Wraithblade: armored dread wraith sovereign dwarf Crimson Cleaver (for feedback)

JiCi

First Post
Hey guys,

I came up with a sweet bad guy idea: a dread wraith sovereign dwarf that haunts a temple and that attacks by possessing his suit of armor that he used in his former life. So I tinkered with the idea and ended with this. What do you think ?

I used:
- Dwarf (PH)
- Dread Wraith Sovereign (Advanced Bestiary)
- Armored Apparition (Blackdyrge's Templates)
- Crimson Cleaver (Blackdyrge's Master at Arms)

Here are the stats at 20th level (ECL 34... ouch)

Brottor “Wraithblade” Balderk (normal form) CR 23
Male armored dread wraith sovereign dwarf Ftr 15 / Crimson Cleaver 5
LE Medium undead (Augmented humanoid [dwarf], incorporeal)
Init +16; Senses Darkvision 60 ft., lifesense, Listen +5, Spot +5
Aura Unnatural aura, unnatural chill
Languages Common, Dwarven
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AC 31, Touch 31, Flat-footed 19
(+12 dex, +8 deflection, +1 weapon supremacy, [+4 dodge vs. giants])
Miss Chance 50% (incorporeal)
HP 130 (20 HD: 20d12);
Immune ability drain, critical hits, cold, damage to its physical ability scores (Strength, Dexterity, and Constitution), death effects, disease, energy drain, fatigue, flanking, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), nonlethal damage, paralysis, poison, sleep effects, stunning, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)
Resist Turn +4
SR 22
Fort +13 Ref +18 Will +9; +2 vs poison, spells and spell-like abilities
Weakness Daylight vulnerability
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Speed fly 40ft. (perfect) (8sq.)
Melee Incorporeal touch attack +20 melee (1d8 plus 1d8 Constitution drain)
Space 5 ft; Reach 5 ft;
Base Atk +20; Grapple +20
Atk Options Cleave, Great Cleave, awesome charge, mammoth power attack, skullsplitter, sundering cleave, death kiss
Special Options Possess armor, constitution drain, create spawn
Spell-Like Abilities (CL 20th)
3/day—animate object
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Abilities Str -- Dex 34 Con -- Int 16 Wis 16 Cha 27
SQ stonecunning, +1 to attack rolls vs orcs and goblinoids, stability, fighter feat advancement, horrific critical, daylight vulnerability, lifesense, martial profiency
Feats Weapon Focus (greataxe) (b), Power Attack, Cleave (b), Improved Sunder, Weapon Specialization (greataxe) (b), Heavy Armor Optimization, Great Cleave (b), Greater Heavy Armor Optimization (b), Melee Weapon Mastery (slashing), Alertness (b), Improved Initiative (b), Weapon Focus (slam) (b), Greater Weapon Focus (greataxe) (b), Axe Frenzy, Greater Weapon Specialization (greataxe) (b), Slashing Flurry (b), Dwarven Armor Proficiency, Weapon Supremacy (greataxe) (b), Weapon Focus (armor spikes), Axespike (b)
Skills Appraise +5, Climb +23, Craft (weaponsmithing) +26 (+28 with stone and metal), Intimidate +31, Jump +23, Swim +23
Possessions --
Level Adjustment +14
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Brottor “Wraithblade” Balderk (armored form) CR 25
Male armored dread wraith sovereign dwarf Ftr 15 / Crimson Cleaver 5
LE Medium undead (Augmented humanoid [dwarf], incorporeal)
Init +16; Senses Darkvision 60 ft., lifesense, Listen +5, Spot +5
Aura Unnatural aura, unnatural chill
Languages Common, Dwarven
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AC 36, Touch 19, Flat-footed 19
(+17 armor, +8 deflection, +1 weapon supremacy, [+4 dodge vs. giants])
HP 130 (20 HD: 20d12); Hardness 10
Immune ability drain, critical hits, cold, damage to its physical ability scores (Strength, Dexterity, and Constitution), death effects, disease, energy drain, fatigue, flanking, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), nonlethal damage, paralysis, poison, sleep effects, stunning, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)
Resist Turn +4
SR 22
Fort +13 Ref +18 Will +9; +2 vs poison, spells and spell-like abilities
Weakness Daylight vulnerability
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Speed 30ft. (6sq.)
---
Melee* +5 adamantine greataxe +30/+25/+20/+15 melee (1d12+44 plus 1d8 Constitution drain/x3 plus horrific critical plus skullsplitter) and
Melee +5 adamantine armor spikes +25 melee (1d6+9 plus 1d8 Constitution drain) and
Melee slam +25 melee (1d6+4 plus 1d8 Constitution drain)
---
Melee* +5 adamantine greataxe +25/+25/+20/+15/+10 melee (1d12+44 plus 1d8 Constitution drain/x3 plus horrific critical plus skullsplitter) with Slashing Flurry and
Melee +5 adamantine armor spikes +20 melee (1d6+9 plus 1d8 Constitution drain) and
Melee slam +20 melee (1d6+4 plus 1d8 Constitution drain)
---
Melee* +5 adamantine greataxe +25/+25/+25/+20/+15/+10 melee (1d12+44 plus 1d8 Constitution drain/x3 plus horrific critical plus skullsplitter) with Slashing Flurry and Axe Frenzy and
Melee +5 adamantine armor spikes +20 melee (1d6+9 plus 1d8 Constitution drain) and
