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    Titan in the Playground
    Starbuck_II's Avatar

    Join Date
    May 2004
    Enterprise, Alabama

    Default Re: Skip straight to the Endgame: City of Locusts, Book 6 of Wrath of the Righteous

    "Wait for me, guys", Gracediana had been mediating during the meeting, that last battle took out some stamina. She notices them walking away as she wakes following them quietly. Her Charles follows behind her.

    She turns toward the Nalfeshnee's and smiles, finally some fun.
    She waves her hands and summons forth an angelic being with smoothest skin you ever saw, a lean muscular body with large golden wings, and holding a heavy mace in one hand beside one of the Nalfeshnee. "Go destroy these fiends"
    The Deva swings her mace as hard as she can at them.


    HP: 105; Unbuffed AC: 35; Touch: 22
    Saves: 11/19/13; Resist: Resist Acid/Cold/Elec 5 And Fire Resist (30 Helm); Regen 1 hp/ 10min (Pearly White Spindle)
    Defense: Minor Displacement (20% miss)

    HP: 30; AC: 24 (4 Mage Armor); Touch: 12
    Saves: 6/17/1; Immune: Fire, sleep, poison

    Used my Summon Monster ability so it is a standard action, SM 7, chose Monadic Deva (includes augment summon feat):
    Monadic Deva steps and turns to smacks one upside head, if one falls she attacks another.
    hit - (1d20+24)[38]
    hit - (1d20+19)[26]
    hit - (1d20+14)[15]

    dam - (1d8+13)[19]
    dam - (1d8+13)[18]
    If both hit, deals extra 1d8+13 more

    NG Medium outsider (angel, aquatic, extraplanar, good)
    Init +8; Senses darkvision 60 ft., detect evil, low-light vision; Perception +29
    Aura protective aura : Within 20 feet of the angel, everyone gets +4 deflection vs evil and +4 resist saves. Also a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (Caster 14)
    AC 27, touch 14, flat-footed 23 (+4 Dex, +13 natural) (+4 deflection vs. evil)
    hp 175 (14d10+98)
    Fort +17, Ref +13, Will +10; +4 vs. poison; +4 resistance vs. evil
    DR 10/evil or DR/Epic; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 23
    Speed 40 ft., fly 90 ft. (good)
    Melee +3 morningstar +24/+19/+14 (1d8+13 plus solid blow if hit twice with same weapon deal damage as if hit again, 1d8+13 points)
    Spell-Like Abilities (CL 10th; concentration +14)

    Constant–detect evil
    At will–aid, charm monster (DC 18, elementals only), discern lies (DC 18), dispel evil (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), plane shift (DC 19), remove curse, remove disease, remove fear
    3/day–cure serious wounds, holy word (DC 21), mirror image
    1/day–heal, hold monster (DC 19), holy aura (DC 22)
    Str 25, Dex 19, Con 22, Int 19, Wis 18, Cha 19
    Base Atk +14; CMB +19; CMD 33
    Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack -4 hit +8 dam, Toughness
    Skills Diplomacy +21, Fly +25, Intimidate +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +29, Sense Motive +25, Stealth +21, Survival +21, Swim +27;