9th Circle Heist:: Abyssal D&D (closed! See OOC thread)

Lobo Lurker

First Post
I rolled up and put together a lich cleric... but then I remembered something vitally important. I don't like playing clerics.

It is a missing niche though.
 

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Evilhalfling

Adventurer
The blackguard now has wands - and the vamp monk had a bucket of healing potions he can't drink. ;) but mabey scotty will come through with his cleric-
hmm vampire cleric "a cure serious wounds for you and 10 hp for me - oh Im sorry were those your levels? I have a restoration, yes its a touch spell as well...."
 

G

Guest 11456

Guest
Abilities: http://invisiblecastle.com/find.py?id=159186
Hit Points: http://invisiblecastle.com/find.py?id=159246

Klassandra Doomrunner
Female Dwarf Lich/Cleric 11
Alignment: Neutral Evil
Deity: Abbathor

Height: 3'-9"
Weight: 115#
Skin: White
Eyes: Red
Hair: Silver
Age: 300 (before becoming lich)

Str: 13 (+1) [13, -6 age, +6 item]
Dex: 6 (-2) [12, -6 age]
Con: - [10, +2 race, -6 age, removed template]
Int: 18 (+4) [13, +3 age, +2 template]
Wis: 23 (+6) [16, +3 age, +2 level, +2 template]
Cha: 16 (+3) [13, -2 race, +3 age, +2 template]

Racial Abilities: +2 CON, –2 CHA; Medium; Speed 20 feet; Darkvision 60 feet; Stonecunning; Weapon Familiarity; Stability; +2 racial saving throw bonus against poison; +2 racial saving throw bonus against spells or spell-like effects; +1 racial bonus on attack rolls against orcs and goblinoids; +4 dodge bonus to AC against monsters of the giant type; +2 racial bonus on Appraise and Craft checks that are related to stone or metal; Languages: Common and Dwarven / Giant, Gnome, Goblin, Orc, Terran and Undercommon; Favored Class: Fighter.

Class Abilities: Turn Undead.

Template Abilities: Touch Attack, Fear Aura (Su), Paralyzing Touch (Su), Turn Resistance (Ex), Damage Reduction (Su), Immunity to cold, electricity, polymorph, and mind-affecting attacks (Ex).

Hit Dice: 11d12
HP: 91
AC: 26 (-2 Dex, +10 Armor, +3 Shield, +5 Natural)
Armor Check Penalty: -6
Init: +2 (-2 Dex, +4 Feat)
Speed: 20ft

Saves
Fortitude: +8 [+7 base, +1 Item]
Reflex: +4 [+3 base, -2 Dex, +2 Feat, +1 Item]
Will: +14 [+7 base, +6 Wis, +1 Item]

BAB: +8/+3

Melee: +9 (1d8+5, Touch Attack)
Melee: +10 (1d8+2/x3/B, Warhammer)

Skills
Heal: +20 [14 ranks, +6 Wis]
Hide: +20 [14 ranks, -2 Dex, +8 Template]
Knowledge (religion): +18 [14 ranks, +4 Int]
Knowledge (the planes): +18 [14 ranks, +4 Int]
Listen: +14 [0 ranks, +6 Wis, +8 Template]
Move Silently: +6 [0 ranks, -2 Dex, +8 Template]
Search: +12 [0 ranks, +4 Int, +8 Template]
Sense Motive: +14 [0 ranks, +6 Wis, +8 Template]
Spellcraft: +18 [14 ranks, +4 Int]
Spot: +14 [0 ranks, +6 Wis, +8 Template]

Spells
Domains: Evil, Trickery
Spell Save: 16 + spell level
Spells/Day: 6|7+1/6+1/5+1/4+1/3+1/2+1
Spells:
0: Cure Minor Wounds, Detect Magic, Guidance, Inflict Minor Wounds, Read Magic, Resistance
1: Bane, Cause Fear, Cure Light Wounds, Disguise Self*, Divine Favor, Inflict Light Wounds, Magic Weapon, Summon Monster I
2: Cure Moderate Wounds, Death Knell, Hold Person, Inflict Moderate Wounds, Invisibility*, Sound Burst, Summon Monster II
3: Contagion, Cure Serious Wounds, Inflict Serious Wounds, Magic Circle against Good*, Searing Light, Summon Monster III
4: Confusion*, Cure Critical Wounds, Inflict Critical Wounds, Magic Weapon, Greater, Summon Monster IV
5: Dispel Good*, Flame Strike, Mass Cure Light Wounds, Summon Monster V
6: Create Undead, Mislead*, Summon Monster VI
* Domain Spell

