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zagan
2010-10-13, 01:25 PM
THE VESTIGE SUMMONER
http://img827.imageshack.us/img827/5403/withstrengthandfriendsh.jpg


Come into the world once more and fight for me!

-A Vestige Summoner calling Haures to his side.

Few dare to call to creatures of the beyond for help and even fewer do so as regularly as Binders, who house these beings, these Vestiges, in their own bodies to gain power. Among those few Binders, some try to bring more of the Vestiges into the world, to make them more solid and to serve them. After a century of study, they have succeeded and now the secret has begun to spread.


BECOMING A VESTIGE SUMMONER
The only real way to become a Vestige Summoner is to be a Binder, though it's possible to enter the class with a few Binder levels less than normal using the Improved Binding feat; in those cases, a dip in a class that provide benefit to an ally could fit well for when you eventually begin summoning, such as Bard or Marshal.

ENTRY REQUIREMENTS
Skills: Concentration 15 ranks, Knowledge (Arcana) 15 ranks or Knowledge (The planes) 15 ranks, Spellcraft 7 ranks
Feats: Expel Vestige, Rapid Pact Making
Binding: Ability to bind 6th level Vestiges
Special: Must have studied under another Vestige Summoner for at least a month

Class Skills
The Vestige Summoner's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Any, chosen individually) (Int), Profession (Cha), Sense Motive (Wis) and Spellcraft (Int).
Skills Points at Each Level: 4 + Int modifier.

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulbinding

1st|
+0|
+0|
+0|
+2|Vestige Summoning (Full round action) (1/day), vestige gratitude|+1 level of existing class level

2nd|
+1|
+0|
+0|
+3|Dismissal|+1 level of existing class level

3rd|
+1|
+1|
+1|
+3|Vestige summoning (2/day)|+1 level of existing class level

4th|
+2|
+1|
+1|
+4|Share power|+1 level of existing class level

5th|
+2|
+1|
+1|
+4|Vestige summoning (3/day)|+1 level of existing class level

6th|
+3|
+2|
+2|
+5|Throw into the void|+1 level of existing class level

7th|
+3|
+2|
+2|
+5|Vestige summoning (4/day)|+1 level of existing class level

8th|
+4|
+2|
+2|
+6|Vestige summoning (Standard action), vestige horde|+1 level of existing class level
[/table]

Weapon Proficiencies: You gain no proficiency with any weapons or armor.

Soulbinding (Su): At each Vestige Summoner level, your soulbinding ability improves as if you had also gained a level in a class that grants the soulbinding class features. Your Vestige Summoner levels stack with those levels for the purpose of determining your bonus on binding checks, the effectiveness of your Vestige-granted abilities, your ability to bind higher level Vestiges, and the number of Vestiges you can bind. You do not, however, gain any other benefit that those levels would have granted you.

Vestige Summoning (Su): After spending a long time studying Vestiges and summoning, you’ve finally uncovered the secret of bringing a Vestige into the world. Starting at 1st level, you can summon any one Vestige of a level equal to your class level that you have currently bound; the Vestige appears adjacent to you and stays summoned for 5 minutes per class level, (to a maximum of 40 minutes at level 8). This is a full-round action that provokes an attack of opportunity; if you take damage (including ongoing damage), the summoning fails unless you succeed on a Concentration check (DC equal to 10 + damage dealt), and you do not expend a use of this ability if you fail the Concentration check. The Vestige appears adjacent to you and acts during your turn and follows all your orders, even a suicidal one. You can only have one Vestige summoned at a time (but see Vestiges Horde, below).

For the duration of this ability you lose all abilities granted by the Vestige and its sign, if it was visible, disappears. The Vestige can’t in any way harm you, even indirectly, and no form of compulsion can force it to do so. If you are killed while the Vestige is still present, it immediately disappears. If you become unconscious, the Vestige will do its utmost to protect you for as long as the summoning lasts. You can end the summoning as a swift action at any time but if you do so before the normal duration of the summoning has elapsed your pact with the Vestige immediately become a poor pact (placing you under the Vestige influence as normal), if it was already a poor pact you immediately take a -1 penalty on attack rolls, saves and checks as if you had ignored the vestige influence for the rest of the day. If the Vestige is killed, it immediately disappears, you regain all its granted abilities and you lose the ability to summon this Vestige for the rest of the day. Any effect (spell, power or other) created by the Vestige with a duration other than instantaneous ends when the summoning ends.

You can use this ability once per day at 1st level, twice at 3rd, thrice at 5th and four times at 7th. If you a summon a Vestige multiple times during the same day, it does not regain the use of any per day ability it may have each time, such as spells or spell-like abilities. At 8th level this ability can be used as a standard action, though it still provokes an attack of opportunity. Despite its name, this ability does not count as a summoning effect because, in reality, the Vestige Summoner extracts the Vestige from his body and grant it physical form. The various Vestige statistics can be found below and they improve as you gain levels; each entry give detail on what this entails.

Vestige Gratitude (Su): Any Vestiges you bind knows that you have the ability to let them experience the world once again, even for a brief time; as such, they are more eager to bind themselves to you. At 1st level, you gain an insight bonus equal to twice your class level on binding checks.

Dismissal (Sp) After mastering the way to bring Vestiges into the world, the magic of summoning has no secret for you and you can use that to send the summoned beings of others back from where they came. Starting at 2nd level, you can use dismissal as the spell three times per day with a caster level equal to your character level. The save DC is Charisma-based.

Share Power (Su): Despite being temporarily grant a body on this plane, the Vestige is still linked to you in some way and you can use that to augment their power even further. As a free action when summoning a Vestige, you can choose to share with it some of the power of the other Vestiges still bound to you. The summoned Vestige gains the benefit of any passive abilities granted by the Vestige(s) still bound to you. Passive abilities are defined as abilities that do not necessitate an action to use but that grant some sort of benefit from the moment you make the pact with the Vestige to the moment the pact ends. For example, a Binder 12 / Vestige Summoner 6 bound to Andromalius, Geryon and Ronove could summon Geryon, losing all abilities granted by this Vestige and sharing with him the passive abilities of Andromalius and Ronove, which are Sense Trickery and Sneak Attack from Andromalius and Cold Iron and Magic Attacks, Feather’s Fall, Ronove’s Fists and Sprint from Ronove. While sharing abilities in this way, both you and the summoned Vestige bear the signs of the Vestiges still bound to you and you can’t suppress it for as long as the Vestige stays summoned.

Throw into the Void (Su): Your experience with bringing Vestiges from their place outside reality into the world allows you to reverse the process and briefly send a foe into the void, where madness overtakes them. Starting at level 6, three times per day, you can banish any one creature within 30ft into the void between dimensions for 2d4 minutes. This is a standard action that provokes an attack of opportunity; if you take damage (including ongoing damage), the banishment fails unless you succeed on a Concentration check (DC equal to 10 + damage dealt). You do not expend a use of this ability if you fail the Concentration check. After this time has passed, the creature reappears where it had been when this ability was used. If this location is filled with a solid object, the creature appears in the nearest open space, taking 5d6 points of damage in the process. In addition, when the creature reappears, she must make a Will save (DC 18 + your Charisma modifier) or become permanently confused. This can be reversed in only two ways: either a wish, miracle or equivalent ability or the creature can attempt another Will save, at the same DC, once per day to try to regain control of herself. If you wish, you can use this ability on yourself, in which case you do not need to make the save when coming back. While away, you can’t take any action.

Vestige Horde (Su): Now experienced with summoning Vestiges, you can call them all at once to overwhelm your foe. Once per day, you can summon all the Vestiges bound to you simultaneously; if you want, you can choose to only summon some of them, leaving the others bound to you as normal. This is a full-round action that provokes an attack of opportunity. If you take damage (including ongoing damage), the summoning fails unless you succeed on a Concentration check (DC equal to 10 + damage dealt). You do not expend a use of this ability if you fail the Concentration check. Each Vestige appears within 20 feet of your position; unlike a normal Vestige summoning, this only lasts 1 minute and you can’t have any Vestiges already summoned when using this ability or it fails. You can use your Share Power ability when using Vestige Horde, granting the power to all summoned Vestiges. Using this ability does not count against your use of your Vestiges Summoning ability.

PLAYING A VESTIGE SUMMONER
Vestige Summoners can be played almost exactly like a Binder but with an added layer of strategy because you must choose your bound Vestiges, with an additional criteria of what they can do once summoned.

Once you gain the Share Power ability, you must also take into account the abilities that the Vestiges can grant to each other. Finally, you must strike a balance between what Vestiges you retain bound to conserve some combat potential and how many you wish to summon.
Combat: Depending on your remaining uses of Vestige Summoning for the day, you will first need to choose if it’s worth it to summon one or not; if not, you play as normal, using all that your Vestiges' granted abilities; if you wish to summon a Vestige, this should be your first action during the combat and you should stay away from your foe to avoid attacks of opportunity. Once the Vestige is summoned, you should use your remaining abilities to support it while it lays waste to your foes.
Advancement: Standard binding feats are still very useful to you; feats that augment your Concentration check could also be a good investment. Anything that allows you to better support your summoned Vestige is also a good investment.
Resources: Same as standard Binder, with perhaps a little more support from those that aspire to become Vestige Summoners themselves.

VESTIGE SUMMONERS IN THE WORLD
One day we stumbled upon a fight between this lone guy against multiple demons. We were ready to intervene to help him when suddenly this thing came out of his body. Suddenly, we weren’t sure we really wanted to help him.

-An adventurer who once stumbled upon a Vestige Summoner fighting demons.

Mostly the same as Binders for those that know of them, so persecution in some places and amalgam with spellcasters in others. Those that know of their special powers are rare, even greater hatred from those that hate Binders to begin with, fear from those that witness a summoning and admiration from Binders who want to learn the secret of how to do the same.
Daily Life: Same as with Binder, but with perhaps even more secrecy and, on some occasions, time spent teaching other Binders.
Notables: Vestige Summoners are pretty secretive and a recent development, so the only well known figure is the creator of the art, Heltir Dres, a Half-Elf Binder who taught as many Binders his secrets before dying.
Organizations: No formal organizations exist but often you will see a Vestige Summoner with another Binder, learning his secrets.

NPC Reactions
Fear and hatred mostly, unless they’re Binders themselves. A few sages also admire Vestige Summoners for the impressive feat of bringing, even briefly, a creature from the beyond into the world.

VESTIGE SUMMONERS IN THE GAME
Vestige Summoners are slightly more powerful and versatile than standard Binders but they’re a little more fragile and their ability can be disrupted.
Adaptation: None really, but the Vestiges could be used as standard monsters or guardians for temples for Vestiges; in that case, they’re not the Vestige themselves but just a copy.

Credits:
lunascythedragon (http://lunascythedragon.deviantart.com/) for a wonderful image.
Unasorta for proofreading all my errors.
Cieyrin for further proofreading

Sidebar: The Vestige subtypes:

A Vestige creature is the physical manifestation of a Vestige. A Vestige creature counts as extraplanar for all effects that would send an extraplanar creature back to its plane, but the Vestige is instead sent back into the body of the creature that summoned them. If a Vestige possesses some form of equipment, only it can use it, it can't be sundered nor stolen; if it leaves the possession of the Vestige, it disappears immediately and reappears on the Vestige's body or hand as appropriate, the only exception being thrown weapons and ammunition that disappears only after the attack is resolved. In addition, nearly all Vestiges have the following traits:

Tongues (Su): All vestiges can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
DR equal to 10, bypassed only by a weapon opposed to at least one component of their alignment; for example, Amon is Chaotic Evil, so any Lawful or Good weapon bypass his DR.
Spell resistances equal to 10 + HD



Sidebar: Vestige Progression:

Vestiges increase in power as you gain in levels in the Vestiges Summoner class; this is detailed in an altered stat block containing only the lines that need to be changed. These changes are cumulative, so if the Vestige gains an additional Hit Dice that grants it a feat, even if the following Hit Dice does not, the new feat is not lost.
Remember to also adjusted the save DCs, caster level, area of effect or other variables that depend on Hit Dice. This may also apply in case of an increase of an ability score.

zagan
2010-10-13, 01:26 PM
VESTIGE STATS

1st level Vestiges:

Amon, the Void before the Altar
CR 11


http://www.wizards.com/dnd/images/ToMagic_Gallery/96072.jpg
This creature possesses the body of a very big wolf, with midnight black fur, his head that of a ram but with a bigger jaw. His tail is a living snake that seems to move independently. Flame spurt forth from his mouth with each breath.

CE Large Outsider (Fire, Vestige)
Init +5, Senses: Low-Light Vision, Darkvision 60 ft., Scent, Listen +18, Spot +18,
Languages Tongues
------------------------------------------------
AC 21, touch 14, flat-footed 16 (-1 Size, +5 Dex, +7 Natural)
hp 110 (13 HD(d8))
Fort +13, Ref +12, Will +10
------------------------------------------------
Speed 50 ft. (10 squares)
Melee Ram +22 (1d6+10) +1d8 on a charge and Flaming Bite +22 (1d8+10+3d6 fire) and Tail-Snake +22 (1d4+10 plus poison (DC 22)
Space 10 ft. Reach 5 ft. (10 ft. with Tail-Snake)
Base Atk +13, Grp +27
Atk Options Trip (+14), Fire breath (DC 22), Poison (DC 22), Charging knockback(DC 30)
Spell-like Abilities (CL equal to Hit dice, Charisma based)
At-will: Burning Hands (DC 11), Flare (DC 10), Light
3/day: Daylight, Fireball (DC 13)
-----------------------------------------------
Abilities Str 30, Dex 20, Con 19, Int 8, Wis 14, Cha 10
SQ Immunity to fire, Vulnerability to Cold, Tongues, DR 10/Lawful or Good, Spell resistance 23, Flaming Bite (3d6)
Feats 1st: Multiattack, 3rd: Improve Multiattack, 6th: Ability Focus (Poison), 9th: Ability Focus (Fire breath) 12th: Recover BreathDra ,TrackB
Skills Hide +19, Intimidate +14, Knowledge (religion) +17, Listen +18, Move Silently +23, Spots +18, Survival +20*

Trip (Ex): When Amon hits with a bite attack, he can attempt to trip its opponent (+14 check modifier (+10 Strength + 4 Size)) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Amon.

Ram (Ex): When Amon attacks with his Ram attack at the end of a charge, he deals an additional 1d8 damage.

Charging Knockback (Ex): When Amon hits with his Ram attack at the end of a charge, he can immediately attempt a bull rush without entering the foe’s space or provoking an attack of opportunity. Amon makes a Strength check with a +4 racial bonus. If the bull rush succeeds, the foe is driven back 5 feet and must make a Reflex save or fall down (DC 10 + 1/2 HD + Str Modifier + 4). If being driven back would force the opponent into a barrier or into a square where it cannot stop (such as a wall or a square occupied by another creature), the foe falls down in its square instead.

Poison (Ex): When Amon hits with his Tail-Snake attack, he injects an injury poison that deals initial and secondary damage of 1d6 Con. Fortitude (DC 10 + 1/2 HD+ Con modifier + 2 (Ability focus)).

Fire Breath (Ex): As a standard action, Amon can vomit forth a line a fire. The line extends 50 ft. and deals 1d6 points of fire damage per Hit Dice to every creature in the area. A successful Reflex saves halves this damage (DC 10 + 1/2 HD+ Con modifier + 2 (Ability focus)) . Once Amon has used this ability, he must wait for 4 rounds before he can use it again.

Flaming Bite (Su): The fire constantly in Amon mouth damage those he bite. When Amon make a bite attack he deal 1d6 points of additional fire damage per four Hit dice he posses.

Skills: Amon has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*He also has a +4 racial bonus on Survival checks when tracking by scent and another +2 synergy bonus when on other planes.

Progression:

------------------------------------------------
At 2nd level, Amon has the following altered statistics:
hp 119 (14 HD(d8))
Fort +14, Ref +13, Will +11
Melee Ram +23 (1d6+10) +1d8 on a charge and Flaming Bite +23 (1d8+10+3d6 fire) and Tail-Snake +23 (1d4+10 plus poison(DC 23))
Base Atk +14, Grp +28
Atk Options Fire breath (DC 23), Poison (DC 23), Charging knockback(DC 31)
SQ Spell resistance 24
Skills Hide +20, Intimidate +15, Knowledge (religion) +18, Listen +19, Move Silently +24, Spots +19, Survival +21*
------------------------------------------------
At 3rd level, Amon has the following altered statistics:
hp 127 (15 HD(d8))
Melee Ram +24 (1d6+10) +1d8 on a charge and Flaming Bite +24 (1d8+10+3d6 fire) and Tail-Snake +24 (1d4+10 plus poison(DC 23))
Base Atk +15, Grp +29
SQ Spell resistance 25
Feats 15th: Sudden Ability FocusToM
Skills Hide +21, Intimidate +16, Knowledge (religion) +19, Listen +20, Move Silently +25, Spots +20, Survival +22*
------------------------------------------------
At 4th level, Amon has the following altered statistics:
hp 152 (16 HD(d8))
Fort +16, Ref +14, Will +12
Melee Ram +25 (1d6+10) +1d8 on a charge and Flaming Bite +25 (1d8+10+4d6 fire) and Tail-Snake +25 (1d4+10 plus poison(DC 25))
Base Atk +16, Grp +30
Atk Options Fire breath (DC 25), Poison (DC 25), Charging knockback(DC 32)
Abilities Con 20
SQ Spell resistance 26, Flaming Bite (4d6)
Skills Hide +22, Intimidate +17, Knowledge (religion) +20, Listen +21, Move Silently +26, Spots +21, Survival +23*
------------------------------------------------
At 5th level, Amon has the following altered statistics:
hp 161 (17 HD(d8))
Melee Ram +26 (1d6+10) +1d8 on a charge and Flaming Bite +26 (1d8+10+4d6 fire) and Tail-Snake +26 (1d4+10 plus poison(DC 25))
Base Atk +17, Grp +31
Spell-like Abilities (CL equal to Hit dice, Charisma based)
1/day: Flame Strike (DC 15), Sunburst (DC 18)
SQ Spell resistance 27
Skills Hide +23, Intimidate +18, Knowledge (religion) +21, Listen +22, Move Silently +27, Spots +22, Survival +24*
------------------------------------------------
At 6th level, Amon has the following altered statistics:
hp 171 (18 HD(d8))
Fort +17, Ref +15, Will +13
Melee Ram +27 (1d8+10) +1d8 on a charge and Flaming Bite +27 (1d8+10+4d6 fire) and Tail-Snake +27 (1d4+10 plus poison(DC 26))
Base Atk +18, Grp +32
Atk Options Fire breath (DC 26), Poison (DC 26), Charging knockback(DC 33)
SQ Spell resistance 28
Feats 18th: Improved Natural Attack (Ram)
Skills Hide +24, Intimidate +19, Knowledge (religion) +22, Listen +23, Move Silently +28, Spots +23, Survival +25*
------------------------------------------------
At 7th level, Amon has the following altered statistics:
CE Huge Outsider (Fire, Vestige)
Init +4
AC 22, touch 12, flat-footed 18 (-2 Size, +4 Dex, +10 Natural)
hp 218 (19 HD(d8))
Fort +19, Ref +14
Melee Ram +31 (2d6+14) +1d8 on a charge and Flaming Bite +31 (2d6+14+4d6 fire) and Tail-Snake +31 (1d6+14 plus poison(DC 28))
Space 15 ft. Reach 10 ft. (15 ft. with Tail-Snake)
Base Atk +19, Grp +41
Atk Options Trip (+22), Fire breath (DC 28), Poison (DC 28), Charging knockback(DC 37)
Abilities Str 38, Dex 18, Con 24
SQ Spell resistance 29
Skills Hide +21, Intimidate +20, Knowledge (religion) +23, Listen +24, Move Silently +28, Spots +24, Survival +26*
------------------------------------------------
At 8th level, Amon has the following altered statistics:
hp 230 (20 HD(d8))
Fort +20, Ref +15, Will +14
Melee Ram +32 (2d6+14) +1d8 on a charge and Flaming Bite +32 (2d6+14+5d6 fire) and Tail-Snake +32 (1d6+14 plus poison (DC 29)
Base Atk +20, Grp +42
Atk Options Fire breath (DC 29), Poison (DC 29), Charging knockback( DC 38)
Abilities Con 25
SQ Spell resistance 30, Flaming Bite (5d6)
Skills Hide +22, Intimidate +21, Knowledge (religion) +24, Listen +25, Move Silently +29, Spots +25, Survival +27*


Aym, Queen Avarice
CR 11
Aym is female dwarf with three heads: a normal one, a lion head and a bull head. Her legs are replaced by two great worm. She is wearing half melted golden armor and wielding a big Waraxe. Fire constantly forms a halo around her.

LE Female Medium Outsider (Augmented humanoid (dwarf), Fire, Vestige)
Dungeon Crasher Fighter 11
Init +0, Senses: Darkvision 60 ft., Listen +1, Spot +3
Languages Common, Dwarven, Giant, Tongues
------------------------------------------------
AC 17, touch 11, flat-footed 17 (+6 armor, +1 deflection) (+4 dodge against giant) (+2 dodge bonus against branded creature)
hp 104hp (11 HD(d10))
Fort +12, Ref +4, Will +5
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +1 Adamantine Dwarven Waraxe +18/+13/+8 (1d10+10/x3) and Bite +10 (1d6+2) and Gore +10 (1d8+2) or
Melee Touch +15 touch
Space 5 ft. Reach 5 ft.
Base Atk +11, Grp +16
Atk Options Power attack, Cleave, Improve Sunder, Improve Bull Rush, Halo of fire
Spell-like Abilities (CL equal to Hit Dice, Wisdom based)
1/day: Produce flame
Supernatural Abilities Halo of fire, Branding Iron
-----------------------------------------------
Abilities Str 19, Dex 10, Con 18, Int 13, Wis 12, Cha 6
SQ Darkvision 60ft, Dwarf traits, Fire immunity, Cold vulnerability, DR 10/Chaotic or Good, Spell resistance 21, Ruinous attack, Dungeon crasher, All around Vision
Feats 1st: Power Attack, 3rd: Improve Sunder, 6th: Improve Bull Rush, 9th: Endurance, Ft1: Cleave, Ft4: Weapon Focus(Dwarven Waraxe), Ft8: Weapon Specialization (Dwarven Waraxe), Ft10: Greater Weapon Focus (Dwarven Waraxe)
Skills Appraise +8 (+10 with stone or metal item), Craft (metal or stone item) +3, Craft (Weaponsmithing) +15 (+17 with metal of stone weapon), Craft (Armorsmithing) +15 (+17 with metal or stone armor), Search +3 (+5 with unusual stonework), Spot +3
Possessions +1 Adamantine Dwarven Waraxe, +1 Breastplate, Gauntlets of Ogre Power, Amulet of Health +2, Cloak of Resistance +1, Ring of Protection +1

Dwarf Traits:

Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison, spell and spell-like ability.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise and Craft checks that are related to stone or metal items.


Dungeon Crasher (Ex): Aym gains a +4 competence bonus on saves and to Armor Class when attacked by traps. She also gain a +10 bonus on Strength checks to break a door, wall, or similar obstacle. In addition, she gains a special benefit when making a bull rush. If she forces an opponent to move into a wall or other solid object, he stops as normal. However, her momentum crushes him against it, dealing an amount of bludgeoning damage equal to 8d6 points+3*Str Mod.

Halo of Fire (Su): Aym is constantly surround by a Halo of flame; any opponent that strikes her in melee takes 1d6 point of fire damage, unless it is using a weapon with exceptional reach.
She also deals 1d6 point of fire damage with each melee touch attack she makes. She can suppress or reactivate this ability as a standard action.

Ruinous Attack (Ex): Aym's melee attacks deal double damage to objects and are treated as adamantine for the purpose of overcoming Damage Reduction.

Branding Iron (Su): Once per round as a standard action Aym can make a melee touch attack dealing 1d6 points of fire damage (plus another 1d6 points of fire damage if Halo of fire is activated) against a corporeal creature, when doing so her Waraxe briefly changed into a star shaped branding iron. If she succeed on her touch attack and deal at least one points of damage the creature is branded. Aym gain several benefit against a branded creature as follow: she gain a +2 bonus on attack roll made against the creature, she ignore all form of miss chance the creature may posses, such as from cover (even total cover), a blink, blur, mirror image spell or similar effect, she gain a +2 dodge bonus to AC against all attack from the creature and she is never caught flat-footed by the creature. Aym can only have one branded creature at time and the branded dissipate when the creature is healed of the damage deal by the branding (or when Aym is dismissed).

All around Vision (Ex): Aym multiple head give her a few benefit, she cannot be flanked and she gain a +2 bonus on Search and Spot check.

Progression:
------------------------------------------------
At 2nd level, Aym has the following altered statistics:
Dungeon Crasher Fighter 12
hp 114hp (12 HD(d10))
Fort +13, Ref +5, Will +9
Melee +1 Flaming Adamantine Dwarven Waraxe +20/+15/+10 (1d10+12+1d6 fire/x3) and Bite +12 (1d6+2) and Gore +12 (1d8+2) or
Melee Touch +17 touch
Base Atk +12, Grp +17
Abilities Str 20
SQ Spell resistance 22, DR 2/-
Feats 12th: Steadfast DeterminationPHBII, Ft12: Greater Weapon Specialization (Dwarven Waraxe)
Skills Craft (Weaponsmithing) +16 (+18 with metal of stone weapon), Craft (Armorsmithing) +16 (+18 with metal or stone armor)
Possessions +1 Flaming Adamantine Dwarven Waraxe, +1 Adamantine Breastplate
------------------------------------------------
At 3rd level, Aym has the following altered statistics:
Dungeon Crasher Fighter 13
hp 123hp (13 HD(d10))
Fort +14, Ref +6, Will +10
Melee +1 Flaming Adamantine Dwarven Waraxe +21/+16/+11 (1d10+12+1d6 fire/x3) and Bite +13 (1d6+2) and Gore +13 (1d8+2) or
Melee Touch +18 touch
Base Atk +13, Grp +18
SQ Spell resistance 23
Skills Appraise +9 (+11 with stone or metal item), Craft (Weaponsmithing) +17 (+19 with metal of stone weapon), Craft (Armorsmithing) +17 (+19 with metal or stone armor)
Possessions +1 Adamantine Breastplate of Light Fortification, Cloak of Resistance +2
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At 4th level, Aym has the following altered statistics:
Dungeon Crasher Fighter 14
hp 133hp (14 HD(d10))
Fort +15
Melee +1 Flaming Adamantine Dwarven Waraxe +25/+20/+15 (1d10+18+1d6 fire/x3) and Bite +17 (1d6+5) and Gore +15 (1d8+3) or
Melee Touch +20 touch
Base Atk +14, Grp +20
Abilities Str 22
SQ Spell resistance 24
Feats Ft14: Melee Weapon Mastery (Slashing)PHBII
Skills Craft (Weaponsmithing) +18 (+20 with metal of stone weapon), Craft (Armorsmithing) +18 (+20 with metal or stone armor)
Possessions Belt of Giant Strength +4
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At 5th level, Aym has the following altered statistics:
Dungeon Crasher Fighter 15
hp 142hp (15 HD(d10))
Ref +7, Will +11
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +26/+21/+16 (1d10+18+1d6 fire/x3 +2d10 fire) and Bite +18 (1d6+5) and Gore +16 (1d8+3) or
Melee Touch +21 touch
Base Atk +15, Grp +21
Atk Options Combat Brute (Advancing Blow, Sundering Cleave, Momentum Swing)
SQ Spell resistance 25
Feats 15th: Combat BruteCW
Skills Appraise +10 (+12 with stone or metal item), Craft (Weaponsmithing) +19 (+21 with metal of stone weapon), Craft (Armorsmithing) +19 (+21 with metal or stone armor)
Possessions +1 Flaming Burst Adamantine Dwarven Waraxe
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At 6th level, Aym has the following altered statistics:
Dungeon Crasher Fighter 16
AC 18, touch 12, flat-footed 18 (+6 armor, +2 deflection) (+4 dodge against giant) (+2 dodge bonus against branded creature)
hp 152hp (16 HD(d10))
Fort +16
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +27/+22/+17/+12 (1d10+18+1d6 fire/x3 +2d10 fire) and Bite +19 (1d6+5) and Gore +17 (1d8+3) or
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +22/+17 (1d10+18+1d6 fire/x3 +2d10 fire) with Slashing Flurry (standard action) or
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +22/+22/+17/+12/+7 (1d10+18+1d6 fire/x3 +2d10 fire) and Bite +14 (1d6+5) and Gore +12 (1d8+3) with Slashing Flurry (full attack action) or
Melee Touch +22 touch
Base Atk +16, Grp +22
Atk Options Slashing Flurry
Abilities Int 14
SQ Spell resistance 26
Feats Ft16: Slashing FlurryPHBII
Skills Appraise +11 (+13 with stone or metal item), , Craft ( other metal or stone item) +4, Craft (Weaponsmithing) +21 (+23 with metal of stone weapon), Craft (Armorsmithing) +21 (+23 with metal or stone armor), Intimidate -1, Search +4 (+6 with unusual stonework)
Possessions Ring of Protection +2
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At 7th level, Aym has the following altered statistics:
Dungeon Crasher Fighter 17
hp 178hp (17 HD(d10))
Fort +17, Will +12
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +28/+23/+18/+13 (1d10+18+1d6 fire/x3 +2d10 fire) and Bite +20 (1d6+5) and Gore +18 (1d8+3) or
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +23/+18 (1d10+18+1d6 fire/x3 +2d10 fire) with Slashing Flurry (standard action) or
Melee +1 Flaming Burst Adamantine Dwarven Waraxe +23/+23/+18/+13/+8 (1d10+18+1d6 fire/x3 +2d10 fire) and Bite +15 (1d6+5) and Gore +13 (1d8+3) with Slashing Flurry (full attack action) or
Melee Touch +23 touch
Base Atk +17, Grp +23
Abilities Con 20
SQ Spell resistance 27
Skills Appraise +12 (+14 with stone or metal item), Craft (Weaponsmithing) +22 (+24 with metal of stone weapon), Craft (Armorsmithing) +22 (+24 with metal or stone armor), Intimidate +0
Possessions Amulet of Health +4
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At 8th level, Aym has the following altered statistics:
Dungeon Crasher Fighter 18
AC 20, touch 13, flat-footed 20 (+7 armor, +2 deflection, +1 Weapon Supremacy) (+4 dodge against giant) (+2 dodge bonus against branded creature)
hp 189hp (18 HD(d10))
Fort +18, Ref +8, Will +13
Melee +1 Flaming Burst Keen Adamantine Dwarven Waraxe +29/+24/+19/+14 (1d10+18+1d6 fire 19-20/x3 +2d10 fire) and Bite +21 (1d6+5) and Gore +19 (1d8+3) or
Melee +1 Flaming Burst Keen Adamantine Dwarven Waraxe +24/+19 (1d10+18+1d6 fire 19-20/x3 +2d10 fire) with Slashing Flurry (standard action) or
Melee +1 Flaming Burst Keen Adamantine Dwarven Waraxe +24/+24/+19/+14/+9 (1d10+18+1d6 fire 19-20/x3 +2d10 fire) and Bite +16 (1d6+5) and Gore +14 (1d8+3) with Slashing Flurry (full attack action) or
Melee Touch +24 touch
Base Atk +18, Grp +24
Atk Options Shock Trooper (Directed Bull Rush, Domino rush, Heedless Charge),Weapon Supremacy
SQ Spell resistance 28
Feats 18th: Shock TrooperCW, Ft18: Weapon SupremacyPHBII
Skills Craft (Weaponsmithing) +23 (+25 with metal of stone weapon), Craft (Armorsmithing) +23 (+25 with metal or stone armor), Intimidate +1
Possessions +1 Flaming Burst Kenn Adamantine Dwarven Waraxe, +2 Adamantine Breastplate of Light Fortification

Leraje, the Green Herald
CR 11
Leraje is a female elf with a sickly appearance, yellow teeth and eyes, limp hair and pockmarked skin. She wears a beautiful green leather armor and wields an impressive bow.

CN Female Medium Outsider (Augmented humanoid (elf), Vestige)
Ranger 11
Init +5, Senses: Superior Low-Light Vision, Darkvision 60 ft, Listen +17, Spot +17,
Languages Common, Elven, Tongues
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AC 20, touch 15, flat-footed 15 (+5 Dex, +5 Armor)
hp 71 (11 HD(d8))
Fort +9, Ref +12, Will +4
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Speed 30 ft. (6 squares)
Ranged +3 Darkwood Composite Longbow +20/+15/+10 (1d8+5/x3) or
Ranged +3 Darkwood Composite Longbow +14 (3d8+15/x3) with Manyshot or
Ranged +3 Darkwood Composite Longbow +14/+14/+14 (1d8+5/x3) with Greater Manyshot or
Ranged +3 Darkwood Composite Longbow +18/+18/+13/+8 (1d8+5/x3) with Rapid Shot
Space 5 ft. Reach 5 ft.
Base Atk +11, Grp + 13
Atk Options Distracting Attack, Manyshot, Greater Manyshot, Rapid Shot, Ricochet, Woodland Archer (Adjust for Range, Pierce the Foliage, Moving Sniper), spells
Combat Gear Unlimited amount of mundane arrows, 20 Adamantine arrows, 20 Alchemical Silver arrows, 20 Cold Iron arrows per day.
Ranger Spells Prepared(CL 5th):
2nd: Swift HasteSpc
1st: Arrow Mind(2)Spc
Supernatural Abilities Greater magic bow
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Abilities Str 14, Dex 21, Con 14, Int 8, Wis 13, Cha 10
SQ Elf traits, Superior low-light vision, Bow proficiency, Darkvision 60ft, DR10/Lawful, Spell resistance 21, Wild empathy, Elf favored enemy, Woodland stride, Swift tracker, Evasion
Feats 1st: Point Blank Shot, 3rd: Precise Shot, 6th: Greater ManyshotXPH 9th: Woodland ArcherRoW, Rg1: Track, Rg2: Rapid Shot, Rg3: Endurance, Rg6: Manyshot Rg11: Improve Precise Shot
Skills Hide +24, Listen +17, Move silently +19, Search +1, Spot +17, Survival +15
Possessions +1 Darkwood Composite Longbow (+2 Str bonus), +1 Mithral Chain Shirt, Amulet of Health +2, Gloves of Strength +2 and Dexterity +2, Cloak of Elvenkind, Spell component pounch

Elf Traits:

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. A high elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


Superior Low-Light Vision (Ex): Leraje can see four time as far as her light source would normally illuminate.

Ricochet (Ex): As a standard action, Leraje can make a single ranged attack against two adjacent targets. She makes a single attack roll and applies the result to the Armor Class of both targets. Any hit she scores deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which must be designated prior to making the attack roll.

Bow Proficiency (Ex): Leraje gains a +1 competence bonus on attack rolls made with composite longbow, composite shortbow, longbow and shortbow.

Greater Magic Bow (Su): Any bow Leraje wield is considered to be under the effect of a greater magic weapon spell with a CL equal to her Hit Dice +2.

Wild Empathy (Ex): Leraje can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. She rolls 1d20 and adds 11 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Leraje and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Leraje can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Elf Favored EnemyRoW (Ex):
-Leraje gains a +9 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Humanoids (Orc). Likewise, she gets a +9 bonus on weapon damage rolls against such creatures.
-She gains a +3 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Undead. Likewise, she gets a +3 bonus on weapon damage rolls against such creatures.
-She gains a +2 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Outsiders (Evil). Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

Distracting AttackPHBII (Ex): Whenever Leraje hits an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by her for the purpose of adjudicating her allies’ attacks. For example, if a rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack. This flanked condition lasts until either the enemy is attacked by one of her allies or until the start of her next turn, whichever comes first. This ability has no effect on creatures that can’t be flanked.

Woodland Stride (Ex): Leraje may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
However, thorns, briars and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Swift Tracker (Ex): Leraje can move at her normal speed while following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): Leraje can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. If helpless, she does not gain the benefit of evasion.

Progression:
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At 2nd level, Leraje has the following altered statistics:
Ranger 12
AC 21, touch 16, flat-footed 16 (+5 Dex, +5 Armor, +1 Deflection)
hp 78 (12HD(d8))
Fort +11, Ref +14, Will +7
Ranged +3 Orcbane Darkwood Composite Longbow +21/+16/+11 (1d8+5/x3) or
Ranged +3 Orcbane Darkwood Composite Longbow +15 (3d8+15/x3) with Manyshot or
Ranged +3 Orcbane Darkwood Composite Longbow +15/+15/+15 (1d8+5/x3) with Greater Manyshot or
Ranged +3 Orcbane Darkwood Composite Longbow +21/+21/+16/+11 (1d8+5/x3) with Improved Rapid Shot
Base Atk +12, Grp + 14
Atk Options Improve Rapid shot
Ranger Spells Prepared(CL 6th):
3rd: Arrow StormSpc
2nd: Swift Haste(2)Spc
1st: Arrow Mind(2)Spc
Abilities Wis 14
SQSpell resistance 22
Feats 12th: Improve Rapid ShotCW
Skills Hide +25, Listen +19, Move silently +20, Spot +19, Survival +18
Possessions +1 Orcbane Darkwood Composite Longbow (+2 Str bonus), Cloak of Elvenkind and Resistance +1, Ring of Protection +1
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At 3rd level, Leraje has the following altered statistics:
Ranger 13
hp 84 (13HD(d8))
Will +8
Ranged +3 Orcbane Darkwood Composite Longbow +22/+17/+12 (1d8+5/x3) or
Ranged +3 Orcbane Darkwood Composite Longbow +16 (3d8+15/x3) with Manyshot or
Ranged +3 Orcbane Darkwood Composite Longbow +16/+16/+16 (1d8+5/x3) with Greater Manyshot or
Ranged +3 Orcbane Darkwood Composite Longbow +22/+22/+17/+12 (1d8+5/x3) with Improved Rapid Shot
Base Atk +13, Grp + 15
Ranger Spells Prepared(CL 6th):
3rd: Arrow Storm(2)Spc
2nd: Swift Haste(2)Spc
1st: Arrow Mind(2)Spc
Abilities Wis 16
SQSpell resistance 23, Camouflage
Skills Hide +26, Listen +20, Move silently +26, Spot +20, Survival +18
Possessions Amulet of Health +2 and Wisdom +2, Boots of Elvenkind

Camouflage (Ex): Leraje can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
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At 4th level, Leraje has the following altered statistics:
Ranger 14
Init +6
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 Armor, +1 Deflection)
hp 91 (14HD(d8))
Fort +12, Ref +15
Ranged +4 Orcbane Darkwood Composite Longbow +25/+20/+15 (1d8+6/x3) or
Ranged +4 Orcbane Darkwood Composite Longbow +19 (3d8+18/x3) with Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +19/+19/+19 (1d8+6/x3) with Greater Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +25/+25/+20/+15 (1d8+6/x3) with Improved Rapid Shot
Base Atk +14, Grp + 16
Ranger Spells Prepared(CL 7th):
3rd: Arrow Storm(2)Spc
2nd: Swift Haste(2)Spc
1st: Arrow Mind(2)Spc, Pass without Trace
Abilities Dex 23
SQSpell resistance 24
Skills Hide +28, Listen +22, Move silently +28, Spot +22, Survival +20
Possessions Gloves of Strength +2 and Dexterity +4
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At 5th level, Leraje has the following altered statistics:
Ranger 15
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 Armor, +1 Deflection)
hp 97 (15HD(d8))
Will +9
Ranged +4 Orcbane Darkwood Composite Longbow +26/+21/+16 (1d8+7/x3) or
Ranged +4 Orcbane Darkwood Composite Longbow +20 (3d8+21/x3) with Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +20/+20/+20 (1d8+7/x3) with Greater Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +26/+26/+21/+16 (1d8+7/x3) with Improved Rapid Shot
Base Atk +15, Grp + 18
Atk Options Ranged Pin
Ranger Spells Prepared(CL 7th):
4th: Freedom of Movement
3rd: Arrow Storm(2)Spc
2nd: Swift Haste(2)Spc
1st: Arrow Mind(2)Spc, Pass without Trace
Abilities Str 16
SQSpell resistance 25
Feats 15th: Ranged PinCW
Skills Hide +29, Listen +23, Move silently +29, Spot +23, Survival +21
Possessions +1 Orcbane Darkwood Composite Longbow (+3 Str bonus), Gloves of Strength +4 and Dexterity +4

Elf Favored EnemyRoW (Ex):
-Leraje gains a +12 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Humanoids (Orc). Likewise, she gets a +12 bonus on weapon damage rolls against such creatures.
-She gains a +3 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Undead. Likewise, she gets a +3 bonus on weapon damage rolls against such creatures.
-She gains a +2 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Outsiders (Evil). Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
-She gains a +2 bonus Bluff, Listen, Sense Motive, Spot, and Survival checks against Monstrous Humanoids. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
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At 6th level, Leraje has the following altered statistics:
Ranger 16
Init +7
AC 23, touch 18, flat-footed 16 (+7 Dex, +5 Armor, +1 Deflection)
hp 104 (16HD(d8))
Fort +14, Ref +18, Will +10
Ranged +4 Orcbane Darkwood Composite Longbow +28/+23/+18/+13 (1d8+7/x3) or
Ranged +4 Orcbane Darkwood Composite Longbow +20 (4d8+28/x3) with Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +20/+20/+20/+20 (1d8+7/x3) with Greater Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +28/+28/+23/+18/+13 (1d8+7/x3) with Improved Rapid Shot
Base Atk +16, Grp + 19
Ranger Spells Prepared(CL 8th):
4th: Freedom of Movement
3rd: Arrow Storm(2)Spc
2nd: Swift Haste(2)Spc, Exacting ShotSpc
1st: Arrow Mind(2)Spc, Pass without Trace
Abilities Dex 24
SQSpell resistance 26
Skills Hide +31, Listen +24, Move silently +31, Spot +24, Survival +22
Possessions +1 NimblenessMiC Mithral Chain Shirt, Cloak of Elvenkind and Resistance +2
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At 7th level, Leraje has the following altered statistics:
Ranger 17
hp 127 (17HD(d8))
Fort +15
Ranged +4 Orcbane Darkwood Composite Longbow +29/+24/+19/+14 (1d8+7/x3) or
Ranged +4 Orcbane Darkwood Composite Longbow +21 (4d8+28/x3) with Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +21/+21/+21/+21 (1d8+7/x3) with Greater Manyshot or
Ranged +4 Orcbane Darkwood Composite Longbow +29/+29/+24/+19/+14 (1d8+7/x3) with Improved Rapid Shot
Base Atk +17, Grp + 20
Ranger Spells Prepared(CL 8th):
4th: Freedom of Movement
3rd: Arrow Storm(2)Spc, Find the GapSpc
2nd: Swift Haste(2)Spc, Exacting ShotSpc
1st: Arrow Mind(2)Spc, Pass without Trace, CamouflageSpc
Abilities Con 16
SQSpell resistance 27, Hide in Plain Sight
Skills Hide +32, Listen +25, Move silently +32, Spot +25, Survival +23
Possessions Amulet of Health +4 and Wisdom +2

Hide in Plain Sight (Ex): While in any sort of natural terrain, Leraje can use the Hide skill even while being observed.
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At 8th level, Leraje has the following altered statistics:
Ranger 18
AC 24, touch 19, flat-footed 17 (+7 Dex, +5 Armor, +2 Deflection)
hp 135 (17HD(d8))
Fort +16, Ref +19, Will +11
Ranged +5 Orcbane Distance Darkwood Composite Longbow +31/+26/+21/+16 (1d8+8/x3) or
Ranged +5 Orcbane Distance Darkwood Composite Longbow +23 (4d8+32/x3) with Manyshot or
Ranged +5 Orcbane Distance Darkwood Composite Longbow +23/+23/+23/+23 (1d8+8/x3) with Greater Manyshot or
Ranged +5 Orcbane Distance Darkwood Composite Longbow +31/+31/+26/+21/+16 (1d8+8/x3) with Improved Rapid Shot
Base Atk +18, Grp + 21
Atk Options Ranged Disarm
Ranger Spells Prepared(CL 9th):
4th: Freedom of Movement
3rd: Arrow Storm(2)Spc, Find the GapSpc
2nd: Swift Haste(2)Spc, Exacting ShotSpc
1st: Arrow Mind(2)Spc, Pass without Trace, CamouflageSpc
SQSpell resistance 28
Feats 18th: Ranged DisarmCW
Skills Hide +33, Listen +26, Move silently +33, Spot +26, Survival +24
Possessions +1 Orcbane Distance Darkwood Composite Longbow (+3 Str bonus), Ring of Protection +2


Naberius, the Grinning Hound
CR 11
Naberius is a massive three headed dog, with a raucous voice and impressive presence.

CN Large Outsider (Shapechanger, Vestige)
Init +2, Senses: Darkvision 60 ft., Scent, Listen +18, Spot +18
Languages Tongues
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AC 18, touch 11, flat-footed 16 (+2 Dex, -1 Size, +7 Natural)
hp 123hp (13 HD(d8))
Fort +13, Ref +10, Will +10
------------------------------------------------
Speed 40 ft. (8 squares)
Melee 3 Bites +20 (3d6+7/19-20)
Space 10 ft. Reach 5 ft.
Base Atk +13, Grp +24
Atk Options Multi-Bite
Spell-like Abilities (CL equal to Hit Dice, Charisma based)
At will: Lesser Restoration (DC 18)
3/day: Restoration (DC 21), Seeming (DC 21)
Supernatural Abilities Disguise self, Persuasive word (DC 22)
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Abilities Str 24, Dex 14, Con 20, Int 18, Wis 14, Cha 22
SQ Darkvision 60ft, DR 10/Lawful, Spell resistance 23, Multi-bite, Faster ability healing, Naberius’s skill, Silver tongue
Feats 1st:Combat Reflexes, 3rd: Track, 6th: Improve Natural Attack (Bite) 9th: Improve Critical (Bite) 12th: Hold the LineCW
Skills Bluff +22, Diplomacy +28, Disguise +24, Forgery +20, Gather information +22, Handle animal +22, Intimidate +24, Knowledge (nature) +6 (untrained), Knowledge (nobility and royalty) +20, Listen +18, Sense motive +18, Sleight of hand +4 (untrained), Spot +18, Survival +18

Multi-Bite (Ex): Naberius can attack with all three of his heads at no penalty, even if he move or charges during the round.

Combat Reflexes: In addition to its normal effect, Naberius’s Combat Reflexes feat allows it to use all its heads simultaneously for attacks of opportunity. This mean that for each attack of opportunity, Naberius attack three time, once per head.

Disguise Self (Su): Naberius can use disguise self as the spell at will, CL equal to Hit Dice.

Faster Ability Healing (Su): Naberius heals 1 point in each damaged ability score every round, and 1 point in all drained ability scores every hour.

Naberius’s Skill (Su): Naberius can attempt untrained checks using skills that normally do not allow untrained use.

Persuasive Word (Su): As a standard action, Naberius can use command or suggestion as the spell on any living target within 30 ft. (CL 13th, Will save negates DC 10 + 1/2 HD + Cha modifier). Once Naberius has used this ability he must wait for 5 rounds before he can use it again.

Silver Tongue Naberius can take 10 on Bluff and Diplomacy check, even if distracted or threatened. In addition, he can make a rushed Diplomacy check as standard action at no penality.

Progression:
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At 2nd level, Naberius has the following altered statistics:
hp 133hp (14 HD(d8))
Fort +14, Ref +11, Will +11
Melee 3 Bites +21 (3d6+7/19-20)
Base Atk +14, Grp +25
Supernatural Abilities Persuasive word (DC 23)
SQ Spell resistance 24
Skills Bluff +21, Diplomacy +28, Disguise +25, Forgery +21, Gather information +23, Handle animal +23, Intimidate +25, Knowledge (nobility and royalty) +21, Listen +19, Sense motive +19, Spot +19, Survival +19
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At 3rd level, Naberius has the following altered statistics:
hp 142hp (15 HD(d8))
Melee 3 Bites +22 (3d6+7/19-20) or
Melee 3 Bites +26 (3d6+7/19-20) on AoO
Base Atk +15, Grp +26
Spell-like Abilities (CL equal to Hit Dice, Charisma based)
At will: Lesser Restoration (DC 18)
3/day: Restoration (DC 21), Seeming (DC 21)
1/day: Veil (DC 22)
SQ Spell resistance 25
Feats 15th: Deft OpportunistCAd
Skills Bluff +22, Diplomacy +29, Disguise +26, Forgery +22, Gather information +24, Handle animal +24, Intimidate +26, Knowledge (nobility and royalty) +22, Listen +20, Sense motive +20, Spot +20, Survival +20
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At 4th level, Naberius has the following altered statistics:
hp 152hp (16 HD(d8))
Fort +15, Ref +12, Will +12
Melee 3 Bites +23 (3d6+7/19-20) or
Melee 3 Bites +27 (3d6+7/19-20) on AoO
Base Atk +16, Grp +27
Supernatural Abilities Persuasive word (DC 24)
Abilities Str 25
SQ Spell resistance 26
Skills Bluff +23, Diplomacy +30, Disguise +27, Forgery +23, Gather information +25, Handle animal +25, Intimidate +27, Knowledge (nobility and royalty) +23, Listen +21, Sense motive +21, Spot +21, Survival +21
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At 5th level, Naberius has the following altered statistics:
hp 161hp (17 HD(d8))
Melee 3 Bites +24 (3d6+7/19-20) or
Melee 3 Bites +28 (3d6+7/19-20) on AoO
Base Atk +17, Grp +28
Spell-like Abilities (CL equal to Hit Dice, Charisma based)
At will: Lesser Restoration (DC 18)
3/day: Restoration (DC 21), Seeming (DC 21)
1/day: Greater Restoration (DC 23), Veil (DC 22)
SQ Spell resistance 27
Skills Bluff +21, Diplomacy +31, Disguise +28, Forgery +24, Gather information +26, Handle animal +26, Intimidate +28, Knowledge (nobility and royalty) +24, Listen +22, Sense motive +22, Spot +22, Survival +22
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At 6th level, Naberius has the following altered statistics:
CN Huge Outsider [Shapechanger, Vestige]
Init +1
AC 19, touch 9, flat-footed 18 (+1 Dex, -2 Size, +10 Natural)
hp 207hp (18 HD(d8))
Fort +18, Ref +12, Will +13
Melee 3 Bites +27 (4d6+11/19-20) or
Melee 3 Bites +31 (4d6+11/19-20) on AoO
Base Atk +18, Grp +37
Supernatural Abilities Persuasive word (DC 25)
Abilities Str 33, Dex 12, Con 24
SQ Spell resistance 28
Feats 18th: Robilar’s GambitPHBII
Skills Bluff +22, Diplomacy +32, Disguise +29, Forgery +25, Gather information +27, Handle animal +27, Intimidate +29, Knowledge (nobility and royalty) +25, Listen +23, Sense motive +23, Sleight of hand +3 (untrained), Spot +23, Survival +23
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At 7th level, Naberius has the following altered statistics:
hp 218hp (19 HD(d8))
Melee 3 Bites +28 (4d6+11/19-20) or
Melee 3 Bites +32 (4d6+11/19-20) on AoO
Base Atk +19, Grp +38
Supernatural Abilities Persuasive word (DC 26)
SQ Spell resistance 29
Skills Bluff +23, Diplomacy +33, Disguise +30, Forgery +26, Gather information +28, Handle animal +28, Intimidate +30, Knowledge (nobility and royalty) +26, Listen +24, Sense motive +24, Spot +24, Survival +24
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At 8th level, Naberius has the following altered statistics:
hp 230hp (20 HD(d8))
Fort +19, Ref +13, Will +14
Melee 3 Bites +30 (4d6+12/19-20) or
Melee 3 Bites +34 (4d6+12/19-20) on AoO
Base Atk +20, Grp +40
Abilities Str 34
SQ Spell resistance 30
Skills Bluff +24, Diplomacy +34, Disguise +31, Forgery +27, Gather information +29, Handle animal +29, Intimidate +31, Knowledge (nobility and royalty) +27, Listen +25, Sense motive +25, Spot +25, Survival +25

zagan
2010-10-13, 01:27 PM
Ronove, the Iron Maiden
CR 11
Ronove looks like a rusted iron sarcophagus floating a few inches above the ground. When in movement, you can see ghostly legs coming from it. When attacking, translucent arms come out to strike.

LN Female Medium Outsider (Augmented Humanoid (Human), Vestiges)
Monk 11
Init +3, Senses: Darkvision 60ft, Listen +4, Spot +4,
Languages Common, Tongues
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AC 21, touch 20, flat-footed 18 (+3 Dex, +2 Monk, +4 Wis, +1 Armor, +1 Deflection)
hp 71 (11 HD(d8))
Fort +10, Ref +11, Will +12
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Speed 60 ft. (12 squares)
Melee Unarmed strike +12/+12/+12/+7 (2d8+2) with flurry of blows
Space 5 ft. Reach 5 ft.
Base Atk +8, Grp +10
Atk Options Flurry of blows, Stunning Fist (11/day DC 21), Serpent Fang
Spell-like Abilities (CL equal to Hit dice, Wisdom based)
At will: Expeditious Retreat (but with a range of touch)
3/day: Telekinesis (DC 19)
Supernatural Abilities Far hand, Feather Fall, Wholeness of body
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Abilities Str 15, Dex 16, Con 14, Int 8, Wis 19, Cha 10
SQ Human traits, Darkvision 60 ft., DR10/Chaotic, Spell resistance 21, Cold iron attack, AC bonus, Evasion, Fast movement, Still mind, Ki strike (Magic, Lawful), Water stepSto, Purity of body, Improved evasion, Diamond body
Feats 1st: Weapon Focus (Unarmed Strike), 3rd: Weapon Finesse, 6th: Serpent FangSa, 9th: Improved Natural Attack (Unarmed Strike), H: Ability Focus (Stunning Fist), M1: Improved Unarmed Strike, M1: Stunning Fist, M2: Combat Reflexes, M6: Improved Trip
Skills Balance +17, Escape Artist +17, Jump +16, Tumble +17
Possessions Headband of Wisdom +2, Shirt of Health +2, Gloves of Strength +2 and Dexterity +2, Bracers of Armor +1, Cloak of Resistance +1, Ring of Protection +1

Human Traits (Ex):

Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.


Cold Iron Attacks (Su): Ronove's melee attacks count as Cold Iron for the purposes of overcoming damage reduction.

Far Hand (Su): As a swift action, Ronove can lift and move an unattended object within 120 feet of her position to which she has line of effect. The force manipulating the object is considered Medium in size, and it has a Strength score of 12. During the swift action, Ronove can move the object up to 60 feet. If the object weight enough to constitute a medium or heavy load for an individual of the force’s Strength, Ronove can move it only 30 feet. If the object to be moved would constitute a medium or heavy load for Ronove (51lb or more under normal condition), activating this ability is a move action. If the item could only be pushed or dragged by such as Ronove, she can move it just 5 feet per move action. The force cannot lift the object more than 5 feet off the ground. In any round during which Ronove does not use a swift action to manipulate the object, she loses control of it. She can never move an object more than 120 feet away, and she loses control of the object if she moves more than 120 feet from it or a creature touches it. She can move only one object at a time in this fashion.
Alternatively, she can use the telekinetic force to push a creature as a standard action. The force deals 1d6 points of damage to the target and initiates a bull rush, using the force’s Strength modifier and adding a +2 bonus. If the bull rush is successful, the target moves in the direction she indicates. Once she have used far hand in this way, it dissipates and she cannot use it again for 5 rounds.

