rkotitan |
2 people marked this as a favorite. |
Several years ago when I was in the latter part of my Carrion Crown run through I posted a lot of the writing and personalized builds that I created for that game on the Carrion Crown board and I thought I would share some of the same things here.
This game is run through Roll20. The current roster of the group along with fatalities and members who left the group is below.
Dagni Ironheart (Dwarven Cleric of Grundinnar)
Dagni's son was kidnapped and recruited by Gaedren Lamm drawing the dwarven cleric into Zellara's conspiracy to bring down the crime lord. Dagni was the heart of the group and a moral compass for several others.
Ultimately he was cut down by clerics of Urgathoa in the Hospice of the Blessed Maiden.
Esbeth (Dhampir Bloodrager)
A devout worshipper of Pharasma, Esbeth's wife was killed in the midst of one of Gaedren's plots. She was eager to join the effort to bring him to justice as revenge for the loss of her love.
Insult was brought to injury when Rolth Lamm dug up the remains of her loved one, Sara, and brought her back from the dead for the final confrontation with the Cultists of Urgathoa.
Esbeth enjoyed a flirtatious relationship with Laori Vaus as the adventure progressed northward. Ultimately the scope of the quest overwhelmed her and the bloodrager put down her blade to retire to the mean streets of Kaer Maga.
Lideth Amalt (Tiefling Wizard)
Originally from the Redroof district of Kintargo her parents resettled in Korvosa to avoid the rampant racism of the most tame of Cheliax's cities.
When she was old enough the young tiefling joined the Acadamae and studied magic with skill that worried even some of her instructors. Ultimately it would be her contentious relationship with another student (Vivana Dhatri) that would bring her downfall.
Dhatri hired Gaedren Lamm to fake her own death for the sole purpose of destroying Lideth.
Lideth is one of the few remaining members of the core group still endeavoring to defeat Ileosa.
Eturi (Sylph Swashbuckler)
Eturi held a long standing grudge against Gaedren Lamm for using his shiver addiction to turn him to dark acts in his youth. After he kicked his addiction, with the help of Grau Soldado, he joined a ships crew and set sail.
Returning to Korvosa he hoped to find a chance to get revenge on Lamm, if not simply stop him from corrupting others.
Ultimately Eturi remains with the group having been chosen to become the new Blackjack and in a relationship with Trinia Sabor.
Ajani Hanamura (Skinwalker Ninja)
Ajani was one of the founding members of the group. No one, least of all Ajani, knew why he was involved with the attempt to bring down Gaedren Lamm (seriously I still don't know).
Ajani decided that the quest was no longer for him after the battle at the Temple of Urgathoa. After his departure he returned to his father's fishing shack in Old Korvosa. The two of them attempted a suicidal assault on their family's old enemies (The Arkona's) and were presumably eaten alive.
Saviet Maleano (Vishkanya Bard)
Although he was only present for the initial foray into the fishery to defeat Gaedren Lamm Saviet has had perhaps the longest lasting effect on the group.
Eager to take down the crime lord for framing his younger sister (remanded to Longacre Hall for her crimes, Saviet was hopeful to use his clandestine skills at disguise to aid the group.
When he departed the group after the successful action in the Fishery he was arrested for taking part in a Riot. Due to his high status instead of a direct trip to Longacre he was remanded to service at a border fort in the Cinderlands.
Meanwhile his sister was fully indoctrinated as a Gray Maiden. The group will encounter her during their foray into Deathhead Vault.
On their journey north into the Cinderlands the group encountered Saviet again as he had been instrumental in corrupting the border post at which he was posted with the aid of an ancient cannibalistic spirit.
Ramka (Human Shaman)
A long since outcast member of the Skoan Quah, Ramka joined the group following the departure of Saviet and remained with them throughout their efforts to end the Blood Veil plague.
An aged former criminal who began his life as a student of Thousand Bones the shaman was attempting to atone for the acts of his past that got him outcast from his tribe.
He was tragically cut down by Andaisin in the Temple of Urgathoa.
Vili Vitteri (Human Unchained Rogue)
Vili was at one time a Sczarni tough working the streets of Old Korvosa. When he was nearly sent to a Hellknight prison it awakened him to the dark path he was walking. He finally came around to the counsel of his Aunt (Zellara) and joined the guard.