Turning
Times/Day: 10
Check: 1d20+3
Damage: 2d6+14
0 or lower: 7 HD
1-3: 8 HD
4-6: 9 HD
7-9: 10 HD
10-12: 11 HD
13-15: 12 HD
16-18: 13 HD
19-21: 14 HD
22 or higher: 15 HD

Feats:
Extra Turning
Craft Wondrous Items
Improved Initiative
Lightning Reflexes

Languages: Common, Dwarven, Abyssal, Infernal, Terran

Equipment:
Traveler’s Outfit (-, -, Worn)
Belt of Giant’s Strength +6 (36,000gp, 1#, Worn)
Dwarven Plate +2 (20,500gp, 50#, Worn)
Cloak of Resistance +1 (1,000gp, 1#, Worn)
Mithral Heavy Shield +1 (2,020gp, 5#, Carried)
Unholy Warhammer +1 (18,312gp, 5#, Belt)
Handy Haversack (2,000gp, 5#, Back)
Phylactery (120,000gp, 0#, Haversack)
Silver Unholy Symbol (25gp, 1#, Haversack)
50 feet of Silk Rope (10gp, 5#, Haversack)
5 flasks of Unholy Water (125gp, 5#, Haversack)
Treasure (8gp, 0#, Haversack)
------------------------------
Total (200,000gp, 67#)

Appearance: At first glance Klassandra appears to be a normal dwarf. But upon closer inspection her gaunt features and glowing eyes show her true nature. That of a lich. A lich wearing dwarven plate, carrying a shield, and weilding a warhammer.

Background: Klassandra spent most of her life searching for the secrets needed to prolong her life. Being a devoted follower of Abbathor, she wished to extend her life so that she could increase her own wealth. At last as she was in her venerable years she had what she needed to create her phylactery.
 
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Lobo Lurker

First Post
Yeah. Having to purchase that phylactery really hurts. :(
Interesting to see that our builds were so similar Tailspinner. :)

No Incense of Meditation? only 4,900 gp and it maximizes all your spells prepared. Fairly handy if you ask me.
 

Scotley

Hero
Orlaff Traveillian

Death Knight Undead (Human) Cleric 10
Chaotic Evil

Str: 23 (17+4 DK+2 enhancement) +6
Dex: 12 (11+1 4th level bonus+2 enhancement) +2
Con: - (10 no Con for undead)
Int: 14 () +2
Wis: 21 (17+2 DK+2 enhancement) +5
Cha: 18 (13+2 DK+2 enhancement+1 8th level bonus) +5

Hp: 81
AC 31, Touch 14, Flat 28
Init +2
BAB +7/+2, Grap +13
Speed 20’ (base 30’, heavy armor)
Fort +9 (generally immune unless also effects objects), Ref +9, Will +14

Melee

+15/+10 +3 Large Alchemical Silver Impacting (double threat range) Mage Bane (extra +2 and +2d6 damage vs. arcane casters and those with arcane spell-like abilities) Heavy Mace 2d6+8 b 19-20/x2 50,192gp
+14/+9 MW Long Spear 1d8+6 20/x3 p 308gp reach
+14/+9 MW Cold Iron Sickle 1d6+6 20/x2 s 312gp

Ranged

+9/+4 Dagger 1d4+5, 19-20/x2, p/s 10'r 2gp (x3) (three at belt)
+9/+4 Javelin 1d6+5 20/x3, p 30’r 1gp (x12)(extra x12 on mount)
+9/+4 Hammer, Light 20/x2 b 20’r 1gp (x2)

Medium, 6'1" tall, 130 wt, yrs old
A few strands of Black hair, Glowing points of orange for eyes, rotting blackened skin.

Speaks Common, Abyssal and Infernal

Skills 65 (2x13+26Int+13Hum.)