Feather Fall (Su): Ronove automatically falls as though under the influence of a feather fall spell. She can suppress or activate this ability as a standard action.

AC Bonus (Ex): When unarmored and unencumbered, Ronove adds her Wisdom bonus (if any) to her AC. In addition, Ronove gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when Ronove is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. See the monk ability for more details.

Flurry of Blows (Ex): Ronove can make two additional unarmed attacks at her highest base attack bonus each time she makes a full-attack. See the monk ability for more details.

Unarmed Strike (Ex): As the monk ability.

Evasion (Ex): Ronove can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. If helpless, she does not gain the benefit of evasion.

Fast Movement (Ex): Ronove gains an enhancement bonus to her speed depending on her monk level (+10ft at 3rd, +20ft at 6th, +30ft at 9th, +40ft at 12th, +50ft at 15th and +60ft at 18th). See the monk ability for more details.

Still Mind (Ex): Ronove gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): Ronove's unarmed attack are treated as magic and lawful for the purpose of overcoming damage reduction. See the monk ability for more details.

Water StepSto (Ex): Ronove can move across short distances of water. The maximum distance across which she can move depends on her monk level (20ft at 4th, 30ft at 6th, 40ft at 8th, 50ft at 10th, 60ft at 12th, 70ft at 14th, 80 ft at 16th and 90ft at 18th). She can divide her water step movement between two consecutive turns, as long as she begins or ends every turn on solid ground. If she exceeds this distance without setting foot on land (or some other solid footing), or stops moving while still on water, she immediately fall in. She can use water step as part of other actions, including charging or running, and can even make Tumble checks while using water step.

Wholeness of Body (Su): Ronove can heal her own wounds. She can heal 24 hit points per day, and she can spread this healing out among several uses.

Purity of Body (Ex): Ronove gains immunity to all diseases except for supernatural and magical diseases.

Improved Evasion (Ex): Ronove’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): Ronove gains immunity to poisons of all kinds.

Progression:

------------------------------------------------
At 2nd level, Ronove has the following altered statistics:
Monk 12
AC 22, touch 21, flat-footed 19 (+3 Dex, +2 Monk, +5 Wis, +1 Armor, +1 Deflection)
hp 78 (12 HD(d8))
Fort +11, Ref +12, Will +14
Speed 70 ft. (14 squares)
Melee +1 Ghost Touch Unarmed strike +14/+14/+14/+9 (3d6+3) with flurry of blows
Base Atk +9, Grp +11
Atk Options Stunning Fist (12/day DC 23), Pain Touch (DC 21)
Spell-like Abilities (CL equal to Hit dice, Wisdom based)
At will: Expeditious Retreat (but with a range of touch)
3/day: Telekinesis (DC 20)
Supernatural Abilities Abundant step
Abilities Wis 20
SQ Spell resistance 22
Feats 12th: Pain TouchCW
Skills Balance +18, Escape Artist +18, Jump +17, Tumble +18
Possessions Necklace of Natural Weapons (+1 Ghost Touch)

Abundant Step (Su): Ronove can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is equal to half her monk level.
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At 3rd level, Ronove has the following altered statistics:
Monk 13
AC 23, touch 22, flat-footed 20 (+3 Dex, +3 Monk, +5 Wis, +1 Armor, +1 Deflection)
hp 84 (13 HD(d8))
Melee +1 Ghost Touch Unarmed strike +14/+14/+14/+9 (3d8+3) with flurry of blows
Atk Options Stunning Fist (14/day DC 23), Pain Touch (DC 21)
SQ Spell resistance 23(28)
Skills Balance +18, Escape Artist +18, Jump +17, Tumble +18
Possessions Monk’s Belt

Axiomatic SoulPlH (Ex): Ronove gains spell resistance equal to her monk level +15. This spell resistance applies only to effects generate by chaotic outsiders. (The amount is indicated in parenthesis next to the spell resistance offered by the Vestige subtype)
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At 4th level, Ronove has the following altered statistics:
Monk 14
Init +4
AC 24, touch 23, flat-footed 20 (+4 Dex, +3 Monk, +5 Wis, +1 Armor, +1 Deflection)
hp 91 (14 HD(d8))
Fort +11, Ref +13, Will +14
Melee +1 Ghost Touch Unarmed strike +16/+16/+16/+11 (3d8+3) with flurry of blows
Base Atk +10, Grp +12
Atk Options Stunning Fist (15/day DC 24), Pain Touch (DC 22)
Abilities Dex 18
SQ Spell resistance 24(29)
Skills Balance +20, Escape Artist +20, Jump +18, Tumble +20
Possessions Gloves of Strength +2 and Dexterity +4
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At 5th level, Ronove has the following altered statistics:
Monk 15
AC 26, touch 24, flat-footed 22 (+4 Dex, +4 Monk, +5 Wis, +2 Armor, +1 Deflection)
hp 97 (15 HD(d8))
Fort +12, Ref +14, Will +15
Speed 80 ft. (16 squares)
Melee +1 Ghost Touch Unarmed strike +17/+17/+17/+12/+7 (4d8+3) with flurry of blows
Base Atk +11, Grp +13
Atk Options Stunning Fist (16/day DC 24), Pain Touch (DC 22), Freezing the Lifeblood (DC 22)
Supernatural Abilities Quivering palm (DC 22)
SQ Spell resistance 25(30)
Feats 15th: Freezing the LifebloodCW
Skills Balance +21, Escape Artist +21, Jump +19, Tumble +21
Possessions Bracer of Armor +2, Cloak of Resistance +2

Quivering Palm (Su): Ronove can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if she strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, Ronove can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, Ronove merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
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At 6th level, Ronove has the following altered statistics:
Monk 16
AC 27, touch 25, flat-footed 23 (+4 Dex, +4 Monk, +6 Wis, +2 Armor, +1 Deflection)
hp 104 (16 HD(d8))
Fort +13, Ref +15, Will +17
Melee +1 Ghost Touch Unarmed strike +18/+18/+18/+13/+8 (4d8+4) with flurry of blows
Base Atk +12, Grp +15
Atk Options Stunning Fist (17/day DC 26), Pain Touch (DC 24), Freezing the Lifeblood (DC 24)
Spell-like Abilities (CL equal to Hit dice, Wisdom based)
At will: Expeditious Retreat (but with a range of touch)
3/day: Telekinesis (DC 21)
Supernatural Abilities Quivering Palm (DC 24)
Abilities Str 16, Wis 22
SQ Spell resistance 26(31), Ki strike (Magic, Lawful, Adamantine)
Skills Balance +22, Escape Artist +22, Jump +20, Tumble +22
Possessions Headband of Wisdom +4

Ki Strike (Su): Ronove's unarmed attacks are treated as magic, lawful and adamantine for the purpose of overcoming damage reduction. See the monk ability for more details.
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At 7th level, Ronove has the following altered statistics:
Monk 17
hp 110 (17 HD(d8))
Atk Options Stunning Fist (18/day DC 26)
SQ Spell resistance 27(32), Timeless Body, Tongue of the Sun and Moon
Skills Balance +23, Escape Artist +23, Jump +21, Tumble +23

Timeless Body (Ex): Ronove no longer takes penalties to her ability scores for aging and cannot be magically aged. See the monk ability for more details.
Tongue of the Sun and Moon (Ex): Ronove can speak with any living creature. See the monk ability for more details.
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At 8th level, Ronove has the following altered statistics:
Monk 18
Init +5
AC 28, touch 26, flat-footed 23 (+5 Dex, +4 Monk, +6 Wis, +2 Armor, +1 Deflection)
hp 117 (18 HD(d8))
Fort +14, Ref +16, Will +18
Speed 90 ft. (18 squares)
Melee +1 Ghost Touch Unarmed strike +20/+20/+20/+15/+10 (4d8+4) with flurry of blows
Base Atk +13, Grp +16
Atk Options Stunning Fist (19/day DC 27), Pain Touch (DC 25), Freezing the Lifeblood (DC 25)
Supernatural Abilities Quivering Palm (DC 25)
Abilities Dex 20
SQ Spell resistance 28(33)
Feats 18th: Rapid StunningCW
Skills Balance +25, Escape Artist +25, Jump +22, Tumble +25
Possessions Gloves of Strength +2 and Dexterity +6



2nd level Vestiges:

Dahlver-Nar, the Tortured One
CR 12


http://www.wizards.com/dnd/images/ToMagic_Gallery/96039.jpg
This being looks like a pink humanoid covered with teeth and fangs of all kind. Unlike his vestige manifestation, he wields a Longspear ending with what may be the fang of a very big creature and he also wears leather armor reinforced with teeth, an amulet and a cloak.

CN Male Outsider (Augmented Humanoid (Human), Vestige)
Cleric 9 / Binder 3
Init +1, Senses: Darkvision 60ft, Listen +2, Spot +2
Languages Common, Tongues
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AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 natural)
hp 107 (12 HD(d8))
Fort +14, Ref +6, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longspear +8/+3 (1d8/*3)
Space 5 ft. Reach 5 ft. (10 ft. with longspear)
Base Atk +8, Grp +7
Atk Options Maddening moan, spells, spontaneous casting, turn undead
Cleric Spells Prepared (CL 11th, CL 12th for Chaos spells)
5th: Command, Greater (DC 21), Bolt of BedevilmentD (DC 21)
4th: Freedom of Movement (DC 20), Poison (2) (DC 20), ConfusionD (DC 20)
3rd: Bestow Curse (2) (DC 19), Contagion (DC 19), Magic Circle against Law (DC 19), RageD
2nd: Align Weapon, Death Knell (DC 18), Hold Person(2) (DC 18), Shatter(2) (DC 18), Shield Other (DC 18), Touch of MadnessD (DC 18)
1st: Bane (DC 17), Cause Fear (DC 17), Command (DC 17), Detect Law, Protection from Law (DC 17), Lesser ConfusionD
0: Guidance (2) (DC 16), Light, Resistances (2) (DC 16), Virtue (DC 16)
D: Domain spell, Deity: None. Domains: Chaos, Madness
Vestiges Bound (EBL 3th, binding check 1d20+6)
Dahlver-Nar (see special)
Supernatural Abilities Maddening moan (DC 22), shield self (DC 20), soul binding, pact augmentation (+5 hit point), turn undead (+3, 6/day)
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Abilities Str 8, Dex 12, Con 19, Int 10, Wis 18, Cha 16
SQ Human traits, Darkvision 60 ft., DR10/Lawful, Spell resistance 22, Mad soul, Natural armor, Suppress sign, Aura (chaos).
Feats 1st:Ability Focus (Maddening Moan), 3rd:Practice SpellcasterCAr, 6th:Eschew Materials, 9th:Favored Vestige (Dahlver-Nar)ToM, 12th:Favored Vestige Focus (Dahlver-Nar)ToM, H1:Combat Casting
Skills Concentration +19 (+23 Combat casting), Knowledge (arcana) +15, Knowledge (the planes) +3, Spellcraft +12
Possessions Tooth of Dahlver-Nar (only serves as Divine focus), +1 Longspear, +1 Studded Leather Armor, Amulet of Health +4, Headband of Wisdom +2, Cloak of Charisma +2, Vest of Resistance +1

Human Traits (Ex):

Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.


Soul Binding: As the standard binder ability but with a few additional conditions. Dahlver-Nar can bind a Vestige but, being a Vestige himself, he must always be bound to at least “himself”. This has for consequence of changing or augmenting his power that comes from being a Vestige instead of granting him two uses of the same ability. See below for details on those abilities. In addition, when summoned, if Dahlver-Nar has the ability to bind more than one Vestige, he is automatically bound to a Vestige that the Vestige Summoner has currently bound and of a level that he could bind himself. He does not need to draw the vestige seal or make a binding check. Dahlver-Nar's pact with himself is always a good pact but with any other vestiges it’s a bad pact. For example, a Binder 12/Vestige Summoner 7 has currently bound Dahlver-Nar, Karsus and Shax. If summoned by this summoner, Dahlver-Nar will have the ability to bind two vestiges of up to fifth level (because of his Improved Binding feat); the first one will be himself, the second one will be Karsus because Shax is of too high level for him to make a pact with. The Vestige Summoner won’t lose his pact with Karsus, both the Summoner and Dahlver-Nar will be bound with Karsus.

Domain Granted Power:
-Madness: Dahlver-Nar gains an Insanity score of 4 (half his cleric level). For spellcasting (determining bonus spells and DCs), Dahlver-Nar uses his Wisdom score plus his Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, Dahlver-Nar can see and act with the clarity of true madness. Use Dahlver-Nar’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
-Chaos: Dahlver-Nar cast chaos spells at +1 caster level.

Aura (Ex): Dahlver-Nar possesses a strong chaotic aura.

Spontaneous Domain CastingPHBII: Dahlver-Nar can convert stored spell energy into a spell of one of the Chaos domain. He can “lose” any prepared spell (other than a domain spell) to cast any spell of the same level or lower from the Chaos domain list.

Turn Undead (Su): Dahlver-Nar can turn or destroy undead creatures. He may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier.

Pact Augmentation (Su): As the binder ability.

Suppress Sign (Ex): As the binder ability.

Mad Soul (Su): Dahlver-Nar is immune to Wisdom damage, Wisdom drain, madness, insanity and confusion effects.

Maddening Moan (Su): Dahlver-Nar can emit a frightful moan as a standard action. Every creature within a 60-foot spread must succeed on a Will save (DC 10+1/2HD+Cha modifier+3) or be dazed for 1 round. Once he has used this ability, he must wait for 4 rounds before he can use it again. Maddening moan is a mind-affecting sonic ability.
Note: The increase in spread and reduction in number of round of “recharge” come from being bound to himself.

Natural Armor (Ex): Dahlver-Nar gains an enhancement bonus to his natural armor equal to his constitution modifier.
Note: This doubles the normal bonus of only half constitution modifier.

Shield Self (Su): At will as a standard action, Dahlver-Nar can designate one creature within 10 feet per Hit Dice to share the damage he takes. As long as the subject creature remain in range, Dahlver-Nar takes only a third of the damage from all effects that deals hit points damage, and he takes the rest. The effect end immediately if he designates another creature or if either he or the subject dies. Any damage dealt to him after the effects ends is no longer split between him and the subject, but damage already split is not reassigned to him. Dahlver-Nar can only affect one creature at a time with this ability. An unwilling target of this ability can attempt a Will save (DC 10+1/2HD+Cha modifier+1) to negate the effect.
Note: This reduce the damage taken to a third instead of half.

Progression:-----------------------------------------------
At 3rd level, Dahlver-Nar has the following altered statistics:
Cleric 9 / Binder 4
hp 115 (13 HD(d8))
Fort +15, Ref +6, Will +11
Melee +1 Longspear +9/+4 (1d8/*3)
Base Atk +9, Grp +8
Vestiges Bound (EBL 4th, binding check 1d20+8)
Dahlver-Nar (see special)
Supernatural Abilities Maddening moan (DC 23), shield self (DC 21), turn undead (+4, 7/day)
Abilities Cha 18
SQ Spell resistance 23
Feats B4: Improved Binding
Skills Concentration +20 (+24 Combat casting), Knowledge (arcana) +16, Knowledge (the planes) +4
Possessions Cloak of Charisma +4
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At 4th level, Dahlver-Nar has the following altered statistics:
Cleric 9 / Binder 5
AC 20, touch 12, flat-footed 19 (+4 armor, +1 Dex, +4 natural, +1 insight)
hp 124 (14 HD(d8))
Will +12
Cleric Spells Prepared (CL 12th, CL 13th for Chaos spell)
5th: Command, Greater (DC 22), Bolt of BedevilmentD (DC 22)
4th: Freedom of Movement (DC 21), Poison (2) (DC 21), ConfusionD (DC 21)
3rd: Bestow Curse (2) (DC 20), Contagion (DC 20), Magic Circle against Law (DC 20), Blindness/Deafness(DC 20), RageD
2nd: Align Weapon, Death knell (DC 19), Hold Person(2) (DC 19), Shatter(2) (DC 19), Shield Other (DC 19), Touch of MadnessD (DC 19)
1st: Bane (DC 18), Cause fear (DC 18), Command (DC 18), Detect Law, Protection from Law (DC 18), Lesser ConfusionD
0: Guidance (2) (DC 17), Light, Resistances (2) (DC 17), Virtue (DC 17)
D: Domain spell, Deity: None. Domains: Chaos, Madness
Vestiges Bound (EBL 5th, binding check 1d20+9)
Dahlver-Nar (see special)
Supernatural Abilities Maddening moan (DC 24), shield self (DC 22), pact augmentation(2) (+5 hit point, +1 insight bonus to AC)
SQ Spell resistance 24
Abilities Wis 20
Skills Concentration +21 (+25 Combat casting), Knowledge (arcana) +17, Knowledge (the planes) +5
Possessions Headband of Wisdom +4
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At 5th level, Dahlver-Nar has the following altered statistics:
Cleric 9 / Binder 6
AC 21, touch 13, flat-footed 20 (+4 armor, +1 Dex, +4 natural, +1 insight, +1 deflection)
hp 132 (15 HD(d8))
Fort +16, Ref +7, Will +13
Melee +1 Longspear +10/+5 (1d8/*3)
Base Atk +10, Grp +9
Vestiges Bound (EBL 6th, binding check 1d20+10)
Dahlver-Nar (see special)
SQ Spell resistance 25, soul guardian (Immune to fear)
Feats 15th: Rapid Recovery (Dahlver-Nar)
Skills Concentration +22 (+26 Combat casting), Knowledge (arcana) +18, Knowledge (the planes) +6
Possessions Ring of Protection +1

Soul guardian (Su): Dahlver-Nar is immune to fear. See the binder ability for more detail.

Maddening Moan (Su): Dahlver-Nar can emit a frightful moan as a standard action. every creature within a 60-foot spread must succeed on a Will save (DC 10+1/2HD+Cha modifier+3) or be dazed for 1 round. Once he has used this ability he must wait for 3 rounds before he can use it again. Maddening moan is a mind-affecting sonic ability.
Note: The increase in spread and reduction in number of round of “recharge” come from being bound to himself. The Rapid Recovery feat reduce the duration by an additional round to 3.
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At 6th level, Dahlver-Nar has the following altered statistics:
Cleric 9 / Binder 7
AC 22, touch 13, flat-footed 21 (+4 armor, +1 Dex, +5 natural, +1 insight, +1 deflection)
hp 157 (16 HD(d8))
Fort +17
Melee +1 Anarchic Longspear +11/+6 (1d8/*3)
Base Atk +11, Grp +10
Vestiges Bound (EBL 7th, binding check 1d20+11)
Dahlver-Nar (see special)
Supernatural Abilities Maddening moan (DC 25), shield self (DC 23)
Abilities Con 20
SQ Spell resistance 26
Skills Concentration +24 (+28 Combat casting), Knowledge (arcana) +19, Knowledge (the planes) +7
Possessions +1 Anarchic Longspear
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At 7th level, Dahlver-Nar has the following altered statistics:
Cleric 9 / Binder 8
AC 23, touch 14, flat-footed 22 (+4 armor, +1 Dex, +5 natural, +1 insight, +2 deflection)
hp 166 (17 HD(d8))
Fort +19, Ref +8, Will +15
Melee +1 Anarchic Longspear +12/+7 (1d8/*3)
Base Atk +12, Grp +11
Vestiges Bound (EBL 8th, binding check 1d20+12)
-Dahlver-Nar (see special)
-One other of 5th level or less
SQ Spell resistance 27
Skills Concentration +25 (+29 Combat casting), Knowledge (arcana) +20, Knowledge (the planes) +8
Possessions Vest of Resistance +2, Ring of Protection +2
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At 8th level, Dahlver-Nar has the following altered statistics:
Cleric 9 / Binder 9
AC 24, touch 14, flat-footed 23 (+4 armor, +1 dex, +6 natural, +1 insight, +2 deflection)
hp 176 (18 HD(d8))
Fort +20, Ref +9
Melee +1 Anarchic Longspear +12/+7 (1d8/*3)
Base Atk +12, Grp +11
Cleric Spells Prepared (CL 12th, CL 13th for Chaos spell)
5th: Command, Greater (DC 23), Bolt of BedevilmentD (DC 23)
4th: Freedom of Movement (DC 21), Poison (2) (DC 21), ConfusionD (DC 22)
3rd: Bestow Curse (2) (DC 20), Contagion (DC 20), Magic Circle against Law (DC 20), Blindness/Deafness(DC 20), RageD
2nd: Align Weapon, Death Knell (DC 19), Hold Person(2) (DC 20), Shatter(2) (DC 19), Shield Other (DC 19), Touch of MadnessD (DC 20)
1st: Bane (DC 19), Cause Fear (DC 18), Command (DC 19), Detect Law, Protection from Law (DC 18), Lesser ConfusionD
0: Guidance (2) (DC 17), Light, Resistances (2) (DC 17), Virtue (DC 17)
D: Domain spell, Deity: None. Domains: Chaos, Madness
Vestiges Bound (EBL 9th, binding check 1d20+13)
-Dahlver-Nar (see special)
-One other of 5th level or less
Supernatural Abilities Maddening moan (DC 26), shield self (DC 24), soul guardian (Slippery mind)
Abilities Con 22
SQ Spell resistance 28
Feats 18th: Spell Focus (Enchantment)
Skills Concentration +27 (+31 Combat casting), Knowledge (arcana) +21, Knowledge (the planes) +9
Possessions Amulet of Health +6

Soul Guardian (Su): If Dahlver-Nar fails a saving throw against an enchantment spell or effect, he can attempt it again 1 round later at the same DC. See the binder ability for more details.

Haagenti, Mother of Minotaurs
CR 12


http://www.wizards.com/dnd/images/ToMagic_Gallery/96047.jpg
Before you is a big minotaur with pure white skin and big white wings, covered in ice, with horns made of ice and wielding an axe and a shield.

CE Female Large Outsider (Augmented Monstrous Humanoid, Cold, Vestige)
Outsider 6 / Fighter 1/ Battle Sorcerer 6
Init +2, Senses: Darkvision 60 ft., Scent, Listen +13, Spot +13
Languages Common, Giant, Tongues
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AC 24, touch 12, flat-footed – (see text) (+2 dex, +5 armor, +2 shield, -1 size, +5 natural, +1 deflection)
hp 98 (13HD (d8+d10))
Fort +13, Ref +10, Will +11
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Speed 30 ft. (6 squares), Fly (poor) 30 ft
Melee +1 Frost Battleaxe +15/+10/+5 (2d6+4 +1d6 cold /*3) and +1 Frost Gore +9 (2d6+2 +1d6 cold)
Melee Confusing Touch (or touch spell) +13
Ranged Ranged spell +12
Space 10 ft. Reach 10 ft.
Base Atk +11, Grp +18
Atk Options Powerful charge 4d6+4, Power Attack, confusing touch, spells
Sorcerer Spell Known (CL 10th):
3rd (3/day): Sleet Storm
2nd (5/day): Gust of Wind (DC 15)
1st (6/day): Chill Touch (DC 14), Disguise Self, Obscuring Mist
0 (5/day): Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 13), Touch of Fatigue (DC 13)
Spell-like abilities (CL equal to Hit dice, Charisma based)
At will: Lesser Confusion (Will DC 14)
Supernatural Abilities Confusing Touch (DC 21)
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Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 17
SQ Immunity to Cold, Vulnerability to Fire, Darkvision 60 ft., Natural cunning, Scent, DR 10/ Lawful or Good, Spell resistance 23, Immunity to transformation, Metamagic Specialist (3/day)
Feats 1st: Track, 3rd: Ability Focus (Confusing Touch), 6th: Improve Natural Attack (Gore), 9th: Somatic WeaponryCM, 12th: Practice SpellcasterCar, F1: Weapon Focus (Battleaxe)
Skills Concentration +13, Disguise +7, Handle Animal +5, Intimidate +18, Jump +12, Listen +13, Search +14, Spellcraft +5, Spot +13
Possessions Spell Component Pouch, +1 Frost Battleaxe, +1 Mithral Light Shield, +1 Mithral Chain Shirt, Cloak of Charisma +2, +1 Frost Necklace of Natural Weapons, Vest of Resistance +1, Ring of Protection +1

Confusing Touch (Su): Haagenti can make a touch attack; if she succeeds, the target must make a Will save (DC 10 + 1/2 Hit Dice + Cha modifier) or become confused for 1 round per three Hit Dice. Once she has used this ability she must wait for 5 rounds before she can use it again.

Immunity to Transformation (Ex): No mortal magic can permanently affect Haagenti's form. Effects such as polymorph or petrification might force her into a new shape, but at the start of her next turn, she can immediately resume her normal form as a free action. She can remain affected by such effects when she chooses to do so.

Powerful Charge (Ex): Haagenti typically begins a battle by charging at an opponent, lowering her head to bring her mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows her to make a single gore attack with a bonus equal to a normal gore attack +2, the charging bonus, that deals 4d6+1.5*Str mod points of damage.

Natural Cunning (Ex): Haagenti is immune to maze spells, she never becomes lost and enables her to track her enemies. Further, she is never caught flat-footed.

Skills: Haagenti has a +4 racial bonus on Search, Spot, and Listen checks.

Battle SorcererUA/SRD: As a Battle Sorcerer, Haagenti gains slightly different benefit from her sorcerer levels. d8 Hit dice, Base attack bonus equal to the progression of a cleric, loses Bluff as a class skill but gains Intimidate, proficiency with one light or one handed martial weapon and light armor (redundant because of the Fighter level), ignores arcane spell failure from light armor for Sorcerer spells, one less spell slot per spell level per day and one less spell known per spell level, minimum 1.

Metamagic SpecialistPHBII (Ex): Haagenti can apply metamagic feats that she knows to sorcerer spells without increasing the casting time. She can do so three times per day (3+Int modifier).

Progression:
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At 3rd level, Haagenti has the following altered statistics:
Outsider 6 / Fighter 1/ Battle Sorcerer 7
hp 106 (14HD (d8+d10))
Melee +1 Icy Burst Battleaxe +16/+11/+6 (2d6+4 +1d6 cold /*3 +2d10 cold) and +1 Frost Gore +10 (2d6+2 +1d6 cold)
Melee Confusing Touch (or touch spell) +14
Ranged Ranged spell +13
Base Atk +12, Grp +19
Atk Options Powerful charge 4d6+4, Power attack, Confusing Touch, Spell
Sorcerer Spell Known (CL 11th):
3rd (4/day): Sleet Storm
2nd (6/day): Gust of Wind (DC 15), Fog Cloud
1st (6/day): Chill Touch (DC 14), Disguise Self, Obscuring Mist, Endure Elements (DC 14)
0 (5/day): Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 13), Touch of Fatigue (DC 13)
Supernatural Abilities Confusing Touch (DC 22)
SQ Spell resistance 24
Skills Concentration +14, Intimidate +19
Possessions +1 Icy Burst Battleaxe
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At 4th level, Haagenti has the following altered statistics:
Outsider 6 / Fighter 1/ Battle Sorcerer 8
hp 113 (15HD (d8+d10))
Will +12
Melee +1 Icy Burst Battleaxe +17/+12/+7 (2d6+4 +1d6 cold /*3 +2d10 cold) and +1 Icy Burst Gore +11 (2d6+2 +1d6 cold / +1d10 cold)
Melee Confusing Touch (or touch spell) +15
Ranged Ranged spell +14
Base Atk +13, Grp +20
Sorcerer Spell Known (CL 12th):
4th: (2/day): Ice Storm (DC 17)
3rd (5/day): Sleet Storm
2nd (6/day): Gust of Wind (DC 15), Fog Cloud
1st (6/day): Chill Touch (DC 14), Disguise Self, Obscuring Mist, Endure Elements (DC 14)
0 (6/day): Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 13), Touch of Fatigue (DC 13), Ghost Sound (DC 13)
SQ Spell resistance 25
Feats 15th: Enlarge Spell
Skills Concentration +15, Intimidate +20
Possessions +1 Icy Burst Necklace of Natural Weapons
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At 5th level, Haagenti has the following altered statistics:
Outsider 6 / Fighter 1/ Battle Sorcerer 9
hp 121 (16HD (d8+d10))
Fort +14, Ref +11
Sorcerer Spell Known (CL 13th):
4th: (4/day): Ice Storm (DC 19)
3rd (6/day): Sleet Storm, Protection from Energy (DC 18)
2nd (6/day): Gust of Wind (DC 17), Fog Cloud, Ray of IceSpc (DC 17)
1st (7/day): Chill Touch (DC 16), Disguise Self, Obscuring Mist, Endure Elements (DC 16)
0 (5/day): Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 15), Touch of Fatigue (DC 15), Ghost Sound (DC 15)
Spell-like abilities At will: Lesser Confusion (Will DC 16 (Cha based), CL equal to Hit Dice)
Supernatural Abilities Confusing Touch (DC 25)
Abilities Cha 20
SQ Spell resistance 26
Skills Concentration +16, Disguise +9, Handle Animal +7, Intimidate +23
Possessions Cloak of Charisma +4
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At 6th level, Haagenti has the following altered statistics:
Outsider 6 / Fighter 1/ Battle Sorcerer 10
hp 145 (17HD (d8+d10))
Fort +15, Will +13
Melee +1 Icy Burst Battleaxe +18/+13/+8 (2d6+4 +1d6 cold /*3 +2d10 cold) and +1 Icy Burst Gore +12 (2d6+2 +1d6 cold / +1d10 cold)
Melee Confusing Touch (or touch spell) +16
Ranged Ranged spell +15
Base Atk +14, Grp +21
Sorcerer Spell Known (CL 14th):
5th: (3/day): Cone of Cold (DC 20)
4th: (5/day): Ice Storm (DC 19)
3rd (6/day): Sleet Storm, Protection from Energy (DC 18)
2nd (6/day): Gust of Wind (DC 17), Fog Cloud, Ray of IceSpc (DC 17)
1st (7/day): Chill Touch (DC 16), Disguise Self, Obscuring Mist, Endure Elements (DC 16)
0 (5+0/day): Detect magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 15), Touch of Fatigue (DC 15), Ghost Sound (DC 15), Flare (DC 15)
Abilities Con 18
SQ Spell resistance 27
Skills Concentration +18, Intimidate +24
Possessions Amulet of Health +2
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At 7th level, Haagenti has the following altered statistics:
Outsider 6 / Fighter 1/ Battle Sorcerer 11
AC 25, touch 13, flat-footed – (see text) (+2 dex, +5 armor, +2 shield, -1 size, +5 natural, +2 deflection)
hp 154 (18HD (d8+d10))
Fort +16, Ref +12, Will +14
Melee +1 Icy Burst Battleaxe +19/+14/+9 (2d6+4 +1d6 cold /*3 +2d10 cold) and +1 Icy Burst Gore +13 (2d6+2 +1d6 cold / +1d10 cold)
Melee Confusing Touch (or touch spell) +17
Ranged Ranged spell +16
Base Atk +15, Grp +22
Sorcerer Spell Known (CL 15th):
5th: (4/day): Cone of Cold (DC 20)
4th: (6/day): Ice Storm (DC 19), Wall of Ice
3rd (6/day): Sleet Storm, Protection from Energy (DC 18), IcelanceSpc (DC 18)
2nd (6/day): Gust of Wind (DC 17), Fog Cloud, Ray of IceSpc (DC 17), Ice KnifeSpc (DC 17)
1st (7/day): Chill Touch (DC 16), Disguise Self, Obscuring Mist, Endure Elements (DC 16)
0 (5/day): Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 15), Touch of Fatigue (DC 15), Ghost Sound (DC 15), Flare (DC 15)
Supernatural Abilities Confusing Touch (DC 26)
SQ Spell resistance 28
Feats 18th: Maximize Spell
Skills Concentration +19, Intimidate +25
Possessions Vest of Resistance +2, Ring of Protection +2
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At 8th level, Haagenti has the following altered statistics:
Outsider 6 / Fighter 1/ Battle Sorcerer 12
hp 162 (19HD (d8+d10))
Fort +17, Ref +13, Will +15
Melee +1 Icy Burst Battleaxe +21/+16/+11 (2d6+5 +1d6 cold /*3 +2d10 cold) and +1 Icy Burst Gore +15 (2d6+3 +1d6 cold / +1d10 cold)
Melee Confusing Touch (or touch spell) +19
Ranged Ranged spell +17
Base Atk +16, Grp +24
Atk Options Powerful charge 4d6+6
Sorcerer Spell Known (CL 16th):
6th: (3/day): Freezing Sphere (DC 22)
5th: (5/day): Cone of Cold (DC 21)
4th: (6/day): Ice Storm (DC 20), Wall of Ice
3rd (6/day): Sleet Storm, Protection from Energy (DC 19), IcelanceSpc (DC 19)
2nd (7/day): Gust of Wind (DC 18), Fog Cloud, Ray of IceSpc (DC 18), Ice KnifeSpc (DC 18)
1st (7/day): Chill Touch (DC 17), Disguise Self, Obscuring Mist, Endure Elements (DC 17)
0 (5/day): Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Resistance (DC 16), Touch of Fatigue (DC 16), Ghost Sound (DC 16), Flare (DC 16)
Spell-like abilities At will: Lesser Confusion (Will DC 17 (Cha based), CL equal to Hit Dice)
Supernatural Abilities Confusing Touch (Maze) (DC 27)
Abilities Str 18, Cha 22
SQ Spell resistance 29
Skills Concentration +20, Disguise +10, Handle Animal +8, Intimidate +27, Jump +13
Possessions Cloak of Charisma +6, Gauntlets of Ogre Power

Confusing Touch (Su): Haagenti can make a touch attack; if she succeeds, the target must make a Will save (DC 10 + 1/2 Hit Dice + Cha modifier) or become confused for 1 round per three Hit Dice. Once she has used this ability she must wait for 5 rounds before she can use it again. Alternatively, Haagenti can now choose to inflict the effect of a maze spell on the target instead of confusing it.

zagan
2010-10-13, 01:28 PM
Malphas, the Turnfeather
CR 12

Malphas look like an handsome male elf wearing fine black clothes, his skin his pale, his eyes are black and his air are replaced by black feathers. A raven or a dove is perched on his shoulder.

CN Male Medium Outsider (Augmented humanoid (Elf), Vestige)
Druid 1/Ninja 11
Init +4, Senses: Darkvision 60ft, Listen +6, Spot +21,
Languages Common, Elven, Druidic, Sylvan, Tongues
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AC 22, touch 21, flat-footed 18 (+4 dex, +4 wis, +2 ninja, +1 armor, +1 deflection)
hp 67 (12HD (d8+d6))
Fort +8, Ref +12, Will +10 (+2 Ki Power)
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Speed 40 ft. (8 squares)
Melee +1 Corrosive Short sword +13/+8 (1d6+1+1d6 acid/19-20) +6d6 Sudden Strike or
Ranged MW Shuriken +13/+8 (1d2) +6d6 Sudden Strike
Space 5ft Reach 5ft
Base Atk +8, Grp +8
Atk Options Spells, Sudden Strike (6d6), Ghost strike, Poison
Combat Gear 20 MW Shuriken per day
Poison (per day)
-2 dose of Sassone leaf residue (Contact DC 16, 2d12 hp primary, 1d6 Con secondary)
-1 dose of Large scorpion venom (Injury DC 18, 1d6 Str primary and secondary)
-1 dose of Giant wasp poison (Injury DC 18, 1d6 Dex primary and secondary)
-1 dose of Medium spider poison (Injury DC 14 ,1d4 Str primary and secondary)
Druids Spells Prepared (CL 1st)
1st: Pass without trace (DC 15), Camouflagespc[/roll]
0: Detect poison, Guidance (DC 14), Resistance (DC 14)
Spell-like Abilities (CL equal to Hit dice, Wisdom based)
1/day: Greater invisibility
Supernatural Abilities Invisibility (Standard or Move), Ki power (12 uses per day), Ghost step (invisible or ethereal), Ki dodge, Ghost strike
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Abilities Str 10, Dex 18, Con 14, Int 12, Wis 19, Cha 8
SQ DR 10/ Lawful, Spell resistance 22, Elf trait, Darkvision 60ft, Bird eye viewing, Spontaneous casting, Animal companion (raven or dove), Nature sense, Wild empathy, Sudden Strike (+6d6), AC bonus (+2), Trapfinding, Poison use, Great leap, Acrobatic (+2), Speed climb, Improved Poison use,
Feats 1st: Blind fight, 3rd: Weapon Finesse, 6th: Expanded Ki poolCS, 9th: Enduring KiCS, 12th: Quick Draw
Skills Climb +2, Craft (Poisonmaking) +16, Hide +19, Jump +30, Listen +6, Move Silently +19, Search +18, Spot +21, Tumble +7
Possessions +1 CorrosiveMiC Short sword, Amulet of Health +2, Headband of Wisdom +2, Gloves of Dexterity +2, Boots of Striding and Springing, Bracer of armor +1, Ring of protection +1, Vest of resistance +1

Elf trait:

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. A high elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


Bird eyes viewing (Su): Malphas can see through the eyes of his raven (or dove) animal companion he can see what it sees and hear what it hears. The birds use is own skill checks to determine the results of his actions and observations (for example, Bluff, Search, Spot or Listen), but Malphas use is own bonus to derive information from those observations (for example, Knowledge, Sense motives or Spellcraft). Malphas can use is trapfinding ability through the bird as long as doing so doesn’t require manipulating object.

Invisibility (Su): Malphas can become invisible as a standard or move action, he stay invisible for a number of round equal to his Hit dice or until he make an attack, whichever come first. Once he return to visibility he cannot use this ability again for 5 rounds.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Animal Companion (Ex): As a druid Malphas as an animal companion with him whe summoned, a raven or dove, use the stat given below regardless or appareance.

N Male Tiny Animal
Init +0, Senses: Low-light vision, Listen +5, Spot +7
Languages None
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AC 14, touch 14, flat-footed 12 (+2 dex, +2 size)
hp 1 (1/4HD (d8))
Fort +2, Ref +4, Will +2
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Speed 10 ft. (2 squares), fly 40 ft. (average)
Melee Claws +4 (1d2-5)
Space 2-1/2 ft Reach 0ft
Base Atk +0, Grp -13
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Abilities Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
SQ Low-light vision, Link, Share spell
Feats1st: Alertness, Weapon FinesseB
Skills Listen +5, Spot +7
Tricks Attacks, Attacks Unnatural, Come, Down, Fetch, Heel, Seek

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).


Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

AC bonus (Ex): Malphas ninja level granted her a bonus to AC when unarmored and unencumbered, he also adds his wisdom bonus to his armor class. (See the ninja description for more detail)

Ki Power (Su): Malphas can use his Ki power a number of time per day equal to half his ninja level plus his wisdom modifier (+3 from his Expanded Ki Pool feat). He can use those power only when unarmored and unencumbered.
As long as he as at least on use remaining he gain a +2 bonus on Will save. (See the ninja description for more detail)

Sudden strike (Ex): When striking a target denied his dexterity bonus to AC Malphas deal additional d6 damage depending on his ninja level. This apply to range attack only against target within 30ft. Creature with concealment or immune to critical hit are immune to sudden strike. (See the ninja description for more detail)

Trapfinding (Ex): As a ninja Malphas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. (See the rogue class features)

Ghost Step (Su): By spending on daily use of his Ki power as a swift action Malphas can turn invisible or ethereal for 1 round. (See the ninja description for more detail)

Poison use (Ex): Malphas never risk accidentally poisoning himself when applying poison to a weapon.

Great leap (Ex): Malphas always make Jump checks as if he was running and had the Run feat, enabling him to make long jump without a running start and granting a +4 bonus on the jump. He can only use this ability if he is unarmored and unencumbered.

Acrobatics (Ex): Malphas gain a +2 bonus on Climb, Jump and Tumble check.

Ki dodge (Su): By spending on daily use of his Ki power as a swift action Malphas can gain concealment (20% miss chance) against all attack for one round. (See the ninja description for more detail). (See the ninja description for more detail)

Speed Climb (Ex): Malphas can climb at her speed as a move action at no penality, however he must begin and end the round on an horizontal surface, otherwise he fall. He need only one hand free to use this ability but he can only use this ability if he is unarmored and unencumbered. (See the ninja description for more detail)

Ghost Strike (Su): As a move action Malphas can spend one daily us of his Ki power to make his next attack either affect incorporeal or ethereal creature as if they were corporeal, or he can make his next attack affect material creature while he is ethereal. (See the ninja description for more detail)

Improved poison use (Ex): Malphas can apply poison to a weapon as a move action instead of a standard action.

Progression:

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At 3rd level, Malphas has the following altered statistics:
Druid 1/Ninja 12
hp 72 (13HD (d8+d6))
Fort +10, Ref +14, Will +12 (+2 Ki Power)
Melee +1 Corrosive Short sword +14/+9 (1d6+1+1d6 acid/19-20) +6d6 Sudden Strike or
Ranged MW Shuriken +14/+9 (1d2) +6d6 Sudden Strike
Base Atk +9, Grp +9
Supernatural Abilities Ki power (13 uses per day)
SQ Spell resistance 23, Acrobatic (+4), Evasion
Skills Climb +4, Craft (Poisonmaking) +17, Hide +20, Jump +33, Move Silently +20, Search +19, Spot +22, Tumble +10
Possessions Vest of resistance +2

Acrobatics (Ex): Malphas gain a +4 bonus on Climb, Jump and Tumble check.

Evasion (Ex): Malphas can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing no armor. If helpless she does not gain the benefit of evasion.
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At 4th level, Malphas has the following altered statistics:
Druid 1/Ninja 13
Init +5
AC 23, touch 22, flat-footed 19 (+5 dex, +4 wis, +2 ninja, +1 armor, +1 deflection)
hp 78 (14HD (d8+d6))
Ref +15
Melee +1 Corrosive Short sword +9+dex+1/(-5) (1d6+1+1d6 acid/19-20) +7d6 Sudden Strike or
Ranged MW Shuriken +9+dex+1/(-5) (1d2) +7d6 Sudden Strike
Atk Options Spells, Sudden Strike (7d6)
Poison (per day)
-2 dose of Sassone leaf residue (Contact DC 16, 2d12 hp primary, 1d6 Con secondary)
-2 dose of Large scorpion venom (Injury DC 18, 1d6 Str primary and secondary)
-2 dose of Giant wasp poison (Injury DC 18, 1d6 Dex primary and secondary)
-2 dose of Medium spider poison (Injury DC 14 ,1d4 Str primary and secondary)
Abilities Dex 20
SQ Spell resistance 24, Sudden Strike (+7d6)
Skills Craft (Poisonmaking) +18, Hide +22, Jump +34, Move Silently +22, Search +20, Spot +23, Tumble +12
Possessions Gloves of Dexterity +4
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At 5th level, Malphas has the following altered statistics:
Druid 1/Ninja 14
hp 98 (15HD (d8+d6))
Fort +11, Ref +16
Melee +1 Corrosive Short sword +16/+11 (1d6+1+1d6 acid/19-20) +7d6 Sudden Strike or
Ranged MW Shuriken +16/+11 (1d2) +7d6 Sudden Strike
Base Atk +10, Grp +10
Abilities Con 16
SQ Spell resistance 25, Ghost mind
Supernatural Abilities Invisibility (Standard, Move or Swift)
Feats 15th: Spectral Skirmisher[sup]PHBII
Skills Craft (Poisonmaking) +19, Hide +23, Jump +35, Move Silently +23, Search +21, Spot +24, Tumble +13
Possessions Amulet of Health +4

Invisibility (Su): Malphas can now use is invisibility ability as a swift action.

Ghost mind (Su): To detect or see Malphas with as spell of the scrying subschool, the caster must make a caster level check (DC 20+ninja level). If the checks fails the caster simply can’t detect him. (See the ninja description for more detail)
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At 6th level, Malphas has the following altered statistics:
Druid 1/Ninja 15
AC 26, touch 25, flat-footed 21 (+5 dex, +6 wis, +3 ninja, +1 armor, +1 deflection)
hp 105 (16HD (d8+d6))
Will +14 (+2 Ki Power)
Melee +1 Corrosive Short sword +16/+11/+6 (1d6+1+1d6 acid/19-20) +8d6 Sudden Strike or
Ranged MW Shuriken +16/+11/+6 (1d2) +8d6 Sudden Strike
Base Atk +11, Grp +11
Atk Options Spells, Sudden Strike (8d6)
Druids Spells Prepared (CL 1st)
1st: Pass without trace (DC 17), Camouflagespc[/roll], Detect Snare and Pit
0: Detect poison, Guidance (DC 16), Resistance (DC 16)
Supernatural Abilities Ki power (16 uses per day)
Abilities Wis 22
SQ Spell resistance 26, Sudden Strike (+8d6), AC bonus (+3)
Skills Craft (Poisonmaking) +20, Hide +24, Jump +36, Listen +8, Move Silently +24, Search +22, Spot +27+, Tumble +13
Possessions Headband of Wisdom +4
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At 7th level, Malphas has the following altered statistics:
Druid 1/Ninja 16
AC 27, touch 25, flat-footed 22 (+5 dex, +6 wis, +3 ninja, +2 armor, +1 deflection)
hp 111 (17HD (d8+d6))
Ref +17
Melee +1 Corrosive Short sword +18/+13/+8 (1d6+1+1d6 acid/19-20) +8d6 Sudden Strike or
Ranged MW Shuriken +18/+13/+8 (1d2) +8d6 Sudden Strike
Base Atk +12, Grp +12
Atk Options Spells, Sudden Strike (8d6), Ghost strike
Supernatural Abilities Ki power (17 uses per day)
SQ Spell resistance 27, Ghost sight
Skills Craft (Poisonmaking) +21, Hide +25, Jump +39, Move Silently +25, Search +23, Spot +28, Tumble +14
Possessions Bracer of armor +2

Ghost sight (Su): Malphas can see invisible and ethereal creature as easily as material one. (See the ninja description for more detail)
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At 8th level, Malphas has the following altered statistics:
Druid 1/Ninja 17
AC 28, touch 26, flat-footed 23 (+5 dex, +6 wis, +3 ninja, +2 armor, +2 deflection)
hp 118 (18HD (d8+d6))
Ranged +1 Shuriken +18/+13/+8 (1d2+1) +8d6 Sudden Strike
Atk Options Spells, Sudden Strike (9d6)
Combat Gear 20 +1 Shuriken per day,
Poison (per day)
-2 dose of Sassone leaf residue (Contact DC 16, 2d12 hp primary, 1d6 Con secondary)
-2 dose of Large scorpion venom (Injury DC 18, 1d6 Str primary and secondary)
-2 dose of Giant wasp poison (Injury DC 18, 1d6 Dex primary and secondary)
-2 dose of Medium spider poison (Injury DC 14, 1d4 Str primary and secondary)
-1 dose of Wyvern poison (Injury DC 17, 2d6 Con primary and secondary)
-1 dose of Black lotus extract (Contact DC 20 3d6 Con primary and secondary)
SQ Spell resistance 28, Sudden Strike (+9d6)
Feats 18th: Deadly precision
Skills Climb +4, Craft (Poisonmaking) +22, Hide +26, Jump +40, Move Silently +26, Search +24, Spot +29, Tumble +15
Possessions Ring of protection +2



Savnok, the Instigator
CR 12


http://www.wizards.com/dnd/images/ToMagic_Gallery/96062.jpg
Savnok is an imposing humanoid figure completely encased in armor, multiple arrow are piercing it and blood constantly come from those wound coloring the armor in dark red.

LE Male Outsider (Angel, Vestige)
Outsider 10/Fighter 4
Init +1, Senses: Low-light vision, Darkvision 60ft, Listen +0, Spot +0
Languages Celestial, Tongues
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AC 27, touch 13, flat-footed 26 (+10 armor, +2 shield, +1 dex, +2 natural, +2 deflection)
hp 165 (14 HD(d8+d10))
Fort +22, Ref +13, Will +10 (+4 against poison)
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Speed 30ft. (6 squares)
Melee +1 Flail +19/+14/+9 (1d8+6)
Space 5ft Reach 5ft
Base Atk +14, Grp +19
Atk Options Improved combat expertise, Savnok’s Provocation (3/day)
Supernatural Abilities Move ally (35ft)
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Abilities Str 20, Dex 12, Con 24, Int 13, Wis 10, Cha 12
SQ DR 10/Chaotic or Good, Spell resistance 24, Darkvision 60ft, Angel trait, Immunity to acid, cold and petrification, Resistance to electricity 10 and fire 10, Savnok’s armor, DR 4/Magic and Piercing, Armored speed
Feats 1st: Endurance, 3rd: Diehard, 6th: Iron will, 9th: Lighting Reflexes, 12th: Great Fortitude, F1: Combat Expertise, F2: Weapon Focus (Flail), F4: Improved Combat ExpertiseCW
Skills Autohypnosis +8, Balance +4, Bluff +7, Concentration +13, Craft (armorsmithing) +18, Diplomacy +5, Escape artist +2, Intimidate +20, Jump +2, Knowledge (religion) +16, Sleight of hand +2, Swim -5, Tumble +2, Use rope +1 (+3 with bindings)
Possessions +2 moderate fortification full-plate (+10 AC, -5 acp), +1 Light steel Shield, +1 Flail, Amulet of Natural Armor +2 and Health +2, Belt of strength +2, Vest of resistances +2, Ring of protection +2

Angel trait Before becoming a vestige, Savnok was a an angel in the service of Heroineous and Hextor, as a Vestige he still retain those benefit.

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Move ally (Su): Savnok can instantly swap position with any visible willing ally within 5ft per two Hit Dice of his positions. Objects carried by him or the ally (up to the maximum load for each) go along, but creatures do not. The movement is instantaneous and does not provoke attacks of opportunity. Using this ability is a move or swift action. Once he used this ability he cannot use it again for 5 rounds.

Savnok’s armor (Ex): When wearing heavy armor Savnok gain damage reduction equal to 1+1 per four HD overcome only by magic and piercing weapon.

Armored speed (Ex): Savnok can move at normal speed even when wearing medium or heavy armor.

Savnok’s Provocation (Ex): Three time per day, as a swift action, Savnok can make an Intimidate check against any one creature with an intelligence score of at least 3 that is within 30ft of him. The creature must make a Will save (DC equal to the result of the Intimidate check - 10) or become focus on Savnok until the rest of the encounter. The creature is forced to attack Savnok with its ranged or melee attacks in preference over other available targets. If the creature attacks by casting a spell or using a supernatural ability, it must target Savnok with the attack or include him in the effect’s area. An opponent compelled to act in this manner is not throw into a mindless rage and does not have to move to attack Savnok in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal.

Progression:

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At 3rd level, Savnok has the following altered statistics:
Outsider 10/Fighter 5
AC 28, touch 13, flat-footed 27 (+11 armor, +2 shield, +1 dex, +2 natural, +2 deflection)
hp 177 (15 HD(d8+d10))
Will +17 (+4 against poison)
Melee +1 Defending Flail +20/+15/+10 (1d8+6)
Base Atk +15, Grp +20
SQ Spell resistance 25
Feats 15th: Steadfast Determination[sup]PHBII
Skills Craft (armorsmithing) +19, Intimidate +21
Possessions +3 moderate fortification full-plate (+11 AC, -5 acp)
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At 4th level, Savnok has the following altered statistics:
Outsider 10/Fighter 6
AC 30, touch 13, flat-footed 29 (+12 armor, +2 shield, +1 dex, +3 natural, +2 deflection)
hp 190 (16 HD(d8+d10))
Fort +23, Ref +13, Will +18 (+4 against poison)
Melee +1 Defending Flail +21/+16/+11/+6 (1d8+6)
Base Atk +16, Grp +21
Supernatural Abilities Move ally (40ft)
Abilities Con 25
SQ Spell resistance 26, DR 5/Magic and Piercing
Feats F6: Heavy Armor OptimizationRoS
Skills Balance +5, Craft (armorsmithing) +20, Escape artist +3, Intimidate +22, Jump +3, Knowledge (religion) +17, Sleight of hand +5, Swim -3, Tumble +3
Possessions +3 moderate fortification full-plate (+12 AC, -4 acp), Amulet of Natural Armor +3 and Health +2
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At 5th level, Savnok has the following altered statistics:
Outsider 10/Fighter 7
AC 32, touch 13, flat-footed 31 (+13 armor, +2 shield, +1 dex, +3 natural, +3 deflection)
hp 202 (17 HD(d8+d10))
Melee +1 Defending Flail +22/+17/+12/+7 (1d8+6)
Base Atk +17, Grp +22
Supernatural Abilities Move ally (40ft)
SQ Spell resistance 27
Skills Craft (armorsmithing) +21 Intimidate +23
Possessions +4 moderate fortification full-plate (+13 AC, -4 acp), Ring of protection +3
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At 6th level, Savnok has the following altered statistics:
Outsider 10/Fighter 8
AC 34, touch 14, flat-footed 33 (+14 armor, +3 shield, +1 dex, +3 natural, +3 deflection)
hp 215 (18 HD(d8+d10))
Fort +25, Ref +14, Will +18 (+4 against poison)
Melee +1 Defending Flail +23/+18/+13/+8 (1d8+8)
Base Atk +18, Grp +23
Supernatural Abilities Move ally (45ft)
SQ Spell resistance 28
Feats 18th: Weapon Specialization (Flail), F8: Greater Heavy Armor OptimizationRoS
Skills Balance +7, Craft (armorsmithing) +22, Escape artist +5, Intimidate +24, Jump +5, Knowledge (religion) +18, Sleight of hand +7, Swim +1, Tumble +5
Possessions +4 moderate fortification full-plate (+14 AC, -2 acp), +2 Light steel Shield, Vest of resistances +3
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At 7th level, Savnok has the following altered statistics:
Outsider 10/Fighter 9
hp 241 (19 HD(d8+d10))
Fort +26, Ref +15, Will +19 (+4 against poison)
Melee +1 Defending Flail +24/+19/+14/+9 (1d8+8)
Base Atk +19, Grp +24
Supernatural Abilities Move ally (45ft)
Abilities Con 27
SQ Spell resistance 29
Skills Concentration +14, Craft (armorsmithing) +23, Intimidate +25, Knowledge (religion) +18
Possessions Amulet of Natural Armor +3 and Health +4
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At 8th level, Savnok has the following altered statistics:
Outsider 10/Fighter 10
AC 35, touch 14, flat-footed 34 (+14 armor, +4 shield, +1 dex, +3 natural, +3 deflection)
hp 294 (20 HD(d8+d10))
Fort +28, Ref +16, Will +21 (+4 against poison)
Melee +1 Defending Flail +26/+21/+16/+11 (1d8+9)
Base Atk +20, Grp +26
Supernatural Abilities Move ally (50 ft)
Abilities Str 22, Con 28
SQ Spell resistance 30, DR 6/Magic and Piercing
Feats F10: Improved ToughnessCW
Skills Concentration +16, Craft (armorsmithing), Intimidate +26, Jump +6, Knowledge (religion) +19, Swim +2
Possessions +4 heavy fortification full-plate (+14 AC, -2 acp), +3 Light steel Shield, Belt of strength +4, Vest of resistances +4




3nd level Vestiges:

Andromalius, the Repentant Rogue
CR 13


http://www.wizards.com/dnd/images/ToMagic_Gallery/96031.jpg
Andromalius look like a human with a flashy jester costume, what’s different about him is that each of his arms split at the elbow into a dozen forearm, each hand on these arms hold a different object.

