Harrowed Wizard |
I know that the ACG Playtest is old news, but I was reading through Demon's Heresy and one particular NPC jumped out to me as a GREAT candidate for a re-write using an ACG class. I also upped his power by just a tad to hopefully make him more dangerous for Mythic PCs, but YMMV. Here he is.
XP 9,600
Human (Kellid) Bloodrager 11/Champion 1
CE Large humanoid (human)
Init +1; Senses Perception +13
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Defense
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AC 20, touch 10, flat-footed 18 (+9 armor, +1 Dex, -1 size, +1 natural, +1 deflection, +1 dodge)
hp 161 (11d10+71)
Fort +12, Ref +4, Will +5; +2 vs. spells cast by you or an ally
Defensive Abilities hard to kill, improved uncanny dodge; DR 2/—; Immune inhaled poison; Resist demonic resistances, acid 5, cold 5, fire 5
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Offense
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Speed 30 ft.
Melee 2 claws +18 (3d6+8/19-20+1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodrage, claws, mythic power (5/day, surge +1d6)
Bloodrager Spells Known (CL 8th; concentration +10):
3rd (1/day)—fireball (DC 15), haste, protection from energy
2nd (2/day)—bull's strength, false life, frigid touch, scorching ray, shatter (DC 14)
1st (3/day)—burning hands (DC 13), cause fear (DC 13), cause fear (DC 13), color spray (DC 13), corrosive touch, magic missile
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Statistics
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Str 26, Dex 12, Con 20, Int 10, Wis 8, Cha 14
Base Atk +11; CMB +20; CMD 31
Feats Arcane Strike, Cornugon Smash, Dodge, Eschew Materials, Improved Critical (claw), Improved Natural Attack (claw), Intimidating Prowess, Power Attack, Power Attack [M], Rending Claws, Toughness
Skills Acrobatics +12, Bluff +13, Handle Animal +16, Intimidate +24, Perception +13, Survival +13
Languages Common, Hallit
SQ blood casting, blood sanctuary, bloodlines (abyssal), demonic bulk, fast movement
Other Gear +3 breastplate, amulet of natural armor +1, decanter of endless water, ring of protection +1
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (26 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) You can increase your size by one category when raging.
Demonic Resistances (Ex) Gain resistance to acid, cold & fire when raging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
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Note: These stats are with him Raging & with his Demonic Bulk already adjusted. BUT it is not adjusting for any spells you might have him cast before a fight with your PCs. Power Attack adjustments have not been made yet as well.
Second Note: I did make some sub-optimal spell & mythic ability choices as I tried to keep in mind that he isn't normally fighting mythic enemies, but leading raids against regular crusaders.
MeridiaCreative |
This is awesome. I was about to sit down and do this myself, so thanks for saving me a ton of work! I gave him one more level for my group, since they've got an extra person. 12 is a nice break point for him, since PA goes up at that level and all of his saves go up as well.
MeridiaCreative |
Yeah, it comes out something like +22/+22/+22 3d6+23 etc, after bull's strength and haste (new spell for lvl12) with mythic PA. Swift for another one. Drops any PC right now except our guardian.
edit: thought I added his haste spell, but it was there all along!
Chooch |
Yeah, it comes out something like +22/+22/+22 3d6+23 etc, after bull's strength and haste
(new spell for lvl12)with mythic PA. Swift for another one. Drops any PC right now except our guardian.edit: thought I added his haste spell, but it was there all along!
Haha. Tell me this is the guy from the duel. Then tell the rest of the forum why it's so crazy funny.