Concentration (12+4Cha)
Diplomacy (10+4Cha)
Heal (5+5Wis+2 Kit)
Intimidation xx (2+4Cha)
Knowledge (arcana) (5+2Int)
Knowledge (history) (1+2Int)
Knowledge (religion) (5+2Int)
Listen (+5Wis+2Ioun)
Profession (soldier) (1+5Wis)
Ride xx (5+2Dex+1 MW saddle, +2 to stay in saddle)
Search xx (+2Int)
Sense Motive xx (1+5Wis)
Spellcraft (10+2Int)
Spot xx (+5Wis+2Ioun)

Feats
-Extra Turning (Domain Bonus)
-Weapon Focus Mace (Domain Bonus)
-Quickdraw
-Spell Penetration
-Lightning Reflexes
-Improved Spell Penetration
-Blind Fight

Death Knight Traits
-all current and future HD are d12’s
-Natural Armor +5
-Touch attack 1d8+cha mod and Con. Drain of one, Will Save DC10+1/2 HD+Cha Mod for half and no Con. Loss.
-Abyssal Blast 10d6 eldritch fire 20’ radius spread within 800’ damage is half fire and half divine power Reflex save DC 10+1/2HD+Cha mod for half. Once per day.
-Fear Aura Creatures of less than 5HD within 15’ must make a Will save DC10+1/2HD+Cha mod or be affected by a fear spell as cast by a sorcerer of DK’s level.
-Undead Followers up to 2x level in Hit Dice of Followers. (see details below)
-Damage Reduction 15/magic
-Immune to Cold, Electricity, and polymorph
-Spell resistance 20
-Summon Mount—Nightmare (see details below)
-Undead Traits—Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects and effects that require a Fort save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. A death knight cannot be raised and resurrection works only if willing.
-Darkvision 60’ range

Human Traits
-Bonus feat and skills

Cleric Abilities
-Rebuke/Control Undead 1d20+4+Cha. Mod--Damage 2d6+level+4+Cha. Mod
-Evil and Chaotic Aura
-Divine Spells
-Domain Undeath Extra turning feat, Spells--Detect Undead, Desecrate, Animate Dead, Death Ward, Circle of Doom, Create Undead, Control Undead, Create Greater Undead, Energy Drain
-Domain War Weapon Focus Mace, Spells--Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Blind, Power Word Stun, Power Word Kill

Spells per Day 6, 5+1, 5+1, 4+1, 4+1, 2+1
Spells typically memorized
-0 Level DC: 15
--Cure Minor Wounds, Detect Magicx2, Light, Read Magic, Virtue
-1st Level DC: 16
--Bless, Bane, Detect Undead (D), Shield of Faith, Command
-2nd Level 2 DC: 17
--Bull’s Strength, Align Weapon, Spiritual Weapon (D), Eagle’s Splendor, Energy Resistance
-3rd Level DC: 17
--Animate Dead (D), Prayer, Invisibility Purge, Dispel Magic, Searing Light
-4th Level DC: 18
--Divine Power (D), Recitation (Complete Divine), Cure Critical Wounds, Restoration, Summon Monster IV (Howler, Fiendish monstrous spider, Large, or Fiendish Snake, Huge Viper)
-5th Level DC: 19
Flame Strike (D), Righteous Might, Subvert Planer Essence (Complete Divine)
-6th Level DC: 20
--Not Applicable until next level

Gear

Armor +3 Mithral Heavy Plate (races of stone) of Fire Resistance +12 AC Max. dex. +2, armor check penalty -5 38,000 gp.
Boots Winged 15,000gp
Minor Cloak of Displacement 24,000gp
Phylactery of Undead Turning (+4 levels when turning) 11,000gp
Periapt of Wisdom (+2) 4,000gp
Ioun Stones (+1 Insight to AC, +2 enhancement to Str., Cha., Dex. and Alertness)
39,000gp
Ring of Protection +1 2,000gp
Ring of Resistance +2 4,000gp
True Holy Symbol of Orcus (neck) 500gp (+2 turning)
Scroll spells—Protection from Law, Sanctuary, Remove Paralysis, Restoration, lesser, Desecratex2, Cloak of Chaos 4150gp
Wand of Cure Light Wounds 750gp (wand sheath on belt)
Wand of Inflict Light Wounds 750gp (wand sheath on belt)
Potion of inflict light wounds x2 100gp (pouch)
Unholy text of Orcus
Triple Weapon Capsule retainer loaded with Ghostblight x2 and Quickspark 675gp
--(on mace)
Triple Weapon Capsule retainer loaded with Quicksilver x2 and Quickspark 575gp
--(on longspear)