CN Male Medium Outsider (Augmented humanoid (Human), Vestige)
Rogue 13
Init +5, Senses: Darkvision 60ft, Listen +0, Spot +16
Languages Common, Tongues
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AC 21, touch 16, flat-footed 16 (+5 dex, +5 armor, +1 deflection)
hp 84 (13 HD (d6))
Fort +9, Ref +15, Will +6
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Speed 30 ft. (6 squares)
Melee +1 Dagger +13/+8 (1d4+2 /19-20) and +1 Light Mace +13/+8 (1d6+1) and +1 Sickle +13/+8 (1d6+1) and +1 Light Mace +13/+8 (1d6+1) plus +7d6 Sneak Attack when applicable
Space 5ft Reach 5ft
Base Atk +9, Grp +10
Atk Options Sneak attack +7d6, Combat Expertise, Improved Disarm
Combat Gear Potion of invisibility (one per day)
Supernatural Abilities Jester’s Mirth (DC 15), Locate Item
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Abilities Str 12, Dex 21, Con 16, Int 14, Wis 10, Cha 8
SQ Darkvision 60ft, DR 10/Lawful, Spell resistance 23, Human trait, See the unseen, Sense trickery, Vestige items, Sneak attack 7d6, Trapfinding, Evasion, Trap sense +4, Uncanny dodge, Improved uncanny dodge, Skill mastery (Appraise, Spot, Sense motive, Sleight of hand, Disable Device)
Feats H1: Combat Expertise, 1st: Multiweapon Fighting, 3rd: Weapon Finesse, 6th: Improved DiversionCad, 9th: Improved Disarm, 12th: Improved Multiweapon Fighting
Skills Appraise +18, Bluff +15 (+19 when feinting), Diplomacy +3, Disguise +1, Disable Device +20, Hide +21, Intimidate +1, Move Silently +21, Open lock +23, Perform(comedy) +19, Search +18, Sense Motive +16, Sleight of hand +23, Spot +16 (+20 against Disguise check), Survival +2, (+4 when following track)
Possessions +1 Mythral chain shirt, Gloves of Dexterity +4, Amulet of health +2,Vest of resistance +2, Ring of protection+1

Human trait (Ex):

Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.


Jester’s Mirth (Su): As a standard action Andromalius can cause an opponent to break into uncontrollable laughter. This ability function like a Tasha’s hideous laughter spell (caster level equal to Hit dice), except that an affected creature can make an additional saving throw at the end of each of his turns to end the effect, (DC 10+1/2HD+Cha modifier). Once he has used this ability he must wait for 5 rounds before he can use it again

Locate Item (Su): At will, Andromalius can sense the direction of any well know or clearly visualized item that lies within 100ft per Hit dice of his location. If he wish to find a specific object, this ability work only if he has seen the objects first hand and can accurately visualize its pecularities.
Otherwise the direction of the nearest object of the same type is revealed. He can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object unless he can clearly visualized it’s disguised form, nor does it tell you the distance to the object.

See the unseen (Su): At will, Andromalius can use see invisibility as the spell (caster level equal to Hit dice)

Sense trickery (Ex): Andromalius gain a +4 bonus on Spot check made to oppose Disguise checks. In addition, he automatically notice when a creature uses Sleight of hand to take something from him.

Vestige items (Su): Andromalius wield a different object in each of his twenty-four hands, those are a belt purse, a silver key, a gold ring, a pair of dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a whistle, a fish hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a human skull, a lock, a closed black book, a bell, a dove, a set of lock pick and a mouse. Andromalius either always have these object in hand or is juggling with them. Four of these object can be used as weapon and are describe as such in the above stat block, these are the dagger of course, the arm bone used as like a light mace, the fish hook use like a sickle and the bell used like a light mace. The potion is a potion of invisibility, Andromalius is the only one that can use it. In addition the set of lock pick is considered to be a masterwork Thieve’s tool. At the DM discretion the other item may be used as masterwork tool for other appropriate skill but only if using them as such leave them in Andromalius hand. For example the black book could be used with a knowledge skill.

Sneak Attack: Andromalius deal additional damage when his target are denied their dexterity bonus to AC or when he flank the target. See the rogue class features for more detail.

Trapfinding As a rogue Andromalius can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. (See the rogue class features)

Evasion (Ex): Andromalius can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. When helpless he does not gain the benefit of evasion.

Trap sense (Ex): Andromalius gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Uncanny dodge (Ex): Andromalius can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved uncanny dodge (Ex): Andromalius can no longer be flanked. This defense denies another rogue the ability to sneak attack him by flanking him, unless the attacker has at least four more rogue levels than him.

Skill Mastery: When making an Appraise, Spot, Sense motive, Sleight of hand or Disable Device checks, Andromalius may take 10 even if stress and distractions would normally prevent him from doing so.

Slippery Mind (Ex): If Andromalius is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Progression:

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At 4th level, Andromalius has the following altered statistics:
Rogue 14
hp 91 (14 HD (d6))
Ref +16
Melee +2 Dagger +15/+10 (1d4+3 /19-20) and +1 Light Mace +15/+10 (1d6+2) and +1 Sickle +14/+9 (1d6+1) and +1 Light Mace +14/+9 (1d6+1) plus +7d6 Sneak Attack when applicable
Base Atk +10, Grp +11
Supernatural Abilities Jester’s Mirth (DC 16)
SQ Spell resistance 24
Skills Appraise +19, Bluff +16 (+20 when feinting), Disable Device +21, Hide +22, Move Silently +22, Open lock +24, Perform(comedy) +10, Search +19, Sense Motive +17, Sleight of hand +24, Spot +17 (+21 against Disguise check)
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At 5th level, Andromalius has the following altered statistics:
Rogue 15
hp 97 (15 HD (d6))
Fort +10, Will +7
Melee +2 Dagger +16/+11/+6 (1d4+3 /19-20) and +1 Light Mace +16/+11 (1d6+2) and +2 Sickle +16/+11 (1d6+2) and +2 Light Mace +16/+11 (1d6+2) plus +8d6 Sneak Attack when applicable
Base Atk +11, Grp +12
Atk Options Sneak attack +8d6
Spell-like Abilities 1/day Discern Location (Cl equal to HD)
SQ Spell resistance 25, Sneak attack 8d6, Trap sense +5
Feats 15th: Savvy RogueCS
Skills Appraise +20, Bluff +17 (+21 when feinting), Disable Device +22, Hide +23, Move Silently +23, Open lock +25, Perform(comedy) +11, Search +20, Sense Motive +18, Sleight of hand +25, Spot +18 (+22 against Disguise check)

Savvy Rogue feat: This feat changed the effect of Andromalius Skill mastery to allow him to take 12 instead of 10 and grant a him a +2 bonus on the second will save afford by Slippery mind.
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At 6th level, Andromalius has the following altered statistics:
Rogue 16
AC 23, touch 18, flat-footed 17 (+6 dex, +5 armor, +2 deflection)
hp 104 (16 HD (d6))
Fort +11, Ref +21, Will +8
Melee +2 Dagger +18/+13/+8 (1d4+3 /19-20) and +1 Light Mace +18/+13 (1d6+2) and +2 Sickle +18/+13 (1d6+2) and +2 Light Mace +18/+13 (1d6+2) plus +8d6 Sneak Attack when applicable
Base Atk +12, Grp +13
Supernatural Abilities Jester’s Mirth (DC 17)
Abilities Dex 22
SQ Spell resistance 26, Improve evasion
Skills Appraise +21, Bluff +18 (+22 when feinting), Disable Device +23, Hide +25, Move Silently +25, Open lock +27, Perform(comedy) +12, Search +21, Sense Motive +19, Sleight of hand +27, Spot +19 (+23 against Disguise check)
Possessions Vest of resistance +3, Ring of protection+2

Improved evasion (Ex): This ability works like evasion, except that while the Andromalius still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. When helpless Andromalius does not gain the benefit of improved evasion. In addition Andromalius Savvy Rogue feat grant him a +2 competence bonus on reflex save.
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At 7th level, Andromalius has the following altered statistics:
Rogue 17
hp 110 (17 HD (d6))
Atk Options Sneak attack +9d6
SQ Spell resistance 27, Sneak attack 9d6
Skills Appraise +22, Bluff +19 (+23 when feinting), Disable Device +24, Hide +26, Move Silently +26, Open lock +28, Perform(comedy) +13, Search +22, Sense Motive +20, Sleight of hand +28, Spot +20 (+24 against Disguise check)
Possessions +1 NimblenessMiC Mytral Chain shirt
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At 8th level, Andromalius has the following altered statistics:
Rogue 18
Init +7
AC 24, touch 19, flat-footed 17 (+7 dex, +5 armor, +2 deflection)
hp 117 (18 HD (d6))
Fort +12, Ref +23, Will +9
Melee +2 Dagger +20/+15/+10 (1d4+3 /19-20) and +2 Light Mace +20/+15 (1d6+2) and +2 Sickle +20/+15 (1d6+2) and +2 Light Mace +20/+15 (1d6+2) plus +9d6 Sneak Attack when applicable
Base Atk +13, Grp +14
Supernatural Abilities Jester’s Mirth (DC 18)
Abilities Dex 24
SQ Spell resistance 28, Trap sense +6
Feats 18th: Cunning EvasionPHBII
Skills Appraise +23, Bluff +20 (+24 when feinting), Disable Device +25, Hide +28, Move Silently +28, Open lock +30, Perform(comedy) +14, Search +23, Sense Motive +21, Sleight of hand +30, Spot +21 (+25 against Disguise check)
Possessions Gloves of Dexterity +6



Focalor, Prince of Tears
CR 13

Focalor look like a handsome human male with wing, constantly crying.

LG Male Medium Outsider (Angel, Vestige)
Init +4, Senses: Drakvision 60ft, Listen +20, Spot +20,
Languages Celestial, Tongues
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AC 22, touch 14, flat-footed 18 (+4 dex, +8 natural armor)
hp 127 (15 HD (d8))
Fort +13, Ref +13, Will +11
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Speed 30 ft. (6 squares), swim 30ft, fly 90 ft. (good)
Melee +1 Greatsword +21/+16/+11 (2d6+8/19-20) or
Melee Slam +20 (1d6+7)
Space 5ft Reach 5ft
Base Atk +15, Grp +20
Supernatural Abilities Focalor’s Breath (DC 26), Lighting Strike (DC 26)
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Abilities Str 20, Dex 18, Con 19, Int 10, Wis 14, Cha 24
SQ DR 10/Chaotic or Evil, Spell resistance 25, Darkvision 60ft, Angel trait, Immunity to acid, cold and petrification, Resistance to electricity 10 and fire 10, Regeneration 5, Aura of Sadness, Water Breathing
Feats 1st: Ability Focus (Focalor’s Breath), 3rd: Ability Focus (Lighting Strike), 6th: Enlarge Supernatural AbilityToM, 9th: Extend Supernatural AbilityToM, 12th: Empower Supernatural AbilityToM, 15th: Widen Supernatural AbilityToM
Skills Concentration +22, Heal +20, Knowledge (Religion) +18, Knowledge (The planes) +18, Intimidate +25, Listen +20, Spot +20, Swim +31

Angel trait Before becoming a vestige, Focalor was an Angel and retain those trait to this day,

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Regeneration: Focalor was an immortal angel before becoming a vestige and is still retain some mesure of it to this days. He takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Aura of Sadness (Su): Focalor emit an aura of depression and anguish that overtakes even the strongest-willed creature. Every creature adjacent to him are overcome with grief, which manifests as a -2 penality on attacks roll, saving throws and skill checks, for as long as they remain adjacent to him. He can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability.

Focalor’s Breath (Su): As a standard action, Focalor can exhale toward a single living target within 30ft. That target is blinded for 1 round unless it succeeds on a Fortitude save (DC 10 + ½ Hit dice + Cha modifier + 2). Once he has used this ability he must wait for 5 rounds before he can use it again

Lighting Strike (Su): Once per round as a standard action, Focalor can call down a bolt of lightning that strike any target he designate, as long as it is within 10 feet per Hit dice of his position. The lighting bolt dealt 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every three Hit dice above 5th. A successful Reflex save (DC 10 + ½ Hit dice + Cha modifier + 2) halves this damage. This ability functions outdoors, indoor, underground and even underwater.

Water Breathing (Ex): Focalor can breathe both water and air easily.

Progression:

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At 4th level, Focalor has the following altered statistics:
hp 136 (16 HD (d8))
Fort +14, Ref +14, Will +12
Melee +1 Shock Greatsword +22/+17/+12/+7 (2d6+8+1d6 electricity/19-20) or
Melee Slam +21 (1d6+7)
Base Atk +16, Grp +21
Supernatural Abilities Focalor’s Breath (DC 27), Lighting Strike (DC 27)
Abilities Cha 25
SQ Spell resistance 26
Skills Concentration +23, Heal +21, Knowledge (Religion) +19, Knowledge (The planes) +19, Intimidate +26, Listen +21, Spot +21, Swim +32
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At 5th level, Focalor has the following altered statistics:
hp 144 (17 HD (d8))
Melee +1 Shock Greatsword +23/+18/+13/+8 (2d6+8+1d6 electricity/19-20) or
Melee Slam +22 (1d6+7)
Base Atk +17, Grp +22
SQ Spell resistance 27
Skills Concentration +24, Heal +22, Knowledge (Religion) +20, Knowledge (The planes) +20, Intimidate +27, Listen +22, Spot +22, Swim +33
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At 6th level, Focalor has the following altered statistics:
hp 153 (18 HD (d8))
Fort +15, Ref +15, Will +13
Melee +2 Shock Greatsword +25/+20/+15/+10 (2d6+9+1d6 electricity/19-20) or
Melee Slam +23 (1d6+7)
Base Atk +18, Grp +23
Supernatural Abilities Focalor’s Breath (DC 28), Lighting Strike (DC 28)
SQ Spell resistance 28
Feats 18th: Sudden Ability FocusToM
Skills Concentration +25, Heal +23, Knowledge (Religion) +21, Knowledge (The planes) +21, Intimidate +28, Listen +23, Spot +23, Swim +34
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At 7th level, Focalor has the following altered statistics:
hp 161 (19 HD (d8))
Melee +2 Shock Greatsword +26/+21/+16/+11 (2d6+9+1d6 electricity/19-20) or
Melee Slam +24 (1d6+7)
Base Atk +19, Grp +24
SQ Spell resistance 29
Skills Concentration +26, Heal +24, Knowledge (Religion) +22, Knowledge (The planes) +22, Intimidate +29, Listen +24, Spot +24, Swim +35
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At 8th level, Focalor has the following altered statistics:
hp 170 (20 HD (d8))
Fort +16, Ref +16, Will +14
Melee +2 Shocking Burst Greatsword +27/+22/+17/+12 (2d6+9+1d6 electricity/19-20 +1d10 electricity) or
Melee Slam +25 (1d6+7)
Base Atk +20, Grp +25
Supernatural Abilities Focalor’s Breath (DC 30), Lighting Strike (DC 30)
Abilities Cha 26
SQ Spell resistance 30
Skills Concentration +27, Heal +25, Knowledge (Religion) +23, Knowledge (The planes) +23, Intimidate +31, Listen +25, Spot +25, Swim +36

zagan
2010-10-13, 01:30 PM
Karsus, Hubris in the Blood
CR 13

Karsus look like a small red boulder from which come a fountain of blood, on each side two appendage made of blood serve as hand. He move by slowly floating on what appear to be a pool of blood.

LE Small Outsider (Earth, Vestige)
Wizard 13
Init +0, Senses: Darkvision 60ft, Listen -1, Spot -1
Languages Common, Elven, Draconic, Tongues
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AC 13, touch 13, flat-footed 13 (+1 size, +2 deflection)
hp 71 (13 HD (d4)
Fort +9, Ref +6, Will +9
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Speed 20 ft. (4 squares)
Melee Touch attack +6
Ranged Ranged touch attack +6
Space 5ft Reach 5ft
Base Atk +6, Grp +6
Atk Options Spell
Wizard Spells Prepared (CL 13th, 17th to overcome Spell resistance)
7th: Greater Arcane Sight, Statue (DC 24)
6th: Flesh to Stone (DC 23), Greater Dispel Magic, Stone to Flesh (DC 23)
5th: Break Enchantment, Contact Other Plane, Dismissal (DC 22), Wall of Stone (DC 22)
4th: Arcane Eye, Dimensional Anchor, Stone shape (2), Shout (DC 21)
3rd: Arcane Sight, Dispel Magic (2), Fireball (2) (DC 20), Fly (DC 20)
2nd: False life (2), Fox’s Cunning (DC 19), Resist Energy (2) (DC 19), See Invisibility
1st: Mage Armor (DC18), Magic Missile (3), Shield, Unseen Servant
0: Detect Magic, Mage Hand, Prestidigitation, Read Magic
Supernatural Abilities Karsus’s Sense, Karsus’s Touch
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Abilities Str 10, Dex 11, Con 16, Int 24, Wis 8, Cha 12
SQ Darkvision 60ft, DR 10/ Chaotic or Good, Spell resistance 23, Heavy Magic, Familliar
Feats 1st: Eschew Material, 3rd: Brew Potion, 6th: Spell Penetration, 9th: Greater spell Penetration, 12th: Improved Counterspell, W1: Scribe scroll, W5: Craft Wand, W10: Spell mastery (Arcane Sight, Detect Magic, Dispel Magic, Dismissal, Mage Armor, Magic Missile)
Skills Bluff 6, Concentration +19, Craft (Alchemy) +23, Diplomacy +3, Disguise +3, Intimidate +4, Knowledge (Arcana) +23, Knowledge (The planes) +23, Spellcraft +25, Sleight of hand +2, Use Magic Device +1 (+3 with scroll)
Possessions Headband of Intellect +4, Amulet of health+2, Vest of resistance+2, Ring of protection+2

Heavy Magic (Su): The saves DC for each and every magic item Karsus use increase by 2.

Karsus’s Sense (Su): Karsus can sense magic auras as easily as other can detect odors, and concentrating on them reveals them to his sight. When he concentrate, a standard action, he automatically detect the number of different aura within 30 feet, and the power of the most potent aura within 30 feet, as though he had cast detect magic on the area and concentrate for 2 rounds. He does not need to concentrate to maintain this effect, but concentrating for 1 additional round reveals the location and strength of the auras in the area. A third round of concentration allows him to determine the school of a particular aura automatically. Additional rounds of concentration reveal the school of other auras. He cannot use this ability if he is blinded, but otherwise functions as detect magic for the purpose of concealment and materials pierced. If he encounter an aura of overwhelming strength, however he is dazzled so long as he remains within range of Karsus’s Sense.

Karsus’s Touch (Su): Karsus can produce a Dispel magic effect with a touch, attack against a creature or an object as a standard action that does not provoke attack of opportunity. He can then make a Dispel check (1d20 + Hit dice, maximum +20) against each ongoing spell currently in effect on the object or creature. The DC for this check is 11 + the spell caster level. If he succeed on a particular check, that spell is dispelled; if he fail, it remain in effect.
If he target an object or creature that is the effect of an ongoing spell (such as a summoned monster or a conjured object), he must touch the target and make a dispel check to end the spell that brought it into being. targeting a spell effect that is not an object or a creature (such as the flames of a wall of fire) has no effect.
If the touched object is a magic item, he must make a dispel check (the DC is the item’s caster level). If he succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on it’s own. An interdimensional interface (such as a bag of holding) is temporarily closed by this effect. A suppressed item becomes nonmagical for the duration, but it’s physical properties are unchanged, so a suppressed magic sword is still a masterwork sword.
He can use Karsus’s touch a number of times per day equal to his Hit dice. Once he has used this ability, you cannot do so again for rounds.

Familliar: Karsus does not posses any familliar

Karsus’s Item: Karsus magical equipment take the form of arcane rune engraved on his stone body, they otherwise functioned in all way like standard magical item. This does not affect item from other source he may use such as wand.

Progression:

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At 4th level, Karsus has the following altered statistics:
Wizard 14
AC , touch , flat-footed (+1 size, +2 deflection)
hp 91 (14 HD (d4)
Fort +10, Will +10
Melee Touch attack +7
Ranged Ranged touch attack +7
Base Atk +7, Grp +7
Wizard Spells Prepared (CL 14th, 18th to overcome Spell resistance)
7th: Greater Arcane Sight, Spell Turning, Statue (DC 24)
6th: Flesh to Stone (DC 23), Greater Dispel Magic, Stone to Flesh (DC 23), Move Earth
5th: Break Enchantment, Contact Other Plane, Dismissal (DC 22), Wall of Stone (DC 22)
4th: Arcane Eye, Dimensional Anchor, Stone shape (2), Shout (DC 21)
3rd: Arcane Sight, Dispel Magic (2), Fireball (2) (DC 20), Fly (DC 20)
2nd: False life (2), Fox’s Cunning (DC 19), Resist Energy (2) (DC 19), See Invisibility
1st: Mage Armor (DC 18), Magic Missile (3), Shield, Unseen Servant
0: Detect Magic, Mage Hand, Prestidigitation, Read Magic
Abilities Con 18
SQ Spell resistance 24
Skills Concentration +21, Craft (Alchemy) +24, Knowledge (Arcana) +24, Knowledge (The planes) +24, Spellcraft +26
Possessions Amulet of health+4
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At 5th level, Karsus has the following altered statistics:
Wizard 15
Init +1
AC 15, touch 15, flat-footed 14 (+1 size, +1 dex, +2 deflection, +1 insight)
hp 97 (15 HD (d4)
Fort +11, Ref +8
Ranged Ranged touch attack +11
Wizard Spells Prepared (CL 15th, 19th to overcome Spell resistance)
8th: Mind Blank (DC 25)
7th: Greater Arcane Sight, Spell Turning, Statue (DC 24)
6th: Flesh to Stone (DC 23), Greater Dispel Magic, Stone to Flesh (DC 16+7), Move Earth
5th: Break Enchantment, Contact Other Plane, Dismissal (DC 22), Prying eyes, Wall of Stone (DC 22)
4th: Arcane Eye, Dimensional Anchor, Stone shape (2), Shout (DC 21)
3rd: Arcane Sight, Dispel Magic (2), Fireball (2) (DC 20), Fly (DC 20)
2nd: False life (2), Fox’s Cunning (DC 19), Resist Energy (2) (DC 19), See Invisibility
1st: Mage Armor (DC 18), Magic Missile (3), Shield, Unseen Servant
0: Detect Magic, Mage Hand, Prestidigitation, Read Magic
Abilities Dex 13
SQ Spell resistance 25
Feats 15th: Arcane MasteryCar, W15: Craft Staff
Skills Bluff 7, Concentration +22, Craft (Alchemy) +25, Intimidate +5, Knowledge (Arcana) +25, Knowledge (The planes) +25, Spellcraft +27
Possessions Dusty rose Ioun stone, Gloves of Dexterity +2
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At 6th level, Karsus has the following altered statistics:
Wizard 16
AC 17, touch 17, flat-footed 15 (+1 size, +2 dex, +3 deflection, +1 insight)
hp 104 (16 HD (d4)
Fort +12, Ref +10, Will +12
Melee Touch attack +8
Ranged Ranged touch attack +10
Base Atk +8, Grp +8
Wizard Spells Prepared (CL 16th, 20th to overcome Spell resistance)
8th: Mind Blank (DC 25), Iron Body
7th: Greater Arcane Sight, Grasping Hand, Spell Turning, Statue (DC 24)
6th: Flesh to Stone (DC 23), Greater Dispel Magic, Stone to Flesh (DC 23), Move Earth
5th: Break Enchantment, Contact Other Plane, Dismissal (DC 22), Prying eyes, Wall of Stone (DC 22)
4th: Arcane Eye, Dimensional Anchor, Stone shape (2), Shout (DC 21)
3rd: Arcane Sight, Dispel Magic (2), Fireball (2) (DC 20), Fly (DC 20)
2nd: False life (2), Fox’s Cunning (DC 19), Resist Energy (2) (DC 19), See Invisibility
1st: Mage Armor (DC18), Magic Missile (3), Shield, Unseen Servant
0: Detect Magic, Mage Hand, Prestidigitation, Read Magic
Abilities Dex 14
SQ Spell resistance 26
Skills Concentration +23, Craft (Alchemy) +26, Knowledge (Arcana) +26, Knowledge (The planes) +26, Spellcraft +28
Possessions Vest of resistance+3, Ring of protection+3
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At 7th level, Karsus has the following altered statistics:
Wizard 17
hp 110 (17 HD (d4)
Fort +13, Ref +11, Will +13
Wizard Spells Prepared (CL 17th, 21th to overcome Spell resistance)
9th: Foresight (DC 26)
8th: Mind Blank (DC 25), Iron Body
7th: Greater Arcane Sight, Grasping Hand, Spell Turning, Statue (DC 24)
6th: Flesh to Stone (DC 23), Greater Dispel Magic (2), Stone to Flesh (DC 23), Move Earth
5th: Break Enchantment, Contact Other Plane, Dismissal (DC 22), Prying eyes, Wall of Stone (DC 22)
4th: Arcane Eye, Dimensional Anchor, Stone shape (2), Shout (DC 21)
3rd: Arcane Sight, Dispel Magic (2), Fireball (2) (DC 20), Fly (DC 20)
2nd: False life (2), Fox’s Cunning (DC 19), Resist Energy (2) (DC 19), See Invisibility
1st: Mage Armor (DC18), Magic Missile (3), Shield, Unseen Servant
0: Detect Magic, Mage Hand, Prestidigitation, Read Magic
SQ Spell resistance 27
Skills Bluff 8, Concentration +24, Craft (Alchemy) +27, Intimidate +6, Knowledge (Arcana) +27, Knowledge (The planes) +27, Spellcraft +29
Possessions Vest of resistance+4
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At 8th level, Karsus has the following altered statistics:
Wizard 18
hp 117 (18 HD (d4)
Fort +14, Ref +12, Will +14
Melee Touch attack +9
Ranged Ranged touch attack +11
Base Atk +9, Grp +9
Wizard Spells Prepared (CL 18th, 20th on caster level check of Dispel Magic and Greater Dispel Magic, 22th to overcome Spell resistance)
9th: Foresight (DC 27), Mage’s Disjunction (DC 27)
8th: Greater Prying Eyes, Mind Blank (DC 26), Moment of Prescience, Iron Body
7th: Greater Arcane Sight, Grasping Hand, Spell Turning, Statue (DC 25)
6th: Flesh to Stone (DC 24), Greater Dispel Magic (2), Stone to Flesh (DC 24), Move Earth
5th: Break Enchantment, Contact Other Plane, Dismissal (DC 23), Prying eyes, Wall of Stone (DC 23)
4th: Arcane Eye, Dimensional Anchor, Remove Curse (DC 22), Stone shape (2), Shout (DC 22)
3rd: Arcane Sight, Dispel Magic (2), Fireball (2) (DC 21) (Deal Acid damage instead of fire), Fly (DC 21)
2nd: False life (2), Fox’s Cunning (DC 20), Resist Energy (2) (DC 20), See Invisibility
1st: Mage Armor (DC 19), Magic Missile (3), Shield, Unseen Servant
0: Detect Magic, Mage Hand, Prestidigitation, Read Magic
Abilities Int 26
SQ Spell resistance 28
Feats 18th: Elven Spell lore (Fireball)
Skills Concentration +25, Craft (Alchemy) +29, Knowledge (Arcana) +29, Knowledge (The planes) +29, Spellcraft +31
Possessions Headband of Intellect +6



Paimon, the Dancer
CR 13

Paimon is humanoid looking but his forearms and forelegs have been replaced by steel blade, he always move and dance.

CN Male Outsider (Augmented humanoid (half-elf), Vestige)
Rogue 8/Duelist 5
Init +10, Senses: Darkvision 60ft, Low-light vision, Listen +11, Spot +11
Languages Common, Elven, Tongues
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AC 23, touch 20, flat-footed 14 (+8 dex, + 1 int, +3 armor, +1 deflection) (+2 dodge bonus when moving more than 40ft) (+4 against attack of opportunity caused by moving out of a threatened square)
hp 81 (13 HD (d6+d10))
Fort +6, Ref +21, Will +3
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Speed 45 ft. (7 squares)
Melee 3 +1 Blade +21 (1d8+1/18-20/*2) +1d6 Precise strike
Space 5ft Reach 5ft
Base Atk +11, Grp +11
Atk Options Combat Expertise, Spring Attack, Whirlwind Attack
Supernatural Abilities Dances of Death
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Abilities Str 10, Dex 26, Con 14, Int 13, Wis 8, Cha 12
SQ Darkvision 60ft, DR 10/Lawful, Spell resistance 23, Half-Elf trait, Immunity to sleep spell, Low-light vision, Paimon’s Blades, Trapfinding, Evasion, Trap sense +2, Uncanny dodge, Improved uncanny dodge, Canny Defense, Improved Reaction (+2), Enhanced Mobility, Grace, precise Strike +1d6
Feats 1st: Expeditious DodgeRoW, 3rd: Mobility, 6th: Weapon Focus (Rapier), 9th: Improve Natural Attack (Blade), 12th: DashCW, R1: Combat Expertise, R2: Weapon Finesse, R4: , R6: Spring Attack, R8: Whirlwind Attack
Skills Balance +26, Diplomacy +3, Escape Artist +24, Gather Information +3, Hide +19, Jump +27, Listen +11, Move Silently +19, Perform (Dance) +24, Search +2, Spot +11, Tumble +26, Use rope +8 (+10 with bindings)
Possessions Gloves of dexterity +4, Boots of Striding and Springing, Bracers of armor +3, Cloak of resistance +1, Ring of protection+1

Half-Elf trait (Ex):

Base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.


Dances of Death (Su): When Paimon use this ability, he can move up to his speed and make a single attack against any creature he move past, provoking attack of opportunity normally. When he use Dance of Death, he forfeit any bonus or extra attack granted by other feat or abilities (such as the Cleave feat or the haste spell), and he cannot attack any single creature more than once. Once Amon has used this ability he must wait for 5 rounds before he can use it again.

Paimon’s Blades: The blade that replace Paimon arms and legs count as both primary natural weapons and manufactured weapons for the purpose of feat, spell or other effect that depend on weapon type to function. For the purpose of weapon qualities, such as damage or critical threat range, the blade are treated as both Rapier and Short sword whichever is the most advantageous, this is also true for effect that apply to a specific weapon, such as the weapon focus feat. Paimon can never attack with more than 3 different blades during a full-attack action because he always stand on at least one unless he is flying or underwater, in those case he can use all four.
Finally despite the presence of the blades Paimon can wear magic item in his feet, hand and ring slot the item simply changed into big ring that fit above the blade but they function normally.

Feat RogueUA/Srd: As a Feat Rogue Paimon gain bonus fighter feat, at first level and at every even rogue level after that, instead of gaining the sneak attack ability.

Trapfinding As a rogue Paimon can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. (See the rogue class features)

Evasion (Ex): Paimon can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. When helpless he does not gain the benefit of evasion.

Trap sense (Ex): Paimon gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level.

Uncanny dodge (Ex): Paimon can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved uncanny dodge (Ex): Paimon can no longer be flanked. This defense denies another rogue the ability to sneak attack him by flanking him, unless the attacker has at least four more rogue levels than him.

Canny Defense (Ex): When not wearing armor or using a shield, Paimon adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If he is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Improved reaction (Ex): Paimon gains a +2 bonus on initiative checks.
At 8th level of duelist, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Enhanced Mobility (Ex): When wearing no armor and not using a shield, Paimon gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.

Grace (Ex): Paimon gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for him only when he is wearing no armor and not using a shield.

Precise Strike (Ex): Paimon gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, he cannot attack with a weapon in his other hand or use a shield. His precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level of duelist, the extra damage on a precise strike increases to +2d6.

Progression:

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At 4th level, Paimon has the following altered statistics:
Rogue 8/Duelist 6
AC 24, touch 21, flat-footed 15 (+8 dex + 1 int, +3 armor, +2 deflection) (+2 dodge bonus when moving more than 40ft) (+4 against attack of opportunity caused by moving out of a threatened square)
hp 89 (14 HD (d6+d10))
Fort +8, Ref +23, Will +5
Melee 3 +1 Blade +22 (1d8+1/18-20/*2) +1d6 Precise strike
Base Atk +12, Grp +12
SQ Spell resistance 24
Skills Balance +27, Escape Artist +25, Jump +28, Perform (Dance) +25, Tumble +27
Possessions Cloak of resistance +2, Ring of protection+2

Acrobatic Charge (Ex): Paimon gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.
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At 5th level, Paimon has the following altered statistics:
Rogue 8/Duelist 7
AC 25, touch 21, flat-footed 16 (+8 dex + 1 int, +4 armor, +2 deflection) (+2 dodge bonus when moving more than 40ft) (+4 against attack of opportunity caused by moving out of a threatened square)
hp 96 (15 HD (d6+d10))
Melee 3 +1 Blade +23 (1d8+1/18-20/*2) +1d6 Precise strike
Base Atk +13, Grp +13
Atk Options Combat Reflexes
SQ Spell resistance 25, Elaborate Parry (+7)
Feats 15th: Combat Reflexes
Skills Balance +28, Escape Artist +26, Jump +29, Perform (Dance) +26, Tumble +28
Possessions Bracers of armor +4

Elaborate Parry (Ex): If Paimon chooses to fight defensively or use total defense in melee combat, he gains an additional +1 dodge bonus to AC for each level of duelist he has.
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At 6th level, Paimon has the following altered statistics:
Rogue 8/Duelist 8
Init +12
AC 26, touch 22, flat-footed 16 (+8 dex + 2 int, +4 armor, +2 deflection) (+2 dodge bonus when moving more than 40ft) (+4 against attack of opportunity caused by moving out of a threatened square)
hp 104 (16 HD (d6+d10))
Ref +24
Melee 3 +2 Blade +25 (1d8+2/18-20/*2) +1d6 Precise strike
Base Atk +14, Grp +14
Abilities Int 14
SQ Spell resistance 26, Improved Reaction (+4), Elaborate Parry (+8)
Skills Balance +29, Escape Artist +27, Jump +30, Move Silently +20, Perform (Dance) +27, Search +3 Tumble +29
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At 7th level, Paimon has the following altered statistics:
Rogue 8/Duelist 9
hp 111 (17 HD (d6+d10))
Fort +10, Ref +25, Will +7
Melee 3 +2 Blade +26 (1d8+2/18-20/*2) +1d6 Precise strike
Base Atk +15, Grp +15
Atk Options Deflect Arrow
SQ Spell resistance 27, Elaborate Parry (+9)
Feats D9: Deflect Arrow
Skills Balance +30, Escape Artist +28, Jump +31, Move Silently +21, Perform (Dance) +28, Tumble +30
Possessions Cloak of resistance +3
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At 8th level, Paimon has the following altered statistics:
Rogue 8/Duelist 10
Init +13
AC 27, touch 23, flat-footed 16 (+9 dex + 2 int, +4 armor, +2 deflection) (+2 dodge bonus when moving more than 40ft) (+4 against attack of opportunity caused by moving out of a threatened square)
hp 119 (18 HD (d6+d10))
Ref +27
Melee 3 +2 Blade +29 (1d8+2/18-20/*2) +2d6 Precise strike
Base Atk +16, Grp +16
Atk Options Sidestep
Abilities Dex 28
SQ Spell resistance 28, Precise Strike +2d6, Elaborate Parry (+10)
Feats 18th: SidestepMini
Skills Balance +32, Escape Artist +30, Hide +20, Jump +32, Move Silently +23, Perform (Dance) +30, Tumble +32
Possessions Gloves of dexterity +6




4th level Vestiges:

Agares, Truth Betrayed
CR 14

Agares body is that of a typical earth elemental massive and made of solid stone, however he is different in that is head is replaced by a crocodile head with a hooded black hawk inside his jaw spread wide, two large catlike eyes gleam on the bird’s breats.

N Huge Outsider (Augmented Elemental, Earth, Vestige)
Init +0, Senses: Darkvisions 60ft, Tremorsense 60ft, Listen +18, Spot +18
Languages Terran, Tongues
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AC 21, touch 8, flat-footed 21 (-2 size, +13 natural)
hp 162 (16 HD (d8))
Fort +15, Ref +10, Will +9
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Speed 30 ft. (6 squares)
Melee 2 Slams +29 (4d8+13)
Space 15ft Reach 15ft
Base Atk +16, Grp +37
Atk Options Power attack, Push, Awesome Blow, Improved Bull Rush
Spell-like Abilities (CL equal to hit dice)
At will: Soften Earth and Stone (DC 14)
3/day: Stone Shape, Spiked Stone (DC 16), Transmute Mud to Rock (DC 17), Transmute Rock to Mud (DC 17)
1/day: Earthquake, Stone Tell, Wall of stone (DC 17)
Supernatural Abilities Earthshaking Step (DC 25), Elemental Companion, Earth Command (DC 20)
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Abilities Str 36, Dex 11, Con 20, Int 8, Wis 8, Cha 15
SQ Darkvision 60ft, DR 10/-, Spell resistance 26, Elemental trait, Immunity to poison, sleep effects, paralysis, and stunning, Immunity to Fire, Tremorsense 60ft, Earth and Air Mastery, Earth Glide, Fear Immunity
Feats 1st: Power Attack, 3rd: Ability Focus (Earthshaking Step), 6th: Awesome Blow, 9th: Improved Bull-Rush, 12th: Improved Natural Attack (Slam), 15th: KnockbackRoS
Skills Appraise +18, Intimidate +21, Knowledge (Nature) +1 (Untrained) Knowledge (the planes) +18, Listen +18, Search +18, Spot +18, Survival +20 (+20 on another plane or when following track)

Elemental Trait: Before becoming a vestige Agares was a powerful Earth elemental, as a vestige he retain those trait.

Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
Elementals do not eat, sleep, or breathe.


Earth and Air Mastery (Ex): Agares gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. (These modifiers are not included in the statistics block.)
Also any airborne foe takes a -1 penalty on attack rolls and weapon damage rolls against him.

Push (Ex): Agares can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to his opposed Strength checks.

Earth Glide (Ex): Agares can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing him while burrowing flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Earthshaking Step (Su): As a standard action, Agares can stomp on the ground, causing every creature within 10 feet of him that is either standing or climbing on a surface connected with the ground to make a Reflex save (DC 10 + 1/2 HD + Con modifier + 2) or fall prone. Once he has used this ability he must wait for 5 rounds before he can use it again. Agares himself and his elemental companion are never knocked prone by this ability.

Elemental Companion (Su): Agares can summon an earth elemental to accompany and fight with him. This creature obeys his command, and those of the vestige summoner, to the best of it’s ability. If the elemental is more than 30 feet away from Agares it dissolves. If the elemental dissolves or is destroyed Agares must wait an hour before summoning it again.
The size of the earth elemental depend on Agares Hit dice, between 16 and 18 HD the elemental is large and starting at 19 HD it is huge.

Fear immunity (Ex): Agares is immune to fear from both mundane and magical source.

Trues Speech (Su): In addition of his Tongues ability grant by his statue as a vestige, Agares can also understand, read and write all languages spoken by creatures within 30 feet of him. To use an unfamiliar languages he must hear it spoken and see the speaker. Once he used it, he can continue to do so for 24 hours. When speaking or writing in a language with which he is not familiar he cannot lie. (This mean that Agares can only lie when using Terran)

Earth Command (Su): A number of time per day equal to 3 + his Charisma modifier Agares can rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. His effective cleric level for this purpose his equal to his Hit Dice.

Progression:

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At 5th level, Agares has the following altered statistics:
hp 161 (17 HD (d8))
Melee 2 Slams +30 (4d8+13)
Base Atk +17, Grp +38
Atk Options Power attack, Push, Awesome Blow, Improved Bull Rush
SQ Spell resistance 27
Skills Appraise +19, Intimidate +22, Knowledge (the planes) +19, Listen +19, Search +19, Spot +19, Survival +19 (+21 on another plane or when following track)
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At 6th level, Agares has the following altered statistics:
hp 171 (18 HD (d8))
Fort +16, Ref +11, Will +10
Melee 2 Slams +31 (4d8+13)
Base Atk +18, Grp +39
Atk Options Power attack, Push, Awesome Blow, Improved Bull Rush, Shock Trooper (Directed Bull Rush, Domino rush, Heedless Charge)
Supernatural Abilities Earthshaking Step (DC 26), Earth Command (DC 21)
SQ Spell resistance 28
Feats 18th: Shock TrooperCW
Skills Appraise +20, Intimidate +23, Knowledge (the planes) +20, Listen +20, Search +20, Spot +20, Survival +20 (+22 on another plane or when following track)
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At 7th level, Agares has the following altered statistics:
AC 21, touch 10, flat-footed 21 (-2 size, +13 natural)
hp 180 (19 HD (d8))
Melee 2 Slams +32 (4d8+13)
Base Atk +19, Grp +40
SQ Spell resistance 29
Skills Appraise +21, Intimidate +24, Knowledge (the planes) +21, Listen +21, Search +21, Spot +21, Survival +21 (+23 on another plane or when following track)
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At 8th level, Agares has the following altered statistics:
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural)
hp 190 (20 HD (d8))
Fort +17, Ref +13, Will +11
Melee 2 Slams +33 (4d8+13)
Base Atk +20 Grp +41
Supernatural Abilities Earthshaking Step (DC 27), Earth Command (DC 22)
Abilities Dex 12
SQ Spell resistance 30
Skills Appraise +22, Intimidate +25, Knowledge (the planes) +22, Listen +22, Search +22, Spot +22, Survival +22 (+24 on another plane or when following track)



Andras, the Gray Knight
CR 14


http://www.wizards.com/dnd/images/ToMagic_Gallery/96025.jpg
Andras appear on a big black wolf, is head is that of an owl and his skin is gray. He wear only a loincloth. He wield a greatsword. He also posses huge golden eyes.

LN Male Medium Outsider (Augmented humanoid (elf), Evil, Good, Vestige)
Paladin 8/ Blackguard 6
Init +1, Senses: Low-light vision, Darkvision 60ft, Listen +4, Spot +4
Languages Common, Elven, Tongues
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AC 15, touch 12, flat-footed 14 (+1 dex, +2 armor, +1 natural armor, +1 deflection)
hp 91 (14 HD (d10))
Fort +18, Ref +11, Will +12
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Speed 30 ft. (6 squares)
Melee +1 Holy And Unholy Greastsword +16/+11/+6 (2d6+2/17-20) + 2d6 against good or evil creature + 2d6 Sneak attack
Space 5ft Reach 5ft
Base Atk +14, Grp +15
Atk Options Smite, Power Attack, Cleave, Improved Sunder
Paladin Spells Prepared (CL 4th)
2nd: Bull’s Strength (DC 14)
1st: Divine Favor, Golden BardingSpc
Blackguard Spells Prepared (CL 6th)
3rd: Protection from Energy (DC 15)
2nd: Death Knell (DC 14), Eagle’s Splendor (DC 14)
1st: Doom (DC 13), Summon Monster I
Spell-like Abilities (CL equal HD)
At will: Detect Evil, Detect Good, 1/day Magic circle against Good or Magic circle against Evil, 1/week: Remove Disease
Supernatural Abilities Smite Good and Evil (At will, once every five round, Att: +6, Dmg: +14), Sow Discord (DC 23), Smite Evil (2/day, Att: +6, Dmg: +8), Lay on hands (Any, 48 hp), Turn undead (9/day, +8 bonus, As cleric 5), Smite Good (4/day, Att: +6, Dmg: +6), Lay on hands (Himself and Fiendish servant only, 36 hp), Command undead (9/day, +8 bonus, As cleric 4), Fiendish Summoning
-----------------------------------------------
Abilities Str 13, Dex 12, Con 12, Int 10, Wis 14, Cha 22
SQ Elf trait, Darkvision 60ft, DR10/-, Spell resistance 24, Good and Evil, Sure Blow, Divine Grace, Aura of courage, Divine Health, Special Mount, Poison use, Aura of despair, Sneak Attack +2d6
Feats 1st: Power Attack, 3rd: Cleave, 6th: Improved Sunder, 9th: Improved Critical (Greatsword), 12th: Mounted Combat
Skills Handle animal +8, Hide +6, Knowledge (religion) +5, Listen +4, Search +2, Spot +4, Ride +18
Possessions Amulet of health +2 and Natural Armor +1, Cloak of charisma +4, Bracers of armor +2, Ring of protection +1, Gloves of Dexterity +2

Elf trait:

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. A high elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


Good and Evil (Ex): Andras spend so long fighting for both the side of good and evil that has a vestige he became above such concept. Andras can choose to be treat as either good or evil whichever would be the most advantageous to him at any given time. In addition he retain his ability as a Paladin and Blackguard despite behind neutral but still benefit from being an ex-paladin for the purpose of determining his blackguard ability.

Smite Good and Evil (Su): In addition to the smite attempt grant by being a Paladin and a Blackguard Andras nature as a vestige allow him to do it more often. He may attempt to smite evil or good creature with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Hit dice. If he accidentally smites a creature that is not evil or good, the smite has no effect. Once Andras has used this ability he must wait for 5 rounds before he can use it again.

Sow Discord (Su): As a standard action Andras can force an enemy to attack a randomly determined ally within reach on his next action, and he must do so as his first attack. The target must be within 5 feet per two Hit dice and a successful Will save (DC 10 + ½ Hit dice + Cha modifier) negates the effect. The affected foe must strike for lethal damage with a primary attack and use whatever melee weapon is in hand (or an unarmed strike or natural weapon if no weapon is at the ready). If no ally is within the foe’s reach this ability as no effect. Sow discord is a mind-affecting compulsion ability. Once Andras has used this ability he must wait for 5 rounds before he can use it again.

Sure blow (Ex): Andras gain a +4 bonus on roll made to confirm critical threat. This stack with any other bonus to confirm critical threat.

Detect Evil (Sp): Andras can use Detect Evil at will.

Smite Evil (Su): Twice per day, Andras may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su): Andras gains a bonus equal to her Charisma bonus (if any) on all saving throws

Lay on hands (Su): Andras can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level × his Charisma bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, he can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. He decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
As a Blackguard he gain a second pool of healing equal to his blackguard level × his Charisma bonus that he can only use on himself or his fiendish servant.

Aura of Courage (Su): Andras is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
This ability functions while he is conscious, but not if he is unconscious or dead.

Divine Health (Ex): Andras is immune to all diseases, including supernatural and magical diseases.

Turn undead (Su): Andras can turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.

Special Mount: See below.

Remove Disease (Sp): Andras can produce a remove disease effect, as the spell, once per week

Detect Good (Sp): Andras can use Detect Good at will.

Poison use: Andras is skilled in the use of poison and never risk accidentally poisoning himselves when applying poison to a blade.

Smite Good (Su): Four time a day, Andras may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Aura of despair (Su): Andras radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Command Undead (Su): Andras can command and rebuke undead. He commands undead as would a cleric of two levels lower.

Sneak attack (Ex): Like the rogue ability of the same name.

Fiendish servant: See below

Fiendish Summoning (Su): Once per day when using a Summon monster I spell to call an evil creature. Andras caster level is equal to twice is blackguard level.

Fiendish Dire Wolves Mount: Andras posses a Fiendish Dire Wolves Mount that serve as both his paladin special mount and as his blackguard fiendish servant, using the best of each progression for bonus, HD, natural armor bonus, Str bonus, Int and special ability. Andras can’t dismount unless his mount his killed.

NE Male Large Magical beast (Augmented Animal, Extraplanar)
Init +2, Senses: Low-light vision, Scent, Darkvision 60ft, Listen +7, Spot +7
Languages Speak with Blackguard
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AC 20, touch 11, flat-footed 18 (-1 size, +2 dex, +9 natural)
hp 10*4,5+10*con (10 HD(d8))
Fort +14, Ref +9, Will +8
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Speed 60 ft. (12 squares)
Melee Bite +15 (2d6+12)
Space 10 ft Reach 5 ft
Base Atk +7, Grp +19
Atk Options Trip (+12)
Supernatural Abilities Smite Good (1/day; Dmg +10)
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Abilities Str 27, Dex 15, Con 17, Int 7, Wis 12, Cha 10
SQ Low-light vision, Scent, Darkvision 60ft, DR5/Magic, Resistance to cold and fire 10, Spell resistance 15, Improved Evasion, Speak with Blackguard
Feats 1st: Alertness, 3rd: Run, 6th: Weapon Focus (Bite), 9th: Improved Natural Attack, B: Track
Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +6

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Smite Good (Su):Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Empathic Link (Su): Andras has an empathic link with his mount out to a distance of up to 1 mile. He cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, Andras has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At his option, Andras may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on himself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or Andras, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have. This is taken into account in the above statblock.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Speak with Blackguard (Ex): Andras and his mount can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

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When Andras Reach 16HD his mount has the following altered statistics:
Init +3
AC 21, touch 12, flat-footed 19 (-1 size, +3 dex, +9 natural)
hp 90 (12 HD(d8))
Fort +15, Ref +11, Will +9
Melee Bite +18 (2d6+13/19-20)
Base Atk +9, Grp +22
Atk Options Trip (+13)
Supernatural Abilities Smite Good (1/day; Dmg +12)
Abilities Str 28, Dex 16, Int 8
SQ DR10/Magic, Spell resistance 17, Blood Bond
Feats 12th: Improved Critical (Bite)
Skills Hide +1, Move Silently +5, Survival +8

Blood Bond (Ex): The mount gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
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When Andras Reach 18HD his mount has the following altered statistics:
Fort +16


Progression:

-----------------------------------------------
At 5th level, Andras has the following altered statistics:
Paladin 8/ Blackguard 7
hp 112 (15 HD (d10))
Fort +19
Melee +1 Holy And Unholy Greastsword +18/+13/+8 (2d6+2/17-20) + 2d6 against good or evil creature + 3d6 Sneak attack
Base Atk +15, Grp +16
Blackguard Spells Prepared (CL 7th)
3rd: Protection from Energy (DC 15)
2nd: Death Knell (DC 14), Eagle’s Splendor (DC 14)
1st: Doom (DC 13), Inflict Light Wound (DC 13), Summon Monster I
Supernatural Abilities Smite Good and Evil (At will, once every five round, Att: +6, Dmg: +15), Smite Good (4/day, Att: +6, Dmg: +7), Lay on hands (Himself and Fiendish servant only, 42 hp), Command undead (9/day, +8 bonus, As cleric 5)
Abilities Con 14
SQ Spell resistance 25, Sneak Attack +3d6
Feats 15th: Weapon Focus (Greatsword)
Skills Handle animal +9, Ride +19
Possessions Amulet of health +4 and Natural Armor +1
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At 6th level, Andras has the following altered statistics:
Paladin 8/ Blackguard 8
AC 16, touch 12, flat-footed 15 (+1 dex, +2 armor, +2 natural armor, +1 deflection)
hp 120 (16 HD (d10))
Fort +20
Melee +1 Holy And Unholy Greastsword +21/+16/+11/+6 (2d6+5/17-20) + 2d6 against good or evil creature + 3d6 Sneak attack
Base Atk +16, Grp +19
Blackguard Spells Prepared (CL 8th)
4th: Freedom of Movement
3rd: Protection from Energy (DC 15)
2nd: Death Knell (DC 14), Eagle’s Splendor (DC 14)
1st: Doom (DC 13), Inflict Light Wound (DC 13), Summon Monster I
Supernatural Abilities Smite Good and Evil (At will, once every five round, Att: +6, Dmg: +16), Sow Discord (DC 24), Smite Good (4/day, Att: +6, Dmg: +8), Lay on hands (Himself and Fiendish servant only, 48 hp), Command undead (9/day, +8 bonus, As cleric 6)
Abilities Str 16
SQ Spell resistance 26
Skills Handle animal +10, Ride +20
Possessions Amulet of health +4 and Natural Armor +2, Belt of Strength +2
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At 7th level, Andras has the following altered statistics:
Paladin 8/ Blackguard 9
AC 18, touch 13, flat-footed 17 (+1 dex, +3 armor, +2 natural armor, +2 deflection)
hp 127 (17 HD (d10))
Ref +12, Will +13
Melee +1 Holy And Unholy Greastsword +22/+17/+12/+7 (2d6+5/17-20) + 2d6 against good or evil creature + 3d6 Sneak attack
Base Atk +17, Grp +20
Blackguard Spells Prepared (CL 9th)
4th: Freedom of Movement
3rd: Protection from Energy (DC 15)
2nd: Darkness, Death Knell (DC 14), Eagle’s Splendor (DC 14)
1st: Doom (DC 13), Inflict Light Wound (DC 13), Summon Monster I
Supernatural Abilities Smite Good and Evil (At will, once every five round, Att: +6, Dmg: +17), Smite Good (4/day, Att: +6, Dmg: +9), Lay on hands (Himself and Fiendish servant only, 54 hp), Command undead (9/day, +8 bonus, As cleric 7)
SQ Spell resistance 27
Skills Handle animal +11, Ride +23
Possessions Bracers of armor +3, Ring of protection +2
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At 8th level, Andras has the following altered statistics:
Paladin 8/ Blackguard 10
hp 135 (18 HD (d10))
Fort +22, Ref +13, Will +14
Melee +1 Holy And Unholy Greastsword +23/+18/+13/+8 (2d6+5/17-20) + 2d6 against good or evil creature + 4d6 Sneak attack
Base Atk +18, Grp +21
Blackguard Spells Prepared (CL 10th)
4th: Freedom of Movement
3rd: Contagion (DC 15), Protection from Energy (DC 15)
2nd: Darkness, Death Knell (DC 14), Eagle’s Splendor (DC 14)
1st: Doom (DC 13), Inflict Light Wound (DC 13), Summon Monster I
Supernatural Abilities Smite Good and Evil (At will, once every five round, Att: +7, Dmg: +18), Sow Discord (DC 26), Lay on hands (Any, 56 hp), Turn undead (10/day, +9 bonus, As cleric 5), Smite Good (5/day, Att: +7, Dmg: +10), Lay on hands (Himself and Fiendish servant only, 70 hp), Command undead (10/day, +9 bonus, As cleric 8)
Abilities Cha 24
SQ Spell resistance 28, Sneak Attack +4d6
Feats 18th: Power Critical (Greatsword)
Skills Handle animal +13, Ride +24
Possessions Cloak of charisma +6

zagan
2010-10-13, 01:31 PM
Arete, the First Elan (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)
CR 14

Arete look like a typical Elan but with hair too red, eyes too blue, and skin too bronze. he a crystal club that glow with an inner light.