After the confrontation at the Temple of Urgathoa (an obvious low point for the group) Vili volunteered to his Commander (Cressida) that he would be willing to join the group.
He remains with them, prone to visions and near death experiences.
Zhu Lee (Tiefling Warpriest of Erastil)
Zhu Lee, a local mercenary, saw the growing danger in the region due to the rise of Ileosa and having worked for the guard as a free agent from time to time joined along with Vili Vitteri.
Dustu (Human Barbarian)
Where the Sklar Quah has Krojun-Eats-What-He-Kills the Skoan Quah has Dustu. The two men's lives have always been one of competition. Dustu is also related to Thousand Bones, and it was his son Gaekhen who was killed by a mob in Korvosa.
When the party arrived in the Cinderlands Dustu knew that he owed them a great debt for returning the body of his son and so he put his honor on the line by choosing to support the group of Tshamek as they attempted to shed their outsider status.
XP 4,800
Human (Chelaxian) red mantis assassin 3/slayer 6 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Adventurer's Guide 282)
LE Medium humanoid (human)
Init +4; Senses Perception +14
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Defense
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AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 shield)
hp 85 (9 HD; 3d8+6d10+24)
Fort +9, Ref +12, Will +5
Defensive Abilities red shroud; Resist fire 10
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Offense
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Speed 30 ft.
Melee +1 sawtooth sabre +12/+7 (1d8+7/17-20), +1 sawtooth sabre +12/+7 (1d8+7/17-20)
Ranged dagger +12 (1d4+4/19-20)
Special Attacks prayer attack (DC 16), sneak attack +3d6, studied target +2 (2nd, move action)
Red Mantis Assassin Spells Known (CL 3rd; concentration +4)
1st (4/day)—expeditious retreat, feather fall, magic weapon, vanish[APG] (DC 12)
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Statistics
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Str 18, Dex 18, Con 14, Int 8, Wis 10, Cha 12
Base Atk +8; CMB +12; CMD 27
Feats Alertness, Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Improved Critical (sawtooth sabre), Improved Two-weapon Fighting, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +16, Bluff +13, Climb +16, Intimidate +13, Perception +14, Sense Motive +2, Stealth +16
Languages Common
SQ combat style (two-weapon combat), slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), track +3
Combat Gear mask of the mantis[ISWG], potion of bull's strength (2), potion of resist fire 10, alchemist's fire (2); Other Gear +1 leather armor, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], dagger (4), cloak of resistance +1, 27 pp
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Special Abilities
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Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire under specific conditions.
Prayer Attack (DC 16) (Su) Fascinate a single target for 3 rds, then coup de grace.
Red Shroud (3 rounds, 2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
--------------------
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
XP 19,200
Female human (Chelaxian) red mantis assassin 7/slayer 6 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Adventurer's Guide 282)
LE Medium humanoid (human)
Init +5; Senses Perception +18
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Defense
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AC 25, touch 16, flat-footed 20 (+8 armor, +1 deflection, +4 Dex, +1 dodge, +1 shield)
hp 150 (13 HD; 7d8+6d10+71)
Fort +11, Ref +14, Will +5
Defensive Abilities red shroud
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Offense
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Speed 40 ft., fly 60 ft. (good)
Melee +1 sawtooth sabre +16/+11/+6 (1d8+9/17-20), +1 sawtooth sabre +16/+11/+6 (1d8+9/17-20)
Special Attacks prayer attack (DC 21), sneak attack +5d6, studied target +2 (2nd, move action)
Red Mantis Assassin Spell-Like Abilities (CL 7th; concentration +9)
1/day—summon mantis
Red Mantis Assassin Spells Known (CL 7th; concentration +9)
3rd (1/day)—fly, haste
2nd (4/day)—bear's endurance, bull's strength, cat's grace, summon swarm
1st (5/day)—disguise self, expeditious retreat, jump, true strike, vanish[APG] (DC 13)
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Statistics
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Str 18, Dex 21, Con 18, Int 10, Wis 8, Cha 14
Base Atk +11; CMB +15; CMD 32
Feats Alertness, Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Two-weapon Fighting, Greater Weapon Focus (sawtooth sabre), Greater Weapon Specialization (sawtooth sabre), Improved Critical (sawtooth sabre), Improved Two-weapon Fighting, Toughness, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +18 (+22 to jump), Bluff +17, Disguise +17, Fly +10, Intimidate +17, Perception +18, Sense Motive +11, Stealth +18, Survival +14
Languages Common
SQ combat style (two-weapon combat), mantis form, resurrection sense, slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), track +3
Combat Gear mask of the mantis[ISWG], potion of cure moderate wounds (2); Other Gear +2 mithral chainmail, +1 sawtooth sabre[ISWG], +1 sawtooth sabre[ISWG], boots of striding and springing, ring of protection +1, 8 pp
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Special Abilities
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Fly (60 feet, Good) You can fly!