Backpack (center back) 2gp
Map/Scroll Case (side) 1gp
4 Torches (2 backpack 2 saddle bags) 4cp
Flint & Steel (Belt pouch) 1gp
5 Tindertwigs (Belt pouch) 5gp
Silk Rope 100’ with grapnel (backpack) 15gp
Sunrodx5 (backpack) 10gp
Healers’ Bag 50gp (larger belt pouch)
Cleric’s Vestments

MW Military saddle 210gp
Saddle Bags 4gp
Bit and Bridle 2gp
MW Studded Leather horse Barding 250gp
20 days animal feed 1gp

Coins- 4pp, 13gp, 9sp, 6cp (pouch)
gems 500gp x6, 100gp x7, 50gp x1, 10gp x6(pouch)

Appearance/Personality
-Orlaff Traveillian was perhaps once a handsome man, tall and powerfully built if pale and with a certain aloof harshness. Now his visage is a blackened skull with a few bits of rotting flesh, stands of once lustrous hair hanging limply, and glowing orange pinpoints for eyes. An aura of fear and evil surrounds him and lesser men shrink before him. Undead seem attracted to him and a pack of them follow him around eager to do his bidding. A collection of gem stones or crystals whirl eerily in the air about his head. They seem to move in an erratic pattern, but never collide. He always wears a suit of very heavy plate armor, once beautifully crafted of Mithral, but now marked with countless battle scars. In his hand a large silvery skull headed mace he calls simply ‘Thirst’, stained with the blood of countless victims is always present. A pale sickly light emanates from eyes of the skull when Orlaff wields it in combat. A silver holy symbol to Orcus is worn about the neck along with a large black pearl on a red gold chain. A quiver of javelins hangs at his shoulder. His cloak swirls about him almost as if it has mind of its own and his image seems to flicker with movement even when standing still. He moves with a slow steady martial stride. His movements are relentless and he never tires. His voice when he speaks is seems to come with great effort from far away. It is soft and papery, but he can manage to shout orders with great force. He rides a black horse with flaming hooves and steaming nostrils into battle.

History/Background
-Orlaff Traveillian was born into an old aristocratic family, once proud, but fallen on hard times. The family had a long history of military service and Orlaff was trained from a young age to be a soldier. He could have had a promising future. His parents however, were cruel and intolerant. At even the slightest failing young Orlaff was beaten and locked in the family crypt. In the darkness, surrounded by the dead, he slowly developed a hatred of his parents and indeed all living people. Orcus reached out to the spirit of this boy and molded him in that dark place of the dead. Eventually, when he was only 12 he slew his parents and tossed their bodies into the moat below the castle walls, not wishing to spoil his crypt with their bodies. The servants fled from the blood stained lad and for some months he was alone with the dead and his own dark thoughts. He performed dark rites to his patron and grew in power. He tricked all who came to the castle and slew them. Though still only a boy, he rode to battle fulfilling his family’s obligation to serve and reveled in the killing. He became fear far and wide as a warrior/priest of unequaled cruelty and violence. As his evil and power grew Orcus rewarded him with the gift of undead status and he became a Death Night. For many more years he spread death and destruction on the mortal plane. Most often his troops were undead hoards. He enjoys torturing information from prisoners with a gentle caress that slowly painfully rips the life from them. Eventually, the forces of good arrayed an overwhelming force to end his evil and rather than face defeat he traveled to the Abyss to serve his Demonic masters more directly, though he longs for a chance to return to the mortal realm and slay more of the hated living.

Mount
-‘Bonestrider’ Nightmare
[sblock]
Size/Type:Large Outsider (Evil, Extraplanar)
Hit Dice:5d8+15 (38 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 27* (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 25
Base Attack/Grapple: +6/+14
Attack: Hoof +9 melee (1d8+4 plus 1d4 fire)
Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, darkvision 60 ft., etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
Feats: Alertness, Improved Initiative, Run
Environment: A evil-aligned plane
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Level Adjustment: +4 (cohort)
*MW Studded Leather Barding

A nightmare is about the size of a light war horse.

Combat
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check. A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Flaming Hooves (Su) A blow from a nightmare’s hooves sets combustible materials alight.

Smoke (Su) During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based. Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.

Astral Projection and Etherealness (Su) These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Carrying Capacity A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
[/sblock]

Undead Minions

[sblock]
-Currently 3 Ghouls, 1 Ghast, 6 Med. Skeletons, 1 Wight
--as book, but add light crossbows with 10 bolts to each skeleton 216gp, and leather armor 60gp to each skeleton.
[/sblock]
 


OK, today is the day. After this, I am forming a new OOC post (specifically for the game) and a Rogues Gallery thread as well as the game thread itself.