Melee slam +20 melee (1d6+4 plus 1d8 Constitution drain)
---
Space 5 ft; Reach 5 ft;
Base Atk +20; Grapple +20
Atk Options Power Attack, Cleave, Great Cleave, Improved Sunder, Axe Frenzy, Slashing Flurry, Axespike, Weapon Supremacy, awesome charge, mammoth power attack, skullsplitter, sundering cleave, death kiss
Special Options Possess armor, constitution drain, create spawn
Spell-Like Abilities (CL 20th)
3/day—animate object
*substacts 7 points for Mammoth Power Attack
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Abilities Str 27 Dex 34 Con -- Int 16 Wis 16 Cha 27
SQ stonecunning, +1 to attack rolls vs orcs and goblinoids, stability, fighter feat advancement, horrific critical, daylight vulnerability, lifesense, martial profiency
Feats Weapon Focus (greataxe) (b), Power Attack, Cleave (b), Improved Sunder, Weapon Specialization (greataxe) (b), Heavy Armor Optimization, Great Cleave (b), Greater Heavy Armor Optimization (b), Melee Weapon Mastery (slashing), Alertness (b), Improved Initiative (b), Weapon Focus (slam) (b), Greater Weapon Focus (greataxe) (b), Axe Frenzy, Greater Weapon Specialization (greataxe) (b), Slashing Flurry (b), Dwarven Armor Proficiency, Weapon Supremacy (greataxe) (b), Weapon Focus (armor spikes), Axespike (b)
Skills Appraise +5, Climb +26, Craft (weaponsmithing) +26 (+28 with stone and metal), Intimidate +31, Jump +26, Swim +21
Possessions +5 adamantine spiked mountain plate, +5 adamantine greataxe
Level Adjustment +14
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Stonecunning (Ex) This ability grants Wraithblade 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. If Wraithblade merely 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. Wraithblade can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stability Wraithblade 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).
Command Wraiths (Su) Wraithblade can automatically command all normal wraiths and dread wraiths within 30 feet as a free action. Normal wraiths and dread wraiths never attack Wraithblade unless compelled.
Constitution Drain (Su) Wraithblade’s incorporeal touch attack deals 1d8 points of Constitution drain unless the creature struck succeeds on a DC 28 Fortitude save.
Create Spawn (Su) Any creature slain by Wraithblade’s Constitution drain or incorporeal touch attack rises as a dread wraith (see the MM) in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. If Wraithblade is killed, one of his dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign (created by applying the template to the original base creature as it was in life).
Unnatural Aura (Su) Any creature of the animal type within 100 feet of Wraithblade automatically becomes panicked and remains so until the distance between it and Wraithblade is at least 100 feet.
Unnatural Chill (Su) The area around Wraithblade is noticeably colder than the ambient temperature. Each creature within 30 feet of Wraithblade takes 2d6 points of cold damage and must succeed on a DC 28 Fortitude save or be paralyzed. The damage and the saving throw are repeated each round that the creature remains within range. A creature that takes cold damage or is paralyzed from the unnatural chill is automatically shaken for 1 minute. Incorporeal creatures are immune to this effect. The shaken condition is a mind-affecting fear effect.
Daylight Vulnerability (Ex) Wraithblade is not powerless in natural daylight and does not flee from it like a normal wraith does, but he does take a –4 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).
Lifesense (Su) Wraithblade can locate living creatures within 60 feet, just as if it possessed the blindsight ability. He also senses the strength of their life forces automatically, as if he had cast deathwatch (caster level 20th).
Death Kiss (Su) Wraithblade has a special connection to certain types of corporeal items, namely armor and weapons, which allows him to transmit the effects of any incorporeal touch attack he may have through the armor he inhabits via his slam attack or any magical weapon (enhancement bonus of at least +1) he wields.
Possess Armor (Su) The defining feature of Wraithblade is its ability to possess and animate a suit of magical full plate or half plate. The armor to be animated must have a magical enhancement of at least +1, and must be designed for a creature of the Wraithblade’s size. When animating a suit of armor, Wraithblade gains a Strength score equal to its Charisma score (27), allowing him to manipulate corporeal objects. In addition, he gains an armor bonus equal to the armor bonus granted by the armor he inhabits. Wraithblade does not lose his deflection bonus to AC when inhabiting armor, but must abide the armor’s maximum Dexterity rating and any associated armor check penalty. Possessing a suit of armor also grants Wraithblade a hardness score of 10, making him very difficult to damage.