Mantis Form (1/day) (Su) Polymorph into a giant mantis 1/day
Prayer Attack (DC 21) (Su) Fascinate a single target for 3 rds, then coup de grace.
Red Shroud (7 rounds, 4/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing.
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Track +3 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Koriantu [from E6] CR 11
XP 12,800
Female azata-blooded aasimar (musetouched) warpriest (mantis zealot) of Achaekek 12 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Adventurer's Guide 25, Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 33, touch 19, flat-footed 32 (+9 armor, +4 deflection, +1 Dex, +4 enhancement, +1 natural, +4 shield)
hp 129 (12d8+72)
Fort +15, Ref +8, Will +16
Defensive Abilities sacred reflexes (evasion, uncanny dodge); Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.; air walk
Melee +3 defending spell storing sawtooth sabre +11/+6 (1d8+2/17-20)
Special Attacks blessings 9/day (Evil: battle companion, unholy strike, Trickery: double, greater invisibility), channel negative energy 5/day (DC 21, 4d6), fervor 11/day (4d6), sneak attack +3d6
Spell-Like Abilities (CL 12th; concentration +14)
1/day—glitterdust (DC 14)
Warpriest (Mantis Zealot) Spells Prepared (CL 12th; concentration +17)
4th—air walk, blessing of fervor[APG] (DC 19), freedom of movement, greater shield of fortification[ACG]
3rd—cure serious wounds, dispel magic, prayer, protection from energy, speak with dead (DC 18)
2nd—cure moderate wounds, death knell (DC 17), grace[APG], communal protection from good[UC], shield other, silence (DC 17)
1st—cure light wounds, cure light wounds, cure light wounds, divine favor, entropic shield, sanctuary (DC 16), shield of faith
0 (at will)—bleed (DC 15), detect magic, detect poison, read magic, stabilize
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Statistics
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Str 16, Dex 12, Con 18, Int 8, Wis 20, Cha 14
Base Atk +9; CMB +12; CMD 27
Feats Channel Smite, Command Undead, Craft Magic Arms & Armor, Craft Wondrous Item, Critical Focus, Improved Critical (sawtooth sabre), Lunge, Selective Channeling, Sneaking Critical, Toughness, Weapon Focus (sawtooth sabre)
Skills Diplomacy +4, Knowledge (religion) +4, Sense Motive +18; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
Other Gear +3 mithral breastplate, mwk buckler, +3 defending spell storing sawtooth sabre[ISWG], amulet of natural armor +1, belt of mighty constitution +4, cloak of resistance +3, headband of inspired wisdom +4, 395 gp
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Special Abilities
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Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Command Undead (DC 21) Channel energy can take control of undead.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
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, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (4d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Sacred Reflexes (evasion, uncanny dodge, 12 minutes/day) (Su) As a swift action, gain uncanny dodge and evasion.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneaking Critical Confirmed critical with sneak atk add crit. multipler sneak atk dmg. dice.