LN Male Outsider (Augmented Aberration (Elan), Psionic, Vestige)
Psion 14 (Egoist)
Init +2, Senses: Darkvision 60ft, Listen +1, Spot +1
Languages Common, Tongues
------------------------------------------------
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 89 (14 HD(d4))
Fort +9, Ref +8, Will +12 (+4 resistance bonus to any one)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +5 Deep Crystal Psychic Club +11/+6 (1d6+4/*3) (Enhancement bonus vary depending on Arete Power point reserve, the above assume at least 130)
Space 5ft Reach 5ft
Base Atk +7, Grp +6
Powers Points per day: 214 Powers Knows (ML 14th)
7th: Fission; Oak Body; Mind Blank, Personal
6th: Aura Alteration; Overland Flight, Psionic; Restoration, Psionic (DC 23)
5th: Adapt Body; Leech Field; Psychofeedback; Restore Extremity (DC 22)
4th: Empathic Feedback; Freedom of Movement, Psionic; Energy Adaptation; Psychic Vampire
3rd: Body Adjustement; Body Purification; Ectoplasmic Form; Hustle
2nd: Animal Affinity; Chameleon; Empathic Transfer; Share Pain
1st: Force Screen, Inertial Armor, Precognition, Defensive; Thicken Skin, Vigor
Supernatural Abilities Resistance, Resilience, Repletion, Vestige Resistance
-----------------------------------------------
Abilities Str 8, Dex 14, Con 16, Int 22, Wis 13, Cha 8
SQ Elan Trait, Darkvision 60ft, DR10/Chaotic, Spell resistance 24, DR5/-
Feats 1st: Combat Manifestation , 3rd: Extend Power, 6th: Elan Resilience, EnhancedCp, 9th: Elan Resistance, EnhancedCp, 12th: Elan RetainmentCp, P1: Psionic Body, P5: Psionic Meditation, P10: Quicken Power,
Skills Autohypnosis +20, Balance +5, Concentration +20, (+24 while manifesting power defensively), Heal +13, Knowledge (psionic) +25, Psicraft +25, Use Psionic Device -1 (+1 on checks involving power stones)
Possessions Headband of intellect +4, Gloves of dexterity +2, Vest of health +2, Psionatrix of psychometabolism, Cloak of Resistance +2

Elan Trait:

Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next action. (+6 with Elan Resistance, Enhanced)
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. (4 hit point with Elan Resilience, Enhanced)
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.


Vestige Resistance (Su): In addition to his Elan ability to increase his resistance, Arete multiple rebirth and statue as a vestige confer him a permanent increase to his resistance. He gain a +4 resistance bonus on a saving throw of his choice. He may change this to another saving throw as a move action.

Progression:

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At 5th level, Arete has the following altered statistics:
Psion 15 (Egoist)
AC 13, touch 13, flat-footed 11 (+2 dex, +1 insight)
hp 96 (15 HD(d4))
Fort +10, Ref +9
Powers Points per day: 242 Powers Knows (ML 15th)
8th: True Metabolism
7th: Fission; Oak Body; Mind Blank, Personal
6th: Aura Alteration; Overland Flight, Psionic; Restoration, Psionic (DC 23)
5th: Adapt Body; Leech Field; Psychofeedback; Restore Extremity (DC 22)
4th: Empathic Feedback; Freedom of Movement, Psionic; Energy Adaptation; Psychic Vampire
3rd: Body Adjustement; Body Purification; Ectoplasmic Form; Hustle
2nd: Animal Affinity; Chameleon; Empathic Transfer; Share Pain
1st: Force Screen, Inertial Armor, Precognition, Defensive; Thicken Skin, Vigor
Abilities Str 10
SQ Spell resistance 25
Abilities Str 10
Feats 15th: Psionic masteryCP, P15: Unconditional Power
Skills Autohypnosis +21, Balance +6, Concentration +21, (+25 while manifesting power defensively), Heal +14, Knowledge (psionic) +26, Psicraft +26
Possessions Belt of strength +2, Dusty rose Ioun Stone
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At 6th level, Arete has the following altered statistics:
Psion 16 (Egoist)
Senses: Listen +2, Spot +2
hp 102 (16 HD(d4))
Fort +11, Ref +10, Will +15
Melee +5 Deep Crystal Psychic Club +13/+8 (1d6+5/*3) (Enhancement bonus vary depending on Arete Power point reserve, the above assume at least 130)
Base Atk +8, Grp +8
Powers Points per day: 271 Powers Knows (ML 16h)
8th: Iron Body, Psionic; True Metabolism; Shadow Body
7th: Fission; Oak Body; Mind Blank, Personal
6th: Aura Alteration; Overland Flight, Psionic; Restoration, Psionic (DC 23)
5th: Adapt Body; Leech Field; Psychofeedback; Restore Extremity (DC 22)
4th: Empathic Feedback; Freedom of Movement, Psionic; Energy Adaptation; Psychic Vampire
3rd: Body Adjustement; Body Purification; Ectoplasmic Form; Hustle
2nd: Animal Affinity; Chameleon; Empathic Transfer; Share Pain
1st: Force Screen, Inertial Armor, Precognition, Defensive; Thicken Skin, Vigor
Abilities Wis 14
SQ Spell resistance 26
Skills Autohypnosis +23, Balance +7, Concentration +22, (+26 while manifesting power defensively), Heal +16, Knowledge (psionic) +27, Psicraft +27
Possessions Cloak of Resistance +3
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At 7th level, Arete has the following altered statistics:
Psion 17 (Egoist)
hp 124 (17 HD(d4))
Fort +12
Powers Points per day: 303 Powers Knows (ML 17th)
9th: Timeless Body
8th: Iron Body, Psionic; True Metabolism; Shadow Body1
7th: Fission; Oak Body; Mind Blank, Personal
6th: Aura Alteration; Overland Flight, Psionic; Restoration, Psionic (DC 23)
5th: Adapt Body; Leech Field; Psychofeedback; Restore Extremity (DC 22)
4th: Empathic Feedback; Freedom of Movement, Psionic; Energy Adaptation; Psychic Vampire
3rd: Body Adjustement; Body Purification; Ectoplasmic Form; Hustle
2nd: Animal Affinity; Chameleon; Empathic Transfer; Share Pain
1st: Force Screen, Inertial Armor, Precognition, Defensive; Thicken Skin, Vigor
Abilities Con 18
SQ Spell resistance 27
Skills Autohypnosis +24, Concentration +24, (+28 while manifesting power defensively), Heal +18, Knowledge (psionic) +28, Psicraft +28
Possessions Vest of health +4
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At 8th level, Arete has the following altered statistics:
Psion 18 (Egoist)
hp 131 (18 HD(d4))
Fort +13, Ref +11, Will +16 (+4 resistance bonus to any one)
Melee +5 Deep Crystal Psychic Club +14/+9 (1d6+5/*3) (Enhancement bonus vary depending on Arete Power point reserve, the above assume at least 130)
Base Atk +9, Grp +9
Powers Points per day: 345 Powers Knows (ML 18th)
9th: Affinity Field (DC 27); Assimilate (DC 27), Timeless Body
8th: Iron Body, Psionic; True Metabolism; Shadow Body
7th: Fission; Oak Body; Mind Blank, Personal
6th: Aura Alteration; Overland Flight, Psionic; Restoration, Psionic (DC 24)
5th: Adapt Body; Leech Field; Psychofeedback; Restore Extremity (DC 23)
4th: Empathic Feedback; Freedom of Movement, Psionic; Energy Adaptation; Psychic Vampire
3rd: Body Adjustement; Body Purification; Ectoplasmic Form; Hustle
2nd: Animal Affinity; Chameleon; Empathic Transfer; Share Pain
1st: Force Screen, Inertial Armor, Precognition, Defensive; Thicken Skin, Vigor
Abilities Int 24
SQ Spell resistance 28
Feats 18th: Twin Power
Skills Autohypnosis +25, Concentration +25, (+32 while manifesting power defensively), Heal +20, Knowledge (psionic) +30, Psicraft +30
Possessions Headband of intellect +6



Astaroth, Unjustly Fallen (http://www.wizards.com/default.asp?x=dnd/we/20070307a)
CR 14

Astaroth is an ugly angel, his wings are filthy gray, his features drawn and gaunt, and his eyes yellowed. He carries a viper in his right hand and wears a tarnished crown upon his brow.

CN Male Medium Outsider (Angel, Vestige)
Init +2, Senses: Darkvision 60ft, Listen +1, Spot +1
Languages Celestial, Tongues
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AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural armor)
hp 136 (16 HD(d8))
Fort +14, Ref +12, Will +11
------------------------------------------------
Speed 30 ft. (6 squares), fly 90 ft. (good)
Melee +2 Whip +21/+16/+11/+6 (1d8+5 + poison) or
Melee Slam +19 (1d8+3)
Space 5ft Reach 5ft (15 ft with Whip)
Base Atk +16, Grp +19
Spell-like Abilities (CL equal to Hit dice, Charisma based)
At Will: Create Water, Daze (DC 17)
3/day: Charm Person (DC 18), Command (DC 18), Identify
1/day: Minor Creation, Charm Monster (DC 21)
Supernatural Abilities Angelic Lore (+21), Astaroth's Breath (DC 27), Word of Astaroth (DC 27)
-----------------------------------------------
Abilities Str 16, Dex 14, Con 19, Int 16, Wis 12, Cha 25
SQ DR 10/Lawful, Spell resistance 26, Darkvision 60ft, Angel trait, Immunity to acid, cold and petrification, Resistance to electricity 10 and fire 10, Regeneration 5, Viper Weapon, Master Craftsman
Feats 1st: Ability Focus (Astaroth’s Breath), 3rd: Ability Focus (Word of Astaroth), 6th: Sudden Ability FocusToM, 9th: Improve Natural Attack (Slam), 12th: Blind Fight, 15th: Combat expertise, B: One Item creation Feat
Skills Appraise +3 (+5 for alchemical and metal item), Bluff +26, Craft (Alchemy) +22, Craft (Metalworking) +22, Diplomacy +30, Disguise +9, Gather Information +9, Intimidate +28, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nobility and royalty) +22, Knowledge (religion) +22, Sleight of Hand +4, Spellcraft +3 (+5 to decipher scroll), Survival +1 (+3 on check to avoid getting lost), Use Magic Device +26

Angel trait Before becoming a vestige, Astaroth was an Angel and retain those trait to this day,

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Regeneration: Astaroth was an immortal angel before becoming a vestige and is still retain some mesure of it to this days. He takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Viper Weapon (Su): Astaroth has a viper in his right hand, he can use it as weapon. It function as a Whip that deal lethal damage and that inject a poison (Injury DC 14, 1d6 Con primary and secondary damage) with each successful hit.

Angelic Lore (Su): This functions as the bardic knowledge ability (PH 28), based on his effect Hit dice. Astaroth gain a +2 bonus on such check because he posses 5 rank in Knowledge (history).

Astaroth's Breath (Su): Once every 5 rounds, Astaroth can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save (DC 10 + ½ Hit dice + Cha modifier + 2) or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect.

Master Craftsman (Ex): Astaroth gain a +4 competence bonus on all Craft checks. In addition, each time Astaroth his summoned, he gain the item creation feat chosen when making the pact with him as a temporary bonus feat. If Astaroth help in creating an object, it’s the summoner that must pay any xp cost.

Word of Astaroth (Su): Astaroth may make a suggestion (DC 10 + ½ Hit dice + Cha modifier + 2), as the spell, with a caster level equal to his Hit dice. He must wait 5 rounds before attempting another suggestion, and at any given time, he may only have a total number of people under the effects of this ability equal to his Charisma bonus.

Progression:

-----------------------------------------------
At 5th level, Astaroth has the following altered statistics:
hp 144 (17 HD(d8))
Melee +2 Whip +22/+17/+12/+7 (1d8+str+2 + poison) or
Melee Slam +20 (1d8+3)
Base Atk +17, Grp +20
Supernatural Abilities Angelic Lore (+22)
SQ Spell resistance 27
Skills Bluff +27, Craft (Alchemy) +23, Craft (Metalworking) +23, Diplomacy +31, Intimidate +29, Knowledge (geography) +23, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nobility and royalty) +23, Knowledge (religion) +23, Use Magic Device +27
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At 6th level, Astaroth has the following altered statistics:
hp 153 (18 HD(d8))
Fort +15, Ref +13, Will +12
Melee +2 Whip +23/+18/+13/+8 (1d8+5 + poison) or
Melee Slam +21 (1d8+3)
Base Atk +18, Grp +21
Supernatural Abilities Angelic Lore (+23), Astaroth's Breath (DC 28), Word of Astaroth (DC 28)
SQ Spell resistance 28
Feats 18th: Improved Trip
Skills Bluff +28, Craft (Alchemy) +24, Craft (Metalworking) +24, Diplomacy +32, Intimidate +30, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +24, Knowledge (nobility and royalty) +24, Knowledge (religion) +24, Use Magic Device +28
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At 7th level, Astaroth has the following altered statistics:
hp 161 (19 HD(d8))
Melee +3 Whip +25/+20/+15/+10 (1d8+6 + poison) or
Melee Slam +22 (1d8+3)
Base Atk +19, Grp +22
Supernatural Abilities Angelic Lore (+24)
SQ Spell resistance 29
Skills Bluff +29, Craft (Alchemy) +25, Craft (Metalworking) +25, Diplomacy +33, Intimidate +31, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nobility and royalty) +25, Knowledge (religion) +25, Use Magic Device +29
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At 8th level, Astaroth has the following altered statistics:
hp 170 (20 HD(d8))
Fort +16, Ref +14, Will +13
Melee +3 Whip +26/+21/+16+11 (1d8+6 + poison) or
Melee Slam +23 (1d8+3)
Base Atk +20, Grp +23
Spell-like Abilities (CL equal to Hit dice)
At Will: Create Water, Daze (DC 18)
3/day: Charm Person (DC 19), Command (DC 19), Identify
1/day: Minor Creation, Charm Monster (DC 22)
Supernatural Abilities Angelic Lore (+25), Astaroth's Breath (DC 30), Word of Astaroth (DC 30)
Abilities Cha 26
SQ Spell resistance 30
Skills Bluff +31, Craft (Alchemy) +26, Craft (Metalworking) +26, Diplomacy +35, Disguise +10, Gather Information +10, Intimidate +33, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nobility and royalty) +26, Knowledge (religion) +26, Use Magic Device +31



Buer, Grandmother Huntress
CR 14

Buer’s form is that of a five branch star composed of satyr legs. She has two faces one positioned on each side of her wheel-shaped at the center point where her legs meet. One face is that of a green hag and the other that of a lion.

CN Female Medium Outsider (Vestige)
Init +4, Senses: Darkvision 60ft, Listen +29, Spot +29
Languages Common, Sylvan, Tongues
------------------------------------------------
AC 25, touch 14, flat-footed 21 ( +4 dex, +11 natural)
hp 152 (16 HD(d8))
Fort +15, Ref +14, Will +16
------------------------------------------------
Speed 40 ft. (8 squares), Climb 20ft
Melee +2 Hoof +22 (1d6+6)
Space 5ft Reach 5ft
Base Atk +16, Grp +20
Atk Options Tumbling Attack (2 Hoof touch attack +22 (1d6+6))
Spell-like Abilities (CL equal to Hit dice, Wisdom based)
At will: Delay Poison (DC 18), Detect poison, Pass without trace, Purify food and drink
3/day: Neutralize Poison (DC 19), Remove Disease (DC 19)
1/day: Heal (DC 22)
Supernatural Abilities Healing Gift (1 or 1d8+10)
-----------------------------------------------
Abilities Str 19, Dex 18, Con 20, Int 12, Wis 23, Cha 14
SQ DR 10/Lawful, Spell resistance 26, Darkvision 60ft, Buer’s Purity, Fast Healing 4, Delay Disease and Poison, All-Around Vision, Scent, Merciful Attack, Mimicry
Feats 1st: Track, 3rd: Blind Fight, 6th: Improved Natural Attack (Hoof), 9th: Expeditious DodgeRoW, 12th: Mobility, 15th: Acrobatic StrikePHBII
Skills Balance +25, Climb +12, Heal +25, Jump +29, Knowledge (nature) +22, Listen +29, Search +24, Spot +29, Survival +25 (+27 aboveground and when following track, +29 when following track aboveground ), Tumble +25
Possessions Necklace of natural weapon (+2)

Buer’s Purity (Ex): Buer is immune to all disease and poison.

Delay Disease and Poison (Su): Each ally within 30ft of Buer gains temporary immunity to poison and disease. Allies within the area make saving throws against poison and disease effects normally, but they do not incur the effect of failure as lons as they stay within 30ft of her. An ally that leaves the area immediately suffers all the effects for any miss saves.

Healing Gift (Su): As a standard action Buer can cure 1 point of damage to herself or another creature. As a full round action, she can cure 1d8+10 points of damage. either version require that she touch the creature to be cured. if she use the full-round cure ability, she cannot use healing gift again for 5 rounds. the other version is usable at will. Both use of the ability channel positive energy and deal a corresponding amount of damage to undead.

Tumbling Attack (Ex): Buer can literally run over opponents, even those larger than herself. As a full round action, she can move up to 40ft, tumbling over any opponent in her path. Any creature that occupies a space through which a Buer tumbles is subject to two hoof attacks (these attack are considered touch attack on Buer part and deal damage as normal including strength modifier) regardless of it’s size.
If Buer tumbles over part of an occupied space, the creature within it can make an attack of opportunity against her at a -4 penality. Buer can negate the attack of opportunity if she succeds on a DC 25 Tumble check to move through the creature space and reach. A failed check does not cause Buer to stop, but it does allow the target and attack of opportunity.
Buer can only deal damage to each target only once per round no matter how many times her movement takes her through the target space.

All-Around Vision (Ex): Buer two faces and four eyes allow her to look into any direction, granting her a +4 racial bonus on Search and Spot checks. Also opponents get nobenefit when flanking her.

Merciful Attack (Ex): Buer can chose to deal only non-lethal damage when attacking with her Hoof.

Mimicry (Ex): Buer can imitate the sounds of any animal.

Skills: In addition to the skill bonus grant by her All-around vision ability, Buer gain a +4 racial bonus on listen check. She also gain a +8 racial bonus on Climb check and can always chose to take 10 on such check even if rushed or threatened.

Progression:

-----------------------------------------------
At 5th level, Buer has the following altered statistics:
hp 161 (17 HD(d8))
Melee +3 Hoof +24 (1d6+7)
Base Atk +17, Grp +20
Atk Options Tumbling Attack (2 Hoof touch attack +24 (1d6+7))
SQ Spell resistance 27
Skills Balance +26, Heal +26, Jump +30, Knowledge (nature) +23, Listen +30, Search +25, Spot +30, Survival +26 (+28 aboveground and when following track, +30 when following track aboveground ), Tumble +26
Possessions Necklace of natural weapon (+3)
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At 6th level, Buer has the following altered statistics:
hp 171 (18 HD(d8))
Fort +16, Ref +15, Will +17
Melee +3 Hoof +25 (1d6+7)
Base Atk +18, Grp +22
Atk Options Tumbling Attack (2 Hoof touch attack +25 (1d6+7))
SQ Spell resistance 28
Feats 18th: Combat AcrobatPHBII
Skills Balance +27, Heal +27, Jump +31, Knowledge (nature) +24, Listen +31, Search +26, Spot +31, Survival +27 (+29 aboveground and when following track, +31 when following track aboveground ), Tumble +27
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At 7th level, Buer has the following altered statistics:
hp 180 (19 HD(d8))
Melee +3 Hoof +26 (1d6+7)
Base Atk +19 Grp +22
Atk Options Tumbling Attack (2 Hoof touch attack +26 (1d6+7))
SQ Spell resistance 29, Fast Healing 5
Skills Balance +28, Heal +28, Jump +32, Knowledge (nature) +25, Listen +32, Search +27, Spot +32, Survival +28 (+30 aboveground and when following track, +32 when following track aboveground ), Tumble +28
-----------------------------------------------
At 8th level, Buer has the following altered statistics:
hp 190 (20 HD(d8))
Fort +17, Ref +16, Will +19
Melee +3 Hoof +27 (1d6+7)
Base Atk +20 Grp +24
Atk Options Tumbling Attack (2 Hoof touch attack +27 (1d6+7))
Spell-like Abilities (CL equal to Hit dice)
At will: Delay Poison (DC 19), Detect poison, Pass without trace, Purify food and drink
3/day: Neutralize Poison (DC 20), Remove Disease (DC 20)
1/day: Heal (DC 23)
Abilities Wis 24
SQ Spell resistance 30
Skills Balance +29, Heal +30, Jump +33, Knowledge (nature) +26, Listen +34, Search +28, Spot +34, Survival +30 (+32 aboveground or when following track, +34 when following track aboveground), Tumble +29



Eurynome, Mother of the Material
CR 14


http://www.wizards.com/dnd/images/ToMagic_Gallery/96043.jpg
Eurynome look like a horrid conglomeration of humanoid, avian and piscine form. Her arms are octopus tentacle, her legs those of a hawk and her mouth his an owl’s beck. Wings shaped like great fish fin sprout from her back. Finally she wield a monstrous Warhammer with her right tentacle.

CN Female Huge Outsider (Chaotic, Vestige, Water)
Init +1, Senses: Darkvision 60ft, Listen +4, Spot +4
Languages Abyssal, Common, Celestial, Draconic, Giant, Tongues
------------------------------------------------
AC 26, touch 9, flat-footed 25 (-2 size, +1 dex, +17 natural)
hp 216 (16 HD(d8)
Fort +19, Ref +11, Will +14
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Speed 60ft. (12 squares) Swim 60ft, Fly 60ft (Poor)
Melee +1 Anarchic Gargantuan Adamantine Warhammer +28/+23/+18/+13 (4d6+20/*3) + 2d6 against lawful creature and Tentacles +22 (2d8+6)
Space 15ft Reach 15ft (30ft with tentacles)
Base Atk +16, Grp +37
Atk Options Power Attack, Improved Bull Rush, Awesome Blow, Flyby Attack
Spell-like Abilities (CL equal to hit dice, Charisma based)
At will: Levitate
3/day: Daylight, Remove Curse (DC 19)
1/day: Chain Lighting (DC 19)
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Abilities Str 37, Dex 12, Con 28, Int 12, Wis 19, Cha 16
SQ DR 10/Lawful, Spell resistance 26, Darkvision 60ft, Animal Friend, Poison Blood, Water Dancing, Oversized Weapon, Water breathing
Feats 1st: Power Attack, 3rd: Improved Bull Rush, 6th: Awesome Blow, 9th: Flyby Attack, 12th: Hover, 15th: Improved Natural Attack (Tentacle)
Skills Balance +20, Climb +32, Handle animal +22, Jump+44, Knowledge (nature) +22, Perform (Dancing) +22, Ride +3, Search +20, Survival +23 (+25 aboveground and when following track, +27 when following track aboveground), Swim +40, Tumble +3

Animal Friend (Ex): All animals automatically have an initial of friendly toward you.

Poison Blood (Ex): Eurynome blood is poisonous. Any creature that ingests it (by either making a bite attack against her or by swallowing her whole) must immediately make a successful Fortitude save (DC 10 + ½ Hit dice + Constitution modifier) or take 1d6 points of damage. After one minute, the creature must make another save at the same DC or take another 5d6 points of damage. Each bite attack (or each round Eurynome remain in the creature gullet) poisons the creature anew, forcing a new round of savings throws. Her poison blood become inert 1 minutes after leaving her body.

Water Dancing (Su): At will, Eurynome can move on liquid as if it were firm ground. This ability functions like the water walk spell, except that it only affect her.

Oversized Weapon (Ex): Eurynome can wield warhammer one size category larger than normal without penalty.

Water breathing (Ex): Eurynome can breathe underwater indefinitely and can freely use its abilities while submerged.

Skills: Eurynome has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

Progression:

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At 5th level, Eurynome has the following altered statistics:
hp 229 (17 HD(d8)
Melee +2 Anarchic Gargantuan Adamantine Warhammer +30/+25/+20/+15 (4d6+21/*3) + 2d6 against lawful creature and Tentacles +23 (2d8+6)
Base Atk +17, Grp +38
SQ Spell resistance 27
Skills Balance +21, Climb +33, Handle animal +23, Jump+45, Knowledge (nature) +23, Perform (Dancing) +23, Search +21, Survival +24 (+26 aboveground and when following track, +28 when following track aboveground), Swim +41
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At 6th level, Eurynome has the following altered statistics:
hp 243 (18 HD(d8)
Fort +20, Ref +12, Will +15
Melee +2 Anarchic Gargantuan Adamantine Warhammer +32/+27/+22/+17 (4d6+21/*3) + 2d6 against lawful creature and Tentacles +24 (2d8+6)
Base Atk +18, Grp +39
SQ Spell resistance 28
Feats 18th: Blind Fight
Skills Balance +22, Climb +34, Handle animal +24, Jump+46, Knowledge (nature) +24, Perform (Dancing) +24, Search +22, Survival +25 (+27 aboveground and when following track, +29 when following track aboveground), Swim +42
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At 7th level, Eurynome has the following altered statistics:
hp 256 (19 HD(d8)
Melee +3 Anarchic Gargantuan Adamantine Warhammer +33/+28/+23/+18 (4d6+22/*3) + 2d6 against lawful creature and Tentacles +25 (2d8+6)
Base Atk +19, Grp +40
SQ Spell resistance 29
Skills Balance +23, Climb +35, Handle animal +25, Jump +47, Knowledge (nature) +25, Perform (Dancing) +25, Search +23, Survival +26 (+28 aboveground and when following track, +30 when following track aboveground), Swim +43
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At 8th level, Eurynome has the following altered statistics:
hp 270 (20 HD(d8)
Fort +21, Ref +13, Will +16
Melee +3 Anarchic Gargantuan Adamantine Warhammer +35/+30/+25/+20 (4d6+24/*3) + 2d6 against lawful creature and Tentacles +27 (2d8+7)
Base Atk +20, Grp +42
Abilities Str 38
SQ Spell resistance 30
Skills Balance +24, Climb +37, Handle animal +26, Jump +49, Knowledge (nature) +26, Perform (Dancing) +26, Search +24, Survival +27 (+29 aboveground and when following track, +31 when following track aboveground), Swim +45



Tenebrous, the Shadow That Was
CR 14

Tenebrous look almost exactly like Orcus, the archetypal demon, but with one exception is body is made of pure shadow.

CE Large Male Outsider (Chaotic, Evil, Tanar’ri, Vestige)
Init +7, Senses: Darkvision 60ft, Listen +21, Spot +21
Languages Abyssal, Common, Tongues, Telepahty 100ft
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AC 25, touch 15, flat-footed 22 (-1 size, +3 dex, +10 natural, +3 deflection)
hp 168 (16 HD(d8))
Fort +16, Ref +13, Will +12
------------------------------------------------
Speed 20ft. (4 squares), Fly 40ft (Average)
Melee +1 Heavy Mace +25/+20/+15/+10 (2d6+9/19-20) + 1d6 against good or lawful creature (+2d6 again lawful good creature) and Claw +21 (1d6+4) and Gore +21 (1d6+4) and Sting +21 (1d6+4+poison (DC 24))
Space 10ft Reach 10ft
Base Atk +16, Grp +28
Spell-like Abilities (CL equal to hit dice, Charisma based)
At will: Cause Fear (DC 14), Command Undead (DC 15), Death Knell (DC 15), Detect Good, Detect Law, Inflict Light Wound (DC 14)
3/day: Armor of Darkness (DC 17), Desecrate, Enervation (+19 ranged touch), Unholly Blight (DC 17), Inflict Serious Wound (DC 16)
1/day: Harm (DC 19), Summon Undead (see below)
Supernatural Abilities Deeper Darkness, Touch of the Void (3d8), Rebuke Undead (+cha+2 bonus), Vessel of Emptiness (2/day)
-----------------------------------------------
Abilities Str 27, Dex 16, Con 22, Int 21, Wis 14, Cha 16
SQ DR 10/Lawful or Good, Spell resistance 26, Darkvision 60ft, Tanar’ri trait, Immunity to electricity and poison, Resistance to acid 10, cold 10 and fire 10, Telepahty 100ft, See in Darkness, Negative Energy Affinity, Immunity to critical hit
Feats 1st: Weapon Focus (Heavy mace), 3rd: Improved Initiative, 6th: Power Attack, 9th: Hover, 12th: Improved Critical (Heavy Mace), 15th: Multiattack
Skills Bluff +22, Concentration +25, Craft (Alchemy) +24, Diplomacy +5, Forgery +24, Intimidate +22, Knowledge (arcana) +24, Knowledge (religion) +24, Knowledge (the planes) +24, Listen +21, Sense Motives +21, Spellcraft +27 (+28+2+2 to decipher scroll), Spot +21, Survival +2 (+4 when on other planes), Use Magic Devices +22 (+24 on check involving scroll)

Tanar’ri trait: Before anything else Tenebrous was a demon, a Tanar’ri, and despite all that happen to him he retain most of those trait. He only lost the ability to summon other demon because he isn’t really one anymore.

Immunity to electricity and poison
Resistance to acid 10, cold 10 and fire 10.
Telepahty 100ft.

Shadow Wand of Orcus: This weapon is a shadowy copy of the wand of Orcus, it function as a magical heavy mace that deal an additional 1d6 damage to lawful target and another additional 1d6 damage to good target. Also three time per day when hitting a creature with the wand Tenebrous can chose to have it dealt an additional 5d8+10 negative energy damage. Finally it provide him with a +3 deflection bonus to AC.

Deeper Darkness (Su): Tenebrous can cloak an area in shadows as though using the deeper darkness spell (caster level equal to his Hit dice), with the following exceptions. The effects is always centered on him, it has unlimited duration and he can shift the range of the emanation (within the normal range) up or down 10 feet as a move action. He can suppress or activate this ability as a standard action.

See in Darkness (Ex): Tenebrous can see perfectly through darkness of any kind, even that created by a deeper darkness spell (or his deeper darkness ability).

Touch of the Void (Su): As a swift action, Tenebrous can charge a melee or melee touch attack with cold energy. His next melee attack deals an extra 1d8 points of cold damage, plus 1d8 points of cold damage for every four Hit dice above 7th that he posses. Alternatively he can also charge his weapon for an entire round. Once he has used this ability, he cannot do so again for 5 rounds.

Rebuke Undead (Su): Tenebrous can command and rebuke undead. He commands undead as would a cleric of a level equal to his Hit dice. Once he used this ability, he cannot do so again for 5 rounds.

Vessel of Emptiness (Su): Tenebrous can use the flicker shadow magic mysteryToM p146 as a supernatural ability. He can use it twice per day, this become thrice per day when he reach 19th Hit dice.

Summon Undead (Sp): Once per day, Tenebrous can automatically summon 2d10 Wight, 1d4 Spectres or 1d2 Mohrg (In all case without the create spawn ability). This is the equivalent of a 6th level spell. Tenebrous caster level with this ability is equal to his Hit dice and the creature summoned remain for 1 round per level.

Negative Energy Affinity (Ex): Tenebrous is considered to be an undead for the purpose of interacting with positive and negative energy. This mean that he is healed by negative energy and harmed by positive energy. In addition he is also immune to critical hit.

Poison (Ex): Sting—Injury, Fortitude DC (10+1/2HD+Con), 1d6 Str/1d6 Str.

Progression:

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At 5th level, Tenebrous has the following altered statistics:
hp 178 (17 HD(d8))
Melee +2 Heavy Mace +27/+22/+17/+12 (2d6+10/19-20) + 1d6 against good or lawful creature (+2d6 again lawful good creature) and Claw +22 (1d6+4) and Gore +22 (1d6+4) and Sting +22 (1d6+4+poison (DC 24))
Base Atk +17, Grp +29
SQ Spell resistance 27
Skills Bluff +23, Concentration +26, Craft (Alchemy) +25, Forgery +23, Intimidate +23, Knowledge (arcana) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +22, Sense Motives +22, Spellcraft +27 (+29 to decipher scroll), Spot +22, Use Magic Devices +23 (+25 on check involving scroll)
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At 6th level, Tenebrous has the following altered statistics:
hp 189 (18 HD(d8))
Fort +17, Ref +14, Will +13
Melee +2 Heavy Mace +28/+23/+18/+13 (2d6+10/19-20) + 1d6 against good or lawful creature (+2d6 again lawful good creature) and Claw +23 (1d6+4) and Gore +23 (1d6+4) and Sting +23 (1d6+4+poison (DC 25))
Base Atk +18, Grp +30
Supernatural Abilities Touch of the Void (4d8)
SQ Spell resistance 28
Feats 18th: Dark SpeechFC1
Skills Bluff +24, Concentration +27, Craft (Alchemy) +26, Forgery +26, Intimidate +24, Knowledge (arcana) +26, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +23, Sense Motives +23, Spellcraft +28 (+30 to decipher scroll), Spot +23, Use Magic Devices +24 (+26 on check involving scroll)
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At 7th level, Tenebrous has the following altered statistics:
hp 199 (19 HD(d8))
Melee +2 Heavy Mace +29/24/+19/+14 (2d6+10/19-20) + 1d6 against good or lawful creature (+2d6 again lawful good creature) and Claw +24 (1d6+4) and Gore +24 (1d6+4) and Sting +24 (1d6+4+poison (DC 25))
Base Atk +19, Grp +31
Supernatural Abilities Vessel of Emptiness (3/day)
SQ Spell resistance 29
Skills Bluff +25, Concentration +28, Craft (Alchemy) +27, Forgery +27, Intimidate +25, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +24, Sense Motives +24, Spellcraft +29 (+31 to decipher scroll), Spot +24, Use Magic Devices +25 (+27 on check involving scroll)
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At 8th level, Tenebrous has the following altered statistics:
hp 210 (20 HD(d8))
Fort +18, Ref +15, Will +14
Melee +3 Heavy Mace +32/+27/+22/+17 (2d6+12/19-20) + 1d6 against good or lawful creature (+2d6 again lawful good creature) and Claw +26 (1d6+0,5str) and Gore +26 (1d6+4) and Sting +26 (1d6+4+poison (DC 26))
Base Atk +20, Grp +33
Abilities Str 28
SQ Spell resistance 30
Skills Bluff +26, Concentration +29, Craft (Alchemy) +28, Forgery +28, Intimidate +26, Knowledge (arcana) +28, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +25, Sense Motives +25, Spellcraft +30 (+32 to decipher scroll), Spot +25, Use Magic Devices +26 (+28 on check involving scroll)

zagan
2010-10-13, 01:32 PM
5th level Vestiges:

Acererak, the Devourer
CR 15


http://www.wizards.com/dnd/images/ToMagic_Gallery/96026.jpg
Acererak is a small human skull with eyes and teeth replaced by precious gem, simply floating in place.

NE Male Diminutive Outsider and Undead (Evil, Vestige)
Wizard 15 (Necromancer)
Init +6, Senses: Darkvision 60ft, Listen +14, Spot +14
Languages Abyssal, Common, Draconic, Tongues
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AC 29, touch 23, flat-footed 27 ( +2 dex, +4 size, +7 insight, +6 natural)
hp 97 (15 HD(d12))
Fort +5, Ref +7, Will +13
------------------------------------------------
Speed Fly 60 ft. (12 squares) (Perfect)
Melee Bite +11 (1d6)
Melee Touch +18 (Vary)
Ranged Touch +13 (Vary)
Space 1ft Reach 0ft
Base Atk +7, Grp -5
Wizard Spells Prepared (CL 15, Banned Abjuration and Conjuration)
8th: Create Greater Undead1, Horrid Wilting (DC 28), Moment of Prescience
7th: Control Undead (DC 27), Project Image (DC 25), Reverse gravity (DC 25) Symbol of Weakness1 (DC 27)
6th: Create Undead1, Disintegrate (DC 24), Aura of TerrorSpc (DC 26), Symbol of Fear1 (DC 26), True Seeing1
5th: Blight (DC 25), Dominate Person (DC 23), Hold Monster (DC 23), Passwall, Symbol of Pain1 (DC 25), Waves of fatigue
4th: Animate Dead1(2), Bestow Curse (DC 24), Charm Monster (DC 22), Contagion (DC 24), Enervation, Iron BonesSpc
3rd: Extend False Life, Fireball (2) (DC 21), Haste (DC 21), Hold Person (DC 21), Ray of Exhaustion (DC 23), Vampiric Touch,
2nd: Command Undead (3) (DC 22), False Life, Ghoul Touch (DC 22), See invisibility, Spectral hand
1st: Cause Fear (DC 21), Charm Person (DC 19), Chill Touch (DC 21), Detect Secret Door, Magic Missile (2), Ray of Enfeeblement
0: Detect Magic, Mage Hand (2), Prestidigitation, Touch of Fatigue (DC 20)
1: The material component must be provide by the summoner
Spell(like Abilities (CL equal to Hit dice, Charisma based)
3/day: Harm (DC 21)
Supernatural Abilities Detect Undead, Hide from Undead (DC 22), Paralyzing touch (DC 24, Last 7 rounds), Speak with Dead (DC 22), Smite Good (dmg: +15), Fear Aura (DC 19)
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Abilities Str 10, Dex 14, Con -, Int 26, Wis 19, Cha 20
SQ Darkvision 60ft, DR 10/ Good, Spell resistance 25, Half-Fiend trait, Double Nature, Lich trait, Undead trait, Turn Resistance +10, Immunities to cold, electricity and polymorph effect, Acid, Fire and Sonic resistance 10, Summon Familiar
Feats 1st: Eschew Material, 3rd: Spell Focus (Necromancy), 6th: Improved Initiative, 9th: Greater Spell Focus (Necromancy), 12th: Fearsome NecromancyCM, 15th: Ability Focus (Paralyzing touch), W1:Scribe Scroll, W5: Craft Wondrous Item, W10: Extend Spell, W15: Enlarge Spell
Skills Concentration +23, Craft (Trapmaking) +26, Hide +24, Knowledge (arcana) +26, Knowledge (architecture and engineering) +26, Knowledge (Dungeoneering) +26, Knowledge (history) +23, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +14, Move Silently +12, Search +18 (+20 to search secret doors), Sense Motive +14, Spellcraft +28 (+30 to learn necromancy spell), Spot +14, Survival +4 (+6 when underground or when on other planes), Use Magic Devices +5 (+7 on check involving scroll)

Half-Fiend trait: Acererak was born from the union between a Balor and his human mother, even after becoming an undead and now a vestige he keep some trait from that origin, notably the following:

Smite Good (Su): Once per day he can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Resistances (Ex): Acererak has resistance to acid 10 and fire 10.


Double nature: Acererak was born as an outsider, then become and stayed an undead millenia before finally he becoming a Vestige, an Outsider once again. This mean that for all purpose Acererak count a both an Outsider and an Undead.

Lich trait: Acererak was a lich and later a demilich, while becoming a vestige has changed or reduce some of the ability and power granted by lichdome he retain some of them:
Undead trait:

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. (In Acererak case it only end the summoning prematurely)
Undead do not breathe, eat, or sleep.

Fear Aura (Su): Acererak is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save (DC 14 + Cha) or be affected as though by a fear spell from a sorcerer of Acererak Hit dice. A creature that successfully saves cannot be affected again by this aura for 24 hours.
Turn Resistance (Ex): Acererak has +10 turn resistance.
Immunities (Ex): Acererak is immune to cold, electricity, polymorph (though he can use polymorph effects on himselves), and mind-affecting attacks
Demilich Insight (Ex): Acererak gain an insight bonus to AC and touch attack rolls equal to half his Hit dice.
Resistances (Ex): Acererak has resistance to sonic 10
Perfect Automatic Still Spell (Ex): Acererak can cast all the spells it knows without gestures.
Skills: Acererak has a +10 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.


Detect Undead (Su): Acererak can use Detect Undead as the spell at will.

Hide from Undead (Su): At will as a standard action, Acererak can become undetectable to undead. This ability function like the hide from undead spell, except that the DC for intelligent undead to ignore the effect and notice him is 10 + ½ Hit dice + Cha modifier.

Paralyzing touch (Su): As a standard action, Acererak can make a touch attack to paralyze a living foe. The touched creature must succeed on a Fortitude save (DC 10 + ½ Hit dice + Cha + 2) or be paralyzed for a number of rounds equal to one half Acererak Hit dice. Each round on his turn the paralyzed creature can attempt a new saving throw as a full-round action, with succes ending the effect immediately. Once he has used this ability, Acererak cannot do so again for 5 rounds.

Speak with Dead (Su): Acererak can question the dead at will as though using the speak with dead spell (caster level equal to his Hit dice, DC 10 + ½ Hit dice + Cha)

Summon Familiar: Acererak does not have any familiar.

Progression:

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At 6th level, Acererak has the following altered statistics:
Wizard 16 (Necromancer)
AC 30, touch 24, flat-footed 28 ( +2 dex, +4 size, +8 insight, +6 natural)
hp 104 (16 HD(d12))
Will +14
Melee Bite +12 (1d6+str)
Melee Touch +20 (Vary)
Ranged Touch +14 (Vary)
Base Atk +8, Grp -4
Wizard Spells Prepared (CL 16, Banned Abjuration and Conjuration)
8th: Create Greater Undead1, Horrid Wilting (DC 28), Maddening Scream, Moment of Prescience
7th: Control Undead (DC 27), Evil GlareSpc (DC 27), Project Image (DC 25), Reverse gravity (DC 25) Symbol of Weakness1 (DC 27)
6th: Create Undead1, Disintegrate (DC 24), Aura of TerrorSpc (DC 26), Symbol of Fear1 (DC 26), True Seeing1
5th: Blight (DC 25), Dominate Person (DC 23), Hold Monster (DC 23), Passwall, Symbol of Pain1 (DC 25), Waves of fatigue
4th: Animate Dead1(2), Bestow Curse (DC 24), Charm Monster (DC 22), Contagion (DC 24), Enervation, Iron BonesSpc
3rd: Extend False Life, Fireball (2) (DC 21), Haste (DC 21), Hold Person (DC 21), Ray of Exhaustion (DC 23), Vampiric Touch,
2nd: Command Undead (3) (DC 22), False Life, Ghoul Touch (DC 22), See invisibility, Spectral hand
1st: Cause Fear (DC 21), Charm Person (DC 19), Chill Touch (DC 21), Detect Secret Door, Magic Missile (2), Ray of Enfeeblement
0: Detect Magic, Mage Hand (2), Prestidigitation, Touch of Fatigue (DC 20)
1: The material component must be provide by the summoner
Supernatural Abilities Hide from Undead (DC 23), Paralyzing touch (DC 25, Last 1/2HD rounds), Speak with Dead (DC 23), Smite Good (dmg: +16)
Abilities Int 27
SQ Spell resistance 26
Skills Concentration +24, Craft (Trapmaking) +27, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (Dungeoneering) +27, Knowledge (history) +25, Knowledge (religion) +27, Knowledge (the planes) +27, Spellcraft +29 (+31 to learn necromancy spell)
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At 7th level, Acererak has the following altered statistics:
Wizard 17 (Necromancer)
hp 110 (17 HD(d12))
Wizard Spells Prepared (CL 17, Banned Abjuration and Conjuration)
9th: Dominate Monster (DC 27), Energy Drain (DC 29)
8th: Create Greater Undead1, Horrid Wilting (DC 28), Maddening Scream, Moment of Prescience
7th: Control Undead (DC 27), Evil GlareSpc (DC 27), Project Image (DC 25), Reverse gravity (DC 25) Symbol of Weakness1 (DC 27)
6th: Create Undead1, Disintegrate (DC 24), Aura of TerrorSpc (DC 26), Shadow Walk (DC 24), Symbol of Fear1 (DC 26), True Seeing1
5th: Blight (DC 25), Dominate Person (DC 23), Hold Monster (DC 23), Passwall, Symbol of Pain1 (DC 25), Waves of fatigue
4th: Animate Dead1(2), Bestow Curse (DC 24), Charm Monster (DC 22), Contagion (DC 24), Enervation, Iron BonesSpc
3rd: Extend False Life, Fireball (2) (DC 21), Haste (DC 21), Hold Person (DC 21), Ray of Exhaustion (DC 23), Vampiric Touch,
2nd: Command Undead (3) (DC 22), False Life, Ghoul Touch (DC 22), See invisibility, Spectral hand
1st: Cause Fear (DC 21), Charm Person (DC 19), Chill Touch (DC 21), Detect Secret Door, Magic Missile (2), Ray of Enfeeblement
0: Detect Magic, Mage Hand (2), Prestidigitation, Touch of Fatigue (DC 20)
1: The material component must be provide by the summoner
Supernatural Abilities Smite Good (dmg: +17)
SQ Spell resistance 27
Skills Concentration +25, Craft (Trapmaking) +28, Knowledge (arcana) +28, Knowledge (architecture and engineering) +28, Knowledge (Dungeoneering) +28, Knowledge (history) +27, Knowledge (religion) +28, Knowledge (the planes) +28, Spellcraft +30 (+32 to learn necromancy spell)
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At 8th level, Acererak has the following altered statistics:
Wizard 18 (Necromancer)
AC 31, touch 25, flat-footed 29 ( +2 dex, +4 size, +9 insight, +6 natural)
hp 135 (18 HD(d12))
Fort +6, Ref +8, Will +15
Melee Bite +13 (1d6+str)
Melee Touch +22 (Vary)
Ranged Touch +15 (Vary)
Base Atk +9, Grp +3
Wizard Spells Prepared (CL 18, Banned Abjuration and Conjuration)
9th: Dominate Monster (DC 27), Energy Drain (DC 29), Foresight (DC 27)
8th: BlackfireSpc (DC 28), Create Greater Undead1, Horrid Wilting (DC 28), Maddening Scream, Moment of Prescience
7th: Control Undead (DC 27), Evil GlareSpc (DC 27), Project Image (DC 25) Reverse gravity (DC 25) Symbol of Weakness1 (DC 27)
6th: Create Undead1, Disintegrate (DC 24), Aura of TerrorSpc (DC 26), Shadow Walk (DC 24), Symbol of Fear1 (DC 26), True Seeing1
5th: Blight (DC 25), Dominate Person (DC 23), Hold Monster (DC 23), Passwall, Symbol of Pain1 (DC 25), Waves of fatigue
4th: Animate Dead1(2), Bestow Curse (DC 24), Charm Monster (DC 22), Contagion (DC 24), Enervation, Iron BonesSpc
3rd: Extend False Life, Fireball (2) (DC 21), Haste (DC 21), Hold Person (DC 21), Ray of Exhaustion (DC 23), Vampiric Touch,
2nd: Command Undead (3) (DC 22), False Life, Ghoul Touch (DC 22), See invisibility, Spectral hand
1st: Cause Fear (DC 21), Charm Person (DC 19), Chill Touch (DC 21), Detect Secret Door, Magic Missile (2), Ray of Enfeeblement
0: Detect Magic, Mage Hand (2), Prestidigitation, Touch of Fatigue (DC 20)
1: The material component must be provide by the summoner
Supernatural Abilities Hide from Undead (DC 24), Paralyzing touch (DC 26, Last 9 rounds), Speak with Dead (DC 24), Smite Good (dmg: +18)
SQ Spell resistance 28
Feats 18th: Improved ToughnessCW
Skills Concentration +26, Craft (Trapmaking) +29, Knowledge (arcana) +29, Knowledge (architecture and engineering) +29, Knowledge (Dungeoneering) +29, Knowledge (history) +29, Knowledge (religion) +29, Knowledge (the planes) +29, Spellcraft +31 (+33 to learn necromancy spell)



Balam, the Bitter Angel
CR 15

Balam take the shape of a great purple serpent, her head consist of the top halves of three horned humanoid heads arranged evenly around a gaping maw.

CE Huge Female Outsider (Angel, Cold, Vestige)
Init +11, Senses: Darkvision 60ft, Tremorsense 60ft, Listen +3, Spot +9
Languages Celestial, Tongues
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AC 25, touch 19, flat-footed 18 (-2 size, +7 dex, +4 insight, +6 natural)
hp 178 (17 HD(d8))
Fort +16, Ref +21, Will +13
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Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft, burrow 20 ft.
Melee Bite +22 (3d6+5+1d6 cold) and 3 Gore +22 (1d8+2+1d6 cold)
Space 15 ft Reach 10ft
Base Atk +17, Grp +32
Atk Options Constrict (1d8+7), Improved Grab, Swallow Whole
Spell-like Abilities (CL equal to HD, Charisma based)
1/day: Polar ray (+22 Ranged touch)
Supernatural Abilities Balam’s Cunning, Icy’s Glare (2d6 cold, (DC 24)
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Abilities Str 21, Dex 25, Con 22, Int 8, Wis 16, Cha 18
SQ Immunity to Cold, Vulnerability to Fire, Darkvision 60ft, DR 10/ Good or Lawful, Spell resistance 27, Angel trait, Immunity to acid, cold and petrification, Resistance to electricity 10 and fire 10, Regeneration 5, Prescience (+4)
Feats 1st: Weapon Finesse, 3rd: Ability Focus (Icy’s Glare), 6th: Improved Natural Attack (Bite), 9th: Improved Natural Attack (Gore), 12th: Multiattack, 15th: Improved Multiattack
Skills Climb +33, Escape Artist +27, Intimidate +24, Jump +1, Knowledge (nature) +1, Knowledge (religion) +19, Move Silently +27, Spot +9, Survival +23, Swim +33, Use Rope +7 (+9 checks involving bindings)

Angel trait Before becoming a vestige, Balam was an Angel and retain those trait to this day, even after her hideous transformation.

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Regeneration: Balam was an immortal angel before becoming a vestige and is still retain some measure of it to this days. She takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Balam’s Cunning (Su): Balam can reroll one attack, saving throw or skill check she just made. She must accept the result of the reroll even if it’s worse than the original. Once she used this ability, she cannot do so again for 5 rounds.

Icy’s Glare (Su): Balam posses a gaze attack that deal 2d6 points of cold damage to the target. A successful Will save (DC 10 + 1/2HD + Cha + 2) negates this damage.

Prescience (Su): Balam gain an insight bonus equal to +1 per four Hit dice on initiative check, Reflex save and AC.

Constrict (Ex): On a successful grapple check, Balam deals 1d8+7 points of damage.

Improved Grab (Ex): To use this ability, Balam must hit an opponent least one size category smaller than herself with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can attempt to swallow the opponent the following round.

Swallow Whole (Ex): When Balam begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+8 points of bludgeoning damage plus 2d6+8 points of acid damage plus 1d6 points of cold damage per round from Balam’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10+3). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Balam’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Three Horned Head (Ex): Balam posses three horned head around her maw and she can attack with those horned, as gore attack, but these attack deal damage as if she was a medium creature (before taking into account the benefit from Improved Natural Attack)

Cold Being (Ex): Balam deal and additional 1d6 points of cold damage with her natural attack.

Skills: Balam has a +8 racial bonus on any Climb or Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. She also gain a +6 racial bonus on Spot check because of her three pair of eyes.

Progression:

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At 6th level, Balam has the following altered statistics:
hp 189 (18 HD(d8))
Fort +17, Ref +22, Will +14
Melee Bite +23 (3d6+5) and 3 Gore +23 (1d8+2)
Base Atk +18, Grp +31
Spell-like Abilities (CL equal to HD, Charisma based)
1/day: Polar ray (+23 Ranged touch)
Supernatural Abilities Icy’s Glare (2d6 cold, (DC 25)
SQ Spell resistance 28
Feats 18th: Snatch
Skills Climb +34, Escape Artist +28, Intimidate +25, Knowledge (religion) +20, Move Silently +28, Survival +24, Swim +34
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At 7th level, Balam has the following altered statistics:
hp 199 (19 HD(d8))
Melee Bite +24 (3d6+5) and 3 Gore +24 (1d8+2)
Base Atk +19, Grp +32
Spell-like Abilities (CL equal to HD, Charisma based)
1/day: Polar ray (+24 Ranged touch)
SQ Spell resistance 29
Skills Climb +35, Escape Artist +29, Intimidate +26, Knowledge (religion) +21, Move Silently +29, Survival +25, Swim +35
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At 8th level, Balam has the following altered statistics:
Init +13
AC 27, touch 21, flat-footed 19 (-2 size, +8 dex, +5 insight, +6 natural)
hp 210 (20 HD(d8))
Fort +18, Ref +25, Will +15
Melee Bite +26 (3d6+5) and 3 Gore +26 (1d8+2)
Base Atk +20, Grp +33
Spell-like Abilities (CL equal to HD, Charisma based)
1/day: Polar ray (+26 Ranged touch)
Supernatural Abilities Icy’s Glare (2d6 cold, (DC 26)
Abilities Dex 26
SQ Spell resistance 30, Prescience (+5)
Skills Climb +36, Escape Artist +31, Intimidate +27, Knowledge (religion) +22, Move Silently +31, Survival +26, Swim +36, Use Rope +8 (+10 checks involving bindings)



Dantalion, the Star Emperor
CR 15

Dantalion is a 10ft tall humanoid with a massive head composed of the dozens of male or female faces. An enormous gold crown rest on his brow, he carries a great tomes under his right arms and a short sword in his left.

LN Large Outsider (Vestige)
Init +2, Senses: Darkvision 60ft, Listen +3, Spot +3
Languages Common, Elven, Orcish, Tongues
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AC 22, touch 11, flat-footed 20 (-1 size, +2 dex, +5 armor, +6 natural)
hp 127 (17 HD(d8))
Fort +13, Ref +14, Will +13
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Speed 30 ft. (6 squares)
Melee +1 Short Sword +18/+13/+8/+3 (1d6+2/19-20)
Space 10ft Reach 10ft
Base Atk +17, Grp +22
Spell-like Abilities (CL equal to HD, Charisma based)
At will: Charm Person (DC 16), Command (DC 16), Suggestion (DC 17)
3/day: Charm Monster (DC 18), Dominate Person (DC 19), Greater Command (DC 20)
1/day: Dominate Monster (DC 24)
Supernatural Abilities Awe of Dantalion, Read Thoughts (85 ft, DC 25), Though Travel (85 ft, 17/day), Scholarship of Dantalion (5/day), Overwhelming Thought (DC 25), Dantalion’s Glare (DC 25)
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Abilities Str 12, Dex 14, Con 16, Int 22, Wis 17, Cha 21
SQ DR 10/Chaotic, Spell resistance 27, Darkvision 60ft
Feats 1st: Ability Focus (Overwhelming Thought), 3rd: Ability Focus (Dantalion’s Glare), 6th: Sudden Ability FocusToM 9th: Lighting Reflexes, 12th: Quicken Spell-like Ability (Command), 15th: Quicken Spell-like Ability (Charm Monster)
Skills Bluff +19, Diplomacy +27, Disguise +7, Gather Information +7, Intimidate +27, Knowledge (arcana) +26, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nature) +26, Knowledge (nobility and royalty) +26, Knowledge (psionics) +26, Knowledge (religion) +26, Knowledge (the planes) +26, Psicraft +8, Search +6 (+8 to find secret door), Spellcraft +8, Sleight of Hand +4 (Untrained), Survival +3 (+5 above, underground, to keep from getting lost or on other plane)
Possessions +1 Mythral Chain Shirt

Awe of Dantalion (Su): When Dantalion invoke this ability, a move or swift action, any creature that sees him is unable to attack him or target him with an hostile spell for 1 round. If Dantalion attempt any hostile action, such as making an attack roll or casting an offensive spell against the affected creature or it’s allies the effect ends. Once Dantalion has used this ability, he cannot do so again for 5 rounds.

Read Thoughts (Su): As a full-round action, Dantalion can attempt to read the surface thoughts of any creature within 5 feet per Hit dice. If the target make a successful Will save (DC 10 + ½ Hit dice + Cha modifier + 2), Dantalion cannot read it’s though for 1 minute.
Creature of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that he can pick up. If he attempt to read the thoughts of a creature with an Intelligence score 10 points higher than his own, he automatically fail and is stunned for 1 round. He can read a creature’s thoughts for as long as he concentrate.
Dantalion gain a +2 racial bonus on the DC of his Read thoughts ability.