There are so many good characters here, so I hate to exclude anyone. And as I said, everyone who isn't in first will be an alt. It is very likely that many of the people not initially in, will get in, because I see dropouts all the time. Things come up. That said, I won't be upset with you or "mean" to you or anything if you have to drop out at any point. Just let me know so we can get to an alt.

Your'e all awesome.

OK.

Characters will be (initially):

Nephtys: Avaniel: Succubus Blackguard 2 Marshall 1 / ECL +12
Tailspinner: Klassandra Doomrunner Dwarf Lich Cleric 11 / ECL +4
Shayuri: Thorn Half Fiend Rogue 3/Fighter 4/Shadowdancer 4 / ECL +4
Voadam: Haakon the Gargoyle fighter 2 barbarian 1 / ECL +12
Evil Halfling: BoB; Asexual Dretch Sorcerer 11/ECL +4

Everyone else is an alt! If anyone would like to re-make a character (I found very few roguey characters to choose from!) feel free. Thank you all for your submissions.
 

Scotley

Hero
Well, I can't say I'm not disappointed my character wasn't a first round draft choice. Put me down as an alternate. Peter, if there are things about the character you didn't like, I'll be happy to make changes if an opening comes up. Have fun all and slay a devil for me!
 

Lobo Lurker

First Post
2nd Character Submission (alternate, of course). :)

http://invisiblecastle.com/find.py?a=show&id=159641
10d12+12=99
Rerolling 1's & 2's (1d12=5)