Warpriest Channel Negative Energy 4d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
XP 2,400
Female human (Chelaxian) fighter 5/sanguine angel 2 (Pathfinder RPG Adventurer's Guide 80)
LE Medium humanoid (human)
Init +1; Senses Perception +10
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Defense
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AC 24, touch 11, flat-footed 20 (+13 armor, +1 Dex)
hp 71 (7d10+19)
Fort +7, Ref +3, Will +5 (+1 vs. fear)
Defensive Abilities hardened heart, maiden's shield
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +13/+8 (1d8+7/19-20) or
+1 longsword +7/+2 (1d8+7/19-20), heavy shield bash +6 (1d4+1)
Ranged mwk composite longbow +9/+4 (1d8+3/×3)
Special Attacks tyrant's discipline (castling), weapon training (heavy blades +1)
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Statistics
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Str 17, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +7; CMB +10; CMD 21
Feats Improved Shield Bash, Iron Will, Point-Blank Shot, Quick Draw, Shield Focus, Shield Wall[APG], Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics -3 (-7 to jump), Intimidate +11, Linguistics +0, Perception +10
Languages Common, Infernal
SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear +1 Gray Maiden plate, mwk heavy steel shield, +1 longsword, mwk composite longbow (+3 Str)
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Castling (Ex) Exchange location with ally with a 5-ft.-step.
Hardened Heart +4 (Ex) A sanguine angel adds twice her class level to the DC of any attempt to Intimidate her.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Maiden's Shield (Ex) Has benefits of Two-Weapon Fighting as long as using longword and shield.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
XP 12,800
Female elf fighter 5/sanguine angel 7 (Pathfinder RPG Adventurer's Guide 80)
LE Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +22
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Defense
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AC 25, touch 11, flat-footed 20 (+14 armor, +1 Dex)
hp 134 (12d10+41)
Fort +11, Ref +4, Will +8 (+1 vs. fear); +2 vs. enchantments, +4 vs. illusions
Defensive Abilities armored angel, eye of mahathallah, hardened heart, maiden's shield; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 flaming longsword +19/+14/+9 (1d8+8/17-20 plus 1d6 fire) or
+1 flaming longsword +15/+10/+5 (1d8+8/17-20 plus 1d6 fire), heavy shield bash +12 (1d4+2)
Ranged +1 adaptive humans-bane composite longbow +17/+12/+7 (1d8+5/×3 plus 2d6 vs. Humans)
Special Attacks tyrant's disciplines (castling, driving assault, furious huntress), weapon training (heavy blades +1)
Sanguine Angel Spell-Like Abilities (CL 7th; concentration +8)
1/day—dominate person (DC 16)
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Statistics
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Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 13
Base Atk +12; CMB +16; CMD 27
Feats Alertness, Improved Critical (longsword), Improved Shield Bash, Iron Will, Shield Focus, Shield Wall[APG], Sisterhood Rampart, Sisterhood Style, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics -3 (-7 to jump), Intimidate +15, Linguistics +1, Perception +22, Sense Motive +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Infernal, Varisian
SQ armor training 1, elven magic, mystique of ardad lili
Other Gear +1 Gray Maiden plate, +1 heavy steel shield, +1 adaptive humans-bane composite longbow, +1 flaming longsword, belt of physical might +2 (Str, Con), 15 gp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armored Angel 2 (Ex) Gain armor training when wearing Gray Maiden plate.
Castling (Ex) Exchange location with ally with a 5-ft.-step.
Driving Assault (Ex) Make bull rush with sucessful melee full attack.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eye of Mahathallah (Su) As swift action, take 1d4 Cha damage to gain benefits of true seeing.
Furious Huntress (Ex) The sanguine angel adds her Strength bonus, rather than her Dexterity bonus, to attack rolls made with bows.
Hardened Heart +14 (Ex) A sanguine angel adds twice her class level to the DC of any attempt to Intimidate her.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maiden's Shield (Ex) Has benefits of Two-Weapon Fighting as long as using longword and shield.
Mystique of Ardad Lili (Ex, Sp) Once a day use dominate person as a spell-like ability.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Sisterhood Rampart Grant adjacent female allies greater protection from Shield Wall.
Sisterhood Style +1 on Reflex and Will saves and use teamwork feats more easily.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
--------------------
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
The bulk of these character changes reflect new options available in the Adventurer's Guide, which I was eager to try. I also updated Kordaitra with some of these options, but not enough to reflect a significant difference in her build.
I've been considering rebuilding the Cinderlander but they will likely be fighting him tomorrow.
rkotitan |
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So my CotCT group is standing right in front of the doors to the Donjon and trying to figure out how to open the doors to it. It will likely involve an adamantine weapon because... of course.