Though Travel (Su): As a move action, Dantalion can instantly transport himself and any object he carry (up to a heavy load) to any location he can see that is within 5 feet per Hit dice. The desired location cannot be within an object or beyond a barrier unless Dantalion has some mean of seeing the exact space he wish to occupy. If he cannot occupy the designated space because it contains a solid body inside which he cannot exist (for example if an invisible creature is in the square or some magic in that location prevents dimensional travel, or the like), the attempt to travel fails and he is stunned for 1 round. otherwise, he always arrive at the exact location desired. He cannot use this ability while blinded. Thought travel is a teleportation effect and is usable a number of times per day equal to his Hit dice. once he has used this ability, he cannot do so again for 5 rounds.

Scholarship of Dantalion (Su): Five times per day, Dantalion can reroll any one knowledge check he just made. He must abide by the result of the reroll, even if it’s worse than the original.

Overwhelming Thought (Su): As a standard action Dantalion can send is thoughts out to a single whose thoughts he is reading (so it’s as already fail it’s Will save against the read thoughts ability), forcing it to succeed on a Will save (DC 10 + ½ Hit dice + Cha modifier + 2) or be dazed for 1d4 rounds. During this time , Dantatalion can maintain concentration on his read thoughts ability and, as a move action, continue to read the thoughts of a creature he has dazed on subsequent round. A successful save allows the creature to break free from his read thoughts ability.

Dantalion’s Glare (Su): As a standard action Dantalion can intensify is glare. The starry voids in his eyes blaze forth with the brightness of an exploding star affecting all creature in a 30 foot cone. Every creature within the area must succeed on a Fortitude save (DC 10 + ½ Hit dice + Cha modifier + 2) or be blinded for 1d4 rounds.

Progression:

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At 6th level, Dantalion has the following altered statistics:
hp 135 (18 HD(d8))
Fort +14, Ref +15, Will +14
Melee +1 Short Sword +19/+14/+9/+4 (1d6+2/19-20)
Base Atk +18, Grp +23
Supernatural Abilities Read Thoughts (90 ft, DC 26), Though Travel (90 ft, 18/day), Overwhelming Thought (DC 26), Dantalion’s Glare (DC 26), Read Multiple Thoughts
SQ Spell resistance 28
Feats 18th: Quicken Spell-like Ability (Greater Command)
Skills Bluff +20, Diplomacy +28, Intimidate +28, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (history) +27, Knowledge (local) +27, Knowledge (nature) +27, Knowledge (nobility and royalty) +27, Knowledge (psionics) +27, Knowledge (religion) +27, Knowledge (the planes) +27

Read Multiple Thoughts (Su): Dantalion gain the ability to simultaneously target a number of creatures equal to his Charisma modifier (minimum 2) with his read thoughts ability. Each of the target must be within range (5 feets per Hit dice). He can use this ability in combination with his overwhelming thoughts ability.
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At 7th level, Dantalion has the following altered statistics:
hp 142 (19 HD(d8))
Melee +2 Short Sword +21/+16/+11/+6 (1d6+3/19-20)
Base Atk +19, Grp +24
Supernatural Abilities Read Thoughts (95, DC 26), Though Travel (95 ft, 19/day)
SQ Spell resistance 29
Skills Bluff +21, Diplomacy +29, Intimidate +29, Knowledge (arcana) +28, Knowledge (architecture and engineering) +28, Knowledge (dungeoneering) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility and royalty) +28, Knowledge (psionics) +28, Knowledge (religion) +28, Knowledge (the planes) +28
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At 8th level, Dantalion has the following altered statistics:
hp 150 (20 HD(d8))
Fort +15, Ref +16, Will +15
Melee +2 Short Sword +22/+17/+12/+7 (1d6+3/19-20)
Base Atk +20, Grp +25
Spell-like Abilities (CL equal to HD, Charisma based)
At will: Charm Person (DC 17), Command (DC 17), Suggestion (DC 18)
3/day: Charm Monster (DC 19), Dominate Person (DC 20), Greater Command (DC 21)
1/day: Dominate Monster (DC 25)
Supernatural Abilities Read Thoughts (100 ft, DC 28), Though Travel (100 ft, 20/day), Overwhelming Thought (DC 28), Dantalion’s Glare (DC 28)
Abilities Cha 22
SQ Spell resistance 30
Skills Bluff +26, Diplomacy +31, Disguise +8, Gather Information +8, Intimidate +31, Knowledge (arcana) +29, Knowledge (architecture and engineering) +29, Knowledge (dungeoneering) +29, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (nature) +29, Knowledge (nobility and royalty) +29, Knowledge (psionics) +29, Knowledge (religion) +29, Knowledge (the planes) +29



Geryon, the Deposed Lord
CR 15

Geryon body is composed of the fused body of three ogre-mage, each facing in a different direction as a consequence he posses three faces, three arms with two hands each and three legs. He wield three black Greatsword with a special handle that allow him to grip it with the two hand from each arms.

LE Male Large Outsider (Devil, Evil, Lawful, Vestige)
Init +6, Senses: Darkvision 60ft, Listen +21, Spot +25,
Languages Infernal, Tongues, Telepathy 100ft
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AC 21, touch 11, flat-footed 19 (-1 size, +2 dex, +5 armor, +5 natural)
hp 178 (17 HD(d8))
Fort +16, Ref +12, Will +11
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Speed 30 ft. (6 squares), Fly 30ft (Good)
Melee Three +1 Corrosive Greatsword +23/+18/+13/+8 (3d6+10+1d6 acid/19-20) see Triple Strike.
Space 10 ft Reach 10 ft
Base Atk +17, Grp +27
Atk Options Triple Strike, Power attack
Spell-like Abilities (CL equal to HD, Charisma based)
At will: Darkness, Invisibility
1/day: Charm Person (DC 15), Cone of Cold (DC 19), Gaseous Form, Sleep (DC 15), Summon Minotaur
Supernatural Abilities Acidic Gaze (2d6 acid, DC 24), Swift Flight
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Abilities Str 23, Dex 14, Con 22, Int 12, Wis 12, Cha 19
SQ DR 10/Chaotic or Good, Spell resistance 27, Darkvision 60ft, Devil’s trait, Immunity to fire and poison, Resistance to acid 10 and cold 10, See in Darkness, Telepathy 100ft, Regeneration 6, All-Around Vision, Double-Handle Greatsword, Triple Strike
Feats 1st: Ability Focus (Acid Gaze), 3rd: Power Attack, 6th: Improved Initiative, 9th: Combat Reflexes, 12th: Cleave, 15th: Flyby Attack
Skills Concentration +26, Diplomacy +24, Intimidate +24, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +21, Search +25, Spellcraft +21, Spot +25, Survival +1 (+3 when on other plane or when following track), Use Magic Device +4 (+6 on check involving scroll)
Possessions +1 chain shirt

Devil’s Trait Geryon’s was an archedevil before becoming a Vestiges and he kept most of the trait associate with devil even in this state.


Immunity to fire and poison.
Resistance to acid 10 and cold 10.
See in Darkness (Su): Geryon can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Telepathy


Regeneration (Ex): Geryon takes normal damage from good weapon.

Acidic Gaze (Su): Geryon posses a gaze attack that deal 2d6 points of acid damage to the target. A successful Will save (DC 10 + 1/2HD + Cha + 2) negates this damage.

All-Around Vision (Ex): Geryon extra eyes grant him a +4 racial bonus on Spot and Search checks. Opponent gain no benefit from flanking him. When confronted by a creature with a gaze attack, however, he cannot avert his eyes, though he can still close them.

Swift Flight (Su): As a swift action Geryon can improved is fly speed to 60ft with perfect maneuverability, this last 1 round. Once he has used swift flight, he cannot do so again for 5 rounds.

Double-Handle Greatsword: Geryon wield three very specific weapon, greatsword with double handle allowing him to hold one weapon with each arm but grasp by the two opposing hand at the end of each arm, for all purpose he his wielding each greastword in two hands.

Triple Strike (Ex): When making an attack action, either as a standard or as part of a full-attack, with the greatsword he wield, Geryon can choose to make three attack per attack action, one for each arm. The only limitation being that each attack must be made against different creature. For example if Geryon is surround by a trio of goblin he may make a full-attack against each of the goblin at the same time.

Summon Minotaur (Sp): Once per day as a full-round action, Geryon can summon 1d6 minotaur with maximum hit point. The minotaur remain for 1 round per Hit dice, this is a summoning effect.

Progression:

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At 6th level, Geryon has the following altered statistics:
hp 189 (18 HD(d8))
Fort +17, Ref +13, Will +12
Melee Three +1 Corrosive Greatsword +24/+19/+14/+9 (3d6+10+1d6 acid/19-20) see Triple Strike.
Base Atk +18, Grp +28
Supernatural Abilities Acidic Gaze (2d6 acid, DC 25)
SQ Spell resistance 28
Feats 18th: Quicken Spell-like ability (Invisibility)
Skills Concentration +27, Diplomacy +25, Intimidate +25, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +22, Search +26, Spellcraft +22, Spot +26
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At 7th level, Geryon has the following altered statistics:
hp 199 (19 HD(d8))
Melee Three +1 Corrosive Greatsword +25/+20/+15/+10 (3d6+10+1d6 acid/19-20) see Triple Strike.
Base Atk +19, Grp +29
SQ Spell resistance 29
Skills Concentration +28, Diplomacy +26, Intimidate +26, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +23, Search +27, Spellcraft +23, Spot +27
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At 8th level, Geryon has the following altered statistics:
hp 210 (20 HD(d8))
Fort +18, Ref +14, Will +13
Melee Three +1 Corrosive Greatsword +27/+22/+17/+12 (3d6+11+1d6 acid/19-20) see Triple Strike.
Base Atk +20, Grp +31
Supernatural Abilities Acidic Gaze (2d6 acid, DC 26)
Abilities Str 24
SQ Spell resistance 30
Skills Concentration +29, Diplomacy +27, Intimidate +27, Knowledge (religion) +24, Knowledge (the planes) +24, Listen +24, Search +28, Spellcraft +24, Spot +28



Otiax, the Key to the Gate
CR 15

Otiax is special in that it appear as an inanimate object, a locked golden gate surround by a blue fog.

N Large Outsider and Construct (Air, Vestige)
Init +7, Senses: Blindsight 60ft, Listen +3, Spot -
Languages None
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AC 20, touch 5, flat-footed 20 (-5 dex, +10 natural armor) See Motionless
hp 123 (17 HD(d10))
Fort +10, Ref +17, Will +13
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Speed 0 ft. (0 squares) See Instantaneous Movement
Melee Touch Air Blast +23/+18/+13/+8 (2d6)
Space 10 ft Reach 20 ft (With Air Blast)
Base Atk +17, Grp +26
Atk Options Combat Reflexes (8 Aoo), Hold the Line, Stand Still
Spell-like Abilities (CL equal to HD, Intelligence based)
At will: Gust of Wind (DC 19), Obscuring Mist, Summon Air Elemental (small)
3/day: Fog Cloud, Solid Fog, Wind Wall
1/day: Acid Fog, Control Wind (DC 20), Mind Fog (DC 20), Summon Air Elemental (huge or invisible stalker), Whirlwind (DC 23)
Supernatural Abilities Air Blast (2d6), Open portal (170ft), Unlock (Max DC 34)
-----------------------------------------------
Abilities Str 21, Dex 25, Con -, Int 20, Wis 16, Cha 10
SQ DR 10/-, Spell resistance 27, Double Nature, Hardness 10, Blind, Blindsight 60ft, Opening Vulnerability, Motionless, Instantaneous Movement
Feats 1st: Combat Reflexes, 3rd: Weapon Finesse, 6th: Hold the Line, 9th: Stand Still, 12th: Ability Focus (Gust of Wind), 15th: Quicken Spell-like Ability (Gust of Wind)
Skills Concentration +20, Diplomacy +2, Knowledge (arcana) +25, Knowledge (architecture and engineering) +25, Knowledge (dungeoneering) +25, Knowledge (history) +25, Knowledge (the planes) +25, Sense Motive +23, Search +5 (+7 to find secret door), Spellcraft +7, Survival +3 (+5 underground or on other plane)

Double nature: Otiax precise nature is a mystery but while summoned it behave in a lot of way like a construct. As such it his treat as both an Outsider and a Construct and posses some trait from both as follow:

Immunity to all mind-affecting effects.
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.


Hardness (Ex): Otiax posses a hardness as if he was an object. It’s Damage Reduction apply after it’s Hardness in situation when both would apply.

Blind (Ex): Otiax has no mean to see and has it’s blind. It’s only mean to perceive the world is by using it’s blindsight ability, this mean that it automatically fail on all spot check, but this also render him immune to gaze attack, to the blinded condition and to any effect that target a creature vision.

Blindsight (Ex): By perceiving the movement of the air around itself, Otiax can literally see the world. This only work in place where air is present, meaning that Otiax can’t perceive creature that are in a vacuum or underwater.

Opening Vulnerability (Ex): If Otiax is the target of spell or effect such as Open/Close, Knock or similar he is dazed for 1 round but it automatically deal 2d6 point of bludgeoning damage to all creature in a 20ft radius around itself with no save. Otiax can’t use his Open Portal or Unlock ability on itself.

Motionless (Ex): Otiax is almost entirely immobile, the only move he can make is opening is door slightly to use his Air Blast. As such is speed is 0ft and he automatically fail at all movement based skill check such as Climb, Jump, Swim, Tumble, Move Silently, Ride. With no prehensile member he also can’t manipulate any object, this may restrict his use of other skill at the DM discretion. Finally he has an effective -5 Dexterity modifier to armor class because while he can act fast, for making attack of opportunity for example, he can’t use this agility to avoid blow.

Instantaneous Movement (Su): Otiax can teleport, as the spell Dimension Door, as a move action up to 40ft at will. Otiax can also use this ability as a full-round action to move up to 120ft. Contrary to the spell Otiax can act normally after using this ability.

Air Blast (Su): Otiax can use an air blast as a melee touch attack against an adjacent opponent or one that is up to 20ft away (as though it was a reach weapon). This attack deals 2d6 points of bludgeoning damage, but Otiax strength is not add to this roll. If is based attack bonus is high enough Otiax is entitled to additional air blast attacks each round when making a full attack. It can also make attack of opportunity with its air blast. Otiax air blast never dissipate mist or fog.

Concealing Mist (Su): Otiax is constantly surround by a light mist that grants him concealment, foe’s melee and ranged attack have a 20% miss chance. Otiax cannot use this concealment to hide. It can suppress or reactivate this ability as a full-round action. A severe wind (either natural or magical, such as a gust of wind spell) suppresses this concealing mist unless Otiax is the one generating such effect, with one of his spell like ability for example, in this case the mist remain.

Open portal (Su): At will as a swift action, Otiax can open (but not close) a door, chest, box, window, bag, pouch, bottle, barrel or other container as though using the open/close spell. This ability as a range of 10 feet per Hit dice.

Unlock (Su): As a full-round action, Otiax can unlock a single lock within 5ft, provide that its Open Lock DC is less than or equal to twice his Hit dice. This ability grants Otiax no protection from any traps that might be associate with the lock. Once Otiax has used this ability, he cannot do so again for 5 rounds.

Summon Air Elemental (Sp): Otiax can summon one small air elemental at will, but can only have one elemental summoned at a times, it must wait until the duration of the previous summoning has end before summoning another one. This is otherwise identical to the the Summon monster III spell. He can also once per day summon a Huge Air Elemental or Invisible Stalker, this function like a Summon monster VII spell, he can still only have one elemental summoned at a time.

Progression:

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At 6th level, Otiax has the following altered statistics:
hp 129 (18 HD(d10))
Fort +11, Ref +18, Will +14
Melee Touch Air Blast +24/+19/+14/+9 (2d6)
Base Atk +18, Grp +27
Atk Options Large and in Charge
Supernatural Abilities Open portal (180ft), Unlock (Max DC 36)
SQ Spell resistance 28
Feats 18th: Large and in ChargeDra
Skills Concentration +21, Knowledge (arcana) +26, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (history) +26, Knowledge (the planes) +26, Sense Motive +24
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At 7th level, Otiax has the following altered statistics:
hp 134 (19 HD(d10))
Melee Touch Air Blast +25/+20/+15/+10 (2d6)
Base Atk +19, Grp +28
Supernatural Abilities Open portal (190ft), Unlock (Max DC 38)
SQ Spell resistance 29
Skills Concentration +22, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (history) +27, Knowledge (the planes) +27, Sense Motive +25
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At 8th level, Otiax has the following altered statistics:
Init +8
hp 140 (20 HD(d10))
Fort +12, Ref +20, Will +15
Melee Touch Air Blast +27/+22/+17/+12 (2d6)
Base Atk +20, Grp +29
Atk Options Combat Reflexes (9 Aoo)
Supernatural Abilities Open portal (200ft), Unlock (Max DC 40)
Abilities Dex 26
SQ Spell resistance 30
Skills Concentration +23, Knowledge (arcana) +28, Knowledge (architecture and engineering) +28, Knowledge (dungeoneering) +28, Knowledge (history) +28, Knowledge (the planes) +28, Sense Motive +26

zagan
2010-10-13, 01:34 PM
6th level Vestiges:

Chupoclops, Harbringer of Forever
CR 16

Chupoclops appareance is simply that of a colossal spider with black and white marking on her body.

CE Female Colossal Outsider (Evil, Vestige)
Init +2, Senses: Darkvision 60ft, Soulsense 10ft, Tremorsense 60ft, Listen +4, Spot +33
Languages Tongues
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AC 22, touch 4, flat-footed 20 (-8 size, +2 dex, +18 natural)
hp 225 (18 HD(d8))
Fort +19, Ref +13, Will +15
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Speed 40 ft. (8 squares) Climb 20 ft
Melee Bite +24 (2d8+14/19-20) plus Ethereal Poison (DC 29) and 2 Claws +24 (2d8+7)
Space 40 ft Reach 30 ft
Base Atk +18, Grp +48
Atk Options Ethereal Web (8/day, Escape artist check DC 27, Strength check DC 31)
Spell-like Abilities (CL equal to HD, Charisma based)
3/day: Blink
Supernatural Abilities Ethereal Watcher
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Abilities Str 39, Dex 15, Con 26, Int 14, Wis 18, Cha 16
SQ DR 10/Lawful or Good, Spell resistance 28, Darkvision 60ft, Immunity to Mind Affecting effect. Aura of Despair, Ghost Touch, Pounce, Soulsense, Tremorsense 60ft
Feats 1st: Ability Focus (Ethereal Poison), 3rd: Multiattack, 6th: Improved Multiattack, 9th: Power Attack, 12th: Improved Critical (Bite), 15th: Quicken Spell-Like Ability (Blink), 18th: Ghost ScarredLM
Skills Balance +23, Concentration +29, Climb +43, Hide +7 (+15 on her own web), Intimidate +24, Jump +49, Knowledge (religion) +23, Move Silently +23 (+31 on her own web) Spot +33, Tumble +4

Aura of Despair (Su): Every creature within 10 feet of Chupoclops takes a -2 penality on attack rolls, checks, saves and weapon damage rolls. Chupoclops can suppress or activate this ability as a standard action. Aura of despair is a mind-affecting fear ability.

Ethereal Watcher (Su): At will as a move action, Chupoclops can become ethereal (as if using the ethereal jaunt spell; caster level equal to her hit dice). She can remain on the Ethereal Plane indefinitely if she take no action, but she return to the Material Plane immediately after taking a move action, a standard action, or a full round action. Once she has return to the Material Plane, she cannot use this ability again for 5 rounds.

Ghost Touch (Su): Chupoclops melee attacks can strike incorporeal creatures, and their normal 50% chance to avoid damage does not apply to her melee attacks.

Soulsense (Su): Chupoclops notice and locate living creatures within 10 feet as if she possessed the blindsense ability. She also sense the strength and type of their life forces automatically, as if she had cast deathwatch. This ability is continuously active.

Ethereal Poison (Ex): Injury, Fortitude DC 10 + ½ Hit dice + Constitution modifier + 2, initial and secondary damage 1d8 Con. This poison affect incorporeal undead as if they weren’t immune to poison and/or to ability damage, in this case they must make a Will save (same DC) and it deal 1d8 Cha intitial and secondary damage.

Ethereal Web (Ex): Chupoclops can hang from her web, if she can find an overhead high enoug for her to do so. A single strand is strong enough to support her and one creature of the same size. She can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category her, if that exist. An entangled creature can escape with a successful Escape Artist check (DC 10+1/2hd+con) or burst it with a Strength check (DC 10+1/2hd+con+4). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
She can create sheets of sticky webbing up to 60 feet square. She usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 25 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 15 hit points, and sheet webs have damage reduction 5/—.
Chupoclops web is special in that it exist in both the material and the Ethereal plane as such it is effective against creature on both plane and incorporeal creature.
She can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): Chupoclops can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Chupoclops has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. She use either her Strength or Dexterity modifier for Climb checks, whichever is higher, normally strength. She also have a +10 racial bonus on Jump checks, a +8 racial bonus on Spot checks and a +8 racial bonus on Hide and Move Silently checks when using their webs.

Progression:

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At 7th level, Chupoclops has the following altered statistics:
hp 237 (19 HD(d8))
Melee Bite +25 (2d8+14/19-20) plus Ethereal Poison (DC 29) and 2 Claws +25 (2d8+7)
Base Atk +19 Grp +49
SQ Spell resistance 29
Skills Balance +24, Concentration +30, Climb +44, Hide +8 (+16 on her own web), Intimidate +25, Jump +50, Knowledge (religion) +24, Move Silently +24 (+32 on her own web) Spot +34
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At 8th level, Chupoclops has the following altered statistics:
hp 250 (20 HD(d8))
Fort +20, Ref +14, Will +16
Melee Bite +27 (2d8+15/19-20) plus Ethereal Poison (DC 30) and 2 Claws +27 (2d8+7)
Base Atk +20 Grp +51
Atk Options Ethereal Web (8/day, Escape artist check DC 28, Strength check DC 32)
Abilities Str 40
SQ Spell resistance 30
Skills Balance +25, Concentration +31, Climb +46, Hide +9 (+17 on her own web), Intimidate +26, Jump +52, Knowledge (religion) +25, Move Silently +25 (+33 on her own web) Spot +35



Desharis, the Sprawling Soul (http://www.wizards.com/default.asp?x=dnd/we/20070307a)
CR 16

Desharis has the shape of a large humanoid figure seemingly made of stone, wood and glass as if he was carved directly out of house wall.

LN Male Large Outsider (Augmented Fey, Vestige)
Init +4, Senses: Darkvision 60ft, Mindsight city size + 1 miles, Listen +2, Spot +2
Languages Common, Tongues, Telepathy city size + 1 miles (only within a city or town)
------------------------------------------------
AC 23, touch 3, flat-footed 20 (-1 size, +4 dex, +10 natural)
hp 153 (18 HD(d8))
Fort +14, Ref +15, Will +13
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Speed 30ft. (6 squares)
Melee 2 Slams +22 (1d8+4)
Space 10ft Reach 10ft
Base Atk +18, Grp +26
Atk Options Smite, Power Attack, Combat Expertise, Improved Smiting (Lawful), Awesome Smite (Demolishing Smite, Overwhelming Smite, Seeking Smite)
Spell-like Abilities (CL equal to HD, Charisma based)
At will: Alarm, Animate Rope, Calm Emotion (DC 19), Detect Secret Door, Endure Elements (DC 18), Hold Portal, Knock, Light, Make Whole, Meld into Stone, Mending (DC 17), Produce Flamme (+21 melee touch, +21 ranged touch), Purify Food and Drink (DC 17), Repel Vermin (DC 21), Unsee Servant, Sanctuary (DC 18), Stone Shape, Wood Shape (DC 19)
3/day: Minor Creation, Passwall, Secure Shelter, Stone Tell (only in city or town), Tiny Hut, Wall of Stone (DC 23)
1/day: Fabricate, Statue (DC 24)
Supernatural Abilities Infinite Doors, Smite Natural Soul (At will, Att: +7, Dmg: +18 +1d6 to chaotic creature), Spirits of the City
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Abilities Str 18, Dex 19, Con 18, Int 14, Wis 14, Cha 25
SQ DR 10/Chaos, Spell resistance 28, Darkvision 60ft, City-Dweller, Regeneration 5 (only within a city or town)
Feats 1st: Urban trackingRoD 3rd: MindsightLoM, 6th: Power Attack, 9th: Weapon Focus (Slam), 12th: Combat Expertise, 15th: Improved Smiting (Lawful)CD, 18th: Awesome SmiteCC
Skills Appraise +23 (+25 on check related to metal or stone item), Concentration +25, Craft (blacksmithing) +23, Craft (stonemasonery) +23, Forgery +23, Gather Information +30, Knowledge (local) +23, Knowledge (architecture and engineering) +23, Open Lock +25, Profession (Builder) +23, Search +2 (+4 to find secret door)

City-Dweller (Ex): Desharis can move at his normal rate when moving through a crowd, rather than requiring two squares of movement for every square as is normal.

Infinite Doors (Su): Once per day, Desharis can pass through an exterior doorway (one that leads from inside a building to outside), and appear through another exterior doorway within 3,000 yards. The two doors must both be set in buildings made of similar materials; for instance, he could pass from a wooden building to another wooden building, or a stone building to another stone building. Desharis can either select a specific door with which he is familiar as the destination, or simply declare that he is appearing through the closest appropriate door to a given distance. (If no appropriate portal exists within range or in the direction you wish to travel, the effect does not function.) This is a teleportation effect.

Smite Natural Soul (Su): Desharis may attempt to smite an animal, elemental, fey, or plant with a single melee attack. He add his Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per Hit dice. If he accidentally smite a creature that is not one of the above types, the attempt has no effect. Once he has used this ability, he cannot do so again for 5 rounds.

Spirits of the City (Su): Desharis can animate objects, as the spell, as a caster of his Hit dice. Once he has used this ability, he must wait 5 rounds after the effect has expired, or all the objects have been destroyed, before he may do so again.

Regeneration (Ex): When in a city or town, at least 900 inhabitants, takes only damage from the natural weapons of animal, fey or plant creature.

Telepathy (Ex): While inside a city or town, at least 900 inhabitants, Desharis can communicate telepathically with any sentient (int 3 or more) creature within the city limit and up to one miles outside it.

Progression:

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At 7th level, Desharis has the following altered statistics:
hp 161 (19 HD(d8))
Melee 2 Slams +23 (1d8+4)
Base Atk +19, Grp +27
Spell-like Abilities (CL equal to HD, Charisma based)
At will: Produce Flamme (+22 melee touch, +22 ranged touch)
Supernatural Abilities Smite Natural Soul (At will, Att: +7, Dmg: +19 +1d6 to chaotic creature)
SQ Spell resistance 29
Skills Appraise +24 (+26 on check related to metal or stone item), Concentration +26, Craft (blacksmithing) +24, Craft (stonemasonery) +24, Forgery +24, Gather Information +31, Knowledge (local) +24, Knowledge (architecture and engineering) +24, Open Lock +26, Profession (Builder) +24
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At 8th level, Desharis has the following altered statistics:
hp 170 (20 HD(d8))
Fort +16, Ref +16, Will +14
Melee 2 Slams +24 (1d8+4)
Base Atk +20, Grp +28
Spell-like Abilities (CL equal to HD, Charisma based)
At will: Alarm, Animate Rope, Calm Emotion (DC 12+cha), Detect Secret Door, Endure Elements (DC 19), Hold Portal, Knock, Light, Make Whole, Meld into Stone, Mending (DC 18), Produce Flamme (+23 melee touch, +23 ranged touch), Purify Food and Drink (DC 18), Repel Vermin (DC 22), Unsee Servant, Sanctuary (DC 19), Stone Shape, Wood Shape (DC 20)
3/day: Minor Creation, Passwall, Secure Shelter, Stone Tell (only in city or town), Tiny Hut, Wall of Stone (DC 24)
1/day: Fabricate, Statue (DC 25)
Supernatural Abilities Smite Natural Soul (At will, Att: +8, Dmg: +20 +1d6 to chaotic creature)
Abilities Cha 26
SQ Spell resistance 30
Skills Appraise +25 (+27 on check related to metal or stone item), Concentration +27, Craft (blacksmithing) +25, Craft (stonemasonery) +25, Forgery +25, Gather Information +33, Knowledge (local) +25, Knowledge (architecture and engineering) +25, Open Lock +27, Profession (Builder) +25



Haures, the Dreaming Duke
CR 16

Haures appareances is that of a ghotsly tiger standing upright wearing a shining crown and a purple robe.[

LE Male Medium Outsider (Incorporeal, Shapechanger, Vestige)
Sorcerer 9
Init +3, Senses: Darkvision 60ft, Listen +18, Spot +18
Languages Common, Infernal, Undercommon, Tongues
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Ethereal AC 22, touch 13, flat-footed 19 (+3 dex, +9 natural)
Material AC 22, touch 22, flat-footed 19 (+3 dex, +9 deflection)
hp 134 (16 HD(d8+d)
Fort +13, Ref +11, Will +11
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Speed Fly 30 ft. (6 squares)(Perfect)
Ethereal Melee Corrupting Touch +13 (1d6+2) and 2 Claws +8 (1d4+1) and Bite +8 (1d6+1)
Material Melee Corrupting Touch +14 (1d6)
Space 5ft Reach 5ft
Base Atk +11, Grp +13
Sorcerer Spells Know (CL 16th)
8th: (4/day) Screen (DC 29)
7th: (6/day) Phase Door, Project Image (DC 28)
6th: (7/day) Mass Suggestion (DC 25), Mislead (DC 27), Permanent Image (DC 27)
5th: (8/day) Mirage Arcana (DC 26), Nightmare (DC 26), Persistent Image (DC 26), Telekinesis (DC 24)
4th: (8/day) Confusion (DC 23), Fear (DC 23), Hallucinatory Terrain (DC 25), Illusory Wall (DC 25)
3rd: (8/day) Hold Person (DC 22), Slow (DC 22), Stinking Cloud (DC 22), Vampiric Touch
2nd: (8/day) Gust of Wind (DC 21), Invisibility (DC 23), Minor Image (DC 23), Mirror Image, See Invisibility
1st: (9/day) Cause Fear (DC 20), Silent Image (DC 22), Sleep (DC 20), Unseen Servant, Ventriloquism (DC 22)
0: (6/day) Arcane Mark, Dancing Light, Detect Magic, Flare (DC 19), Ghost Sound (DC 21), Light, Mage Hand, Open/Close (DC 19), Prestidigitation (DC 19)
Supernatural Abilities Detect Though (DC 22), Telekinesis, Major Image (DC 29), Phantasmal Killer (Range: 160 feet, DC 29)
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Abilities Str 14, Dex 17, Con 21, Int 12, Wis 10, Cha 28
SQ DR 10/Chaotic, DR 15/Good and Piercing, Spell resistance 36, Darkvision 60ft, Ghostly trait, Inaccessible Mind, Summon familiar
Feats 1st: Eschew Material, 3rd: Ability Focus (Major Image), 6th: Ability Focus (Phantasmal Killer), 9th: Spell Focus (Illusion), 12th: Greater Spell Focus (Illusion), 15th: Dazzling IllusionCM
Skills Bluff +23 (+27 if using Detect Though), Concentration +24, Diplomacy +11, Disguise +25 (+29 if using Detect Though, +35 if using Change Shape, +39 if using both), Hide +11, Intimidate +11 Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +18, Search +9, Sense Motive +10, Sleight of Hand +5, Spellcraft +21, Spot +18, Survival +0 (+2 on other planes)

Ghostly trait: Before becoming a Vestiges, Haures was a Ghost and while is statue as undead was never is defining characteristic, is statue as an incorporeal creature was. This is because this was a way for him to become a sort of illusion, is specialty. As such he retain a number of trait as a Vestiges:

Armor class: Natural armor bonus applies only to ethereal encounters. He gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher against attack from the Material plane.
Corrupting Touch (Su): If Haures hits a living target with its incorporeal touch attack, he deals 1d6 points of damage. Against ethereal opponents, he adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, he adds its Dexterity modifier to attack rolls only.
Permanent Manifestation (Su): Unlike a normal ghost Haures is always manifest and always exist in both the Ethereal Plane and the Material Plane. He is visible and incorporeal. He can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. He can pass through solid objects at will, and its own attacks pass through armor. He always moves silently. He can strike with its touch attack or with a ghost touch weapon. On the Ethereal Plane, he is not incorporeal. He can be attacked by opponents on either the Material Plane or the Ethereal Plane. His incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane.
Telekinesis (Su): Haures can use telekinesis as a standard action (caster level equal to HD). When he uses this power, he must wait 1d4 rounds before using it again.
Skills: Haures have a +8 racial bonus on Hide, Listen, Search, and Spot checks.


Detect Though (Su): Haures can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 + Charisma modifier negates). It can suppress or resume this ability as a free action.

Change Shape (Su): Haures can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
In addition Haures can take the shape of a tiger in this shape his statistic change as follow:

Size Large
Ethereal AC 21, touch 12, flat-footed 18 (+3 dex, -1 size, +9 natural)
Material AC 21, touch 21, flat-footed 18 (+3 dex, -1 size, +9 deflection)
Space 10ft Reach 5ft
Ethereal Melee Corrupting Touch +12 (1d6+2) and 2 Claws +7 (1d6+1) and Bite +7 (1d8+1)
Material Melee Corrupting Touch +13 (1d6)
Grp +17
Atk Options Improved grab (only on the Ethereal Plane), Pounce, Rake (Att: +12, Dmg: 1d8+1) (only on the Ethereal Plane)

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d8+1.


Skills: As a rakshasa, Haures has a +4 racial bonus on Bluff and Disguise checks, and he can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).

Inaccessible Mind (Ex): Haures is protected from any effort to detect, influence or read his emotions or thoughts and he has immunity to mind-affecting effect as if he was protected by a mind blank spell. He can suppress or activate this ability as a standard action.

Major Image (Su): Haures can create illusion at will, as though he had cast Major image (caster level equal to his Hit dice). A creature can attempt a Will save to realize the illusion is false (DC 10 + ½ Hit dice + Charisma modifier + 2). Haures can never create more than one major image at a time, and he can renew or dismiss the effects as a standard action. Once he has used this ability, he cannot do so again for 5 rounds.

Phantasmal Killer (Su): This ability function like the phantasmal killer spell except for the range and save DCs (10 + ½ Hit dice + Charisma modifier + 2) (the ability still requires a Will save, and possibly a fortitude spell) to resist. Haures can target any single creature within 10 feet per Hit dice. Once he has used this ability, he cannot do so again for 5 rounds.

Summon familiar: Haures does not posses any familiar.

Progression:

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At 7th level, Haures has the following altered statistics:
Sorcerer 10
hp 141 (17 HD(d8+d)
Will +12
Ethereal Melee Corrupting Touch +14 (1d6+2) and 2 Claws +9 (1d4+1) and Bite +9 (1d6+1)
Material Melee Corrupting Touch +15 (1d6)
Base Atk +12, Grp +14
Sorcerer Spells Know (CL 17th)
8th: (5/day) Screen (DC 29), Scintillating Pattern
7th: (7/day) Phase Door, Project Image (DC 28), Waves of Exhaustion
Supernatural Abilities Phantasmal Killer (Range: 170 feet, DC 29)
SQ Spell resistance 37
Skills Concentration +25, Spellcraft +23

Tiger shape:
Ethereal Melee Corrupting Touch +13 (1d6+2) and 2 Claws +8 (1d6+1) and Bite +8 (1d8+1)
Material Melee Corrupting Touch +14 (1d6)
Grp +18
Atk Options Rake (Att: +13, Dmg: 1d8+1) (only on the Ethereal Plane)
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At 8th level, Haures has the following altered statistics:
Sorcerer 11
hp 149 (18 HD(d8+d)
Sorcerer Spells Know (CL 18th)
9th: (4/day) Weird (DC 30)
8th: (6/day) Screen (DC 29), Scintillating Pattern
Supernatural Abilities Major Image (DC 30), Phantasmal Killer (Range: 180 feet, DC 30)
SQ Spell resistance 38
Feats 18th: Transdimensional SpellCar
Skills Bluff +24 (+28 if using Detect Though), Concentration +26, Spellcraft +24



Ipos, Prince of Fools
CR 16

Ipos has a humanoid shape, the head of a bald Ibis wearing a black iron crown. His body his hidden by a multi layered cloak. His long arm end up with two lion like paw with very shape claw apparently made of iron.

LN Medium Male Outsider (Vestige)
Init +6, Senses: Darkvision 60ft, Listen +7, Spot +22
Languages Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Terran, Tongues
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AC 17, touch 12, flat-footed 15 (+2 dex, +5 natural)
hp 153 (18 HD(d8))
Fort +15, Ref +13, Will +14
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Speed 20 ft. (4 squares)
Melee 2 Cold iron Claw +23 (1d8+5/19-20) plus Rend (2d8+10)
Space 5ft Reach 5ft
Base Atk +18, Grp +23
Atk Options Teleport Attack
Spell-like Abilities (CL equal to hit dice, Intelligence based)
At Will: Blink, Dimension Door (DC 20), Invisibility (DC 18), Magic Missile, Mage Armor
6/day: Abrupt Jaunt (see below)
3/day: Plane Shift (DC 21), Teleport (DC 21)
1/day: Gate (Planar travel only), Teleport, Greater (DC 23)
Supernatural Abilities Flash of Insight
-----------------------------------------------
Abilities Str 20, Dex 14, Con 18, Int 23, Wis 12, Cha 17
SQ DR 10/Chaos, Spell resistance 28, Darkvision 60ft, Cold Irons Claw, Planar Attenuation, Bind Vestige
Feats 1st: Sudden Ability FocusToM, 3rd: Improved Natural Attack (Claw), 6th: Improved Initiative, 9th: Accurate JauntUA, 12th: Improved Critical (Claw), 15th: Iron Will, 18th: Quicken Spell-Like Ability (Dimension Door)
Skills Concentration +25, Decipher Script +27, Gather Information +24, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +7, Ride +23, Search +27, Spellcraft +29, Spot +22, Survival +22 (+24 to avoid getting lost, when on other plane, or following track, +26 if lost or tracking on other plane), Use Magic Device +3 (+7 on check involving scroll)

Cold Irons Claw (Ex): Ipos two claw attack count as Cold Iron weapon for all purpose.

Flash of Insight (Su): As a swift action, Ipow can gain a True seeing effect (as the spell) for a duration of one round. Once he has used this ability, he cannot do so again for 5 rounds.

Planar Attenuation (Ex): Ipos is protected from the natural effects of a specific plane. These effects include extreme temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attribute of the planes itself. He can change the plane to which he is attuned as a standard action.

Rend (Ex): When Ipos hit one foe with his two claw attacks, he automatically deals double the damage of a normal claw attack (including strength modifier) in addition to his normal damage.

Bind Vestige (Su): While Ipos wasn’t a binder in life, he became a Vestige in a very particular way, journeying to their realm. As such he gain a special bond with the other Vestige. Ipos posses and effective binder level equal to his Hit dice plus one. When summoned he is always bound to a Vestige that the Vestige summoner as currently bound. He does not need to draw the vestige seal or make a binding check and his pact his always considered good. In addition the saving throw DC (if any) of each special ability granted by a Vestige he is currently bound to increase by 1.

Teleport Attack (Ex): Ipos can make two claw attack immediately after using his dimension door spell-like ability against any one creature within the reach of his claw.

Abrupt Jaunt (Sp): Ipos can has an immediate action, a number of time per day equal to his intelligence modifier, teleport up to 10 feet.

Progression:

-----------------------------------------------
At 7th level, Ipos has the following altered statistics:
hp 161 (19 HD(d8))
Melee 2 Cold iron Claw +24 (1d8+5/19-20) plus Rend (2d8+10)
Base Atk +19, Grp +24
SQ Spell resistance 29
Skills Concentration +26, Decipher Script +28, Gather Information +25, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +9, Ride +24, Search +28, Spellcraft +30, Spot +23, Survival +23 (+25 to avoid getting lost, when on other plane, or following track, +27 if lost or tracking on other plane)
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At 8th level, Ipos has the following altered statistics:
hp 170 (20 HD(d8))
Fort +16, Ref +14, Will +15
Melee 2 Cold iron Claw +25 (1d8+5/19-20) plus Rend (2d8+10)
Base Atk +20, Grp +25
Spell-like Abilities (CL equal to hit dice, Intelligence based)
At Will: Blink, Dimension Door (DC 21), Invisibility (DC 19), Magic Missile, Mage Armor
7/day: Abrupt Jaunt (see below)
3/day: Plane Shift (DC 22), Teleport (DC 22)
1/day: Gate (Planar travel only), Teleport, Greater (DC 24)
Abilities Int 24
SQ Spell resistance 30
Skills Concentration +27, Decipher Script +30, Gather Information +26, Knowledge (arcana) +30, Knowledge (geography) +30, Knowledge (religion) +30, Knowledge (the planes) +30, Listen +12, Ride +25, Search +30, Spellcraft +32, Spot +24, Survival +24 (+26 to avoid getting lost, when on other plane, or following track, +28 if lost or tracking on other plane)



Shax, Sea Sister
CR 16


http://www.wizards.com/dnd/images/ToMagic_Gallery/96071.jpg
Shax took the form of an upside down giant head, with long hair amalgam into some sort of tentacle that are used to move around.

CE Female Small Outsider (Augmented Giant, Vestige, Water)
Init +6, Senses: Darkvision 60ft, Listen +1, Spot +1
Languages Common, Giant, Tongues
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AC 20, touch 13, flat-footed 18 (+1 size, +2 dex, +7 natural)
hp 153 (18 HD(d8))
Fort +15, Ref +13, Will +12
------------------------------------------------
Speed 20 ft. (4 squares), Climb 20 ft, Swim 20 ft
Melee 6 Hair lash +26 (1d8+7)
Space 5ft Reach 5ft
Base Atk +18, Grp +31
Atk Options Improved Grab
Spell-Like Abilities (CL equal to Hit dice, Charisma based)
At Will: Levitate, Shocking Grasp (Melee touch +26), Sound Burst (DC 15)
3/day: Call Lightning (DC 16), Control Weather, Lighting Bolt (DC 16), Summon Monster V (Medium Water Elemental only)
1/day: Chain Lightning (DC 21), Call Lightning Storm (DC 18), Summon Monster VII (Large Storm ElementalMMIII or 1d3 Large Water or Air Elemental only)
Supernatural Abilities Freedom of Movement, Storm Strike, Dominating Contact (DC 24)
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Abilities Str 25, Dex 14, Con 19, Int 12, Wis 12, Cha 16
SQ DR 10/Lawful or Good, Spell resistance 28, Darkvision 60ft, Immunity to Electricity, Water breathing
Feats 1st: Ability Focus (Dominating Contact), 3rd: Improved Natural Attack (Hair Lash), 6th: Ability Focus (Chain Lightning), 9th: Power Attack, 12th: Improved Initiative, 15th: Quicken Spell-Like Ability (Shocking Grasp), 18th: Empower Spell-Like Ability (Chain Lightning)
Skills Climb +36, Concentration +25, Escape Artist +23, Handle Animal +24, Intimidate +24, Jump +5, Knowledge (All) +11, Ride +25, Swim +36, Tumble +23

Freedom of Movement (Su): As a swift action, Shax can give herself the ability to ignore restraints. This effect function like the Freedom of Movement spell except that it last only 1 round. Once she has used this ability, she cannot do so again for 5 rounds.

Storm Strike (Su): As a swift action, Shax can charge a melee attack or melee touch attack with electricity and sonic power. Her next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage. If the attack misses the uses of storm strike is wasted.

Water breathing (Ex): Shax can breathe underwater indefinitely and can freely use her abilities while underwater.

Dominating Contact (Su): When in a grapple Shax can dominate her foe as if using the dominate monster spell (caster level equal to her Hit dice, Will saves (DC 10 + ½ HD + Cha + 2) negates) as a standard action. Only the sustained contact of a grapple is sufficient to for her to establish dominance, a simple touch attack as no effect. Shax can control a dominated creature only so long as she maintain physicals contact with it. Doing so usually requires her to remain in the dominated creature’s square and either ride on or be carried by its victim. This, she typically attempt to dominate very strong or large individuals than can support her easily unless she intend to gain a brief benefit such as forcing a spellcaster to use some spells against her allies. Shax can stand next to a dominate creature and simply hold it with a Hair lash, but such arrangement is risky in combat.

Improved Grab (Ex): To use this ability, Shax must hit an opponent with a hair lash attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can try to dominate the opponent in the following round. Shax has a +10 racial bonus on grapple checks, which is included in the statistics above.

Skills: Shax has a +8 racial bonus on any Climb or Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. In addition Shax also has a +10 racial bonus on all knowledge check.

Progression:

-----------------------------------------------
At 7th level, Shax has the following altered statistics:
hp 161 (19 HD(d8))
Melee 6 Hair lash +27 (1d8+7)
Base Atk +19, Grp +32
SQ DR Spell resistance 29
Skills Climb +37, Concentration +26, Escape Artist +24, Handle Animal +25, Intimidate +25, Ride +26, Swim +37, Tumble +24
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At 8th level, Shax has the following altered statistics:
hp 170 (20 HD(d8))
Fort +16, Ref +14, Will +13
Melee 6 Hair lash +29 (1d8+8)
Base Atk +20, Grp +34
Supernatural Abilities Dominating Contact (DC 25)
Abilities Str 26
SQ DR Spell resistance 30
Skills Climb +39, Concentration +27, Escape Artist +25, Handle Animal +26, Intimidate +26, Ride +28, Swim +39, Tumble +25



The Triad (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)
CR 16

The Triad posses three different shape, that change regularly, that of a young man reading a book, a warrior with a sword and a woman with her eyes covered by a bandage.

LG Medium Outsider (Psionic, Vestige)
Init +1, Senses: Darkvision 60ft, Listen +3, Spot +3 (Mintar : Spot +24)(Rujsha: Listen +24 and Blindsight 60ft)
Languages Celestial, Tongues
------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 dex, +6 armor)
hp 189 (18 HD(d8))
Fort +17, Ref +12, Will +18
------------------------------------------------
Speed 20 ft. (4 squares)
Gorn’s Melee +1 Psychokinetic Quaterstaff +21/+16/+11/+6 (1d6+4)+1d4
Mintar’s Melee +1 Psychokinetic Greatsword +24/+19/+14/+9 (2d6+8/19-20)+1d4
Rujsha’s Melee +1 Psychokinetic Longsword +21/+16/+11/+6 (1d8+4/19-20)+1d4
Space 5 ft Reach 5 ft
Base Atk +18, Grp +20 (Mintar: +23)
Atk Options Power Attack, Psionic Weapon, Speed of Thought
Powers Points per day: 150 Powers Knows (ML 18th)
6th: Mass Cloud Mind (DC 21, 19, 21), Personal Mind Blank, Psionic Banishement (DC 21, 19, 21)
5th: Adapt Body, Mind Probe (DC 20, 18, 20), Psionic True Seeing,
4th: Aura Sight, Trace Teleport, Weapon of Energy (DC 19, 17, 19)
3rd: Energy Wall (DC 18, 16, 18), Psionic Keen Edge (DC 18, 16, 18), Ubiquitous Vision
2nd: Detect Hostile Intent (Mintar only), Dissolving Weapon, Object Reading, Read Thoughts (DC 17, 15, 17)
1st: Attraction (DC 16, 14, 16), Call to Mind (Gorn only), Empathy (Rujsha only), Expansion, Synesthete
Supernatural Abilities Mintar’s Honor, Rujsha’s Justice (Att: +5, Dmg: +18)
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Abilities Str 14 (Mintar: Str 20), Dex 12, Con 23, Int 14 (Gorn: Int 20), Wis 17, Cha 14 (Rujsha: Cha 20)
SQ DR 10/Chaotic or Evil, Spell resistance 28, Darkvision 60ft, Gorn’s Knowledge (+25)
Feats 1st: Power Attack, 3rd: Psionic Weapon, 6th: Psionic Meditation, 9th: Speed of Thought, 12th: Extend Power, 15th: Psionic Endowment, 18th: Quicken Power
Gorn’s Skills Concentration +27, Diplomacy +4, Gather Information +4, Knowledge (All) +26, Psicraft +28, Search +5, (+7 to search secret door), Spellcraft +7, Survival +3 (+5 to avoid getting lost, on other plane, aboveground or underground), Use Psionic Device +2 (+4 with power stone)
Mintar’s Skills Autohypnosis +26, Balance +24, Climb +26, Concentration +27, Craft (Weaponsmithing) +23, Diplomacy +4, Jump +28, Knowledge (nature) +4, Knowledge (psionics) +4, Sense Motive +24, Spot +24, Survival +24, Tumble +24
Rujsha’s Skills Appraise +23 (+25 for stone), Concentration +27, Craft (Stonecarving) +23, Diplomacy +26, Heal +24, Intimidate +26, Listen +24, Profession (Judge) +24, Ride +22, Search +23, Survival +3 (+5 to find track)
Possessions +1 Breastplate (-3 to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks)

Triad Aspect (Ex): The Triad is composed of the fusion of three deity, Gorn, Rujsha and Mintar. While their fusion is stable, one of them must always be dominant to control the fused body. They can change which of them is in control as a swift action. Each aspect enhance the ability of the body in certain way, as follow, Gorn has a +6 racial bonus to Intelligence, Mintar has a +6 racial bonus to Strength and Rujsha has a +6 racial bonus to Charisma, these bonus are taken into account in the statistic above under there respective name. Each aspect posses his own psionic focus and can only expend it or regain it when in control. This fusion also granted a +4 racial bonus to will save. Finally they each have an ability that they can only use when in control as describe below.

Gorn’s Knowledge: When Gorn is in control he can use bardic knowledge as if he was a bard, but to determine his bonus, use his Hit dice instead of its bard level. Any level-based bonuses for bardic knowledge that are gained from other sources stack with the bonus gained from Hit dice.

Mintar’s Honor (Ex and Su): Mintar is proficient in all simple, martial, and exotic weapons. In addition as standard action he can change the shape of the weapon he wield into the shape of any other weapon he is proficient with. By default his weapon is in the shape of a greatsword, the enhancement bonus and special property on the weapon never change. When changing to another aspect the weapon immediately revert to his preferred from for them, a quarterstaff for Gorn and a longsword for Rujsha and only Mintar can changed it’s shape again.

Rujsha’s Justice (Su): Three times per day, when Rujsha is in control she can attempt to smite an evil creature with a single melee attack. She add her Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per Hit dice. If she accidentally smite a creature that is not evil, the attempt has no effect. Once she has used this ability, she cannot do so again for 5 rounds.
In addition Rujsha is blinded by a bandage that cover her eyes this make her immune to gaze attack, to the dazzled and to the blinded condition, but being a former goddess she can use her accurate hearing to view the world. She posses Blindsight.

Manifesting The Triad can manifest psionic power, each aspect use a different ability score, Gorn use Inteligence, Mintar us wisdom and Rujsha use Charisma With a few exception, indicated above, they use the same list of power. Their saves DC, if any, is indicated in the following order: Gorn’s, Minthar, Rujsha. The Triad posses only one pool of power point and all aspect use power point from it.

Progression:

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At 7th level, The Triad has the following altered statistics:
Senses: (Mintar : Spot +25)(Rujsha: Listen +25)
hp 199 (19 HD(d8))
Gorn’s Melee +1 Psychokinetic Quaterstaff +22/+17/+12/+7 (1d6+4)+1d4
Mintar’s Melee +1 Psychokinetic Greatsword +25/+20/+15/+10 (2d6+8/19-20)+1d4
Rujsha’s Melee +1 Psychokinetic Longsword +22/+17/+12/+7 (1d8+4/19-20)+1d4
Base Atk +19, Grp +21 (Mintar: +24)
Powers Points per day: 175 Powers Knows (ML 19th)
Supernatural Abilities Rujsha’s Justice (Att: +5, Dmg: +19)
SQ Spell resistance 29, Gorn’s Knowledge (+26)
Gorn’s Skills Concentration +28, Knowledge (All) +24, Psicraft +26
Mintar’s Skills Autohypnosis +27, Balance +25, Climb +27, Concentration +29, Craft (Weaponsmithing) +24, Jump +29, Sense Motive +25, Spot +25, Survival +25, Tumble +25
Rujsha’s Skills Appraise +24 (+26 for stone), Concentration +29, Craft (Stonecarving) +24, Diplomacy +27, Heal +25, Intimidate +27, Listen +25, Profession (Judge) +25, Ride +23, Search +24
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At 8th level, The Triad has the following altered statistics:
Senses: (Mintar : Spot +26)(Rujsha: Listen +26)
hp 230 (20 HD(d8))
Fort +19, Ref +13, Will +19
Gorn’s Melee +1 Psychokinetic Quaterstaff +23/+18/+13/+8 (1d6+4)+1d4
Mintar’s Melee +1 Psychokinetic Greatsword +26/+21/+16/+11 (2d6+8/19-20)+1d4
Rujsha’s Melee +1 Psychokinetic Longsword +23/+18/+13/+8 (1d8+4/19-20)+1d4
Base Atk +20, Grp +22 (Mintar: +25)
Powers Points per day: 200 Powers Knows (ML 20th)
Supernatural Abilities Rujsha’s Justice (Att: +5, Dmg: +20)
Abilities Str 14 (Mintar: Str 20), Dex 12, Con 24, Int 14 (Gorn: Int 20), Wis 17, Cha 14 (Rujsha: Cha 20)
SQ Spell resistance 30, Gorn’s Knowledge (+27)
Gorn’s Skills Concentration +30, Knowledge (All) +28, Psicraft +30
Mintar’s Skills Autohypnosis +28, Balance +26, Climb +28, Concentration +30, Craft (Weaponsmithing) +25, Jump +30, Sense Motive +26, Spot +26, Survival +26, Tumble +26
Rujsha’s Skills Appraise +25 (+27 for stone), Concentration +30, Craft (Stonecarving) +25, Diplomacy +28, Heal +26, Intimidate +28, Listen +26, Profession (Judge) +26, Ride +24, Search +25



Vanus, the Reviled One (http://www.wizards.com/default.asp?x=dnd/dd/20060407a)
CR 16

Vanus appears as a demonic humanoid, with six black horns growing from his face, and his skin covered in dark boils that swim with maggots. Blood wells up in his eyes like tears and pours down his smiling face to where he licks his lips

CN Medium Male Outsider (Vestige)
Init +0, Senses: Darkvision 60ft, Listen +21 (+26 against evil creature), Spot +0
Languages Common, Abyssal, Infernal, Tongues
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AC 22, touch 14, flat-footed 18 (+4 dex, +5 armor, +3 natural)
hp 135 (18 HD(d8))
Fort +14, Ref +15, Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Keen Rapier +23/+18/+13/+8 (1d6+3/16-20) + Devil Chills +1d6 against creature with less than 18 HD
Space 5 ft Reach 5 ft
Base Atk +18, Grp +20
Atk Options Combat Reflexes (5 Aoo per round), Intimidating Strike
Spell-Like Abilities (CL equal to Hit dice, Charisma based)
At will: Bane (DC 18), Cause Fear (DC 18), Doom (DC 18), Lesser Confusion (DC 18), Rage
3/day: Heighten Bane (DC 21), Confusion (DC 21), Crushing Despair (DC 21), Fear (DC 21), Scare (DC 19)
1/day: Insanity (DC 24), Nightmare (DC 22)
Supernatural Abilities Smite Good (Dmg: +18), Fear Aura (DC 28), Free Ally (90 ft)
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Abilities Str 14, Dex 18, Con 17, Int 8, Wis 10, Cha 25
SQ DR 10/Magic and Lawful, Spell resistance 28, Darkvision 60ft, Resistance to Cold and Fire 10, Immunity to Fear and Confusion, Immunity to disease, Disease (Slimy Doom and Devil Chills), Noble Disdain
Feats 1st: Ability Focus (Fear Aura), 3rd: Weapon Finesse, 6th: Combat Reflexes, 9th: Heighten Spell-Like Ability (Bane)CAr, 12th: Hold the Line, 15th: Intimidating StrikePHBII 18th: Quicken Spell-Like Ability (Confusion)
Skills Balance +6 (Untrained), Concentration +24, Diplomacy +30, Intimidate +28, Jump +6, Knowledge (Nobility and Royalty) +20, Listen +21 (+26 against evil creature), Ride +25, Tumble +25
Possessions +1 Mythral Chain Shirt

Fiendish trait: Vanus relationship with the devil or demon he inadvertently freed is unclear, but in any case as Vestige he posses some fiendish trait.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
DR 10/ magic
Resistance to Cold and Fire 10


Disease (Ex): Vanus is constantly covered in crawling maggot. This as two consequence, first any creature touching Vanus with in any way with a body part, such as with a natural attack, a touch attack to deliver a spell or during a grapple, is infected with Slimy doom (Fortitude save DC 14, 1d4 con damage) but without incubation period. Second any creature that Vanus successfully damage with his rapier is infected with Devil Chills (Fortitude save DC 14, 1d4 str damage) also with no incubation period.