Possessing a suit of armor causes Wraithblade to take on some degree of corporeality, and he loses most of the benefits of incorporeality. While armored, Wraithblade is vulnerable to non-magical attacks, loses the ability to negate damage from a corporeal source, and may not pass through solid objects. He cannot use his incorporeal touch attack, although it can still transmit the effects of such an attack through a slam or weapon attack (see above). In addition, Wraithblade loses the ability to fly, but retains his full land movement rate (if the base incorporeal undead does not have a land speed, it gains a land speed equal to half its fly speed or 30 ft., whichever is greater). Possessing a suit of armor is a full round action for Wraithblade, as is vacating it.
Martial Proficiency (Ex) Wraithblade is proficient with all simple and martial weapons, and with all types of armor and shields.
Fighter Feat Advancement Wraithblade is treated as a fighter 5 levels higher for the purposes of feats and other requirements.
Mighty Sunder (Ex) Wraithblade’s greataxe can reduce an opponent’s weapon or shield to useless shards in a matter of seconds. When using his greataxe to sunder a metal or stone object, Wraithblade subtracts 4 from its hardness. When sundering wooden items, the crimson cleaver subtracts 8 from the object’s hardness.
Awesome Charge (Ex) If Wraithblade strikes an opponent with his greataxe in conjunction with a charge, he and the target make opposed Strength checks (modified by size), and if Wraithblade beats the target, the target is knocked prone. Awesome charge may be used against creatures up to one size category larger than Wraithblade.
Horrific Critical (Ex) When Wraithblade scores a critical hit against an opponent, all enemies within 30 feet (including the target) that can clearly see the Wraithblade and his opponent must make a DC 28 successful Will save or be shaken for 5 rounds. Horrific critical is a mind-affecting fear effect.
Mammoth Power Attack (Ex) In lieu of making a standard Power Attack with his greataxe, Wraithblade can instead declare a mammoth power attack. A mammoth power attack allows Wraithblade to subtract a number from his melee attack roll and add triple the same number to his damage roll. Mammoth power attack works in the same way as the Power Attack feat save that it requires a standard action and may only be used with the greataxe.
Sundering Cleave (Ex) When Wraithblade destroys an opponent’s weapon or shield with a successful sunder attempt, he gains an immediate melee attack against the opponent.
Skullsplitter (Ex) When Wraithblade scores a critical hit on an opponent with 10 Hit Dice or less, he forces the target to make a DC 28 Fortitude saving throw or be slain outright. If the target makes the saving throw, it still suffers normal critical hit damage. Skullsplitter has no effect on creatures that are immune to critical hits.