I am, however, looking ahead. Given how quickly this adventure seems to move I have now reached prep on the throne room at Castle Korvosa and since the simulacrum is a lower level version of Ileosa herself I wanted to get her final form worked out before the big dance.
I did a three stage fight for Carrion Crown back in the day and it was suitably epic so I wanted to try something similar. I decided to take Raynulf's advice from the Ileosa rebuild thread here on the boards and make Ileosa a wit archetype bard. I removed her Aristocrat levels because she retrained... Easy enough.
So for the second stage of the fight with her I decided to really throw the group for a loop and have Kazavon really tear what remains of Ileosa's psyche (she naively thought she was in control of the crown) and emerge as a: Invincible (mythic) Agile (mythic) half-dragon bloodrager (draconic) 20th level.
I wanted to share the stat block below to get folks advice and concerns. To my eyes 'Kazavon Ascendant', as I'm calling him, might be a touch too much. I already shifted Ileosa's old amulet of natural armor to an amulet of mighty fists and assuming that since she was dead removed her Erinyes bound condition which reduced kazavons raging ac from 53 to 45.
Oh DMs of the Curse of the Crimson Throne, please give me your thoughts.
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Kazavon Ascendent CR 26/MR 3
XP 2,457,600
Female invincible half-dragon agile human (Chelaxian) bloodrager 20 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 170, Pathfinder RPG Mythic Adventures)
LE Medium dragon (humanoid, human)
Init +33/+13, dual initiative; Senses arcane sight, blindsense 60 ft., darkvision 60 ft., low-light vision, true seeing; Perception +26
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Defense
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AC 45, touch 25, flat-footed 35 (+8 armor, +5 deflection, +8 Dex, +2 dodge, +2 insight, +12 natural, -2 rage); never flat-footed
hp 479 (20d10+308); regeneration 20 (Serithtial)
Fort +35, Ref +22, Will +18 (+4 vs. enchantments); +4 morale bonus vs. charm and fear, +2 bonus vs. spells cast by self or an ally; second save
Defensive Abilities block attacks, blood sanctuary, evasion, freedom of movement, improved uncanny dodge, indomitable will, never surprised; DR 10/adamantine (70 points), 10/epic, 5/—; Immune electricity, paralysis, sleep; Resist draconic resistance, acid 15, cold 15, fire 15; SR 22
Weaknesses susceptible to serithtial
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Offense
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Speed 70 ft., fly 170 ft. (good); dragon wings
Melee claw +39 (2d6+19 plus 1d6 Electricity), bite +38 (1d6+19)
Special Attacks blood casting, breath weapon, breath weapon (20d6 electricity, 60 ft. line, DC 35, 3/day), claws, mighty bloodrage (53 rounds/day)
Bloodrager Spells Known (CL 20th; concentration +33)
4th (5/day)—ball lightning[APG] (DC 27), black tentacles, detonate[APG] (DC 27), earth glide[ARG], fear (DC 27), shocking image[UC]
3rd (6/day)—blood salvation, blood scent[ARG], burst of speed[UC], draconic malice, fly, force hook charge[UM], haste
2nd (7/day)—brow gasher[UC], mirror image, pouncing fury[UW], protection from arrows, resist energy, scales of deflection, see invisibility
1st (8/day)—feather fall, infernal healing[ISWG], long arm[ACG], protection from good, shield, shock shield[UC], shocking grasp
Bloodline Draconic
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Statistics
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Str 35, Dex 26, Con 40, Int 18, Wis 14, Cha 36
Base Atk +20; CMB +36; CMD 57
Feats Arcane Strike, Blind-fight, Blooded Arcane Strike[ACG], Cleave, Eschew Materials, Great Fortitude, Improved Initiative, Improved Natural Attack (claw), Leadership, Mad Magic, Multiattack, Power Attack, Raging Brutality[UC], Reckless Rage[ACG], Rending Claws[APG], Unfettered Rage, Weapon Focus (claw)
Skills Acrobatics +9 (+25 to jump), Appraise +5, Bluff +14, Climb +13, Diplomacy +14, Disguise +14, Escape Artist +9, Fly +13, Heal +3, Intimidate +37, Knowledge (arcana) +28, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nobility) +15, Linguistics +10, Perception +26, Perform (dance) +34, Perform (oratory) +24, Perform (sing) +24, Perform (string instruments) +14, Perform (wind instruments) +24, Ride +9, Sense Motive +3, Spellcraft +28, Stealth +9, Survival +3, Swim +13, Use Magic Device +29
Languages Aklo, Common, Elven, Giant, Infernal, Shadowtongue, Thassilonian, Varisian; tongues