Fear Aura (Su): Enemies that Vanus is aware of who come within 10 feet of him must succeed at a Will save (DC 10 + 1/2 Hit Dice + Cha modifier + 2). Those who fail are either shaken or frightened; Vanus decide which for each. Foes remain shaken or frightened for a number of rounds equal to half his Hit dice. Creatures that fail the save must roll again if they again come within 10 feet after the duration expires, but not before. A creature that makes its save against this ability need not make another save for 24 hours. This is a mind-affecting fear effect.

Free ally (Su): Vanus may designate any ally within 5 feet per Hit dice to gain the benefits of the freedom of movement spell or the gaseous form spell. The ally may also take an immediate move action that it can only use to move (and not to draw a weapon, etc.). The benefits the ally gains apply only during Vanus turn. Thus, at the end of Vanus turn, the ally reverts to its natural form.
He can instead use this ability to free a creature from an imprisonment spell or Halphax’s imprison ability if he witnessed its imprisonment.
He cannot use this ability on himself. Once he has used this ability he cannot do so again for 5 rounds.

Noble Disdain (Ex): When attacking a foe of fewer Hit Dice than himself with a ranged or melee weapon, Vanus deal +1d6 points of damage.

Progression:

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At 7th level, Vanus has the following altered statistics:
Senses: Listen +22 (+27 against evil creature)
hp 142 (19 HD(d8))
Melee +1 Keen Rapier +24/+19/+14/+9 (1d6+3/16-20) + Devil Chills +1d6 against creature with less than 19 HD
Base Atk +19, Grp +21
Supernatural Abilities Smite Good (Dmg: +19), Free Ally (95 ft)
Abilities Str 12+2, Dex 14+4, Con 13+4, Int 8, Wis 10, Cha 15+6+4
SQ Spell resistance 29
Skills Concentration +25, Diplomacy +31, Intimidate +29, Knowledge (Nobility and Royalty) +21, Listen +22 (+27 against evil creature), Ride +26, Tumble +26
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At 8th level, Vanus has the following altered statistics:
Senses: Listen +23 (+28 against evil creature)
hp 150 (20 HD(d8))
Fort +15, Ref +16, Will +12
Melee +1 Keen Rapier +25/+20/+15/+10 (1d6+3/16-20) + Devil Chills +1d6 against creature with less than 20 HD
Base Atk +20, Grp +22
Spell-Like Abilities (CL equal to Hit dice, Charisma based)
At will: Bane (DC 19), Cause Fear (DC 19), Doom (DC 19), Lesser Confusion (DC 19), Rage
3/day: Confusion (DC 22), Crushing Despair (DC 22), Fear (DC 22), Scare (DC 20)
1/day: Insanity (DC 25), Nightmare (DC 23)
Supernatural Abilities Smite Good (Dmg: +20), Fear Aura (DC 30), Free Ally (100 ft)
Abilities Cha 26
SQ Spell resistance 30
Skills Concentration +26, Diplomacy +33, Intimidate +31, Knowledge (Nobility and Royalty) +22, Listen +23 (+28 against evil creature), Ride +27, Tumble +27

zagan
2010-10-13, 01:35 PM
Zagan, Duke of Disappointment
CR 16

Zagan posses an humanoid torso the size of an ogre, his legs are replaced with a long and powerful snake tail.

CE Large Male Outsider (Augmented Monstrous Humanoid, Vestige)
Init +3, Senses: Darkvision 60ft, Detect Poison 60ft, Scent, Listen +25, Spot +25
Languages Yuan-ti, Common, Draconic, Abyssal, Tongues
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AC 22, touch 12, flat-footed 19 (-1 size, +3 dex, +10 natural armor)
hp 189 (18 HD(d8))
Fort +16, Ref +14, Will +13
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Speed 30 ft. (6 squares), Climb 20 ft, Swim 20 ft
Melee Unarmed strike +25/+20/+15/+10 (3d6+8) plus Bite +20 (3d6+4) plus Poison (DC 26) plus 2d6 Snake Bane if applicable
Space 10 ft Reach 10 ft
Base Atk +18, Grp +34
Atk Options Alternate Form, Chameleon power, Produce Acid (5d6 or 7d6), Constricts 1d8+1,5str, Snake Bane, Improved Grab, Blind-Fight, Power attack
Spell-Like Abilities (CL equal to Hit dice, Charisma based)
At Will: Animal Trance (DC 17), Cause Fear (DC 16), Charm Person (DC 16), Darkness, Entangle (DC 16), Summon Nature’s Ally I (Only Small Viper)
3/day: Deeper Darkness, Neutralize Poison (DC 19), Suggestion (DC 18), Summon Nature’s Ally III (Only Constrictor or Large Viper)
1/day: Greater Magic Fang (DC 18), Poison (DC 19), Summon Nature’s Ally V (Only Giant Constrictor)
Supernatural Abilities Aversion (DC 26), Turn and Rebuke Snakes (8/day, +5 bonus, As Cleric 18)
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Abilities Str 27, Dex 17, Con 20, Int 16, Wis 14, Cha 20
SQ DR 10/Good or Lawful, Spell resistance 28, Darkvision 60ft, Yuan-Ti trait, Immunity to Poison, Detect Poison, Snake Bane
Feats B: Alertness, B: Blind-Fight, 1st: Improved Unarmed Strike, 3rd: Improved Grapple, 6th: Superior Unarmed StrikeToB 9th: Improved Natural Attack (Bite), 12th: Ability Focus (Poison), 15th: Ability Focus (Aversion), 18th: Power Attack
Skills Climb +37, Concentration +26, Handle Animal +26, Hide +20 (+30 with Chameleon power), Knowledge (arcana) +24, Knowledge (nature) +26, Listen +25, Move Silently +24, Ride +5, Spellcraft +5, Spot +25, Survival +23 (+25 aboveground), Swim +37

Yuan-Ti trait: Before becoming a vestige Zagan was a the epitome of it mean to be a Yuan-ti and he retain those trait to this day.

Alertness and Blind-Fight as bonus feat.
Spell-Like Abilities (see above)
Alternate Form (Sp): (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm) Zagan can assume the form of a Tiny to Large Viper.
Detect Poison (Sp): Zagan automatically know if any creature, object, or area that he can see within 60ft is poisoned or is poisonous. He can determine the exact type of poison with a DC 20 Wisdom check. He may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
This effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This is the equivalent of a 0 level spell, it can be dispelled and is considered to be a spell effect with a caster level equal to Zagan hit dice for this purpose, but Zagan can reactivate it at the start of the next round as a free action.
Chameleon power (Sp): As a standard action, Zagan can gain a +10 circumstances bonus on hide check by changing the color of it’s skin. This bonus last ten minutes but is usable at will.
Produce Acid (Sp): As a standard action, Zagan can exude acid from his body, dealing 5d6 points of acid damage to the next creature it touches, including a creature hits by his bite attack. If he is grappling or pinning a foe when he use this ability, his grasp deals 7d6 points of acid damage. The acid becomes inert when it leaves his body, and Zagan is immune to its effect.
Poison (Ex): Bite--Injury, Fortitude DC (10+1/2HD+Con+2), 1d6 Con/1d6 Con.
Scent special quality


Aversion (Su): As a sandard action, Zagan can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a Will save (DC 10 + ½ Hit dice + Cha modifier + 2) or gain an aversion to him, snakes, and yuan-ti for 5 rounds. An affected creature must stay at least 20 feet away from him or any snake or yuan-ti, alive or dead; if already within 20 feet, the target moves away. Any subject unable to move away or attacked by Zagan, a snake, or a yuan-ti is overcome with revulsion. This reduction reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of the source of the revulsion (you, a snake or a yuan-ti). This ability is otherwise similar to the antipathy spell (PHB p200), with a caster level equal to his Hit dice. Aversion is a mind-affecting compulsion ability. After using this ability, Zagan must wait 5 rounds before using it again.

Constricts (Ex): On a successful grapple check, Zagan deals 1d8+1,5 Strength modifier points of damage, in addition to his normal unarmed damage.

Snake Bane (Ex): Zagan’s hatred for snakes, yuan-ti, and all snake-like creature gives you improved combat prowess against their kind. He gain a +2 bonus on melee attack roll against snakes, yuan-ti, snakelike creatures (such as nagas), or creatures with a natural poison attack, and he deal an extra 2d6 points of damage against such foes when making melee attacks. This damage also applies when he make a grapple check to deal damage against such creature in addition to dealing his normal unarmed damage and constrict damage.

Improved Grab (Ex): To use this ability, Zagan must hit an opponent least one size category smaller than himself with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Turn and Rebuke Snakes (Su): Zagan can Turn, Rebuke or command any Snakelike creatures (snakes, yuan-ti, naga, etc...) as a good or evil cleric turn, rebukes or commands undead, his effective cleric level for this purposes his equal to his Hit dice. The choice of turning, rebuking or commanding must be done each time Zagan use this ability. He can use this ability a total number of times per day equal to 3 + Charisma modifier.

Skills: Zagan has a +8 racial bonus on any Climb or Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Climb or Swim check, even if distracted or endangered.

Progression:

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At 7th level, Zagan has the following altered statistics:
Senses: Listen +26, Spot +26
hp 199 (19 HD(d8))
Melee Unarmed strike +26/+21/+16/+11 (3d6+8) plus Bite +21 (3d6+4) plus Poison (DC 26) plus 2d6 Snake Bane if applicable
Base Atk +19, Grp +35
Atk Options Constricts 1d8+12
Supernatural Abilities Turn and Rebuke Snakes (8/day, +5 bonus, As Cleric 19)
SQ Spell resistance 29
Skills Climb +38, Concentration +27, Handle Animal +27, Hide +21 (+31 with Chameleon power), Knowledge (arcana) +25, Knowledge (nature) +27, Listen +26, Move Silently +25, Spot +26, Survival +25 (+27 aboveground), Swim +38
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At 8th level, Zagan has the following altered statistics:
Senses: Listen +27, Spot +27
hp 210 (20 HD(d8))
Fort +17, Ref +15, Will +14
Melee Unarmed strike +28/+23/+18/+13 (3d6+9) plus Bite +23 (3d6+4) plus Poison (DC 27) plus 2d6 Snake Bane if applicable
Base Atk +20, Grp +37
Atk Options Constricts 1d8+13
Supernatural Abilities Aversion (DC 27), Turn and Rebuke Snakes (8/day, +5 bonus, As Cleric 20)
Abilities Str 28
SQ Spell resistance 30
Skills Climb +40, Concentration +28, Handle Animal +28, Hide +22 (+32 with Chameleon power), Knowledge (arcana) +26, Knowledge (nature) +28, Listen +27, Move Silently +26, Spot +27, Survival +25 (+28 aboveground), Swim +40



Zceryll, the Star Spawn (http://www.wizards.com/default.asp?x=dnd/frcc/20070718)
CR 16

Zceryll is composed of a mass of tentacle vaguely in the shape of a woman, her eyes are made of broken mirror pieces and other mirror pieces glow among the tentacle.

CE Female Medium Outsider (Augmented Humanoid (Human), Vestige)
Sorcerer 16
Init +2, Senses: Darkvision 60ft, Mindsight 100ft, Listen -2, Spot -2
Languages Telepathy 100 ft, Tongues
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 88 (16 HD(d4))
Fort +8, Ref +7, Will +8 (+4 against Mind-Affecting effect)
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Speed 30 ft. (6 squares)
Melee 2 Tentacles +8 (1d4)
Melee Touch +8 (Vary)
Ranged Touch +10 (Vary)
Space 5 ft Reach 5 ft
Base Atk +8, Grp +8
Sorcerer Spells Know (CL 16th)
8th: (2/day) + (∞/day) Summon Monster VII (Pseudonatural Creature only)
7th: (5/day) Reverse Gravity (DC 24) + (∞/day) Summon Monster VII (Pseudonatural Creature only)
6th: (6/day) Acid Fog, Repulsion (DC 23) + (∞/day) Summon Monster VI (Pseudonatural Creature only)
5th: (6/day) Cone of Cold (DC 22), Blight (DC 22), Prying eyes + (∞/day) Summon Monster V (Pseudonatural Creature only)
4th: (7/day) Black Tentacle, Crushing Despair (DC 21), Dimension Door (DC 22) + (∞/day) Summon Monster IV (Pseudonatural Creature only)
3rd: (7/day) Deep Slumber (DC 20), Fly (DC 20), Stinking Cloud (DC 21) + (∞/day) Summon Monster III (Pseudonatural Creature only)
2nd: (7/day) False life, Invisibility (DC 19), Spider Climb (DC 19), Web (DC 20) + (∞/day) Summon Monster II (Pseudonatural Creature only)
1st: (7/day) Color Spray (DC 18), Grease (DC 19), Mage Armor (DC 20), Protection From Law (DC 18) + (∞/day) Summon Monster I (Pseudonatural Creature only)
0: (5/day) Acid Splash, Dancing Light, Daze Humanoid (DC 17), Detect Magic, Mage Hand, Prestidigitation (DC 17), Ray of Frost, Resistance (DC 17) , Touch of Fatigue (DC 17)
Supernatural Abilities True Strike (1/day), Alternate Form, Bolts of Madness (+10 ranged touch, Range: 260ft, DC 27)
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Abilities Str 10, Dex 15, Con 16, Int 12, Wis 6, Cha 25
SQ DR 10/ Magic and Good or Lawful, Spell resistance 26, Darkvision 60ft, Human Trait, Pseudonatural Trait, Resistance to Acid and Electricity 15, Alien Mind (+4)
Feats H: Eschew Material, 1st: Spell Focus (Conjuration), 3rd: Augment Summoning, 6th: MindsightLoM, 9th: Cloudy ConjurationCM, 12th: Ability Focus (Bolts of Madness), 15th: Heighten Spell
Skills Concentration +22, Knowledge (arcana) +20, Knowledge (the planes) +10, Spellcraft +22, Survival -2 (+0 on other planes), Use Magic devices +7 (+9 with scroll)
Possessions Cloak of Charisma +6, Amulet of Health +2, Gloves of Dexterity +2

Human trait: Zceryll was a human sorceress before anything else happened to her.
-1 extra feat at 1st level.
-4 extra skill points at 1st level and 1 extra skill point at each additional level.

Pseudonatural trait: Zceryll later become a being of the far realm.

True Strike (Su): Once per day Zceryll can as a standard action gains a +20 insight bonus on her next single attack roll (if it is made before the end of the next round). Additionally, she is not affected by the miss chance that applies to attackers trying to strike a concealed target.
Resistance to Acid and Electricity 15
Damage Reduction 10/ magic
Alternate Form (Su): As a standard action, Zceryll creature can take the form of a grotesque, tentacled mass . Despite the alien appearance, her abilities remain unchanged. Other creatures receive a –1 morale penalty on their attack rolls against her when she is in this alternate form.


Alien Mind (Ex): Zceryll mind is alien and does not work like that of a normal mortal. She is immune to confusion, insanity, and weird spells. In addition, she receive a +1 bonus per Hit dices on saving throws against mind-affecting effects.

Bolts of Madness (Su): Zceryll can fire a ray that dazes an opponent for 1d3 rounds. She must succeed on a ranged touch attack with a range of 100 ft. + 10 ft. per Hit dices. A successful Will save (DC 10 + ½ Hit dices + Charisma modifier + 2) negates the effect. Once she have used this ability, she cannot do so again for 5 rounds.

Summon Alien: Zceryll unnatural connection with the Far realm as influenced her spellcasting ability in a peculiar way. She can use the Summon monster spell (of all level she as access to if she know it at this level) at will, in practice she posses an infinite number of spell slot of level 1 through 9 that she can only use for Summon monster spell. These infinite spell slot can only be use for this purpose and no other. Any creature she summon in this way gain the pseudonatural template and she can only summon creatures that can be affected by this template (any corporeal creature). Zceryll is restrict on how often she can use a Summon Monster spell, she must wait at least 5 rounds between each casting of the spell otherwise it automatically fail. She also cannot use a normal spell slot to cast a Summon Monster spell only those provide by this ability. Casting a Summon Monster spell otherwise function like casting any other spell for her. Finally this connection to the Far realm as damaged her ability to cast other spell, as such she posses one less spell slot per spell level per day.

Summon Familiar: Zceryll does not posses a familiar

Progression:

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At 7th level, Zceryll has the following altered statistics:
Sorcerer 17
hp 93 (17 HD(d4))
Sorcerer Spells Know (CL 17th)
8th: (3/day) Irresistible Dance + (∞/day) Summon Monster VII (Pseudonatural Creature only)
7th: (6/day) Prismatic Spray (DC 24), Reverse Gravity (DC 24) + (∞/day) Summon Monster VII (Pseudonatural Creature only)
Supernatural Abilities Bolts of Madness (+10 ranged touch, Range: 270ft, DC 27)
SQ Spell resistance 27
Skills Concentration +23, Knowledge (arcana) +21, Knowledge (the planes) +11, Spellcraft +23
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At 8th level, Zceryll has the following altered statistics:
Sorcerer 18
hp 99 (18 HD(d4))
Fort +9, Ref +8, Will +9 (+5 against Mind-Affecting effect)
Melee 2 Tentacles +9 (1d4)
Melee Touch +9 (Vary)
Ranged Touch +11 (Vary)
Base Atk +9, Grp +9
Sorcerer Spells Know (CL 18th)
9th: (2/day) + (∞/day) Summon Monster IX (Pseudonatural Creature only)
8th: (4/day) Irresistible Dance + (∞/day) Summon Monster VII (Pseudonatural Creature only)
Supernatural Abilities Bolts of Madness (+11 ranged touch, Range: 280ft, DC 28)
SQ Spell resistance 28, Alien Mind (+5)
Feats 18th: Imbued SummoningPHBII
Skills Concentration +24, Knowledge (arcana) +22, Knowledge (the planes) +11 , Spellcraft +24




7th level Vestiges:

Eligor, Dragon's Slayer
CR 17

Eligor appear mount on an impressive Half Dragon Warhorse, the color changing each time he is summoned. Both rider and mount are completely covered with heavy armor. Eligor wield a lance in one hand and a banner, of the same color as the horse, in the other.

LE Medium Male Outsider (Augmented humanoid (Half-Elf), Vestige)
Paladin of Tyranny 17
Init -1, Senses: Darkvision 60ft, Low-Light Vision, Listen +3, Spot +3
Languages Common, Elven, Draconic, Tongues
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AC 22, touch 9, flat-footed 21 (-1 dex, +9 armor, +4 natural)
hp 127 (17 HD(d10))
Fort +16, Ref +8, Will +11
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Speed 20 ft. (6 squares)
Melee +1 Dragonbane Lance +26/+21/+16/+11 (1d8+9/*3) + 2d6 against dragon
Space 5 ft Reach 5 ft (10 ft with lance)
Base Atk +17, Grp +25
Atk Options Smite, Mounted Combat, Ride By Attack, Spirited Charge, Trample, Power Attack, Cavalry Charger (Unhorse, Leaping Charge, Fell Trample)
Paladin Spells Prepared (CL 8th)
4th: Phantom ChargeCC
3rd: Heal Mount (DC 15), Righteous FurySpc
2nd: Cure Light Wound (DC 14), Eagle’s Spendor (DC 14), One MindSpc
1st: Divine Favor, Holy SpursSpc, Rhino’s RushSpc
Spell-Like Abilities (CL equal to HD)
At will: Detect Good
4/week: Cause Disease
Supernatural Abilities Chromatic Strike, Smite Good (Att: +4, Dmg: +17), Deadly Touch (68 dmg, DC 22), Rebuke Dragon (7/day, +4 bonus, As cleric 17)
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Abilities Str 26, Dex 8, Con 14, Int 10, Wis 14, Cha 18
SQ DR 10/Chaotic or Good, Spell resistance 27, Darkvision 60ft, Half-Elf Trait, Immunity to sleep spell, Low-light vision, Divine Grace, Aura of Despair, Divine Health, DR 3/-
Feats 1st: Mounted Combat, 3rd: Ride By Attack, 6th: Spirited Charge, 9th: Trample, 12th: Power Attack, 15th: Cavalry ChargerCW
Skills Concentration +17, Diplomacy +6, Handle Animal +9, Gather Information +6, Listen +3, Ride +21 (+23 to stay in the saddle), Search +1, Spot +3
Possessions Spell component Pouch, Holy Symbol, +1 Adamantine Full Plate armor (-5 to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble check, -10 to Swim check) Belt of Giant Strength +4, Cloak of Charisma +4, Amulet of Health +2

Half-Elf Trait:

Base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.

Chromatic Strike (Su): As a free action, Eligor can charge a melee attack or melee touch attack with acid, cold, electricity or fire. His next melee attack deals an extra 1d6 points of damage of the chosen energy type. He can charge a single melee attack only once, but he can charge multiple different attack in a round as long as he can use a free action do to so.

Detect Good (Sp): Eligor can use Detect Good at will.

Smite Good (Su): Four time a day, Eligor may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Divine Grace (Su): Eligor gains a bonus equal to her Charisma bonus (if any) on all saving throws

Deadly Touch (Su): Eligor can cause wounds with a successful touch attack. Each day he can deal a total number of hit points of damage equal to his paladin level x his Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt. Alternatively, he can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does.

Aura of Despair (Su): Eligor radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Divine Health (Su): Eligor is immune to all diseases, including supernatural and magical diseases.

Rebuke DragonDM (Su): Eligor can channel divine energy to rebuke (awe) or command (control) dragons. This ability functions as an evil cleric rebuking undead. It is more difficult to rebuke or command dragons that share Eligor moral or ethical bent. Any lawful or evil dragon is treated as having turn resistance +2 against this ability. Any lawful evil dragon is treated as having turn resistance +4 against this ability. Eligor can also use this ability to bolster a dragon against an attempt by another creature to use its own rebuke dragons ability (the same way an evil cleric can bolster undead against turning). Eligor can only bolster lawful or evil dragon. An attempt to rebuke dragons counts as an attempt to turn or rebuke undead for the purpose of qualifying for or activating divine feats, or for using other abilities that require Eligor to expend a use of his turn or rebuke ability.

Cause Disease (Sp): Eligor can inflict disease with his touch (as the contagion spell) four times per week.

Special Mount: Eligor posses a Half-Dragon Warhorse as a Special mount. Eligor can’t dismount unless his mount his killed and he always appear mounted. When summoning Eligor roll on the following table to determine the color, alignment, breath weapon and immunity of his mount.
{table=head]Roll|Color|Alignment|Breath Weapon|Immunity
1|Black|CE|60-foot line of acid|Acid
2|Blue|LE|60-foot line of lightning|Electricity
3|Green|LE|30-foot cone of corrosive (acid) gas|Acid
4|Red|CE|30-foot cone of fire|Fire
5|White|CE|30-foot cone of cold|Cold
[/table]

CE or LE Large Male Dragon (Augmented Animal)
Init +2, Senses: Low-Light vision, Scent, Listen +16, Spot +16
Languages None
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AC 37, touch 10 , flat-footed 36 (-1 size, +1 dex, +9 armor, +18 natural)
hp 126 (12 HD(d10))
Fort +15, Ref +10, Will +6
Immunity Acid, Cold, Electricity or Fire
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Speed 40 ft. (10 squares), Fly 75 ft (Average)
Melee 2 Claws +18 (1d6+10) and Bite +13 (1d8+5)
Space 10 ft Reach 5 ft
Base Atk +9, Grp +33
Atk Options Breath Weapon
Spell-like Abilities (CL 12th, based on Eligor’s Charisma)
8/day: Command (DC 22)
Supernatural Abilities Breath Weapon (1/day, 6d8 damage Acid, Cold, Electricity or Fire, DC 21)
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Abilities Str 30, Dex 14, Con 20, Int 9, Wis 13, Cha 8
SQ Low-light Vision, Scent, Improved Evasion, Spell resistance 22, DR 3/-
Feats1st: Endurance, 3rd: Run, 6th: Reinforced WingsRoD, 9th: Heavyweight WingsRoD, 12th: Flyby Attack
Skills Concentration +12, Balance +4, Intimidate +2, Listen +16, Move Silently +9, Spot +16
Possessions +1 Adamantine Full Plate (-5 to Balance (include above), Climb, Escape Artist, Hide, Jump (include above), Move Silently, Sleight of Hand, and Tumble (include above) check, -10 to Swim check), Military Saddle

Trained for War (Ex): A warhorse is proficient with all type of armor.

Breath weapon (Su): A half dragon posses a breath weapon dealing 6d8 points of damage, a successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half. The type of damage and the shape of the breath weapon depend on the half-dragon color as determined by the table above.

Empathic Link (Su): Eligor has an empathic link with his mount out to a distance of up to 1 mile. He cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, Eligor has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At his option, Eligor may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on himself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or Andras, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have. This is taken into account in the above statblock.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

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When Eligor reach 18HD his mount has the following altered statistics:
Fort +16, Will +7
Spell-like Abilities (CL 12th, based on Eligor’s Charisma)
9/day: Command (DC 23)
SQ Spell resistance 23


Progression:

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At 8th level, Eligor has the following altered statistics:
Paladin of Tyranny 18
hp 153 (18 HD(d10))
Fort +18, Ref +9, Will +12
Melee +1 Dragonbane Keen Lance +27/+22/+17/+12 (1d8+9/19-20 *3) + 2d6 against dragon
Base Atk +18, Grp +26
Atk Options Divine Might
Paladin Spells Prepared (CL 9th)
4th: Phantom ChargeCC
3rd: Heal Mount (DC 15), Righteous FurySpc
2nd: Cure Light Wound (DC 14), Eagle’s Spendor (DC 14), One MindSpc
1st: Divine Favor, Holy SpursSpc, Know Greatest EnemySpc, Rhino’s RushSpc
Spell-Like Abilities (CL equal to HD)
At will: Detect Good
5/week: Cause Disease
Supernatural Abilities Smite Good (Att: +4, Dmg: +18), Deadly Touch (72 dmg, DC 23), Rebuke Dragon (7/day, +4 bonus, As cleric 18)
Abilities Con 16
SQ Spell resistance 28
Feats 18th: Divine Might
Skills Concentration +19, Ride +22 (+24 to stay in the saddle)
Possessions Amulet of Health +4



Marchosias, King of Killers
CR 17


http://www.wizards.com/dnd/images/ToMagic_Gallery/96055.jpg
Marchosias is dressed like a king with a crown of fire and eyes of burning ember. He wield a scepter of fire and a shortsword is belted to his hip.

LE Medium Male Outsider (Augmented Humanoid (Human), Fire, Vestige)
Rogue 8/Assassin 9
Init +6, Senses: Darkvision 60ft, Listen -1, Spot -1
Languages Common, Tongues
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AC 21, touch 16, flat-footed 15 (+6 dex, +5 armor)
hp 93 (17 HD(d6)
Fort +7, Ref +18, Will +4 (+4 against poison)
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Speed 30 ft. (6 squares)
Melee +1 Flaming Burst Shortsword +20/+15/+10 (1d6+1+1d6 fire /19-20 + 2d10 fire) plus 9d6 sneak attack if appropriate or
Melee +1 Flaming Light Mace +19/+14/+9 (1d6+1+1d6 fire) plus 9d6 sneak attack if appropriate
Space 5 ft Reach 5 ft
Base Atk +12, Grp +12
Atk Options Sneak Attack +9d6, Penetrating Strike, Disrupting Attack, Death Attack (DC 24)
Combat Gear Fire Scepter (20 charges per day)
Assassin Spell Know (CL 9th)
4th: (3/day) Dimension Door (DC 18), Greater Invisibility (DC 18), Poison (Melee Touch +18, DC 18)
3rd: (4/day) Deep Slumber (DC 17), False Life, Vital StrikeCM, WraitstrikeSpc
2nd: (4/day) Alter Self, Cat’s Grace (DC 16), Fox’s Cunning (DC 16), Swift InvisibilitySpc
1st: (4/day) Critical StrikeSpc, Insightful FeintSpc, Obscuring Mist, True Strike
Supernatural Abilities Fiery Retribution (3d6 fire), Smoke Form
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Abilities Str 10, Dex 22, Con 14, Int 18, Wis 8, Cha 18
SQ Immunity to fire, Vulnerability to Cold, DR 10/Chaotic or Good, Spell resistance 27, Darkvision 60ft, Human Trait, Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Poison Use, Saves bonus against poison +4, Hide in Plain Sight
Feats H: Combat Expertise, 1st: Combat Reflexes, 3rd: Weapon Finesse, 6th: Quick Draw, 9th: Ability Focus (Death Attack), 12th: Improved Feint, 15th: Weapon Focus (Shortsword)
Skills Balance +28, Bluff +24, Diplomacy +6, Disable Devices +15, Disguise +8 (+10 to act in character), Hide +26, Intimidate +17, Jump +2, Move Silently +26, Open Lock +17, Search +15, Sleight of Hand +24, Spellcraft +4 (+6 to decipher scroll), Survival -1 (+1 to follow track), Tumble +26, Use Magic Device +24
Possessions +1 Mithral Chain Shirt, Headband of Intelect +4, Cloak of Charisma +2, Gloves of Dexterity +4

Human trait:
-1 extra feat at 1st level.
-4 extra skill points at 1st level and 1 extra skill point at each additional level.

Fiery Retribution (Su): Marchosias deal an additional 3d6 points of fire damage when he strike an opponent who can deal extra damage through a sneak attack, sudden strike or skirmish attack. This extra damage apply only if the opponents is within 30 feet.

Smoke Form (Su): Marchosias can assume the form of a smoke cloud at will. This ability function like the gaseous form spell, except that he can remain gaseous for as long as he wish. although he lose his supernatural abilities while gaseous, he do not lose the ability to remain in gaseous form. While in Smoke Form Marchosias cannot study an opponent for the purpose of making a death attack. He can suppress or activate this ability as a standard action. Once he has returned to his normal form from Smoke Form, he cannot regain it for 5 rounds.

Fire Scepter: Marchosias wield a Fire Scepter, it act as Fire Staff (Burning hand 1 charges, Fireball 1 charges, Wall of Fire 2 charges) with 20 charge per day but Marchosias can use without needing to make Use magic devices check as if the spell were on his spell list. In addition the Fire Scepter may be used a +1 Flaming Light mace.

Sneak Attack: Marchosias deal additional damage when his target are denied their dexterity bonus to AC or when he flank the target. See the rogue class features for more detail.

Trapfinding: As a rogue Marchosias can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. (See the rogue class features)

Evasion (Ex): Marchosias can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. When helpless he does not gain the benefit of evasion.

Penetrating StrikeDu (Ex): Whenever Marchosias flank a creature that is immune to extra damage from sneak attacks, he still deal extra damage equal to his normal sneak attack dice. This benefit does not apply against creature that cannot be flanked, nor against foes that are not otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.

Disruptive AttackPHBII (Ex): Whenever Marchosias hit a target that is flat-footed against his attack, or whenever he hit a target that he flank, he can choose to sacrifice his sneak attack damage in order to apply a –5 penalty to that creature’s AC for 1 round. Multiple hits on the same target don’t stack. This extraordinary ability works even against creatures normally immune to extra damage from sneak attacks, such as undead.

Uncanny dodge (Ex): Marchosias can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved uncanny dodge (Ex): Marchosias can no longer be flanked. This defense denies another rogue the ability to sneak attack him by flanking him, unless the attacker has at least four more rogue levels than him.

Death Attack: If Marchosias studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Marchosias’s choice). While studying the victim, he can undertake other actions so long as his attention stays focused on the target and the target does not detect him or recognize him as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ Hit dice + the assassin's Int or Cha modifier whichever is higher + 2) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per hit dice. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Marchosias has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if he does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Note: Marchosias death attack differ a little from the standard assassin death attack in that it use his Hit dice instead of his assassin level to determine it’s effectiveness and the saves can be Intelligence or Charisma based.

Poison use: Marchosias is trained in the use of poison and never risk accidentally poisoning himselves when applying poison to a blade.

Saves bonus against poison (Ex): Marchosias gains a +4 saving throw bonus against all poisons. This bonus increase to +5 at assassin level 10th.

Hide In Plain Sight (Su): Marchosias can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Progression:

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At 8th level, Marchosias has the following altered statistics:
Rogue 8/Assassin 10
Init +7
hp 99 (18 HD(d6)
Ref +20 (+5 against poison)
Melee +1 Flaming Burst Shortsword +22/+17/+12 (1d6+1+1d6 fire /19-20 + 2d10 fire) plus 9d6 sneak attack if appropriate or
Melee +1 Flaming Light Mace +21/+16/+11 (1d6+1+1d6 fire) plus 9d6 sneak attack if appropriate
Base Atk +13, Grp +13
Atk Options Death Attack (DC 25), Disemboweling Strike
Assassin Spell Know (CL 10th)
4th: (4/day) DeathsightCM, Dimension Door (DC 18), Greater Invisibility (DC 18), Poison (Melee Touch +20, DC 18)
Abilities Dex 24
SQ Spell resistance 28, Saves bonus against poison +5
Feats 18th: Disemboweling StrikeCS
Skills Balance +30, Bluff +25, Hide +28, Move Silently +28, Sleight of Hand +26, Tumble +28, Use Magic Device +25
Possessions Gloves of Dexterity +6

zagan
2010-10-13, 01:36 PM
8th level Vestiges:

Abysm, the Schismed (http://www.wizards.com/default.asp?x=dnd/psm/20070119a)
CR 18

Abysme is made of crystal dust, this dust swirls into a shimmering, rainbow-laden cyclone that forms an indistinct face.

N Fine Outsider and Construct (Psionic, Swarm, Vestige)
Init +4, Senses: Darkvision 60ft, Low Light Vision, Sighted 40ft, Listen +27, Spot +30
Languages Tongues
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AC 29, touch 20, flat-footed 27 (+8 size, +2 dex, +9 natural)
hp 110 (20 HD(d10))
Fort +14, Ref +14, Will +16
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Speed 30 ft. (6 squares), Climb 20 ft, Fly 50 ft (poor)
Melee Swarm (4d6)
Ranged Variable +20
Space 10 ft Reach 0 ft
Base Atk +20, Grp --
Atk Options Distraction (DC 20)
Power points per day 400, Power Know (ML 20th)
9th: Affinity Field (DC 28), Tornado Blast (DC 28)
8th: Hypercognition, Psionic Telekinetic Sphere (DC 27)
7th: Divert Teleportation (DC 26), Reddopsi, Ultrablast (DC 26)
6th: Aura Alteration, Co-opt Concentration (DC 25), Crystallize (DC 25)
5th: Ectoplasmic Shambler, Hail of Crystals (DC 24), Shatter Mind Blank (DC 24)
4th: Correspond, Energy Adaptation, Power Leech (DC 23), Telekinetic Maneuver
3rd: Mental Barrier, Psionic Blast (DC 13+int), Telekinetic Force (DC 22), Telekinetic Thrust (DC 22)
2nd: Animal Affinity, Clairvoyant Sense, Psionic Levitate, Swarm of Crystals
1st: Astral construct, Control Object, Crystal Shard, Energy Missile (DC 20)
Supernatural Abilities Temporary Crystal
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Abilities Str 1, Dex 14, Con -, Int 28, Wis 14, Cha 12
SQ DR 10/-, Spell Resistance 30, Darkvision 60ft, Double Nature, Swarm trait, Hardness 8, Psicrystal trait, Improved Evasion
Feats B: Alertness, 1st: Overchannel, 3rd: Talented, 6th: Psionic Mediation, 9th: Maximize Power, 12th: Twin Power, 15th: Delay Power, 18th: Quicken Power
Skills Autohypnosis +27, Balance +5, Bluff +4, Concentration +26, Craft (all other) +12, Craft (gemcutting) +35 Diplomacy +6, Gather Information +3, Hide +21, Intimidate +4, Knowledge (all other) +12 (untrained), Knowledge (arcana) +35, Knowledge (history) +35, Knowledge (local) +35, Knowledge (psionic) +37, Knowledge (religion) +30, Knowledge (the planes) +35, Listen +27, Move Silently +28, Psicraft +34, Search +35, Sense Motive +28, Spellcraft +11, Spot +30, Survival +2 (+4 on other planes or when following track), Use Psionic Device +24 (+26 with power stones)

Double nature: Abysm statue as a vestige made it an Outsider but it is composed of thousand of fragment of psicrystal and as such it is also a Construct.

Immunity to all mind-affecting effects.
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

Swarm Trait:

Cannot be flanked
Immune to critical hits.
Immune to weapon damage
Cannot be tripped, grappled, or bull rushed, and in turn it cannot grapple an opponent.
Immune to any spell or effect that targets a specific number of creatures (including single-target
spells such as disintegrate) but see Manifesting below, with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
It takes half again as much damage (+50%) from spells or effects that affect an area, such as splash
weapons and many evocation spells.
Susceptible to high winds such as that created by a gust of wind spell


Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Psicrystal trait: Being a conglomerat of psionic soul and fragment of psicrystal, Abysm posses some psicrystal trait as if he was his own master, as follow:

It gain Alertness as a bonus feat.
Improved Evasion: If Abysm is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality: Abysm posses all possible psicrytal personality, gaining a +3 bonus to a number of skill (see below), a +2 bonus on Fortitudes and Will saves and a +2 on initiative check.
Sighted: Although it has no physical sensory organs, Abysm can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though it still can’t discern invisible or ethereal beings. Abysm’s sighted range is 40 feet. This is in addition to the Darkvision and Low-light vision granted by its type.


Manifesting: Abysm can manifest power as a Psion would. The DC for its power is Int based. Abysm can learn and manifest power from any discipline. Despite his swarm subtype, Abysm may manifest power that target a specific number of creature on himself as if he doesn’t posses a subtype, this may for example allow him to manifest personal range power on himself as if he was a single creature. In addition Abysm can manifest power with a range of touch on any creature he share a square with without needing to make the touch attack, the target is simply affect by the power as if the touch attack was successful, if the power allow Abysm to make touch attack against multiple target it can affect as many creature as allowed as long as they share a square with him.

Temporary Crystal (Su): Abysm can as a full-round action by expending 10 power points and taking 10 hit points of damage (impossible to prevent in any way and temporary hit point do not suffice) create a temporary psicrystal, an independent pieces of himself. This temporary psicrystal appear within a square occupied by Abysm and last 1 hour or until it is destroyed. The temporary psicrystal is automatically destroyed if it is ever more than 1 miles away from Abysm. Abysm can never have more than one temporary psicrystal at a time. This granted Abysm the following abilities:

Share Power (Su): Abysm can have any power (but not any psi-like ability) it manifests on itself also affect its temporary psicrystal. The psicrystal must be within 5 feet of Abysm at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to Abysm before the duration expires. Additionally, Abysm can manifest a power with a target of “You” on its temporary psicrystal (as a touch range power) instead of on himself. Abysm and the temporary psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Telepathic link (Su): Abysm has a telepathic link with its temporary psicrystal out to a distance of up to 1 mile. It cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the temporary psicrystal were the target of a mindlink power manifested by Abysm. For instance, a temporary psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and Abysm, Abysm has the same connection to an item or place that the psicrystal does. For instance, if its psicrystal has seen a room, Abysm can teleport into that room as if it has seen it too.
Deliver Touch power (Su): Abysm, can have its temporary psicrystal deliver touch powers for him. If Abysm and the psicrystal are in contact at the time it manifests a touch power, it can designate its psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as Abysm could. As usual, if Abysm manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Su): Abysm can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of Abysm.
Sight link (Sp): Abysm can remote view the psicrystal (as if manifesting the remote view power) once per day per temporary psicrystal.
Channel power (Sp): Abysm can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location. When channeling a power through its psicrystal, Abysm manifests the power by paying its power point cost. It is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).

The temporary psicrystal statistic are as follow, as a temporary creature it is more fragile than a standard psicrystal.

N Diminutive Construct (Psionic)
Init +2, Senses: Sight 40ft, Listen +6, Spot +6
Languages None
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AC 16, touch 16, flat-footed 14 (+4 size, +2 dex)
hp 27 hp (10 HD)
Fort +12, Ref +12+dex, Will +12+wis
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Speed 30 ft. (6 squares), Climb 20 ft, Fly 50 ft (poor)
Space 1 ft Reach 0 ft
Base Atk +0, Grp -17
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Abilities Str 1, Dex 15, Con -, Int 6, Wis 10, Cha 10
SQ Construct trait, Hardness 8, Improved Evasion, Sighted 40ft,
Feats1st: Alertness
Skills Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6

Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision.

Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.


Skills: Abysm gain a +3 on all the following skill check, Balance, Bluff, Concentration, Craft, Diplomacy, Hide, Intimidate, Knowledge (all), Move Silently, Search, Sense Motive and Spot.


Asharladon, Pyre of the Unborn
CR 18

Asharladon is a big red dragon, covered with a flaming aura and with a gaping hole in chest where a black heart pulse malevolently.

CE Huge Male Outsider (Augmented Dragon, Chaotic, Evil, Fire, Vestige)
Init +0, Senses: Darkvision 120ft, Blindsense 60ft, Keen senses, Listen +28, Spot +28
Languages Draconic, Abyssal, Tongues
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AC 29, touch 8, flat-footed 29 (-2 size, +21 natural)
hp 310 (20 HD(d12))
Fort +20, Ref +12, Will +17
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Speed 40 ft. (8 squares), Fly 150 ft (poor)
Melee Bite +31 (2d8+6) plus 2 Claws +31 (2d6+6) plus 2 Wings +31 (1d8+6) plus Tail slap +31 (2d6+19)
Space 15 ft Reach 10 ft (15 ft with bite)
Base Atk +20, Grp +41
Atk Options Death Throes (DC 28), Crush (2d8+19, DC 28), Frightful Presence (210 feet, DC 25), Power Attack, Flyby Attack, Snatch
Combat Gear One Vial of Unholy Water (25gp) per day
Sorcerer Spells Know (CL 13th)
6th: (4/day) Animate Objects, Fire Seeds (DC 21)
5th: (7/day) Dispel Good (DC 20), Dispel Law (DC 20), Fire Shield
4th: (7/day) Chaos Hammer (DC 19), Confusion (DC 19), Unholly Blight (DC 19), Wall of Fire
3rd: (7/day) Fireball (DC 18), Magic Circle Against Good (DC 18), Magic Circle Against Law (DC 18), Resist Energy (DC 18)
2nd: (7/day) Desecrate, Flaming Sphere (DC 17), Produce Flamme, Scorching Ray (Ranged touch: +18), Shatter (DC 17)
1st: (8/day) Burning Hands (DC 16), Magic Missile, Obscuring Mist, Protection From Law (DC 16), Protection from Good (DC 16)
0: (6/day) Daze (DC 15), Detect Magic, Flares (DC 15), Light, Mage Hand, Open/Close (DC 15), Prestidigitation (DC 15), Resistances (DC 15), Touch of Fatigues (DC 15)
Spell-Like Abilities (CL equal to hit dice, Charisma based)
3/day: Suggestion (DC 18)
1/day: Discern Location, Find the path (DC 21)
Supernatural Abilities Locate Object, Asharladon’s Presence (DC 25), Breath Weapon (14d10 fire, DC 30)
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Abilities Str 37, Dex 10, Con 26, Int 16, Wis 20, Cha 21
SQ Immunity to fire, Vulnerability to Cold, DR 10/Magic and Cold Iron and Lawful or Good, Spell Resistance 30, Darkvision 60ft, Dragon trait, Keen senses, Flaming Body
Feats 1st: Multiattack, 3rd: Power Attack, 6th: Improved Multiattack, 9th: Flyby Attack, 12th: Ability Focus (Breath Weapon), 15th: Hover, 18th: Snatch
Skills Appraise +26, Bluff +28, Concentration +31, Diplomacy +7, Disguise +7, Intimidate +30, Jump +40, Knowledge (arcana) +26, Listen +28, Search +26, Sense Motive +28, Sleight of Hand +2, Spellcraft +5, Spot +28, Survival +5 (+7 to follow track), Tumble +2, Use Magic Device +28 (+30 with scroll)
Possession Spell component pounch

Dragon Trait: Asharladon retain some trait of the dragon type even after becoming a vestige.

d12 Hit dice.
Immunity to magic sleep effects and paralysis effects.
Damage Reduction 10/ magic


Asharladon’s Greed (Su): Asharladon can as a standard action use locate object, as the spell, at will with a caster level equal to his hit dice.

Asharladon’s Presence (Su): Asharladon can as standard action use fear (DC 10 + ½ Hit dices + Cha modifier), as the spell except that creature immune to a dragon Frightful Presence are also immune to this effect. The caster level for this effect is equal to his Hit dice. Once he has used this ability he must 5 rounds before using it again.

Asharladon’s Vigor (Ex): Asharladon gain bonus hit point equal to his Hit dice.

Fiend’s heart: The Balor’s heart that Asharladon use to replace his own grant him a number of abilities as follow:

Death Throes (Ex): When killed, Asharladon explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet, Reflex save for half damage (DC 10 + ½ Hit dice + Con modifier).
Flaming Body (Su): The body of a Asharladon is wreathed in flame. Anyone grappling him takes 6d6 points of fire damage each round.
Damage Reduction 10 /Cold iron


Crush (Ex): This special attack allows a Asharladon when flying or jumping of to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than him (though he can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under his body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of his breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals 2d8 damage plus 1-1/2 times the dragon’s Strength bonus (round down)

Breath Weapon (Su): Using a breath weapon is a standard action. Once Asharladon breathes, he can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, its a 50ft cone. The breath weapon deals 14d10 fire damage, creatures caught in the area can attempt Reflex saves to take half damage (DC 10 + ½ Hit dice + Con modifier + 2).

Frightful Presence (Ex): Asharladon can unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have fewer HD than him. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 Hit dice + Cha modifier) remains immune to Asharladon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Asharladon ignore the frightful presence of other dragons.

Keen senses (Ex): Asharladon sees four times as well a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.


Halphax, Angel in the Angle
CR 18

Halphax look like a gnome wearing leather breeches and a vest, both of which covered in pocket and loop for holding tools and items. His most striking feature his that his body seem to be made of broken stones and masonry.

LN Small Male Outsider (Augmented Humanoid (Gnome), Earth, Vestige)
Init +3, Senses: Darkvision 60ft, Low-Light vision, Earth Sense, Listen +4, Spot +2
Languages Common, Gnome, Dwarven, Terran, Tongues
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AC 19, touch 10, flat-footed 19 (+1 size, -1 dex, +4 armor, +5 natural) (+4 dodge against giant)
hp 230 (20 HD(d8))
Fort +19, Ref +11, Will +14
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Speed 20 ft. (4 squares)
Melee +1/+1 Adamantine Gnome Hooked Hammer +21/+16/+11/+6 (1d4) or (1d3)
Space 5 ft Reach 5 ft
Base Atk +20, Grp +15
Atk Options Earth Adept, Expert Siege Engineer, Earth Master
Spell-like Abilities (CL 1st, Charisma based)
1/day: Dancing lights, Ghost sound (DC 12), Prestidigitation (DC 12), Speak with animals (burrowing mammal only, duration 1 minute).
Spell-like Abilities (CL 20th, Charisma based)
At will: BlockadeCS (swift action), EarthfastSpc, Hail of StoneSpc, Magic Stone (DC 13), Meld into Stone, Move earth, Stone Shape, Stone Tell (worked stone only)
3/day: Battlefield FortificationHB, Fantastic MachineSpc, Giant’s WrathSpc (swift action, Ranged attack +29), Hurtling StoneHB (DC 16), Passwall, Sarcophagus of StoneSpc (DC 18), Statue (DC 19), Stone SphereSpc, Tunnel SwallowSpc (DC 18), Wall of Stone (DC 17)
1/day: Greater Fantastic Machine, Quicken Hail of Stone
Supernatural Abilities Imprison (Melee touch: +20, 20 rounds, DC 24), Iron Wall, Secure Shelter, Summon Siege Engine (3/day)
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Abilities Str 8, Dex 8, Con 24, Int 12, Wis 14, Cha 15
SQ DR 10/Adamantine and Chaotic, Spell Resistance 30, Darkvision 60ft, Gnome trait, Stonecunning, Stone Immunity
Feats 1st: Earth SenseRoS, 3rd: Ability Focus (Imprison), 6th: Earth AdeptRoS, 9th: Expert Siege EngineerHB, 12th: Improved Initiative, 15th: Earth MasterRoS, 18th: Quicken Spell-Like Ability (Hail of Stone)
Skills Appraise +26 (+28 for metal and stone object, lock, trap and siege engine), Craft (alchemy) +3, Craft (armorsmithing) +3, Craft (blacksmithing) +8, Craft (carpentry) +3, Craft (locksmithing) +8, Craft (pottery) +3, Craft (sculpture) +3, Craft (stoneworking) +8, Craft (stonemasonery) +26, Craft (siege engine) +26, Craft (trapmaking) +8, Craft (weaponsmithing) +3, Craft (woodcarving) +3, Disable Device +26, Knowledge (architecture and engineering) +24, Listen +4, Open Lock +4, Profession (architect) +27, Profession (siege engineer) +27, Search +24 (+26 on stone or secret door, +28 for both), Survival +2 (+4 following track)
Possessions +1 Studded Leather Armor, Amulet of Health +4

Gnome Trait: Halphax was a gnome and has keep those trait as a Vestige.

Low-Light Vision (Ex): He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: He may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Halphax. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen and Craft (alchemy) checks.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + Cha modifier + spell level.


Stonecunning (Ex): While not a dwarf, Halphax great knowledge of stonework mean that he is their equal when dealing with it. This ability grants him a +2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. If Halphax comes within 10 feet of unusual stonework he can make a Search check as if he were actively searching, and he can use the Search skill to find stonework traps as a rogue can. He can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stone Immunity: Being made of stone as rendered Halphax immune to a number of thing as follow, blindness, extra damage from critical hit, physical ability score damage (Str, Dex, Con), deafness, disease, drowing, poison, stunning and all spell or effect that affect his physiology or respiration.

Imprison (Su): Halphax can imprison a foe deep in the earth with only a touch. As a standard action, he can make a melee touch attack to imprison his target. If he hit, the target must make a Fortitude saving throw (DC 10 + ½ Hit dice + Cha modifier + 2) or be imprisoned. This ability function like the imprisonment spell, except that the imprisonment last for a number of rounds equal to Halphax’s Hit dice. If he miss with the touch attack, he can use this ability on the following round, but if the target makes its save, he must wait 1d4 rounds before using it again. He cannot imprison a creature while he already have another imprisoned from the use of this ability.

Iron Wall (Su): As a standard action, Halphax can cause a flat, vertical iron wall to spring into being. It functions as a wall or iron spell, except that it disappears after 1 minute. Once he has used this ability, he cannot do so again for 5 rounds.

Secure Shelter (Su): At will as standard action, Halphax can bring a sturdy stone building into being at any point on the ground within 60 feet of him, as long as the space can accommodate its dimensions. this ability summons a tower like that produces by the Lemond’s secure shelter spell. He cannot summon a tower if he already have one standing. He can dismiss the structure as a standard action, but he cannot summon it again for 5 rounds after dismissing it.

Summon Siege Engine (Su): Three time per day as a full-round action, Halphax can summon any one siege engine from the following list (those not in the DMG are from Heroes of battle): Heavy or Light Catapult, Heavy or Light Ballista, Heavy or Light Mangonel, Heavy or Light Trebuchet, Scorpion, Battering ram, Siege Tower. All of them except the Battering ram and the Siege tower come with 20 ammunition appropriate for them, of Halphax choice if multiple option are possible but always non-magical. This is considerade a conjuration (summoning) effect for all purpose. The summoned siege engine remain for 1 hour or until dismiss (a standard action). The summoned Siege engine is animated and attacks whomever or whatever Halphax initially designate, continuing to do so as long as it as ammunition. Halphax can give it a new command as long as he is within 30 feet of it, and he can even command it to be operate normally, in which case it act as a normal siege weapon of its kind. The siege weapon can operate itself as if it were crewed by a normal complement of operators. It automatically succeeds on any checks required to operate it. It use Halphax base attack bonus as its attack bonus when acting as a siege weapon. Alternatively when within 5 feet of the siege weapon Halphax can make a Profession (siege engineer) check as a standard action to make the siege weapon use the result of the check as it’s attack bonus instead for the round. In both case Halphax’s Expert Siege Engineer feat grant a +2 competence bonus to attack and damage roll to the siege weapon as if he was operating it personally.

Skills: Halphax posses masterwork tool for all the following skill check: Appraise, Craft (armrosmithing, blacksmithing, carpentry, locksmithing, pottery, sculpture, stoneworking, stonemasonery, siege engine, trapmaking, weaponsmithing, woodcarving), Disable device, Open lock, Profession (architect, siege engineer) and Search. This give him a +2 bonus on all those check.


Orthos, Sovereign of the Howling Dark
CR 18

Being constantly invisible mean that the only proof of Orthos presence is an uneasy feeling generate in all the creature near him.