Stats Bonuses
Base elite stats: Str 15 Dex 14 Con 13 Int 10 Wis 8 Cha 12
After race modifiers: Str 15 Dex 14 Con 15 Int 10 Wis 8 Cha 10
After level bonuses at 10th level: Str 17 Dex 14 Con 15 Int 10 Wis 8 Cha 10
After template application: Str -- Dex 34 Con -- Int 16 Wis 16 Cha 24

Inherent Bonuses allotment per level and magic items
4th: Str +1 (16)
8th: Str +1 (17)
12th: Cha +1 (25)
16th: Cha +1 (26)
20th: Cha +1 (27)

Final stats at 20th level: Str -- Dex 34 Con -- Int 16 Wis 16 Cha 27

Class levels arrangement
1- Fighter 1
2- Fighter 2
3- Fighter 3
4- Fighter 4
5- Fighter 5
6- Crimson Cleaver 1 (Fighter Eqv 6)
7- Crimson Cleaver 2 (Fighter Eqv 7)
8- Crimson Cleaver 3 (Fighter Eqv 8)
9- Crimson Cleaver 4 (Fighter Eqv 9)
10- Crimson Cleaver 5 (Fighter Eqv 10)
11- Fighter 6 (Fighter Eqv 11)
12- Fighter 7 (Fighter Eqv 12)
13- Fighter 8 (Fighter Eqv 13)
14- Fighter 9 (Fighter Eqv 14)
15- Fighter 10 (Fighter Eqv 15)
16- Fighter 11 (Fighter Eqv 16)
17- Fighter 12 (Fighter Eqv 17)
18- Fighter 13 (Fighter Eqv 18)
19- Fighter 14 (Fighter Eqv 19)
20- Fighter 15 (Fighter Eqv 20)

Feats
1st: Weapon Focus (greataxe) (bonus: fighter)
1st: Power Attack
2nd: Cleave (bonus: fighter)
3rd: Improved Sunder
4th: Weapon Specialization (greataxe) (bonus: fighter)
6th: Heavy Armor Optimization
7th: Great Cleave (bonus: crimson cleaver)
9th: Greater Heavy Armor Optimization (bonus: crimson cleaver)
9th: Melee Weapon Mastery (slashing)
10th: Alertness (bonus: dread wraith sovereign template)
10th: Improved Initiative (bonus: dread wraith sovereign template)
10th: Weapon Focus (slam) (bonus: armored apparition template)
11th: Greater Weapon Focus (greataxe) (bonus: fighter)
12th: Axe Frenzy (Netbook of feat)
13th: Greater Weapon Specialization (greataxe) (bonus: fighter)
15th: Slashing Flurry (bonus: fighter)
15th: Dwarven Armor Proficiency
17th: Weapon Focus (armor spikes) (bonus: fighter)
18th: Weapon Supremacy (greataxe)
19th: Axespike (bonus: fighter)

So what do you think ? Feel free to post your comments.

EDIT: corrected feat selection order
 
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Then just switch the 17th + 18th level feats, since Weapon Focus is allowed for fighter bonus feats:

17th: Weapon Focus (armor spikes) (bonus: fighter)
18th: Weapon Supremacy (greataxe)
 

Quartz

Hero
You want the Unholy Power feat so that it can use his CHA bonus for his hit points, raising his HP to 290, more if you boost CHA.
 

JiCi

First Post
calebw said:
i thought fighter's couldn't get weapon supremacy untill 18th level?
Barendd Nobeard said:
Then just switch the 17th + 18th level feats, since Weapon Focus is allowed for fighter bonus feats:

17th: Weapon Focus (armor spikes) (bonus: fighter)
18th: Weapon Supremacy (greataxe)
eh eh... woops... my bad.

Quartz said:
You want the Unholy Power feat so that it can use his CHA bonus for his hit points, raising his HP to 290, more if you boost CHA.
That would be nice... but where is that feat ?
 

s-dub

First Post
Well even with +4 turn resistance a 20th level cleric has over a 50% chance to turn it, and if it's possessing its armor it can't run away through the wall =).

Also it's HP is pretty low considering it's CR.

Certain undead have an ability called Unholy Toughness which gives them HD * Cha modifier. That might be good.
 

JiCi

First Post
Thanks for the info, I'll see what I can do.

I also had the idea of adding the Emancipated Spawn from Savage Species in order to change its alignment, but that would increase the CR by 3...

I'll think about it.
 


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