative Energy (4d6, DC 17, 2/day) , Touch of Evil (6/day),
Domain Power Spell-Like Abilities Battle Rage (6/day), Touch of Evil (6/day),
Cleric Spells Prepared (CL 8th, concentration +11):
4th—divine power**, divine power, freedom of movement
3rd—deeper darkness, dispel magic, magic vestment*, protection from energy
2nd—hold person (DC 15), silence (2), spiritual weapon*, weapon of awe
1st—murderous command (3) (DC 14), protection from good*, ray of sickening (DC 14), shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, virtue
*: Domain spell.
Deity Urgathoa; Domains Evil, War, STATISTICS
Str 12, Dex 28(32), Con *, Int 13, Wis 16, Cha 8
Base Atk +8; CMB +17 (+19 trip); CMD 31 (33 vs. trip)
Feats Agile Maneuvers, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Sickle)
Skills Acrobatics +14, Appraise +1, Bluff -1, Climb +9, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +14, Fly +9, Heal +3, Intimidate -1, Perception +15, Perform (Untrained) -1, Ride +9, Sense Motive +12, Spellcraft +5, Spellcraft (Identify magic item) +7, Stealth +19, Survival +3, Swim +1,
Languages Common, Elven
SQ Aura of Evil, Battle Rage (6/day), Bonus Feats, Bravery, Darkvision, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Orisons, Scythe of Evil (1/day), Spontaneous Casting, Weapon Familiarity, Weapon Master (8 rounds/day),
Gear sickle +1 (alchemical silver); sickle +1 (obsidian); belt of incredible dexterity +4; bracers of armor +5; cloak of resistance +2; ioun stone, deep red sphere; oil of keen edge (x2); potion of cat's grace; potion of mage armor; ring of protection +3;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +4 bonus on melee damage rolls for 1 round. You can do so 6 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Darkvision (Ex) Range 60;
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Scythe of Evil (Su) You can give a weapon you touch the Unholy special weapon quality for 8 rounds. You can use this ability 1 times per day. ( This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment)
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the Evil descriptor. This ability lasts for 4 rounds. You can use this ability 6 times per day.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Set up
Divine Power – 8 rounds
Scythe of Evil (Su) You can give a weapon you touch the Unholy special weapon quality for 8 rounds.
Shield of Faith – 8 minutes
Cats grace potion – 8 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Protection from energy – 80 minutes
Freedom of movement – 80 minutes
Potion Mage Armor – 1 hour
Magical Vestment – 8 hours
| Mathius |
Thanks, your guys are tough. They have better defenses the what I came up with and their tactics are tougher. I fear they might actually be to tough. Of course mine might go past BOLs ability to raise if they crit. I am not sure I factored righteous might into my AC but I think it leaves it the same.
Nice builds.