Vorryn Kimm; Human (Lich) Warlock 11
Code:
  Str: 13 +1   HP: 102     Fort +6    DR 3/cold iron
  Dex: 18 +4   BAB +8/+3   Refl +10   DR 15/magic & bludgeoning
  Con: -- --   AC: 34      Will +12   Immune to Mind Affecting
  Int: 16 +3   -flat: 25   
  Wis: 14 +2   -touch: 16  
  Cha: 24 +7   Init +4     Spd 30 ft.
[COMBAT]
Code:
  Eldritch Blast (ranged touch)  +12/+7 att   6d6+0 dmg   20/x2  60'  magic
  MW Morningstar                 +10/+5 att   1d8+1 dmg   20/x2  n/a  B/P
  Lich Touch (touch attack)      +9 att       1d8+5 dmg   20/x2  n/a  neg
[ABILITIES]
Code:
  [B]Race[/B]: Extra skill point, Extra Feat
  [B]Lich[/B]: [sblock]
[B]Size and Type[/B]: The creature’s type changes to undead. Do not 
recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
[B]Armor Class[/B]: A lich has a +5 natural armor bonus or the base creature’s
natural armor bonus, whichever is better.
[B]Attack[/B]: A lich has a touch attack that it can use once per round. If the
 base creature can use weapons, the lich retains this ability. A creature with 
natural weapons retains those natural weapons. A lich fighting without weapons
uses either its touch attack or its primary natural weapon (if it has any). A lich
armed with a weapon uses its touch or a weapon, as it desires.
[B]Full Attack[/B]: A lich fighting without weapons uses either its touch attack
(see above) or its natural weapons (if it has any). If armed with a weapon, it 
usually uses the weapon as its primary attack along with a touch as a natural 
secondary attack, provided it has a way to make that attack (either a free
hand or a natural weapon that it can use as a secondary attack).
[B]Damage[/B]: A lich without natural weapons has a touch attack that 
uses negative energy to deal 1d8+5 points of damage to living creatures; 
a Will save (DC 10 + ½ lich’s HD + lich’s Cha modifier) halves the damage.
A lich with natural weapons can use its touch attack or its natural weaponry,
as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage 
on one natural weapon attack.
[B]Special Attacks[/B]: A lich retains all the base creature’s special attacks
 and gains those described below. Save DCs are equal to 10 + ½ lich’s HD 
+ lich’s Cha modifier unless otherwise noted.
[B]Fear Aura (Su)[/B]: Liches are shrouded in a dreadful aura of death and
evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich 
must succeed on a Will save or be affected as though by a fear spell from
a sorcerer of the lich’s level. A creature that successfully saves cannot 
be affected again by the same lich’s aura for 24 hours.
[B]Paralyzing Touch (Su)[/B]: Any living creature a lich hits with its touch
attack must succeed on a Fortitude save or be permanently paralyzed. 
Remove paralysis or any spell that can remove a curse can free the victim
(see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead,
though a DC 20 Spot check or a DC 15 Heal check reveals that the victim 
is still alive.
[B]Spells[/B]: A lich can cast any spells it could cast while alive.
[B]Special Qualities[/B]: A lich retains all the base creature’s special 
qualities and gains those described below.
[B]Turn Resistance (Ex)[/B]: A lich has +4 turn resistance.
[B]Damage Reduction (Su)[/B]: A lich’s undead body is tough, giving the
creature damage reduction 15/bludgeoning and magic. Its natural weapons
are treated as magic weapons for the purpose of overcoming damage reduction.
[B]Immunities (Ex)[/B]: Liches have immunity to cold, electricity, 
polymorph (though they can use polymorph effects on themselves), 
and mind-affecting attacks.
[B]Abilities[/B]: Increase from the base creature as follows: Int +2, Wis +2, 
Cha +2. Being undead, a lich has no Constitution score.
[B]Skills[/B]: Liches have a +8 racial bonus on Hide, Listen, Move Silently,
Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
[/sblock]
  [B]Class[/B]: Invocations ([I]least-3; lesser-3; greater-1[/I]); Detect Magic (at will);
     Decieve Item (can take 10, always); Fiendish Resiliance (fast healing
    1 for 2 minutes (20 rounds) 1/day); Damage Resistance 3/cold iron; 
    INVOCATIONS
      [u]Least[/u]: [COLOR=Teal]Sickening Blast[/COLOR] ([SIZE=1]Fort DC 12 or become sickened[/SIZE]), [COLOR=Teal]Beguiling 
         Influence[/COLOR] ([SIZE=1]+6 Diplomacy, Bluff, & Intimidate[/SIZE]), [COLOR=Teal]Devil's Sight[/COLOR]
         ([SIZE=1]see in magical darkness 30 ft.[/SIZE])
      [u]Lesser[/u]: [COLOR=Teal]Eldritch Chain [/COLOR]([SIZE=1]DC 14; +2 targets[/SIZE]), [COLOR=Teal]Fell Flight [/COLOR]([SIZE=1]30 ft., Good
         Manueverability[/SIZE]), [COLOR=Teal]Voracious Dispelling[/COLOR] ([SIZE=1]DC 14; 1 dmg per spell 
         level dispelled[/SIZE])
      [u]Greater[/u]: [COLOR=Teal]Vitriolic Blast[/COLOR] ([SIZE=1]acid dmg; 2d6 dmg for 2 extra rounds[/SIZE])
[SKILLS & FEATS]
Code:
  Spot, Search, Listen       +10 ( 0 ranks, +2 attribute, +8 misc)
  Hide & Move Silently       +10 ( 0 ranks, +4 attribute, +8 misc, -2 ACP)
  Concentration              +21 (14 ranks, +7 attribute, +0 misc)
  Knowledge (arcana)         +11 ( 8 ranks, +3 attribute, +0 misc)
  Knowledge (the planes)     +12 ( 9 ranks, +3 attribute, +0 misc)
  Knowledge (religion)       +11 ( 8 ranks, +3 attribute, +0 misc)
  Sense Motive               +21 ( 7 ranks, +2 attribute, +10 misc)
  Use Magic Device           +23 (14 ranks, +7 attribute, +2 misc)
  Bluff                      +12/+18* ( 5 ranks, +7 attribute, +6* misc)
  Intimidate                 +14/+20* ( 5 ranks, +7 attribute, +2/8* misc)
  Diplomacy                  +13* (0 ranks, +7 attribute, +6*misc)
LANGUAGES: Common, Abyssal, Infernal
FEATS: Spell Penetration, Greater Spell Penetration, Point-Blank Shot,
Craft Wondrous Item, Precise Shot
[EQUIPMENT]
Code:
  200,000 GP 
   Pylactery                       120,000 gp
   Cloak of Charisma +4             16,000 gp
   Chain Shirt +3                    9,250 
   Mithril Light Shield +3          10,159 
   Amulet of Natural Armor +2        8,000 
   Ring of Protection +2             8,000 
   Vest of Resistance +3             9,000       
   MW Morningstar                      308 gp
   Ring of Fire Resistance (minor)  12,000 gp  Resistance 10
   Wand of Cure Critical Wounds     16,800 gp  40 charges (4d8+7)
 
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