N Large Outsider (Air, Vestige)
Init +10, Senses: Darkvision 60ft, Blindsight 30ft, Listen +27, Spot +27
Languages None
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AC 31, touch 23, flat-footed 21 (-1 size, +10 dex, +8 natural, +4 deflection)
hp 210 (20 HD(d8))
Fort +18, Ref +22, Will +16
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Speed 100 ft. (20 squares) Fly 200 ft (Perfect)
Melee Wind Slash +30 (3d6+3/18-20/*3) plus 1 per 10 feet moved.
Space 10 ft Reach 10 ft
Base Atk +20, Grp +26
Atk Options Flyby Attack
Spell-like Ablities (CL equal to Hit dice, Charisma based)
At will: Gust of Wind (DC 16), Light, Summon Monster III (Air elemental only)
3/day: Displacement (DC 17) (Self only), Gaseous Form (DC 17) (Other creature only), Quicken Gust of Wind (DC 16), Wind Wall
1/day: Control Wind (DC 19), Elemental Swarm (Air Elemental Only), Whirlwind (DC 22)
Supernatural Abilities Whirlwind Breath (20d6 damage, DC 28), Whispering Wind
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Abilities Str 14, Dex 30, Con 22, Int 10, Wis 18, Cha 19
SQ DR 10/-, Spell Resistance 30, Darkvision 60ft, Blindsight 30ft, Natural invisibility, Aerial Body, Wind Protection, Air Mastery
Feats 1st: Ability Focus (Whirlwind Breath), 3rd: Weapon Finesse, 6th: Flyby Attack, 9th: Improved Natural Attack (Wind Slash), 12th: DarkstalkerLM, 15th: Quicken Spell-Like Abilities (Gust of Wind), 18th: Recover BreathDra
Skills Balance +30, Concentration +29, Diplomacy +6, Escape Artist +30, Hide +33, Intimidate +27, Jump +30, Knowledge (the planes) +23, Listen +27, Move Silently +53, Search +23, Sense Motive +27, Spot +27, Survival +4 (+6 on other planes or following track), Tumble +30

Blindsight (Ex): Orthos posses the Blindsight special ability, it really on feeling the subtle movement of the air (or water as the case may be).

Natural Invisibility (Ex): Orthos is the less substantial of the vestige and even when summoned it remain little more than a cloud of vapor. It is always invisible even when attacking, this grant him all the benefit of being invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility). This ability is inherent and not subject to the invisibility purge spell or similar effect. A see invisibility spell as no effects, while a true seeing spell shows only the dim outline of a cloud.

Whirlwind Breath (Su): As a standard action, Orthos can exhale a scouring blast of wind in a 60 foot cone. Its whirlwind breath deals 1d6 points of damage per hit dice. Every creature in the area can attempt a Reflex save (DC 10 + ½ Hit dice + Con modifier + 2) to halves the damage, and must also succeed on a Fortitude save (Same DC) or be knocked prone and moved 1d4x10 feet away from him (or just outside the cone whichever is the shorter distance). Once it has used this ability, it cannot do so again for 4 rounds (because of its Recover Breath feat).

Whispering Wind (Su): Any allied creature of Orthos when within 5 feet of him can send a message on the wind a though using the whispering wind spell with a caster level equal to Orthos Hit dices.

Aerial Body (Ex): Being composed of little more than pocket of air mean that Orthos is immune to most of the thing that more normal creature are vulnerable to, it posses the following:

Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, paralysis, polymorph, and necromancy effects.
Not subject to critical hits or flanking.
Not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Not at risk of death from massive damage

In addition Orthos can share one or more square of space with creature of any size, creature completely engulf by Orthos (Medium or smaller) gain a deflection bonus to AC equal to its charsima modifier as per its Wind Protection ability.

Wind Protection (Su): Orthos is constantly surround by a shield of air this grant him a deflections bonus equal to his Charisma modifier. This also make him immune to any spell or effect with the air descriptor, in addition if he is target by such a spell or effect he heal a number of points of damage equal to the spell level or equivalent (if no equivalent exist use half the Hit dice of the creature using the effect maximum 9)

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against Orthos.

Wind Slash (Su): Orthos can create a edge made of pure wind and use it as natural weapon. This deal 3d6 points of slashing damage (with the Improve natural attack feat, 2d6 without) and is considered magical for the purpose of overcoming damage reduction or regeneration. Orthos add one and a half times his strength modifier to the damage dealt. A Wind Slash as a critical treat range of 18-20 and a critical multiplier of x3. In addition Orthos deal additional damage with its wind slash equal to one per 10 feet he moved in the round before making the attack. For example if Orthos make a charge attack against a creature 150 feet away it would deal an additional 15 points of damage with his Wind slash.

Skills: Orthos near unsubstancial nature grant it a +20 racial bonus on Balance, Escape Artist, Move Silently and Tumble check.

zagan
2010-10-13, 01:37 PM
Dragon Magazine Vestiges:

Kas, The Bloody Handed
CR 14

Kas take the shape of a black sword with a red hilt, a golden knuckleguard basket shaped like a bearded face.

NE Male Medium Outsider (Augmented Undead, Vestiges)
Fighter 14
Init +8, Senses: Darkvison 60ft, Listen +10, Spot +10
Languages Common, Tongues
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AC 20, touch 14, flat-footed 16 (+4 dex, +6 natural) (+1 dodge bonus against one enemy, +4 dodge against Aoo when moving out of threatened square)
hp 119 (14 HD(d10))
Fort +12, Ref +10, Will +4
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Speed 5 ft. (1 square), Fly 30 ft (Good)
Melee +2 Unholy Longsword +22/+17/+12 (1d8+11/17-20) plus one negative level (once per round) plus 2d6 damage against good creature
Space 5ft Reach 5ft
Base Atk +14, Grp +19
Atk Options Flyby Attack, Dodge, Mobility, Combat Reflexes (5 Aoo/round), Power Attack, Improved Sunder
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
1/day: Call Lightning (DC 16), Slay Living (Melee Touch +19, DC 18)
Supernatural Abilities Energy Drain (one negatives level), Blinding Strike (DC 22)
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Abilities Str 21, Dex 18, Con 16, Int 12, Wis 10, Cha 16
SQ DR 10/Good, Spell resistance 24, Darkvision 60ft, Vampire Trait, Fast healing 5, Resistance to cold 10 and electricity 10, Kas’s Protection, Undead Reaper
Feats 1st: Alertness, 3rd: Lightning Reflexes, 6th: Ability Focus (Blinding Strike), 9th: Flyby Attack, 12th: Mobility, F1: Combat Reflexes, F2: Dodge, F4: Improved Initiative, F6: Weapon Focus (Longsword), F8: Improved Critical (Longsword), F10: Power Attack, F12: Weapon Specialization (Longsword), F14: Improved Sunder
Skills Bluff +19, Diplomacy +5, Disguise +3 (+5 to act in character), Hide +12, Intimidate +22, Knowledge (religion) +9, Listen +10, Move Silently +12, Search +9, Sense Motive +8, Spot +10

Sword shaped:

Upon becoming a Vestige, Kas as taken the shape of his famous sword, of course he only posses part of the real sword power. Kas act as if he was an animated longsword and he is considered to wield himself in two hand. This also mean that Kas has no hand, so he cannot manipulate object around him apart by pushing thing with his whole body.
Being a sword, Kas can be wield as one, in that case he is treated as an intelligent magic item with an Ego score of 30. Kas only accept being wield by the Vestige summoner, tough a good summoner would gain a negative level because of the Unholy property as normal, provoking a personality conflict with any other creature even if they share alignment. If the creature lose the conflict, Kas simply flew away from the creature grip. While wield Kas can use his spell-like ability, still benefit from his Blinding Strike and Undead Reaper ability.


Vampire Trait: While being a Vampire was merely a mean for Kas to extend his life and not a true calling he did kept a number of trait from his long existence as a bloodsucker.

Energy Drain (Su): Living creatures hit by Kas sword attack gain one negative levels. For each negative level bestowed, Kas gains 5 temporary hit points. He can use his energy drain ability once per round.
Fast healing 5
Resistance to cold 10 and electricity 10
Skill: Kas have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.


Blinding Strike (Su): When Kas score a critical hit, the creature struck must make a Will save (DC 10 + ½ Hit dice + Charisma modifier + 2) or be permanently blinded. in addition, when he attack undead creatures, you can affect them with critical hits and the blinding effect of this ability.

Kas’s Protection (Ex): There is a 25% chance that any critical hit or sneak attack scored against Kas is negated and damage is rolled normally. Sneak attacks and critical hits scored on him by undead are always negated.

Undead Reaper (Ex): When Kas hit an undead creature with a melee or ranged attack, he ignore any damage reduction it might have.

Progression:

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At 5th level, Kas has the following altered statistics:
Fighter 15
hp 127 (15 HD(d10))
Ref +11, Will +5
Melee +2 Unholy Longsword +24/+19/+14 (1d8+11/17-20) plus one negative level (once per round) plus 2d6 damage against good creature
Base Atk +15, Grp +21
Atk Options Improved Flyby Attack
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
1/day: Blasphemy (DC 20), Call Lightning (DC 16), Slay Living (Melee Touch +20, DC 18)
SQ Spell resistance 25
Feats 15th: Improved Flyby Attack
Skills Bluff +20, Intimidate +23, Knowledge (religion) +10
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At 6th level, Kas has the following altered statistics:
Fighter 16
hp 136 (16 HD(d10))
Fort +13
Melee +3 Unholy Longsword +26/+21/+16/+11 (1d8+14/17-20) plus one negative level (once per round) plus 2d6 damage against good creature
Base Atk +16, Grp +22
Atk Options Cleave
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
1/day: Blasphemy (DC 20), Call Lightning (DC 16), Slay Living (Melee Touch +22, DC 18)
Supernatural Abilities Blinding Strike (DC 23)
Abilities Str 22
SQ Spell resistance 26
Feats F16: Cleave
Skills Intimidate +24
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At 7th level, Kas has the following altered statistics:
Fighter 17
hp 144 (17 HD(d10))
Melee +3 Unholy Longsword +27/+22/+17/+12 (1d8+14/17-20) plus one negative level (once per round) plus 2d6 damage against good creature
Base Atk +17, Grp +23
Atk Options Cleave
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
1/day: Blasphemy (DC 20), Call Lightning (DC 16), Slay Living (Melee Touch +23, DC 18)
SQ Spell resistance 27
Skills Bluff +21, Intimidate +25, Knowledge (religion) +11
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At 8th level, Kas has the following altered statistics:
Fighter 18
hp 153 (18 HD(d10))
Fort +14, Ref +12, Will +6
Melee +4 Unholy Longsword +29/+24/+19/+14 (1d8+15/17-20) plus one negative level (once per round) plus 2d6 damage against good creature
Base Atk +18, Grp +24
Atk Options Great Cleave
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
1/day: Blasphemy (DC 20), Call Lightning (DC 16), Quickened Slay Living (Melee Touch +24, DC 18)
Supernatural Abilities Blinding Strike (DC 24)
SQ Spell resistance 28
Feats 18th: Quickened Spell-like Ability (Slay Living), F18: Great Cleave
Skills Intimidate +26



Primus, The One and the Prime
CR 13

Primus has the upper body of an hairless humanoid with golden skin. His body is fused with a floating platform made of golden gear. His eyes are pure black and constantly spills black tear.

LN Large Construct and Outsider (Lawful, Vestige)
Init +2, Senses: Darkvision 60ft, Low-light vision, Listen +4, Spot +4
Languages Tongues
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AC 21, touch 11, flat-footed 20 (+2 dex, -1 size, +10 natural)
hp 112 (15 HD(d10))
Fort +11, Ref +11, Will +13
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Speed 30 ft. (6 squares), Fly 50 ft (Average)
Melee 2 Slam +17 (3d6+2) plus 1d6 damage against chaotic creature
Space 10ft Reach 10ft
Base Atk +15, Grp +21
Atk Options Flyby Attack, Power Attack
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Calm Emotion (DC 18), Hold Person (DC 17), Protection From Chaos (DC 17)
3/day: Dispel Chaos (DC 21), Hold Monster (DC 21), Magic Circle against Chaos (DC 19), Order’s Wrath (DC 20)
Supernatural Abilities Primus’s Order (DC 25), Rebuke Construct (9/day, +6 bonus, As cleric 15th)
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Abilities Str 14, Dex 14, Con -, Int 20, Wis 19, Cha 22
SQ DR 10/Chaos, Spell resistance 25, Darkvision 60ft, Double Nature, Fast Healing 5, Divine Structure, Lawful Attack
Feats 1st: Ability Focus (Primus’s Order), 3rd: Hover, 6th: Improved Natural Attack (Slam), 9th: Flyby Attack, 12th: Power Attack, 15th: Great Fortitude
Skills Appraise +5 (+7 for gear), Autohypnosis +6, Concentration +22, Craft (Gearmaking) +17, Diplomacy +8, Gather Information +12, Knowledge (All) +23, Psicraft +7, Search +5 (+7 to find secret door), Sense Motive +8, Spellcraft +7, Survival +4 (+6 underground, to avoid getting lost, above ground or on other plane)

Double nature: Primus is a being of pure order, an artificial being, as such before becoming a Vestige it was a Construct. Now when summoned it is considered to be both a Construct and an Outsider whichever is the most advantageous at any given time. It posses trait of both as follow:

Low-light vision
Immunity to all mind-affecting effects.
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.


Divine Structure (Ex): If Primus perform the same action on consecutive rounds in the same order, it gain a +1 competence bonus on all attacks saves, and skill checks that round. For example, if it move and make a standard attack, and then in the following round move and make a standard attack, it would gain the bonus. If it move and make a standard attack and then in the next round 5-foot adjust and make a full attack, it would not get the bonus.

Lawful Attacks (Ex): Primus melee and ranged attacks are considered lawful for the purpose of overcoming damage reduction and it deal +1d6 points of damage to any creature of chaotic alignment that it hit with a melee or ranged attack (including touch attacks but not ranged touch attacks).

Primus’s Order (Su): Primus can order a creature within 100 feet to perform a specific action. The creature must be able to hear Primus, but it need not understand the language. Pick a command listed under the command spell when Primus use this ability. If the target fails a Will save (DC 10 + ½ Hit dice + Charisma modifier + 2), it performs the action. In addition, targets that fail their Will save cannot hear or see Primus for 1d4 rounds or until Primus attack it, treating it as though it is under the effect of invisibility and silence spells. Other creatures can perceive Primus normally. This ability is not language-based and can affect creatures even if they are immune to mind-affecting effects. Once Primus has used this ability, it cannot do so again for 5 rounds.

Rebuke Construct (Su): Primus can channel divine energy to rebuke (awe) or command (control) constructs. This ability functions as an evil cleric rebuking undead. It is more difficult to rebuke or command constructs that oppose Primus moral bent. Any chaotic constructs is treated as having turn resistance +2 against this ability. Primus can also use this ability to bolster a construct against an attempt by another creature to use its own rebuke constructs ability (the same way an evil cleric can bolster undead against turning). Primus can only bolster non-chaotic constructs.

Skills: Primus has a +4 racial bonus on Concentration, Gather Information and Sense Motive check.

Progression:

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At 4th level, Primus has the following altered statistics:
hp 118 (16 HD(d10))
Fort +12, Ref +12, Will +14
Melee 2 Slam +18 (3d6+2) plus 1d6 damage against chaotic creature
Base Atk +16, Grp +22
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Calm Emotion (DC 18), Hold Person (DC 17), Protection From Chaos (DC 17)
3/day: Dispel Chaos (DC 21), Hold Monster (DC 21), Magic Circle against Chaos (DC 19), Order’s Wrath (DC 20)
1/day: Summon Inevitable (1 Zelekhut)
Supernatural Abilities Primus’s Order (DC 26), Rebuke Construct (9/day, +6 bonus, As cleric 16th)
Abilities Cha 23
SQ Spell resistance 26
Skills Concentration +23, Craft (Gearmaking) +18, Knowledge (All) +24

Summon Inevitable (Sp): Once per day, Primus can automatically summon a Zelekhut (without access to its weekly lesser geas spell-like ability. This is the equivalent of a 7th level spell. Primus caster level with this ability is equal to his Hit dice and the creature summoned remain for 1 round per level.
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At 5th level, Primus has the following altered statistics:
hp 123 (17 HD(d10))
Melee 2 Slam +19 (3d6+2) plus 1d6 damage against chaotic creature
Base Atk +17, Grp +23
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Calm Emotion (DC 18), Hold Person (DC 17), Protection From Chaos (DC 17)
3/day: Dispel Chaos (DC 21), Hold Monster (DC 21), Magic Circle against Chaos (DC 19), Order’s Wrath (DC 20)
1/day: Dictum (DC 23, for this purpose Mechanus is considered Primus home plane), Summon Inevitable (1 Zelekhut)
Supernatural Abilities Rebuke Construct (9/day, +6 bonus, As cleric 17th)
SQ Spell resistance 27
Skills Concentration +24, Craft (Gearmaking) +19, Knowledge (All) +25
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At 6th level, Primus has the following altered statistics:
hp 129 (18 HD(d10))
Fort +13, Ref +13, Will +15
Melee 2 Slam +20 (3d6+2) plus 1d6 damage against chaotic creature
Base Atk +18, Grp +24
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Calm Emotion (DC 18), Hold Person (DC 17), Protection From Chaos (DC 17)
3/day: Dispel Chaos (DC 21), Hold Monster (DC 21), Magic Circle against Chaos (DC 19)
2/day: Order’s Wrath (DC 20)
1/day: Dictum (DC 23, for this purpose Mechanus is considered Primus home plane), Quicken Order’s Wrath (DC 20), Summon Inevitable (1 Kolyarut or 1 Zelekhut)
Supernatural Abilities Primus’s Order (DC 27), Rebuke Construct (9/day, +6 bonus, As cleric 18th)
SQ Spell resistance 28
Feats 18th: Quicken Spell-Like Ability (Order’s Wrath)
Skills Concentration +25, Craft (Gearmaking) +20, Knowledge (All) +26

Summon Inevitable (Sp): Primus can now use is Summon Inevitable ability to summon a Kolyarut (without access to its weekly geas/quest spell-like ability). Primus can still summon a Zelekhut if it so wish. This become the equivalent of an 8th level spell
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At 7th level, Primus has the following altered statistics:
hp 134 (19 HD(d10))
Melee 2 Slam +21 (3d6+2) plus 1d6 damage against chaotic creature
Base Atk +19, Grp +25
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Calm Emotion (DC 18), Hold Person (DC 17), Protection From Chaos (DC 17)
3/day: Dispel Chaos (DC 21), Hold Monster (DC 21), Magic Circle against Chaos (DC 19)
2/day: Order’s Wrath (DC 20)
1/day: Dictum (DC 23, for this purpose Mechanus is considered Primus home plane), Quicken Order’s Wrath (DC 20), Shield of Law (DC 24), Summon Inevitable (1 Kolyarut or 1 Zelekhut)
Supernatural Abilities Rebuke Construct (9/day, +6 bonus, As cleric 19th)
SQ Spell resistance 29
Skills Concentration +26, Craft (Gearmaking) +21, Knowledge (All) +27
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At 8th level, Primus has the following altered statistics:
hp 140 (20 HD(d10))
Fort +14, Ref +14, Will +16
Melee 2 Slam +22 (3d6+2) plus 1d6 damage against chaotic creature
Base Atk +20, Grp +26
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Calm Emotion (DC 19), Hold Person (DC 18), Protection From Chaos (DC 18)
3/day: Dispel Chaos (DC 22), Hold Monster (DC 22), Magic Circle against Chaos (DC 20)
2/day: Order’s Wrath (DC 21)
1/day: Dictum (DC 24, for this purpose Mechanus is considered Primus home plane), Quicken Order’s Wrath (DC 21), Shield of Law (DC 25), Summon Inevitable (1 Kolyarut or 1 Marut or 1 Zelekhut)
Supernatural Abilities Primus’s Order (DC 29), Rebuke Construct (10/day, +7 bonus, As cleric 20th)
Abilities Cha 24
SQ Spell resistance 30
Skills Concentration +27, Craft (Gearmaking) +22, Diplomacy +9, Gather Information +13, Knowledge (All) +28

Summon Inevitable (Sp): Primus can now use is Summon Inevitable ability to summon a Marut (without access to its weekly earthquake, geas/quest or plane shift spell-like ability). Primus can still summon a Kolyarut or Zelekhut if it so wish. This become the equivalent of a 9th level spell



Ansitif the Befouler
CR 17

Ansitif take the shape of a big column of dark cloying smoke, in the center of it flying sparks form a disembodied mouth.

CE Male Large Outsider (Chaotic, Evil, Fire, Tanar’ri, Vestige)
Init +7, Senses: Darkvision 60ft, Listen +24, Spot +24
Languages Abyssal, Common, Tongues, Telepahty 100ft
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AC 19, touch 12, flat-footed 16 (-1 size, +3 dex, +7 natural)
hp 161 (19 HD(d8))
Fort +11+con, Ref +11+dex, Will +11+wis
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Speed 5 ft. (1 squares) Fly 20 ft (Perfect)
Space 10 ft Reach 0 ft
Base Atk +19, Grp +20
Atk Options Burning Fume (3d6 fire damage plus Nauseated DC 25)
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Fog Cloud, Pyrotechnics (DC 18), Stinking Cloud (DC 19)
3/day: Empowered Cloudkill (DC 21), Desecrate, Mind Fog (DC 21)
2/day: Solid Fog
1/day: Acid Fog (DC 22), Incendiary Cloud (DC 24), Quicken Pyrotechnics (DC 18), Quicken Solid Fog
Supernatural Abilities Blasphemy (DC 25)
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Abilities Str 4, Dex 17, Con 18, Int 10, Wis 14, Cha 23
SQ Immunity to fire, Vulnerability to Cold, DR 10/Lawful or Good, Spell resistance 29, Darkvision 60ft, Tanar’ri trait, Immunity to electricity and poison, Resistance to acid 10, cold 10 and fire 10, Telepahty 100ft, Smoke Form, Divine Resistance 31
Feats 1st: Thrall to DemonFCI, 3rd: Ability Focus (Burning Fume), 6th: Improved Initiative, 9th: Sudden Ability Focus ToM, 12th: Quicken Spell-like Ability (Pyrotechnics), 15th: Empower Spell-like Ability (Cloudkill), 18th: Quicken Spell-like Ability (Solid Fog)
Skills Appraise +22, Concentration +26, Forgery +22, Intimidate +32, Hide +25 (+35 in fog), Knowledge (religion) +22, Listen +24, Spot +24

Tanar’ri trait: Even as a Vestige Ansitif retain most of the trait of the Tanar’ri.

Immunity to electricity and poison
Resistance to acid 10, cold 10 and fire 10.
Telepahty 100ft.

Smoke Form: Being made of smoke mean that Ansitif is immune to most of the thing that more normal creature are vulnerable to, he posses the following:

Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
He can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door.
He does not need to breathe and is immune to attacks involving breathing (troglodyte stench, poison gas, and the like).
He can’t enter water or other liquid. He is affected by winds or other forms of moving air to the extent that the wind pushes him in the direction the wind is moving. However, even the strongest wind can’t disperse him.

In addition Ansitif can share one or more square of space with creature of any size and any creature that share at least one square with Ansitif is subject to is Burning Fume ability (see below).
Lastly Ansitif posses no prehensile member, as such he can’t wield weapon, manipulate object or use combat maneuver such as trip or grapple attempt, this also mean that he can’t use a number of skill.

Burning Fume (Ex): Creature that share at least one square with Ansitif take 3d6 points of fire damage every round at the start of their turn and must make a Fortitude save (DC 10 + ½ Hit dice + Con modifier + 2) or become nauseated for 1 round.

Cloud Immunity (Ex): Ansitif is immune to any harmful effect (Hit point damage, ability damage, inflicted condition, penalty to roll or check, movement penalty, etc...) create by magical cloud, fog or smoke. For example he could move normally through a Solid fog spell, take no wisdom penalty in a Mind fog spell and take no damage from an Acid fog. In addition Ansitif vision is not impede by cloud, fog or smoke, natural or artificial, as such he posses line of sight through them and creature inside them do not benefit from concealment from him.

Blasphemy (Su): Ansitif can utter a blasphemy, as per the spell, three times per day with a caster level equal to his Hit dice (DC 10 + ½ Hit dice + Charisma modifier). For this purpose Ansitif home plane is considered to be the Abyss.

Divine Resistance (Ex): In addition to the spell resistance granted by being a Vestige, Ansitif benefit from a special form of spell resistance equal to 12 + his Hit dice that apply only against divine spells and spells-like ability of creature in the direct service of a deities (this include most Angel and Archon and may also apply to some Demon, Devil or other Outsider).

Skill: Ansitif has a +4 racial bonus on Intimidate check and a +10 racial bonus on Hide check while under a cloud, fog or smoke cover.

Progression:

-----------------------------------------------
At 8th level, Ansitif has the following altered statistics:
Senses: Listen +25, Spot +25
hp 170 (20 HD(d8))
Fort +16, Ref +15, Will +14
Base Atk +20, Grp +21
Atk Options Burning Fume (3d6 fire damage plus Nauseated DC 26)
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Fog Cloud, Pyrotechnics (DC 19), Stinking Cloud (DC 20)
3/day: Empowered Cloudkill (DC 22), Desecrate, Mind Fog (DC 22)
2/day: Solid Fog
1/day: Acid Fog (DC 23), Incendiary Cloud (DC 25), Quicken Pyrotechnics (DC 19), Quicken Solid Fog
Supernatural Abilities Blasphemy (DC 27)
Abilities Cha 24
SQ Spell resistance 30, Divine Resistance 32
Skills Appraise +23, Concentration +27, Forgery +23, Intimidate +34, Hide +26 (+36 in fog), Knowledge (religion) +23, Listen +25, Spot +25



Astaroth
CR 14

Astaroth manifest as a handsome human with two pair of wing draconic one and feathered one. A serpentine tongue flicks from his mouth. he is constantly surround by either steam or hellfire.

CE Medium Male Outsider (Chaotic, Evil, Fire, Tanar’ri, Vestige)
Init +2, Senses: Darkvision 60ft, Scent, Listen +20, Spot +1
Languages Abyssal, Common, Tongues, Telepahty 100ft
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 dex, +4 armor, +5 natural)
hp 120 (16 HD(d8))
Fort +13, Ref +12, Will +11
------------------------------------------------
Speed 30 ft. (6 squares) Fly 60 ft (Good)
Melee +1 Flaming Glaive +20 (1d10+5+1d6 fire and vile/*3) plus 4 Wings +19 (1d6+1)
Space 5ft Reach 5ft (10ft with Glaive)
Base Atk +16, Grp +19
Atk Options Power Attack
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Augury, Burnings Hand (DC 18), Obscuring Mist, Produce Flame (Melee touch +19, Ranged touch +18), Undetectable Alignment (DC 19)
3/day: Empowered Fireball (DC 20), Fire Shield
Supernatural Abilities Divination (8/day)
-----------------------------------------------
Abilities Str 16, Dex 14, Con 17, Int 12, Wis 12, Cha 25
SQ Immunity to fire, Vulnerability to Cold, DR 10/Lawful or Good, Spell resistance 26, Darkvision 60ft, Tanar’ri trait, Immunity to electricity and poison, Resistance to acid 10, cold 10 and fire 10, Telepahty 100ft, Scent, Alternating Protection, Serpentine Tongue, Silvered Touch
Feats 1st: Power Attack, 3rd: Multiattack, 6th: Flyby Attack, 9th: Improved Multiattack, 12th: Empower Spell-Like Ability (Fireball), 15th: Improved Natural Attack (Wings)
Skills Appraise +20, Bluff +27 (+30 against evil outsider), Diplomacy +9, Disguise +26 (+30 against evil outsider, +28 to act in character, +32 for both), Forgery +20, Gather Information +26, Intimidate +9, Listen +20, Profession (Treasurer) +20, Sleight of Hand +23, Spellcraft +1 (+3 to decipher scroll), Use Magic Device +26
Possessions +1 Studded Leather Armor

Tanar’ri trait: Even as a Vestige Astaroth retain most of the trait of the Tanar’ri.

Immunity to electricity and poison
Resistance to acid 10, cold 10 and fire 10.
Telepahty 100ft.

Alternating Protection (Su): Astaroth is alternatively surround by steam or by hellfire changing at the start of each round. Both protect Astaroth in different way, the steam give him concealement, attacks have a 20% miss chance, the hellfire deal 1d6 points of fire and vile damage to every creature that attack him with a natural weapon or a non-reach manufactured weapon. As the start of an encounter determine randomly which effect currently affect Astaroth.

Blackflame (Su): Astaroth spell, spell-like abilities and magic item abilities with the fire descriptor deal half fire damage half vile damage.

Divination (Su): A number of time per day equal to half his Hit dice Astaroth can perform a divination as per the spell with a caster level equal to his Hit dice.

Serpentine Tongue (Su): Astaroth gain a +4 bonus on Bluff and Disguise check against evils outsiders.

Silvered Touch (Su): Any natural attack or attack made with natural weapon Astaroth make is treated as if it were a silver weapon. These attacks do not apply a -1 penalty on damage rolls.

Progression:

-----------------------------------------------
At 5th level, Astaroth has the following altered statistics:
Senses: Listen +21
hp 127 (17 HD(d8))
Melee +1 Flaming Glaive +11 (1d10+5+ 1d6 fire and vile/*3) plus 4 Wings +20 (1d6+1)
Base Atk +17, Grp +20
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Augury, Burnings Hand (DC 18), Obscuring Mist, Produce Flame (Melee touch +20, Ranged touch +19), Undetectable Alignment (DC 19)
3/day: Empowered Fireball (DC 20), Fire Shield
SQ Spell resistance 27
Skills Appraise +21, Bluff +27 (+31 against evil outsider), Disguise +27 (+31 against evil outsider, +29 to act in character, +33 for both), Forgery +21, Gather Information +27, Listen +21, Profession (Treasurer) +21, Sleight of Hand +24, Use Magic Device +27
-----------------------------------------------
At 6th level, Astaroth has the following altered statistics:
Senses: Listen +22
hp 135 (18 HD(d8))
Fort +14, Ref +13, Will +12
Melee +1 Flaming Glaive +22 (1d10+5+ 1d6 fire and vile/*3) plus 4 Wings +21 (1d6+1)
Base Atk +18, Grp +21
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Augury, Burnings Hand (DC 18), Obscuring Mist, Produce Flame (Melee touch +21, Ranged touch +20), Undetectable Alignment (DC 19)
3/day: Fire Shield
2/day: Empowered Fireball (DC 20)
1/day: Empowered Quickened Fireball (DC 20)
Supernatural Abilities Divination (9/day)
SQ Spell resistance 28
Feats 18th: Quickened Spell-Like Ability (Fireball)
Skills Appraise +22, Bluff +28 (+32 against evil outsider), Disguise +28 (+32 against evil outsider, +30 to act in character, +34 for both), Forgery +22, Gather Information +28, Listen +22, Profession (Treasurer) +22, Sleight of Hand +25, Use Magic Device +28
-----------------------------------------------
At 7th level, Astaroth has the following altered statistics:
Senses: Listen +23
hp 142 (19 HD(d8))
Melee +1 Flaming Glaive +23 (1d10+5+ 1d6 fire and vile/*3) plus 4 Wings +22 (1d6+1)
Base Atk +19, Grp +22
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Augury, Burnings Hand (DC 18), Obscuring Mist, Produce Flame (Melee touch +22, Ranged touch +21), Undetectable Alignment (DC 19)
3/day: Fire Shield
2/day: Empowered Fireball (DC 20)
1/day: Delayed Blast Fireball (DC 24), Empowered Quickened Fireball (DC 20)
SQ Spell resistance 29
Skills Appraise +23, Bluff +29 (+33 against evil outsider), Disguise +29 (+33 against evil outsider, +31 to act in character, +35 for both), Forgery +23, Gather Information +29, Listen +23, Profession (Treasurer) +23, Sleight of Hand +26, Use Magic Device +29
-----------------------------------------------
At 8th level, Astaroth has the following altered statistics:
Senses: Listen +24
hp 150 (20 HD(d8))
Fort +15, Ref +14, Will +13
Melee +1 Flaming Glaive +24 (1d10+5+ 1d6 fire and vile/*3) plus 4 Wings +23 (1d6+1)
Base Atk +20, Grp +23
Spell-like Abilities Abilities (CL equal to Hit dice, Charisma based)
At will: Augury, Burnings Hand (DC 19), Obscuring Mist, Produce Flame (Melee touch +23, Ranged touch +22), Undetectable Alignment (DC 20)
3/day: Fire Shield
2/day: Empowered Fireball (DC 21)
1/day: Delayed Blast Fireball (DC 25), Empowered Quickened Fireball (DC 21)
Supernatural Abilities Divination (10/day)
Abilities Cha 26
SQ Spell resistance 30
Skills Appraise +24, Bluff +31 (+35 against evil outsider), Diplomacy +10, Disguise +31 (+35 against evil outsider, +33 to act in character, +37 for both), Forgery +24, Gather Information +31, Intimidate +10, Listen +24, Profession (Treasurer) +24, Sleight of Hand +27, Use Magic Device +31



Cabiri, the Watching Master
CR 14

Cabiri take the shape of a big glob of blood in the center a which is a big mouth surround by a ring of tiny eyes.

CE Male Medium Outsider (Chaotic, Evil, Obyrith)
Init +dex+4, Senses: Darkvision 120ft, Low-light vision, True Seeing, Mindsight, Listen +4, Spot +27
Languages Abyssal, Tongues, Telepathy 100 ft
------------------------------------------------
AC 18, touch 13, flat-footed 15 (+3 dex, +5 natural)
hp 120 (16 HD(d8))
Fort +13, Ref +13, Will +14
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Bite +16 (1d6)
Space 5 ft Reach 5ft
Base Atk +16, Grp +16
Spell-like Abilities Abilities (CL 16th, Charisma based)
At will: Augury, Bane (DC 16), Cause Fear (DC 16), Doom (DC 16)
3/day: Divination, Heighten Fear (DC 21), Scare (DC 17), Scrying (10 min casting time, DC 29 +/-bonus or penalty to save depending on knowledge of the target as normal)
1/day: Greater Scrying (DC 32 +/-bonus or penalty to save depending on knowledge of the target as normal), Legend Lore (normal casting time not standard action)
Supernatural Abilities Arcane Eye, Visions of Terror (3/day, DC 25)
-----------------------------------------------
Abilities Str 10, Dex 16, Con 17, Int 10, Wis 18, Cha 21
SQ DR 10/Lawful or Good, Spell resistance 26, Darkvision 120ft, Low-light vision, Obyrith’s trait, Immunity to poison and mind-affecting effect, Resistance to acid 10, cold 10 electricity 10 and fire 10, Form of Madness (DC 25), True Seeing, Telepathy 100 ft, All-around vision, Multiple Eyes, Immunity to poison, sleep effects, paralysis, polymorph, and stunning, Immunity to critical hit, Far-seeing Gaze
Feats 1st: Ability Focus (Form of Madness), 3rd: Ability Focus (Vision of Terror), 6th: Mindsight, 9th: Improved Initiative, 12th: Heighten Spell-like Ability (Fear), 15th: Sudden Ability Focus
Skills Appraise +19, Concentration +22, Intimidate +19, Gather Information +26, Knowledge (local) +19, Knowledge (the planes) +19, Search +23, Spot +27, Survival +4 (+6 on another plane or when following track, +8 for both)

Obyrith’s Trait

Immunity to poison and mind-affecting spells and abilities
Resistance to acid 10, cold 10 electricity 10 and fire 10.
Fast healing 5
Form of Madness (Sp): Cabiri appears in forms so noxious and horrific that those within 60 ft of him who observe him are subjects to madness. When a creature first encounters Cabirir, it must attempt a Will save (DC 10 + ½ Hit dice + Charisma modifier + 2). Failure indicates that the victim is under the impression that it is always under scrutiny by some unseen monster. The victim take a -4 penalty against fear effect until Cabiri summoning ended. A creature that makes the save is immune to Cabiri form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. Blindness is not a protection against this ability
True Seeing (Su): Cabiri is under the constant effect of True seeing. This effect cannot be dispeled.
Telepahty 100ft.

All-around vision (Ex): Cabiri multiple eyes grant him a +4 racial bonus on Search and Spot check and he cannot be flanked.

Multiple Eyes (Ex): Cabiri cannot avert his eyes against a creature gaze attack. In addition he automatically fail any saving throw that could prevent him from being dazzled. On the other hand he cannot be blinded.

Arcane eye (Su): Cabiri can create an invisible magical sensor at will, as though he had cast arcane eye (caster level equal to hit dice). He can never create more than one arcane eye at a time, and he can dismiss or renew the effect as a standard action. Once he has used this ability, he cannot use it again for 5 rounds.

Far-seeing Gaze (Su): Cabiri spells and spell-like abilities of the scrying subscholl gain a +10 bonus to their save DCs.

Visions of Terror (Su): Cabiri can share his terrible knowledge of existence with others. He can cast phantasmal killer, as per the spell (DC equal 10 + ½ Hit dice + Charisma modifier +2), three times per day (caster level equal to hit dice).

Progression:

-----------------------------------------------
At 5th level, Cabiri has the following altered statistics:
Senses: Spot +28
hp 127 (17 HD(d8))
Melee Bite +17 (1d6)
Base Atk +17, Grp +17
Spell-like Abilities Abilities (CL 17th, Charisma based)
At will: Augury, Bane (DC 16), Cause Fear (DC 16), Doom (DC 16)
3/day: Divination, Heighten Fear (DC 21), Scare (DC 17), Scrying (10 min casting time, DC 29 +/-bonus or penalty to save depending on knowledge of the target as normal)
1/day: Foresight (DC 24), Greater Scrying (DC 32 +/-bonus or penalty to save depending on knowledge of the target as normal), Legend Lore (normal casting time not standard action), Moment of Prescience
SQ Spell resistance 27
Skills Appraise +20, Concentration +23, Intimidate +25, Gather Information +27, Knowledge (local) +20, Knowledge (the planes) +20, Search +24, Spot +28
-----------------------------------------------
At 6th level, Cabiri has the following altered statistics:
Senses: Spot +29
hp 135 (18 HD(d8))
Fort +14, Ref +14, Will +15
Melee Bite +18 (1d6)
Base Atk +18, Grp +18
Spell-like Abilities Abilities (CL 18th, Charisma based)
At will: Augury, Bane (DC 16), Cause Fear (DC 16), Doom (DC 16)
3/day: Divination, Scare (DC 17), Scrying (10 min casting time, DC 29 +/-bonus or penalty to save depending on knowledge of the target as normal)
2/day: Heighten Fear (DC 21)
1/day: Foresight (DC 24), Greater Scrying (DC 32 +/-bonus or penalty to save depending on knowledge of the target as normal), Legend Lore (normal casting time not standard action), Moment of Prescience, Quicken Heighten Fear (DC 21)
Supernatural Abilities Visions of Terror (3/day, DC 26)
SQ Spell resistance 28, Form of Madness (DC 26)
Feats 18th: Quicken Spell-like Ability (Fear)
Skills Appraise +21, Concentration +24, Intimidate +26, Gather Information +28, Knowledge (local) +21, Knowledge (the planes) +21, Search +25, Spot +29
-----------------------------------------------
At 7th level, Cabiri has the following altered statistics:
Senses: Spot +30
hp 142 (19 HD(d8))
Melee Bite +19 (1d6)
Base Atk +19, Grp +19
Spell-like Abilities Abilities (CL 19th, Charisma based)
At will: Augury, Bane (DC 16), Cause Fear (DC 16), Doom (DC 16)
3/day: Divination, Scare (DC 17), Scrying (10 min casting time, DC 29 +/-bonus or penalty to save depending on knowledge of the target as normal)
2/day: Heighten Fear (DC 21)
1/day: Foresight (DC 24), Greater Scrying (DC 32 +/-bonus or penalty to save depending on knowledge of the target as normal), Legend Lore (normal casting time not standard action), Moment of Prescience, Quicken Heighten Fear (DC 21)
SQ Spell resistance 29
Skills Appraise +22, Concentration +25, Intimidate +27, Gather Information +29, Knowledge (local) +22, Knowledge (the planes) +22, Search +26, Spot +30
-----------------------------------------------
At 8th level, Cabiri has the following altered statistics:
Senses: Spot +31
hp 150 (20 HD(d8))
Fort +15, Ref +15, Will +16
Melee Bite +20 (1d6)
Base Atk +20, Grp +20
Spell-like Abilities Abilities (CL 20th, Charisma based)
At will: Augury, Bane (DC 17), Cause Fear (DC 17), Doom (DC 17)
3/day: Divination, Scare (DC 18), Scrying (10 min casting time, DC 30 +/-bonus or penalty to save depending on knowledge of the target as normal)
2/day: Heighten Fear (DC 22)
1/day: Foresight (DC 25), Greater Scrying (DC 33 +/-bonus or penalty to save depending on knowledge of the target as normal), Legend Lore (normal casting time not standard action), Moment of Prescience, Quicken Heighten Fear (DC 22)
Supernatural Abilities Visions of Terror (3/day, DC 28)
Abilities Cha 22
SQ Spell resistance 30, Form of Madness (DC 28)
Skills Appraise +23, Concentration +26, Intimidate +29, Gather Information +31, Knowledge (local) +23, Knowledge (the planes) +23, Search +27, Spot +31

zagan
2010-10-13, 01:47 PM
Sidebar: Limit Source

If you want to use the Vestiges summoner class but have a limit number of source to draw from, the Srd and Tome of magic being the minimum, you can use the following table to replace element from other source such as feat, alternate class feature, spell or other by those indicated. In most case the choice are slightly inferior but it shouldn't affect the power level of the vestige significantly.

{table=head]Non-Srd/non ToM element|Replacement||Non-Srd/non ToM element|Replacement

Amon|||
Acererak|

Recover Breath|Power attack||Iron Bones|Stone Shape


Aym|||Aura of Terror|Eyebite

Dungeoncrasher 2|Improve Overrun||Evil Glare|Control Undead

Dungeoncrasher 6|Great Cleave||Improved Toughness|Toughness

Steadfast Determination|Iron Will||Blackfire|Polar Ray

Melee Weapon Mastery|Combat expertise||Fearsome Necromancy|Combat Casting

Combat Brute|Improve Trip||
Geryon|

Slashing Fury|Knock-Down||Corrosive|Shock

Shock Trooper|Power Critical||
Otiax|

Weapon Supremacy|Improve Disarm||Large and in Charge|Improved Initiative


Leraje|||
Chucoplops

Arrow mind|Longstrider||Ghost Scarred|Weapon Focus (Bite)

Swift Haste|Cat’s grace||
Desharis|

Woodland Archer|Weapon Focus (Composite Longbow)||Urban Tracking|Skill Focus (Gather Information)

Elf favored enemy|Standard Favored Enemy||Mindsight|Blind Fight

Distracting Attack|Hawk Animal Companion||Improved Smiting (Lawful)|Cleave

Arrow Storm|Summon Nature’s Ally III||Awesome Smite|Improved Sunder

Range Pin|Far Shot||
Haures

Exacting Shot|Spike Growth||Dazzling Illusion|Silent Spell

+1 Nimbleness Mytral Chain shirt|+2 Mytral Chain shirt||Transdimensional Spell|Enlarge Spell

Find the gap|Tree Shape||
Shax|

Camouflage|Alarm||Summon Large Storm Elemental|Summon Large Air Elemental

Ranged Disarm|Quick Draw||
Vanus|

Deft Opportunist|Weapon Focus (Bite)||Heighten Spell-Like Ability|Improved Initiative

Robilar’s Gambit|Stand Still||Intimidating Strike|Skill Focus (Intimidate)


Ronove|||
Zagan|

Serpent Fang|Deflect Arrow||Superior Unarmed Strike|Improved Natural Attack (Unarmed Strike)

Water Step|Slow fall||
Zceryll|

Pain Touch|Snatch arrow||Cloudy Conjuration|Combat casting

Necklace of natural weapon (+1 ghost touch)|Amulet of Mighty fist +2||Imbued Summoning|Extend Spell

Axiomatic Soul|Diamond Soul||
Eligor|

Freezing the Lifeblood|Blind Fight||Rebuke dragon|Rebuke undead

Rapid Stunning|Improve Grapple||Rhino’s Rush|Inflict Light Wound


Dahlver-Nar|||Holy Spurs|Protection from Good

Spontaneous domain casting|Spontaneous cure spell||One Mind|Bull’s Strength

Practice Spellcaster|Spell penetration||Phantom Charge|Cure Serious Wound


Haagenti|||Righteous Fury|Greater Magic Weapon

Necklace of natural weapon (+1 icy burst)|Amulet of Mighty fist +3||Reinforced Wings2|Die Hard

Metamagic Specialist|Raven Familiar||Heavyweight Wings2|Iron Will

Somatic Weaponry|Still Spell||Know Greatest Enemy|Detect undead

Practice Spellcaster|Spell penetration||
Marchosias

Ray of ice|Daze Monster||Penetrating Strike|Trap sense +2

Ice Knife|Shatter||Disruptive Attack|Uncanny Dodge

Icelance|Keen Edge||Critical Strike|Sleep


Malphas|||Insightful Feint|Detect Poison

Expanded Ki pool|Skill Focus (Hide)||Swift Invisibility|Invisibility

Enduring Ki|Skill Focus (Move Silently)||Wraitstrike|Deeper Darkness

Corrosive|Shock||Vital Strike|Nondetection

Camouflage|Jump||Deathsight|clairaudience/clairvoyance

Spectral Skirmisher|Improve Initiative||Disemboweling Strike|Improved Trip


Savnok|||
Halphax|

Improve Combat Expertise|Superior Expertise||Earth Sense|Blind Fight

Steadfast Determination|Toughness||Earth Adept|Endurance

Heavy Armor Optimization|Toughness1||Earth Master|Toughness


Greater Heavy Armor Optimization|Toughness1||Expert Siege Engineer|Lightning Reflexes

Improve Toughness|Toughness1||Battlefield Fortification|Antiplant Shell


Andromalius|||Hurtling Stone|Repel Vermin

Improved Diversion|Improved Feint||Blockade|Detects Snares and Pits

Savy Rogue|Skill focus (Sleight of hand)||Earthfast|Warp Wood

+1 NimblenessMiC Mytral Chain shirt|+2 Mytral Chain shirt||Stone Sphere|Wall of Fire

Cunning Evasion|Skill focus (Hide)||Sarcophagus of Stone|Forceful Hand


Karsus|||Fantastic Machine|Summon Monster VI (Large Earth elemental only)

Arcane Mastery|Combat casting||Greater Fantastic Machine|Summon Monster IX (Elder Earth Elemental)

Elven Spell Lore|Skill Focus (Spellcraft)||Hail of Stone|Produce Flamme


Paimon|||Giant’s Wrath|Flame Arrow

Expeditious Dodge|Dodge||Tunnel Swallow|Repulsion

Dash|Run||
Orthos|

Sidestep|Sidestep Charge||Darkstalker|Skill Focus (Hide)


Agares|||Recover Breath|Weapon Focus (Wind Slash)

Knockback|Cleave||

Shock Trooper|Improved Sunder||


Andra|||

Golden Barding|Protection from Evil


Arete|

Elan Resilience, Enhanced|Lighting Reflexes

Elan Resistance, Enhanced|Great Fortitude

Elan Retainment|Iron Will

Psionic Mastery|Power Penetration


Buer|

Expeditious Dodge|Dodge

Acrobatic Strike|Skill Focus (Tumble)

Combat Acrobat|Skill Focus (Balance)

Necklace of natural weapon +2|Amulet of Mighty Fist +2


Tenebrous|

Dark Speech|Cleave
[/table]
1:Even if Toughness is not normally a fighter bonus feat, taking it in place of one while dealing with the source limitation is reasonable.
2: Without those feat Eligor’s mount can’t fly with medium or heavy armor, so you need to change it to light armor

Lady Tialait
2010-10-13, 01:55 PM
This is relevant to my interests. Watching intently.

Also...AWESOME HOMEBREW!

zagan
2010-10-13, 02:05 PM
This is relevant to my interests. Watching intently.

Also...AWESOME HOMEBREW!

:smallbiggrin: Thanks, i'm glad you like it.

Morph Bark
2010-10-13, 02:19 PM
o.O

This is... interesting. Odd but interesting. I wondered about this sort of possibility, but thought it would be hard to implement right. I will of course look into it to see if the summons connect well to their vestige abilities.

Zaydos
2010-10-13, 02:21 PM
This intrigues me. Just wanted to let you know I'm subscribing to this thread so I can see what comes of it.

zagan
2010-10-13, 02:33 PM
o.O

This is... interesting. Odd but interesting. I wondered about this sort of possibility, but thought it would be hard to implement right. I will of course look into it to see if the summons connect well to their vestige abilities.

That's the hardest part, sometimes it's not too bad, the next one I'm working on is Andromalius, it wil be a human rogue with multiweapon fighting, Savnok on the other hand was way harder is big thing is the armor, so i decid to make a tankish creature not very useful in 3.5 but fitting.


This intrigues me. Just wanted to let you know I'm subscribing to this thread so I can see what comes of it.

Thanks, I've never post but I'm following closely your own work on new dragon.

The Tygre
2010-10-13, 04:38 PM
Sources confirm that this is awesome. Watching with interest.

unosarta
2010-10-13, 04:48 PM
WOOT, finally up.

A couple of spelling errors, but nothing immediately glaring. Good job!
:smallcool:

Kobold-Bard
2010-10-13, 05:11 PM
WOOT, finally up.

A couple of spelling errors, but nothing immediately glaring. Good job!
:smallcool:

English isn't Zagan's first language so spelling will hopefully be excused.

This is beyond epic and I wait in anticipation for more Vestiges. If I see anything worth mentioning I'll post tomorrow.

unosarta
2010-10-13, 05:15 PM
English isn't Zagan's first language so spelling will hopefully be excused.

This is beyond epic and I wait in anticipation for more Vestiges. If I see anything worth mentioning I'll post tomorrow.

Oh, I know, I helped him with the spelling errors, but that was in an earlier version, which is still pretty similar to this one.

ErrantX
2010-10-14, 12:13 AM
This is conceptually really awesome. This is something that needed to exist, and I'm glad that someone is making it so. I am going to follow this, but definitely keep up the good work. It's a big undertaking, so don't get discouraged!

-X

zagan
2010-10-14, 07:15 AM
Sources confirm that this is awesome. Watching with interest.

:smallbiggrin: Thanks.


WOOT, finally up.

A couple of spelling errors, but nothing immediately glaring. Good job!
:smallcool:

Yep, I decid to post before continuing in case i've made some error common to all vestige or that I should take into account balance wise that way i don't have to redo everything at the end.


English isn't Zagan's first language so spelling will hopefully be excused.

This is beyond epic and I wait in anticipation for more Vestiges. If I see anything worth mentioning I'll post tomorrow.

Thanks for any help.


This is conceptually really awesome. This is something that needed to exist, and I'm glad that someone is making it so. I am going to follow this, but definitely keep up the good work. It's a big undertaking, so don't get discouraged!

-X

Don't worry i won't It's already been two month since I start on this project and motivation is still high. i'm currently making vestige at a rate of one or two per week, no super fast but It's steady so far.

Cieyrin
2010-10-14, 01:18 PM
Pretty awesome, I must say. The only thing I can think of is perhaps making Savnok a Knight instead of a Fighter? Being a tank seems more in line there, methinks.

zagan
2010-10-14, 01:32 PM
Pretty awesome, I must say. The only thing I can think of is perhaps making Savnok a Knight instead of a Fighter? Being a tank seems more in line there, methinks.

I'm glad you like it.

As for Savnok; knight was my first though too, but for a few reason I decid not too,
the first being that I don't want to deviate too far from core unless it's necessery to portrait a vestige ability, for example Malphas was a ninja no way around that. The second reason was in the backstory of savnok who stat that he was a servant of Heroinous and Hextor, this mean that he was an outsider with a fair number of hit dice so the DC of his knight ability would have been pitiful making it as useless as if he didn't have it.

But if you think that you could portray him better as a knight, I would love the see the result. :smallsmile:
Just keep in mind that you don't need to optimize them, they are supposed to be summoned creature so not stronger than the one that summoned them just specialized in a different area.

Primal Fury
2010-10-14, 07:11 PM
This is a very strange class. It is awesome to be sure, but kind of goes against the whole idea behind Vestiges (things that are imprisoned in the void, and can never be set free). But, on the other hand, I quite like the breaking down of barriers of various sorts. Good show.

I will be keeping an eye on this thread.

zagan
2010-10-15, 09:36 AM
This is a very strange class. It is awesome to be sure, but kind of goes against the whole idea behind Vestiges (things that are imprisoned in the void, and can never be set free). But, on the other hand, I quite like the breaking down of barriers of various sorts. Good show.

I will be keeping an eye on this thread.

Yes, it's a little against the vestiges idea, but they're not really set free just put into some sort of avatar. I might elaborate on that aspect later.

Thanks for your interest.

Primal Fury
2010-10-15, 09:57 AM
Yes, it's a little against the vestiges idea, but they're not really set free just put into some sort of avatar. I might elaborate on that aspect later.

Thanks for your interest.

Oh. If it's only an avatar, then you could extend the class to ten levels, having the binder summon the actual Vestige as a capstone ability. The great thing about that is that if you keep the requirements the same, they won't be doing that kind of heavy summoning until level 22 (and it's always great to do crazy stuff at Epic levels).

zagan
2010-10-15, 10:07 AM
Oh. If it's only an avatar, then you could extend the class to ten levels, having the binder summon the actual Vestige as a capstone ability. The great thing about that is that if you keep the requirements the same, they won't be doing that kind of heavy summoning until level 22 (and it's always great to do crazy stuff at Epic levels).

Well the idea is interesting, but I won't do it because i don't know anything about Epic at all and because that would mean that I need to add one more stat block to each vestige for "epic" stat and i already have enough work as it is. Sorry.:smallamused:

Primal Fury
2010-10-15, 12:51 PM
Such a shame. I'd do it myself, but I'm not much on statting up monsters, especially epic levels ones.

I wonder if Vorpal Tribble would be willing to help. :smallconfused:

zagan
2010-10-17, 04:54 AM
It has taken longer than I though but i'm finnished with Andromalius tell me what you think.
Next Focalor, probably going with only Outsider HD for him.

Road_Runner
2010-10-18, 07:39 PM
2 Words

PURE AWESOMENESS.

I'm dying for you to finish this (but no rush) because I'm playing a Binder and I totally want to see if the DM will let me multiclass this, but we're unfortunately nearing the end of the campaign D:

Feel free to ignore this:

one thing that bothers me about this class (it's still really awesome though) is that I don't think vestiges should be easily killed; a 12th level character could take on a weaker vestige, which detracts from their power aspect. Maybe you should just say Summon Vestige summons a manifestation of the vestige, instead of the vestige itself. Just my opinion.

zagan
2010-10-19, 03:45 PM
My intend was to allow the summoner to call avatar/manifestation of the vestige not vestiges themselves. I need to make it clearer in the fluff because you'r right they shoudln't be so "weak" some of them were god after all before becoming vestiges.

Edit: Focalor is up, next Karsus I will need to be careful with this one because of the wizard level. Plus his manifestation is weird.

Cieyrin
2010-10-19, 03:52 PM
Focalar's first progression has the formula for the Aura of Sadness instead of the actual DC. Other than that, he looks well put together, indeed.

zagan
2010-10-19, 03:58 PM
Focalar's first progression has the formula for the Aura of Sadness instead of the actual DC. Other than that, he looks well put together, indeed.

Thanks for the catch, i always put the formula for everything and only do the math once everything is done. it help me verify that i didn't forget anything.