SQ contingency, contract bound, dragon form, everdawn infusion, exceptional stats, fast movement, inherent bonuses, permanent spells, tireless bloodrage
Combat Gear boots of teleportation, crown of fangs, greater quicken metamagic rod, ring of spell storing (major), wand of magic missile (CL 9th, 34 charges); Other Gear amulet of mighty fists +4, belt of physical might +6 (Str, Dex), bracers of armor +8, crimson gown, crystal ball with true seeing, eyes of charming, gloves of arcane striking[UE], handy haversack, headband of mental prowess +4 (Int, Wis), iridescent spindle ioun stone, pale green prism ioun stone, ring of splendid security, vibrant purple prism ioun stone, armband set with rubies (worth 3,500 gp), gold anklet set with rubies (worth 4,000 gp), gold-and-ruby earrings (worth 5,000 gp)
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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.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (53 rounds/day) (Su) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Breath Weapon (1/day, DC 25) (Su) 1/day, Breath Weapon deals 1d6 (energy) damage, DC 25.
Breath Weapon (20d6 electricity, 60 ft. line, 3/day, DC 35) (Su) As a standard action, deal energy damage in area (Ref half).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Contingency (Sp) Ileosa used a scroll of contingency to set up this effect: if she is ever brought to fewer than 30 hit points, heal (CL 20th) is cast on her.
Contract Bound (Ex) Queen Ileosa forged a contract with an erinyes devil, gaining the benefits of the devil-bound template. If Ileosa dies, she cannot be brought back to life without Sermignatto’s permission; if that devil is slain, the contract itself reverts to Serm
Damage Reduction (10/adamantine [70 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Draconic Resistance (Ex) Gain Electricity resistance 4 and +10 natural armor.
Dragon Form (Su) Can take dragon form when enter bloodrage.
Dragon Wings (Su) Gain flight when raging
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Electricity Claws (Ex) 2 Magic Claw attacks deal 1d8 damage + 1d6 Electricity
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Everdawn Infusion (Ex) Ileosa can cast teleport in the Sunken Queen without restriction. She calculates her hit points using her Charisma modifier rather than her Constitution modifier, and is immune to bleed effects.
Exceptional Stats (Ex) Queen Ileosa was destined from birth to achieve greatness. Her ability scores were generated using 25 points, rather than the standard array. Additionally, she has a potent artifact and her gear was determined as if she were a PC rather than an NPC t
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fly (170 feet, Good) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Inherent Bonuses (Ex) With the aid of genie-granted wishes and other expenditures of her wealth, Ileosa has the following inherent bonuses to her ability scores: Strength +3, Dexterity +4, Constitution +4, Intelligence +3, Wisdom +3, Charisma +5.
Leadership (score 33) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Never Flat-footed This creature cannot be flat-footed, and always uses it's normal AC.
Never Surprised This creature cannot be surprised, and always acts in any surprise round.
Permanent Spells (Sp) Ileosa has arcane sight and tongues as permanent spells, both functioning at CL 16th.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Raging Brutality (+15) Add Constitution bonus on damage rolls
Regeneration 20 (Serithtial) Heal HP quickly and cannot die.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Spell Resistance (22) You have Spell Resistance.
Susceptible to Serithtial (Ex) The infusion of Kazavon into Ileosa’s soul allows Serithtial to suppress her regeneration. Each time she takes damage from Serithtial, she must succeed at a DC 25 Fortitude save or gain a negative level as the sacred blade carves away
Tireless Bloodrage (Su) No longer fatigued after bloodraging.
Unfettered Rage If no allies are within 5 ft. of you or any squares you threaten, expend rage to make one additional attack at highest BAB and take -2 penalty on other attacks and AC.
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I considered having him start at half hp and healing and instead of the building pool after combat have the dragon emerge if the bloodrager form reaches his max hp (479).
The calculated CR seems like enough to give me pause on this but I've never been the most savy villain builder. I appreciate any help.