Tokuhara
2010-10-19, 05:16 PM
AWE-FRIGGIN-SOME!

Cannot wait to see how you make Ashardalon a total BAMF

zagan
2010-10-20, 06:58 AM
AWE-FRIGGIN-SOME!

Cannot wait to see how you make Ashardalon a total BAMF

Thanks. sadly Ashardalan is 8th level so it will be awhile before i get there.

EdroGrimshell
2010-10-20, 07:11 PM
Have you seen these (http://www.giantitp.com/forums/showthread.php?t=172251)? I'd like to see these two worked together somehow.

Kobold-Bard
2010-10-21, 03:53 AM
Have you seen these (http://www.giantitp.com/forums/showthread.php?t=172251)? I'd like to see these two worked together somehow.

Complicatedly, I imagine.

However you're not the only one to have thought of that, because it would be incredible.

Prime32
2010-10-21, 05:38 AM
Complicatedly, I imagine.

However you're not the only one to have thought of that, because it would be incredible.I believe that's what Lyserg and Wooden Sword Ryu do. :smalltongue:

Now you just need a way to make these things grow three size categories, or bind them into weapons. :smallamused:

zagan
2010-10-21, 06:40 AM
Have you seen these (http://www.giantitp.com/forums/showthread.php?t=172251)? I'd like to see these two worked together somehow.

I only halfway through the 3rd level vestige so we'll see what we can do with that at the end.


Complicatedly, I imagine.

However you're not the only one to have thought of that, because it would be incredible.

Yes, it would be we'll see.


I believe that's what Lyserg and Wooden Sword Ryu do. :smalltongue:

Now you just need a way to make these things grow three size categories, or bind them into weapons. :smallamused:

Shaman king ?

Cieyrin
2010-10-21, 02:54 PM
I believe that's what Lyserg and Wooden Sword Ryu do. :smalltongue:

Now you just need a way to make these things grow three size categories, or bind them into weapons. :smallamused:

That's more an Incarnate thing if you ask me. :smalltongue:

http://farm2.static.flickr.com/1358/5103160580_9c4bb6a9e1.jpg

Prime32
2010-10-21, 03:43 PM
That's more an Incarnate thing if you ask me. :smalltongue:Well, given that the basic level is inviting a spirit into your body to gain its abilities, and later you learn to manifest the spirit physically from your energy...

http://www.youtube.com/watch?v=fBGhJEPM8QI

Posting OPs because I can:
http://www.youtube.com/watch?v=sdq-OnICPxQ
http://www.youtube.com/watch?v=zm8qt8RUnNg


EDIT: I'm pretty sure I made that motivator, by the way. :smalltongue:

Cieyrin
2010-10-21, 04:44 PM
Well, given that the basic level is inviting a spirit into your body to gain its abilities, and later you learn to manifest the spirit physically from your energy...

http://www.youtube.com/watch?v=fBGhJEPM8QI

Eh, I suppose that's one way of looking at it, though Incarnum does it just as well, as your still dealing in soul stuff, just more generalized soul stuff than Binders.


Posting OPs because I can:
http://www.youtube.com/watch?v=sdq-OnICPxQ
http://www.youtube.com/watch?v=zm8qt8RUnNg


EDIT: I'm pretty sure I made that motivator, by the way. :smalltongue:

I must say I prefer Shaman King without the 4Kids treatment, as they've mangled so many otherwise awesome properties that I've got to the point that if they sanitize a series, I refuse to watch their version.

As for the motivator, funny, that. :smalltongue:

Prime32
2010-10-21, 04:56 PM
I must say I prefer Shaman King without the 4Kids treatment, as they've mangled so many otherwise awesome properties that I've got to the point that if they sanitize a series, I refuse to watch their version.It was actually one of their best adaptations. Their treatment of One Piece is sometimes blamed on the parental complaints from Shaman King.

Cieyrin
2010-10-21, 05:23 PM
It was actually one of their best adaptations. Their treatment of One Piece is sometimes blamed on the parental complaints from Shaman King.

Mmm, perhaps, though I can't say I care for the mangling of the intro and exit by ripping out the original stuff and putting in some crappy band and splicing scenes from the show to make it look tacky. I've also just annoyed with the voice actors 4Kids seems to use, as they're just grating and annoying on my ears.

Maybe I've just gotten jaded...

zagan
2010-10-22, 02:46 PM
I'm having a dilema about karsus, at first i want to give him racial hit dice so that he "lose" caster level and never gain more than 6th level spell. I'll justify it by saying that becoming a vestige a weaken his magical power and because he manifeste as a bleeding boulder. But I don't like it much because it seem to be forced just be "balanced".
My other option would be to make him a wizard 18 (at the end when the character reach level 20) and selecting "weak" spell.
For 9th level spell I'm thinking off Foresight and Mage Disjunction, both are usefull and fit Karsus but not game breaking and Mage Disjunction must be used carrefully or you lose loot.
For 8th level, Mind Blank, Moment of prescience +2 other I don't know.

What do you think ? Is carrefully selecting the spell enough to "weaken" it so that summoning a 18th level wizard is not overpowered ?

peacenlove
2010-10-22, 06:18 PM
IMO just give him raw damage evocations and debuffs with saving throws and/or load him up with defensive personal spells, reducing somewhat his value as a summon (they exist only to be killed after all).

zagan
2010-10-26, 02:39 PM
IMO just give him raw damage evocations and debuffs with saving throws and/or load him up with defensive personal spells, reducing somewhat his value as a summon (they exist only to be killed after all).

Yeah, i will do something like that.

EDIT: Although it had taken way longer than planned, Karsus is done I would appreciate if someone could check the spell list for anything too abusable.

Also nobody peach the class itself yet, i would really like feedback on at least the Share power ability and Throw into the void ability, please ?

Cieyrin
2010-10-27, 02:08 PM
EDIT: Although it had taken way longer than planned, Karsus is done I would appreciate if someone could check the spell list for anything too abusable.

Karsus appears balancedish, though he may be a little overly utility. That's my impression of his spell list, anyways.

zagan
2010-10-27, 02:19 PM
Karsus appears balancedish, though he may be a little overly utility. That's my impression of his spell list, anyways.

That's fine then, thanks for looking.

Zaydos
2010-10-27, 05:09 PM
Looking at the spell list I'd personally replace Contact Other Plane with an attack spell (Cone of Cold could work but is rather meh as a spell) and maybe Break Enchantment as well.

DracoDei
2010-10-27, 09:51 PM
Just glanced in at this thread. Why is it 10 minutes per two levels (minimum 10), rather than a straight 5 minutes per level (perhaps still with a 10 minute minimum)? Smooth progressions always appeal to me more.

Throw into the void technically doesn't require Concentration checks for ongoing damage or attacks from readied actions. This seems like a design flaw to me. The basic Vestige summoning ability is worded in such a way that it works (although maybe not for ongoing damage).

Will probably edit in more when and if I read more.

zagan
2010-10-28, 04:24 AM
Looking at the spell list I'd personally replace Contact Other Plane with an attack spell (Cone of Cold could work but is rather meh as a spell) and maybe Break Enchantment as well.

Contact other plane seem fitting to me, because he come from another plane himself but I admit I wasn't sure what to use there. Perhaps Earth reaver from the Spc (p75) to keep with the earth theme ?

Break enchantment is there because it's a "variant" of dispel magic and that's an important part of Karsus theme.


Just glanced in at this thread. Why is it 10 minutes per two levels (minimum 10), rather than a straight 5 minutes per level (perhaps still with a 10 minute minimum)? Smooth progressions always appeal to me more.

I don't remember why it's 10 per 2 level, perhaps because it's a round number but 5 per level work better your right.



Throw into the void technically doesn't require Concentration checks for ongoing damage or attacks from readied actions. This seems like a design flaw to me. The basic Vestige summoning ability is worded in such a way that it works (although maybe not for ongoing damage).

Will probably edit in more when and if I read more.

Ah, I see what you mean, I didin't think of either case so my wording only include aoo, i'll change it.

EDIT: Wording changed, it should work now. Thanks for the help.

DracoDei
2010-10-28, 09:59 PM
Thanks for the help.
You are quite welcome.

zagan
2010-10-30, 11:30 AM
And i'm done with Paimon, the first with level in a Prc but it was such a perfect fit that I think it's justified. Next Agares, pretty easy one slighty modified earth elemental.

zagan
2010-11-01, 04:51 PM
Agares is done, It's based on a huge earth elemental and on the archoelemental prince of good and evil from dragon mag (347 and 353) to buff him up. I also changed it's feat. Considering that in effect you get two elemental I think he is good enough.

Andras the next one might take some time both because I need to stat up him and his mount and because I want to try participating in the current Prc contest.

Cieyrin
2010-11-01, 05:28 PM
Agares is done, It's based on a huge earth elemental and on the archoelemental prince of good and evil from dragon mag (347 and 353) to buff him up. I also changed it's feat. Considering that in effect you get two elemental I think he is good enough.

Agares looks good, other than you never say what Earthshaking step is supposed to be saving against. I assume to drops you to prone but...

zagan
2010-11-23, 04:18 PM
Agares looks good, other than you never say what Earthshaking step is supposed to be saving against. I assume to drops you to prone but...

Thanks for the catch, I somehow manage to make an error when copying from the book now. :smallredface:

EDIT: After a long hiatus, Andras is finnaly up. I'm far from satisfied with is AC and Hp but as elf is con is crappy because I need other stat more and is AC is even worse because it's clearly stat that he doesn't use armor. I really wonder how he manage to survive for so long before becoming a vestige. Not with the elite array i'm suing in any case. Ah well it's ability are nice and he manage to be a paladin and a blackguard at the same time so that's cool.

Next: Arete (http://www.wizards.com/default.asp?x=dnd/psm/20070119a) the first psionic vestige.

EDIT2: And Arete is done, next Astaroth (http://www.wizards.com/default.asp?x=dnd/we/20070307a)
a fallen angel again.

EDIT3: Now astaroth is finished. No comment at all on the last two ? Oh well. For those still folowing next is Buer, I think this one will be fun.

Cieyrin
2010-11-23, 05:16 PM
EDIT2: And Arete is done, next Astaroth (http://www.wizards.com/default.asp?x=dnd/we/20070307a)
a fallen angel again.

EDIT3: Now astaroth is finished. No comment at all on the last two ? Oh well. For those still folowing next is Buer, I think this one will be fun.

I didn't get an update from my subscription, so I didn't know anything had changed till I popped in. :smallmad:

Anyways, Arete is missing his last couple of feats in his base form. I'm also not sure how a Psion is proficient with a warhammer, though I suppose that's a function of him being an Outsider now. I can't really say much beyond that, as my knowledge of psionics is pretty limited, all things told. I don't get to play with them often, unfortunately.:smallfrown:

Astaroth seems alright, if not amazing, especially the crafting. Since you can only have him around for 40 minutes, tops, you can't exactly take advantage of the fact he can craft, since the usual crafting interval is 8 hours or so. Maybe have accelerated crafting, like 1 minute = 1 hour when he crafts or something?

I'm also curious to see what an epic extension of the Vestige Summoner could do with the epic vestiges. I'd link but Wizards took the article down, much to my chagrin, as I didn't manage to save it prior to that occurring. :smallsigh:

Prime32
2010-11-23, 05:44 PM
I'm also curious to see what an epic extension of the Vestige Summoner could do with the epic vestiges. I'd link but Wizards took the article down, much to my chagrin, as I didn't manage to save it prior to that occurring. :smallsigh:IIRC a few guys at BG downloaded it before that happened (it was lost in a system change around the 4e transition, rather than being outright removed). Might want to ask there.

zagan
2010-11-23, 05:55 PM
I didn't get an update from my subscription, so I didn't know anything had changed till I popped in. :smallmad:

yeah it happen sometimes, thanks for the support.


Anyways, Arete is missing his last couple of feats in his base form.

He only has 14 HD when you can first summoned him.


I'm also not sure how a Psion is proficient with a warhammer, though I suppose that's a function of him being an Outsider now. I can't really say much beyond that, as my knowledge of psionics is pretty limited, all things told. I don't get to play with them often, unfortunately.:smallfrown:

Elan get free proficiency with longbow, warhammer, armor and shield. Since arete is supposed to be the first Elan i though it fitting to equip him with that.


Astaroth seems alright, if not amazing, especially the crafting. Since you can only have him around for 40 minutes, tops, you can't exactly take advantage of the fact he can craft, since the usual crafting interval is 8 hours or so. Maybe have accelerated crafting, like 1 minute = 1 hour when he crafts or something?

Yeah it's not the greatest but hey they can't all be. As for the crafting if you summoned him it mean you have him bound so you can craft yourself, you would summon him for crafting only if you need his spell-like ability as prereq when the summoning end you just finish yourself.



I'm also curious to see what an epic extension of the Vestige Summoner could do with the epic vestiges. I'd link but Wizards took the article down, much to my chagrin, as I didn't manage to save it prior to that occurring. :smallsigh:

I won't work on epic progression for two reason, first I don't know anything about it and second i don't like it much.
I do have saved the epic binder however, if you want it Pm me with your email, I think it's allowed because it was freely given.

Devigod
2010-11-24, 12:00 AM
Elan get free proficiency with longbow, warhammer, armor and shield. Since arete is supposed to be the first Elan i though it fitting to equip him with that.

If you're looking at the Elan warrior in Expanded Psionics, I could see how you'd get this idea. Note that his proficiencies come from the warrior NPC class, however. Elans as written gain no such proficiencies.

zagan
2010-11-29, 11:04 AM
If you're looking at the Elan warrior in Expanded Psionics, I could see how you'd get this idea. Note that his proficiencies come from the warrior NPC class, however. Elans as written gain no such proficiencies.

I used D&D wiki as a source, here (http://dungeons.wikia.com/wiki/SRD:Elans_(Race)), but upon further checking you are right. Ah well outsider give him proficiency anyway so i won't go back to change it.
I will need to be more careful in the futur.

EDIT: Buer as been added, not really powerfull but useful I think particulary against lot of mook. Next Eurynome.

EDIT2: Eurynome is done, she's pretty basic but i like her. Next and last 4th level one Tenebrous.

Cieyrin
2010-11-29, 03:42 PM
Buer seems like a nice support summon, like an advanced Unicorn from a SNA.

Eurynome seems like a nice brute, though knowing how many tentacle attacks she gets would be aces. I'm assuming 7, following the normal octopus 8.

zagan
2010-11-29, 03:58 PM
Buer seems like a nice support summon, like an advanced Unicorn from a SNA.

Eurynome seems like a nice brute, though knowing how many tentacle attacks she gets would be aces. I'm assuming 7, following the normal octopus 8.

She only got 2 tentacle and one of them is used all the time to hold the warhammer. In the illustration she got two on each arm, but because they come from the same shoulder and seem very thin compared to her body I judge that they only count as one. So in round that make four attack with the warhammer and one tentacle or two tentacle (by changing the "hand" that hold the warhammer as a free action)
You think that I need to up that number ?

Also did you receive the epic binder file ?

Cieyrin
2010-11-29, 04:33 PM
She only got 2 tentacle and one of them is used all the time to hold the warhammer. In the illustration she got two on each arm, but because they come from the same shoulder and seem very thin compared to her body I judge that they only count as one. So in round that make four attack with the warhammer and one tentacle or two tentacle (by changing the "hand" that hold the warhammer as a free action)
You think that I need to up that number ?

It would help if I had the book in front of me to look at her picture, I suppose. Warhammer + long range tentacle rape should be fine with just one or two, though I was thinking she perhaps had more to bring far more pain than I thought.


Also did you receive the epic binder file ?

Yes I did, thank you very much, sir. :smallcool:

zagan
2010-12-05, 12:41 PM
And Tenebrous is done, I'm really hesitant on this one. I the one hand I had acces to something like four stat block for orcus to use as a base on the other hand I need to make him way weaker without removing all flavor. I hope it turn out alright.

With him i've finished all the vestige up to 4th level, and i'm halfway done (20 done, 18 to go)

Cieyrin
2010-12-05, 04:41 PM
And Tenebrous is done, I'm really hesitant on this one. I the one hand I had acces to something like four stat block for orcus to use as a base on the other hand I need to make him way weaker without removing all flavor. I hope it turn out alright.

Two things of note: Is the Shadow Wand of Orcus meant to have half-strength Anarchic and Unholy, as in deals +1d6 to Lawful or Good characters, +2d6 vs. LG characters?

2nd thing: I don't think Spell Focus works on spell-likes, so you probably want to change that to an Ability Focus (normal or Sudden).

zagan
2010-12-05, 04:51 PM
Two things of note: Is the Shadow Wand of Orcus meant to have half-strength Anarchic and Unholy, as in deals +1d6 to Lawful or Good characters, +2d6 vs. LG characters?

That's right, do I need to clarify more ?


2nd thing: I don't think Spell Focus works on spell-likes, so you probably want to change that to an Ability Focus (normal or Sudden).

In all the stat block I could find, he has spell focus (and sometimes greater spell focus) and when I calculate the DC of his spell like ability and compare it to what's given it match. I don't know if it's legal but Wotc use it like it was, so...

Cieyrin
2010-12-05, 05:02 PM
That's right, do I need to clarify more ?

The confusion on my part is between the text and the table. The text is clear, the table, not so much.


In all the stat block I could find, he has spell focus (and sometimes greater spell focus) and when I calculate the DC of his spell like ability and compare it to what's given it match. I don't know if it's legal but Wotc use it like it was, so...

WotC is infamous for their stat-blocks not being exactly legal. Spells != Spell-likes, hence why there are metamagic specifically for spell-likes and supernaturals.

zagan
2010-12-05, 05:26 PM
The confusion on my part is between the text and the table. The text is clear, the table, not so much.

Okay, I will change it to "+ 1d6 against good or lawful creature, +2d6 again lawful good creature"


WotC is infamous for their stat-blocks not being exactly legal. Spells != Spell-likes, hence why there are metamagic specifically for spell-likes and supernaturals.

I know, I will change it power attack that way I'm sure it's legal, a +1 to DC didn't matter much anyway.

Torchship
2010-12-09, 06:02 AM
I must say, I agree with everyone else in calling this homebrew class exceedingly awesome.

That said, I do have some small concerns about the power of the class... it seems to be strictly more powerful than the base Binder. You trade out the ability to use more than two vestiges (at least, until epic) and immunity to negative energy and mind affecting spells for a pretty good minion (or two!), an extra Pact Augmentation and some awesome SLA's. The simplest way to fix this would to not give the Summoner Binding progression on one or two levels, but that feels kinda ham-fisted and doesn't fit the class very well.

Alternatively, you could nerf the SLAs a bit to bring the total power back in line with the base class. Dismissal, as it stands, totally invalidates any kind of summoned enemy in your immediate area for all time. Giving it a cap, say 3/day or 5/day would stop you being able to defeat infinity summoned creatures.

Throw Into The Void, however, seems pretty balanced as it is. Maybe turn it into a touch range spell, since it seems to be primarily an anti-melee ability (and anything that gives melee classes with low Will saves a hand is fine by me). Also, permanent Confusion seems a little steep a punishment, especially if you're casting it on some NPC that the DM wants to keep around. Then again, Wizards can do a similar thing many, many levels earlier, so it can't be that bad... The ability to throw yourself for no penalty is a nice utility feature, I thought.

Finally, I'm not quite happy with the cast time for Vestige Summoning being a mere full round. Binders, at least to me, always seemed like a class that was steeped in long, combat-inconvenient ritual, what with the one minute cast time for normal binding. I'd suggest something similar for this class, but a one minute cast time for a five minute summon would make the class almost unusable (at least for the first couple of levels). I can't really think of any workable alternatives to a full-round action, so I suppose it'll have to stay as-is...

I've got the thread subscribed, and await further development eagerly. I wonder if my DM'll let me play a homebrew class...

zagan
2010-12-09, 07:16 AM
I must say, I agree with everyone else in calling this homebrew class exceedingly awesome.

Thanks.


That said, I do have some small concerns about the power of the class... it seems to be strictly more powerful than the base Binder. You trade out the ability to use more than two vestiges (at least, until epic) and immunity to negative energy and mind affecting spells for a pretty good minion (or two!), an extra Pact Augmentation and some awesome SLA's. The simplest way to fix this would to not give the Summoner Binding progression on one or two levels, but that feels kinda ham-fisted and doesn't fit the class very well.

The class progree every binding feature including number of vestige. You also are reduce to half-bab and only one good save. But yes it's a powerful Prc simply because of the "minion".


Alternatively, you could nerf the SLAs a bit to bring the total power back in line with the base class. Dismissal, as it stands, totally invalidates any kind of summoned enemy in your immediate area for all time. Giving it a cap, say 3/day or 5/day would stop you being able to defeat infinity summoned creatures.

That's a good idea, I will make it 3/day.


Throw Into The Void, however, seems pretty balanced as it is. Maybe turn it into a touch range spell, since it seems to be primarily an anti-melee ability (and anything that gives melee classes with low Will saves a hand is fine by me). Also, permanent Confusion seems a little steep a punishment, especially if you're casting it on some NPC that the DM wants to keep around. Then again, Wizards can do a similar thing many, many levels earlier, so it can't be that bad... The ability to throw yourself for no penalty is a nice utility feature, I thought.

It's based on the mazed spell with reduce duration but you can't use an int check to get out. I might reduce the confusion effect, perhaps allowing a save each day afterward ?


Finally, I'm not quite happy with the cast time for Vestige Summoning being a mere full round. Binders, at least to me, always seemed like a class that was steeped in long, combat-inconvenient ritual, what with the one minute cast time for normal binding. I'd suggest something similar for this class, but a one minute cast time for a five minute summon would make the class almost unusable (at least for the first couple of levels). I can't really think of any workable alternatives to a full-round action, so I suppose it'll have to stay as-is...

My first instinct was too to make it 1 minute but as you said for the first few level it would be unplayable and I don't want to augment the duration. A full-round action seem reasonable but I might increase it a one round action like for normal summoning spell.


I've got the thread subscribed, and await further development eagerly. I wonder if my DM'll let me play a homebrew class...

Thank you very much for the support and let me know how it goes if you manage to play it.

zagan
2010-12-10, 03:22 PM
Acererak is done, not my favorite but I think it represent him not too badly, at least for an avatar/aspect.

Nexy Balam, an angel again but way more monstrous than previous one.

Cieyrin
2010-12-10, 09:05 PM
Acererak has some editing errors, such as the '+str' to his damage and the number of 9th level spells he has available.

Also, Combat Casting? Really? As smart as he is, Acererak should know that's a trap. Fearsome Necromancy (http://www.realmshelps.net/cgi-bin/feats.pl?Fearsome_Necromancy) is more thematic and useful to him.

Also, as confusing as him being Undead and Outsider at the same time, shouldn't his Con be -, then? I suppose the unique symbol you used instead probably amounts to the same but I find '-' is less easily confused.

Otherwise, he's looking like a decent necrowizzie.

zagan
2010-12-11, 06:07 AM
Acererak has some editing errors, such as the '+str' to his damage and the number of 9th level spells he has available.

Thanks, I shouldbn't have finish it yesterday, I was too tired, but I want to be finished with this damn lich. I corrected the editing error I could find. But i think the number of 9th level spell right. 1 at 17th level +1 from being a specialist wizard and another 1 gain at 18th level, for a total of three prepared 9th level spell.


Also, Combat Casting? Really? As smart as he is, Acererak should know that's a trap. Fearsome Necromancy (http://www.realmshelps.net/cgi-bin/feats.pl?Fearsome_Necromancy) is more thematic and useful to him.

I was concerned about his spell selection than feat so i just grabed some core feat, but you're right this one is perfect.


Also, as confusing as him being Undead and Outsider at the same time, shouldn't his Con be -, then? I suppose the unique symbol you used instead probably amounts to the same but I find '-' is less easily confused.

I've corrected that.


Otherwise, he's looking like a decent necrowizzie.

Thanks, and again thanks you very much for all your help with those detail that, often, go overlook.

zagan
2010-12-12, 12:39 PM
Balam is done, pretty much just a meat shield but pretty resistant.

Next Dantallion, should be interesting.

Cieyrin
2010-12-13, 06:28 PM
Balam is done, pretty much just a meat shield but pretty resistant.

Balam is certainly the resilient meat shield, alright, though that's kinda it. Also, you forgot to add her Dex increase to AC at 8th level.


Next Dantallion, should be interesting.

Quite looking forward to what Dantallion looks like, as I wonder how he'll compare to those with his PrC. :smallbiggrin:

zagan
2010-12-14, 04:17 PM
Balam is certainly the resilient meat shield, alright, though that's kinda it. Also, you forgot to add her Dex increase to AC at 8th level.

Done.


Quite looking forward to what Dantallion looks like, as I wonder how he'll compare to those with his PrC. :smallbiggrin:

He will have all their ability (including the errata) otherwise he would have been really lame. Don't know when I will be able to finish him however.

EDIT: I've managed to finish Dantalion way faster than expect. i hope I didn't made any error for once. Next Geryon but it may take some time because I want to participate in the Prc contest.

Cieyrin
2010-12-14, 04:38 PM
EDIT: I've managed to finish Dantalion way faster than expect. i hope I didn't made any error for once. Next Geryon but it may take some time because I want to participate in the Prc contest.

Dantalion is certainly the scary one, as he could easily wreak havoc against groups affected by Mind-Affecting effects, so I guess he's either awesome or useless, depending on the opponent. Either way, he's well put together, other than the wording of Awe of Dantalion's activation, as it seems like an incomplete thought there.

zagan
2010-12-14, 05:27 PM
Dantalion is certainly the scary one, as he could easily wreak havoc against groups affected by Mind-Affecting effects, so I guess he's either awesome or useless, depending on the opponent.

At the level you gain acces to him Mind-affecting is commonly resist, so it reduce it's power some and it fit him very well. As for awesome or useless well it come to the player planning and it encourage changing Vestige.


Either way, he's well put together, other than the wording of Awe of Dantalion's activation, as it seems like an incomplete thought there.

Same wording as the book.

Cieyrin
2010-12-14, 05:41 PM
Same wording as the book.

Maybe it's just the sentence structure that confuses me. Ah well, looking at it again, it makes sense now.

ocel
2010-12-19, 11:27 AM
Why are the vestiges ac in the 17 to 25 range? wouldn't that too high?

Other than that great concept.

zagan
2010-12-19, 11:43 AM
Why are the vestiges ac in the 17 to 25 range? wouldn't that too high?

Personally I was afraid they would be too low compared to a lot of high level monster, but it end up comparable to the AC of creature that you can summon with the summon monster spell.


Other than that great concept.

Thank you for the support.:smallbiggrin:

Lateral
2010-12-19, 11:51 AM
I realize that this isn't helpful at all, but the first thing I thought of when I saw the title of this thread was:

"Vestige Summoner!

...And BMX Bandit! (http://www.youtube.com/watch?v=zFuMpYTyRjw)"

No, I haven't even looked at the class. Just the name.

zagan
2010-12-20, 11:06 AM
I realize that this isn't helpful at all, but the first thing I thought of when I saw the title of this thread was:

"Vestige Summoner!

...And BMX Bandit! (http://www.youtube.com/watch?v=zFuMpYTyRjw)"

I've seen that video already and you're right it's appropriate. Now I need to make a bmx prc to go with my summoner.:smallwink:

EDIT: And Geryon is done, It wasn't easy but using his stat given in the expend BoVD pdf and those of an ogre mage I manage to coble together something interesting, I'm particulary proud of tripple strike. Next the mysterious Othiax.

zagan
2010-12-27, 11:51 AM
And with Otiax with have finished the 5th level vestige. Finally I had lot of fun making this one, he end up pretty original.

Next Chupoclops, I think he will need to be colossal to stay true to the legend but wouldn't that be too much ?

EDIT: And Chupoclops is done. Next Desharis

Cieyrin
2010-12-29, 02:31 PM
Geryon, Othiax and Chupoclops are definitely well made, though I think shifting in Deadly Poison or Improved Natural Attack(Bite) over Ghost-Scarred would be better on Chupoclops. While flavorful, Ghost-Scarred doesn't do a whole hell of a lot for her, really.

Also, I don't mean to be rude, as I realize English isn't your first language, but it's particularly evident in these entries with proper spelling and grammar. A little proofreading goes a long way towards improving the final product you present to the community. I'd be happy to help with that, if you'd like, as this is otherwise quite the quality piece of homebrew. :smallsmile:

zagan
2010-12-29, 03:06 PM
Geryon, Othiax and Chupoclops are definitely well made, though I think shifting in Deadly Poison or Improved Natural Attack(Bite) over Ghost-Scarred would be better on Chupoclops. While flavorful, Ghost-Scarred doesn't do a whole hell of a lot for her, really.

I like ghost scarred personally, deadly poison come from savage species and while I like the book it may be a little too obscure for the average player plus it got a prereq feat, as for improved natural attack she's already colossal and deal an average of 18.5 damage per bite attack plus poison, seem enough to me.


Also, I don't mean to be rude, as I realize English isn't your first language, but it's particularly evident in these entries with proper spelling and grammar. A little proofreading goes a long way towards improving the final product you present to the community. I'd be happy to help with that, if you'd like, as this is otherwise quite the quality piece of homebrew. :smallsmile:

It's that bad ?:smallredface:
Well if you want to help with that I would appreciate it how would you prefer to do it ? Pointing the error on the thread or correcting a document ? (I still have you email I think, a gmail adress that begin with shi****** ?)
I thank you for your support you've been a big help.

Cieyrin
2010-12-29, 03:40 PM
I like ghost scarred personally, deadly poison come from savage species and while I like the book it may be a little too obscure for the average player plus it got a prereq feat, as for improved natural attack she's already colossal and deal an average of 18.5 damage per bite attack plus poison, seem enough to me.

Deadly Poison got updated in Serpent Kingdoms, which wrote out Virulent Poison, due to it doing the same thing as Ability Focus. The new Deadly Poision uses Ability Focus(Poison), instead, so still only 1 feat change. :smallwink: Either way, if you prefer Ghost-Scarred, hey, it's your homebrew, do what you want with it. :smallbiggrin:


It's that bad ?:smallredface:
Well if you want to help with that I would appreciate it how would you prefer to do it ? Pointing the error on the thread or correcting a document ? (I still have you email I think, a gmail adress that begin with shi****** ?)
I thank you for your support you've been a big help.

It's not bad, per se, it's just jarring here and there. As for the assistance, I think PMs will work just fine, as that's one of the reasons the forums has 'em is for such as this, editting that doesn't need to be in thread. I just need to clear out some of the old stuff out of my inbox and I should be good to go. I'll PM the changes and copypasta can ensue from there. :smallsmile:

zagan
2010-12-29, 04:24 PM
It's not bad, per se, it's just jarring here and there. As for the assistance, I think PMs will work just fine, as that's one of the reasons the forums has 'em is for such as this, editting that doesn't need to be in thread. I just need to clear out some of the old stuff out of my inbox and I should be good to go. I'll PM the changes and copypasta can ensue from there. :smallsmile:

You want to start from the beginning including the class ? And if you we use PM, perhaps you could take the text by just quotting the post in the thread, would be more accurate anyway because when I do the change I often forget to also change thing in my original document, for futur stuff, I'll PM you of course and post it once you've proofread it. That work ?

Cieyrin
2010-12-29, 05:15 PM
You want to start from the beginning including the class ? And if you we use PM, perhaps you could take the text by just quotting the post in the thread, would be more accurate anyway because when I do the change I often forget to also change thing in my original document, for futur stuff, I'll PM you of course and post it once you've proofread it. That work ?

That was my thought, yes. Easy peasy.

Dante & Vergil
2011-01-02, 03:45 AM
This can be used to create so many characters from different forms of media. If I create some new Vestiges, I could create someone like Bayonetta. Simply awesome!:smallcool:

zagan
2011-01-02, 10:26 AM
This can be used to create so many characters from different forms of media. If I create some new Vestiges, I could create someone like Bayonetta. Simply awesome!:smallcool:

Yes, you could create a wide variety of character with the prc, either by just reffluffing the vestige or by creatubg your own.
Thanks for the support.

I've post Desharis and Haures.
Next Ipos, not sure what do with him.

zagan
2011-01-05, 02:39 PM
Ipos is done, not my favorite but result isn't too bad. Next Shax.

Cieyrin
2011-01-05, 04:09 PM
Head's up, sent off the proofreads for the 2nd post, split into 2 PMs, due to character limits. :smallyuk:

Anyways, looking at Desharis, he looks alright, though perhaps a little bland. My thoughts are 1) he should be an Augmented Fey and 2) perhaps if he had Mindsight, he could work as a super scout in cities.

Haures looks good, though Dazzling Illusion is probably the weakest of the specialist feats, since Dazzle is like the most useless condition in the game. Heighten Spell or Versatile Spellcaster would be good on getting more use out of some spells, whether making low level spells have decent save DCs or getting more high levels off.

zagan
2011-01-05, 04:35 PM
Response to pm and post at the same time:


Getting back into this after finishing up judging for the current IC, disputes notwithstanding.

And an excellent judging it was. :smallsmile:


A few notes:

Charging Knockback, Poison & Persuasive Word: Save DC based on stat should probably be removed, as you give the formula for the DCs earlier in the description.

Done.


Superior Low-Light Vision should be 4 times, not 3

In ToM they they say three times.


Mutli-Bite and Combat Reflexes are to allow to use all 3 heads when he attacks, like a hydra, right? You may want to make that clearer.

Yes, it was based on the hydra, I've clarified.



Persuasive Word's save DC should probably be listed for easy reference. 1st: DC 22, 2nd: DC 23, 4th: DC 24, 6th: DC 25, 8th: DC 26

Done.


Head's up, sent off the proofreads for the 2nd post, split into 2 PMs, due to character limits. :smallyuk:

Anyways, looking at Desharis, he looks alright, though perhaps a little bland. My thoughts are 1) he should be an Augmented Fey and 2) perhaps if he had Mindsight, he could work as a super scout in cities.

1) Didn't think of augmented subtype, been some times seen I remember about this one, I may need to add it to a few other too.

2) While as a player I like Mindsight, as a DM I know it can be a pain , if it cover the whole city it may be a little much, but it's very flavorful for her to be able to detect any creature in a city. i'll think about it.


Haures looks good, though Dazzling Illusion is probably the weakest of the specialist feats, since Dazzle is like the most useless condition in the game. Heighten Spell or Versatile Spellcaster would be good on getting more use out of some spells, whether making low level spells have decent save DCs or getting more high levels off.

Dazzling illusion was for flavor mostly, Haures is being an illusionist before anything else. But you're right that heigthen would be stronger. i'll think about it too.

Once again thanks for all your help.

Cieyrin
2011-01-05, 05:13 PM
In ToM they they say three times.

I see that now, I was going by the definition in the MM, which has it as 4 times. Consistent, WotC is.


Once again thanks for all your help.

np. :smallbiggrin:

zagan
2011-01-06, 04:04 PM
I see that now, I was going by the definition in the MM, which has it as 4 times. Consistent, WotC is.

Always. :smallamused:


3rd post done.

You work fast. :smallsmile:


Notes: Init adjustments were forgot when Dex changed. For post 2, they're as follows: Amon at 7th (+4), Lerage at 1st (+5), 4th (+6), 6th (+7), Naberius at 1st (+2) & 6th (+1)

Thanks for that, I'll check the other.

zagan
2011-01-08, 10:40 AM
I've add Shax, I would appreciate suggestion on how to improve her, because I really wasn't inspired this time. i've use the Deathshed monster that was based on Shax as a starting point and storm giant ability. But the result is pretty bland any idea ?

In the meantime I'll go work on the Triad.

Cieyrin
2011-01-10, 01:45 PM
I love Ipos, he's just amusing.

As for Shax, yeah, I can see how she's pretty bland. Since she was a Storm Giant Goddess, she needs more storms and lightning, I think.

zagan
2011-01-10, 02:30 PM
I love Ipos, he's just amusing.

Thanks.


As for Shax, yeah, I can see how she's pretty bland. Since she was a Storm Giant Goddess, she needs more storms and lightning, I think.

Probably the only solution, I'll add a few Sla and perhaps a few other storm themed thing.

I've also finished The Triad. Lot of work on this one, I've even read the dungeon mag adventure from 2nd ed it's based on. I think the aspect thing make it pretty original.
Next Vanus (after improving shax).
EDIT: Add a fair few SLA to Shax, should increase her utility and power a little. And now she can claim to have been at some point a Storm Giant godesse.

Cieyrin
2011-01-10, 04:38 PM
Probably the only solution, I'll add a few Sla and perhaps a few other storm themed thing.

EDIT: Add a fair few SLA to Shax, should increase her utility and power a little. And now she can claim to have been at some point a Storm Giant goddess.

Shax's feats could be fiddled with some as well. I mean, what is she actually using that Extend Supernatural Ability for? Iron Will could be shifted as well, since her saves aren't exactly ailing with Outsider HD.

I do like Storm Elementals but you could expand that to get her some Water Elementals as well and possibly more Summons in general to harass while she dominates a combatant to cause dissension in the ranks. Maybe Quicken Spell-Like for the Summons would be in order as well, to replace Iron Will. Maximizing Call Lightning Storm wouldn't be bad, either, to get more out of those bolts.

zagan
2011-01-11, 09:03 AM
Shax's feats could be fiddled with some as well. I mean, what is she actually using that Extend Supernatural Ability for? Iron Will could be shifted as well, since her saves aren't exactly ailing with Outsider HD.

Both were default feat because I didn't have any idea of what to do with her feat. Extend was there in case you want to extand storm strike to use your swift action in the second round for something else.
I've replace them with ability focus chain lightning, the dc was pretty low and its an iconic ability. And quicken shocking grasp.


I do like Storm Elementals but you could expand that to get her some Water Elementals as well and possibly more Summons in general to harass while she dominates a combatant to cause dissension in the ranks.

Add a few water elemental option, but I don't want to focus too much on elemental with Shax (or other vestiges) because this will be Zceryll thing.


Maybe Quicken Spell-Like for the Summons would be in order as well, to replace Iron Will. Maximizing Call Lightning Storm wouldn't be bad, either, to get more out of those bolts.

You can't apply quicken to spell with a duration greater than 1 full round, even if as spell-like you can use them as standard action.
Both Maximize and Empower have the same prereq and nearly the same effect, but empower is core so I choose this one.

Cieyrin
2011-01-11, 03:39 PM
Both were default feat because I didn't have any idea of what to do with her feat. Extend was there in case you want to extand storm strike to use your swift action in the second round for something else.
I've replace them with ability focus chain lightning, the dc was pretty low and its an iconic ability. And quicken shocking grasp.



Add a few water elemental option, but I don't want to focus too much on elemental with Shax (or other vestiges) because this will be Zceryll thing.

Fair enough. I just remembered I forgot to say Air Elementals, as you want an excuse to power up your Call Lightnings. I don't mean to go any further than that.


You can't apply quicken to spell with a duration greater than 1 full round, even if as spell-like you can use them as standard action.
Both Maximize and Empower have the same prereq and nearly the same effect, but empower is core so I choose this one.

Well, okay, quickened summoning is probably a bit much but think about Maximized Call Lightning Storm, though. 50 points of electricity a bolt (provided it's stormy but, thanks to your other spell-likes, that shouldn't be an issue, am I right? :smallwink:)

zagan
2011-01-11, 04:23 PM
Fair enough. I just remembered I forgot to say Air Elementals, as you want an excuse to power up your Call Lightnings. I don't mean to go any further than that.

I somehow completely forgot about the combo call lighting and air elemental.:smallredface: It's been add.



Well, okay, quickened summoning is probably a bit much but think about Maximized Call Lightning Storm, though. 50 points of electricity a bolt (provided it's stormy but, thanks to your other spell-likes, that shouldn't be an issue, am I right? :smallwink:)

I'll think about it.

zagan
2011-01-13, 10:01 AM
Vanus is done, I'm pretty happy with him even if at high level a lot of creature will be immune to his ability but against mook he could be devastating.

Next the wonderful, the magnicient Zagan. This one will be epic ! :smallwink:

MammonAzrael
2011-01-13, 04:33 PM
I just have to say - Wow. This is a terrific class. I was working on my binder template, saw this, and have been blown away. Amazing job.

That said, I do have two comments.


It might be flavorful to have a vestige dismissed before it's summoned time expires be resentful and offer some small penalty. The vestiges certainly don't want to be cheated out of "real" time!
It looks like you don't have the vestiges from Dungeon/Dragon Magazines, is this for a reason other than not having/knowing about them?

zagan
2011-01-13, 04:48 PM
I just have to say - Wow. This is a terrific class. I was working on my binder template, saw this, and have been blown away. Amazing job.

I've seen the template and it look very flavorful, if perhaps a little strong for my taste.


That said, I do have two comments.


It might be flavorful to have a vestige dismissed before it's summoned time expires be resentful and offer some small penalty. The vestiges certainly don't want to be cheated out of "real" time!
It looks like you don't have the vestiges from Dungeon/Dragon Magazines, is this for a reason other than not having/knowing about them?


1: Might be a good idea that, I'll think about it.
2: I have the dragon mag one's but not the one in dungeon (though I think I got it's stat somewhere but probably without the fluff) and I might add them at the end but creating the 39 "official" vestige is already a lot of work. So I'm not sure, we'll see how it goes.

Thank you for your support.

MammonAzrael
2011-01-13, 06:22 PM
I've seen the template and it look very flavorful, if perhaps a little strong for my taste.

Thanks. I'd love to hear your reasoning if you've got a moment! :smallsmile:


1: Might be a good idea that, I'll think about it.
2: I have the dragon mag one's but not the one in dungeon (though I think I got it's stat somewhere but probably without the fluff) and I might add them at the end but creating the 39 "official" vestige is already a lot of work. So I'm not sure, we'll see how it goes.

Thank you for your support.

Perhaps they only offer a penalty if you've made a bad pact with them in the first place. That way you can dismiss them without penalty, but the vestiges still have the opportunity to express their displeasure if the circumstances arise.

It is in Dungeon 148 and frankly the least relevant vestige I know of. You have to draw it's seal in a specific location on the 73rd layer of the Abyss! And fair enough, you certainly do! And it avoid the conflicting double-Astraroth goofiness.

Cieyrin
2011-01-14, 03:54 PM
And it avoid the conflicting double-Astraroth goofiness.

More like the triple Astaroth goofiness, as I think there's 3 different ones. Either that or I'm thinking of the live one, too.

zagan
2011-01-15, 02:02 PM
More like the triple Astaroth goofiness, as I think there's 3 different ones. Either that or I'm thinking of the live one, too.

Yeah sort of, there's 2 vestige, a fallen angel from the web article, and a former demon from dragon 357. The problem is that the same demon is list as alive in FC1.

Anyway, I've finished Zagan, let me know what you think. Next Zceryll the last 6th level vestige.

MammonAzrael
2011-01-15, 03:50 PM
Yeah sort of, there's 2 vestige, a fallen angel from the web article, and a former demon from dragon 357. The problem is that the same demon is list as alive in FC1.

Anyway, I've finished Zagan, let me know what you think. Next Zceryll the last 6th level vestige.

It is even more fun than that. One Astaroth vestige is an "unjustly" fallen angel, one Astaroth vestige is a Demon that played accountant in Baator until being uncovered, and the current Astaroth is the Devil that uncovered the demon and took his name!

Cieyrin
2011-01-15, 04:29 PM
The Triad looks good, if confusing.

Vanus is pretty awesome as a fear controller, though I don't think you accounted for Heightening Cause Fear in your save DCs.

Zagan seems spot on as a snake summoner/brute. Is he your username-sake, now that I think about it?

Also, I'll get back into more proofreading soon.

zagan
2011-01-15, 04:39 PM
The Triad looks good, if confusing.

Do i need to clarify anything in particular.


Vanus is pretty awesome as a fear controller, though I don't think you accounted for Heightening Cause Fear in your save DCs.

Well you can only heighen it 3/day so it doesn't affect the at will version, if you choose to apply the feat then it increase. Should I put cause fear in the 3/day category with the augmented DC ?


Zagan seems spot on as a snake summoner/brute. Is he your username-sake, now that I think about it?

It's a coincidence my username is based on one of the summon from Golden Sun 2. I later learn that the name come from a demon from babylonion mythology or something like that and Wotc use it for the Vestige.


Also, I'll get back into more proofreading soon.

No hurry but thanks.

Cieyrin
2011-01-15, 05:10 PM
Do i need to clarify anything in particular?

It's more the keeping track of which form your in that gives me pause. I don't think there's really a good way of doing it unless you separate the stats some more.


Well you can only heighen it 3/day so it doesn't affect the at will version, if you choose to apply the feat then it increase. Should I put cause fear in the 3/day category with the augmented DC ?

Moving it down to 3/day would probably help, though, on the other hand, the HD limit makes it of limited use, so perhaps Heightening something else would be better, something that'll affect creatures with more than 5 HD, which you'll be dealing with most of the time as a Binder 12/Vestige Summoner 6.


It's a coincidence my username is based on one of the summon from Golden Sun 2. I later learn that the name come from a demon from babylonion mythology or something like that and Wotc use it for the Vestige.

Oh yeah; it's been a while since I played that. Good game series, though I haven't gotten around to playing Dark Dawn yet, mostly b/c i don't have a DS or the money to afford one.

zagan
2011-01-15, 05:24 PM
Moving it down to 3/day would probably help, though, on the other hand, the HD limit makes it of limited use, so perhaps Heightening something else would be better, something that'll affect creatures with more than 5 HD, which you'll be dealing with most of the time as a Binder 12/Vestige Summoner 6.

I forgot about Cause fear hd limit, I admit I just chose because of the name without rereading the description, it was fitting. I'll change it to bane that way it become harder to resist other fear effect.


Oh yeah; it's been a while since I played that. Good game series, though I haven't gotten around to playing Dark Dawn yet, mostly b/c i don't have a DS or the money to afford one.

If you get the chance you should it's a great game.

zagan
2011-01-19, 11:50 AM
And the last 6th level Vestige is done (finnaly, why there's so many 6th level one anyway ?). I would appreciate it if someone could check the wording of Summon alien because I had to change it completely otherwise her feat wouldn't have applied to it.

EDIT: Eligor is done, I'm already halfway through the 7th level vestige ! :smalltongue:

Cieyrin
2011-01-21, 01:45 PM
And the last 6th level Vestige is done (finnaly, why there's so many 6th level one anyway ?). I would appreciate it if someone could check the wording of Summon alien because I had to change it completely otherwise her feat wouldn't have applied to it.

It seems alright, though what confuses me about Summon Alien is how the Summon Monsters seem to fill in Spells Known as well, when the ability seems to grant Summon Monster as a bonus spell known. At the very least, I'd open up the slots that you would grant at those levels when you only seem to have SMs to be able to actually cast spells of that level, which leads me into suggesting replacing Greater Spell Focus(Conjuration) for Heighten Spell, for a better overall save DC buff when you need it.


EDIT: Eligor is done, I'm already halfway through the 7th level vestige ! :smalltongue:

He seems pretty well put together, mounted combat and all, though Chromatic Strike seems not to be all that useful really for him.

zagan
2011-01-21, 02:16 PM
It seems alright, though what confuses me about Summon Alien is how the Summon Monsters seem to fill in Spells Known as well, when the ability seems to grant Summon Monster as a bonus spell known.

They do count for spell know, it mean nine less spell to chose for me and with the headache of chosing spell normaly I coulnd't pass up this opportunity. I'll try to change the wording to reflect it better.


At the very least, I'd open up the slots that you would grant at those levels when you only seem to have SMs to be able to actually cast spells of that level, which leads me into suggesting replacing Greater Spell Focus(Conjuration) for Heighten Spell, for a better overall save DC buff when you need it.

Excellent point.


He seems pretty well put together, mounted combat and all, though Chromatic Strike seems not to be all that useful really for him.

Yeah, I didn't really know what to do with it for a 7th level vestige ability it's not great.

Marchosias is nearly done, tomorow at the latest I think.

Edit: Marchosias done, 7th level vestiges are done (that was fast), now for the 8th level one. (I don't have to do a progression anymore ! :smallbiggrin:)

zagan
2011-01-24, 10:54 AM
I'm on roll, Abysm is done, I really like him. Next Asharladon the fiendish dragon.

Edit: Asharladon is done.

Cieyrin
2011-01-25, 08:11 PM
Marchosias, Abysm and Ashardalon seem alright, I especially love Abysm, it's just damn neat. :smallbiggrin:

zagan
2011-01-26, 03:55 PM
Marchosias, Abysm and Ashardalon seem alright, I especially love Abysm, it's just damn neat. :smallbiggrin:

Abysm is one of my favorite too.

Halphax is done, I like him but I fear he may be a little weak for his level. Also suggestion for better/more thematic feat than weapon focus ? (or even improve init ?)

Cieyrin
2011-01-26, 05:23 PM
Halphax is done, I like him but I fear he may be a little weak for his level. Also suggestion for better/more thematic feat than weapon focus ? (or even improve init ?)

I'm not sure what you're trying to go far with Halphax, as he seems to just be a battlefield controller that does some crappy melee. What I'd do is draw more on his earth elemental nature and base his beginning stats off of a Greater or Elder Earth Elemental, though keeping his size, so he can earth glide and have earth mastery by default with out sinking 3 feats into it.

For the 5 feats that are freed up, I'd go for pumping up his spell-likes with some quickens and empowers and draw some more earth spells into the mix, like Giant's Wrath, Hail of Stone and Earth Reaver to get a real earth feel to him.

zagan
2011-01-27, 07:27 AM
I'm not sure what you're trying to go far with Halphax, as he seems to just be a battlefield controller that does some crappy melee. What I'd do is draw more on his earth elemental nature and base his beginning stats off of a Greater or Elder Earth Elemental, though keeping his size, so he can earth glide and have earth mastery by default with out sinking 3 feats into it.

For the 5 feats that are freed up, I'd go for pumping up his spell-likes with some quickens and empowers and draw some more earth spells into the mix, like Giant's Wrath, Hail of Stone and Earth Reaver to get a real earth feel to him.

While that's the obvious route, I would prefer not going that way because one we already have a Agares to be an earth elemental and second I want to represent the fact that in life Halphax was just a gnome, probably a high level expert, not a warrior. Still I'll look up those spell and perhaps also other creature with the earth subtype perhaps I'll be inspired.

Edit: I've add a fair number of spell like ability, quicken hail of stone replace weapon focus and add the stone immunity ability. If need I'll revisit him later but now I'm going to concentrate on Orthos

zagan
2011-01-29, 03:51 PM
And with the posting of Orthos this project is now considered complete !! :smallbiggrin:

That said I will go back and improve a number of vestige particularly the first few, on the subject i'll like to know what vestige you would never consider summoning simply because they are too weak even if you have them bound for their ability ?
On the other side what are the vestige so good that you'll bind them just to summon them even if you'll never use their ability ?

I've also add a document to adapat the vestige for those with limit source (Srd and ToM)

Edit: Add image for a few vestige that have illustration in ToM

unosarta
2011-01-29, 04:53 PM
Wow... just going back over this class and the vestiges again...

This is amazing. I really, really badly want to play a Vestige summoner, now.

Cieyrin
2011-01-29, 05:18 PM
Orthos is rightly an 8th level vestige and a real terror. A couple things pop out at me, though, like you say Wind Slash does 3d6 in the description but the stats say 2d6. Another is that I think his Whirlwind Breath should probably deal bludgeoning damage, though I don't recall what the ToM says about it, so perhaps I should bow before that.

Now that progress is close to finished, I should maybe get back into proofreading, though I want to get more work done on my Gunslinger Mini-Handbook, as that desires my immediate attention right now.

zagan
2011-01-29, 05:25 PM
Wow... just going back over this class and the vestiges again...

This is amazing. I really, really badly want to play a Vestige summoner, now.

Me too ! As for you well, if something happen to Krisha we may be able to arrange something.:smallwink:


Orthos is rightly an 8th level vestige and a real terror.

My favorite of them all, I've put a lot of though in him.


A couple things pop out at me, though, like you say Wind Slash does 3d6 in the description but the stats say 2d6.

When I add the feat I remembered that I need to change the description and I forget the stat block.:smallredface:


Another is that I think his Whirlwind Breath should probably deal bludgeoning damage, though I don't recall what the ToM says about it, so perhaps I should bow before that.

It's untyped in ToM.


Now that progress is close to finished, I should maybe get back into proofreading, though I want to get more work done on my Gunslinger Mini-Handbook, as that desires my immediate attention right now.

Take your time.

unosarta
2011-01-29, 05:37 PM
Me too ! As for you well, if something happen to Krisha we may be able to arrange something.:smallwink:

I certainly wouldn't want that. I like where she is going as a character.

But really. Actually, a gestalt Binder/Vestige Summoner//Focus Specialist (Conjuration) Wizard/Malconvoker would be just about the ultimate in summoning awesome.

zagan
2011-01-29, 05:58 PM
I certainly wouldn't want that. I like where she is going as a character.

But really. Actually, a gestalt Binder/Vestige Summoner//Focus Specialist (Conjuration) Wizard/Malconvoker would be just about the ultimate in summoning awesome.

Summoning Zceryll, you control a real army of monster ! With Vestige Horde you can have Zceryll and her alien, Orthos and is elemental Swarm, Agares and his Elemental companion and, hum, Geryon and his Minotaurs. Plus your own numerous fiendish creature ! :smalltongue:

Edit: i've added their Title to the Vestiges.
Edit2: Added a penalty if the Vestige is dismissed before the normel end of the summoning as was suggested by MammonAzrael.
Edit3: Add a few spell-like ability to Amon and a Flaming Bite
Edit4: Add Branding Iron and All around vision to Ayme and tidy up her skill to include racial bonus.
Edit5: Add more type of arrow for Leraje to play with
Edit6: Add a few spell-like ability to Naberius
Edit7: Add Telekinesis as a 3/day spell-like ability to Ronove.
Edit8: Improved Savnok ability score to reflect better its former angelic statue, add a goad/knight challenge like ability and correct a few error in the skill.

Hazzardevil
2011-02-12, 02:42 PM
I reckon that you should be able to summon the baldelords from teh bladelord project as epic vestige summons.

zagan
2011-02-12, 04:33 PM
I admit I don't know that project, plus currently I have very little time, I haven't even begin working on the dragon mag vestige. That said if you want to stat those bladelord as vestige you can post it in the thread.

Edit: I've changed arete a little to remove the proficiency error.

Hazzardevil
2011-02-16, 05:03 PM
I just mentioned those since as they are they wouldn't be too hard to just summon them as teh monsters.

zagan
2011-03-06, 02:46 PM
I have finally manage to stat up Kas, tell me what you think.

Edit: Primus is now done, I really like him.
Edit: Ansitif is also done, despite the common fire subtype he end up pretty original I think.
Edit: Astaroth (demon version) is done, only one left, but first I want to do the prc contest.

zagan
2011-04-02, 03:36 PM
And with Cabiri now done, this project is completely finish. It was a lot of work but I'm proud of it !

Thanks to all those that support me.

LansXero
2011-08-30, 10:59 AM
This was an amazing PrC, thanks for the effort of coming up with it! :D

Pyromancer999
2011-08-30, 12:02 PM
This was an amazing PrC, thanks for the effort of coming up with it! :D

http://static.tvtropes.org/pmwiki/pub/images/Thread_Necromancy_3038.jpg


Thread Necromancy.