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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3683272" data-attributes="member: 2795"><p><strong>Airamis</strong></p><p></p><p><span style="color: lime">I don't picture Airamis as being a dedicated villain. Likewise, he isn't going to terribly devoted to the cause of good. He could throw in his lot with a bad guy, working for money and prestige, only to turn against his employer when the going gets too tough.</span></p><p></p><p>[sblock=Airamis; CR 10</p><p>Advanced air mephit fighter 1/duelist 5]</p><p>CN Small outsider (air, extraplanar)</p><p><strong>Init</strong> +11; <strong>Senses</strong> darkvision 60 ft., Listen +14, Spot +14</p><p><strong>Languages</strong> Auran, Common, Elven</p><p>-----</p><p><strong>AC</strong> 20 (+1 size, +5 Dex, +1 canny defense, +3 natural), touch 17, flat-footed 14; Dodge, enhanced mobility, Mobility</p><p><strong>hp</strong> 72 (12 HD); <strong>DR</strong> 5/magic; <strong>fast healing</strong> 2</p><p><strong>Fort</strong> +9, <strong>Ref</strong> +16, <strong>Will</strong> +6; grace +2</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares), fly 60 ft. (perfect)</p><p><strong>Melee</strong> 2 claws +18 (1d3+1), or</p><p><strong>Melee</strong> <em>+1 Small rapier</em> +19/+14/+9 (1d4+2 plus 1d6 precise strike/15-20), or</p><p><strong>Ranged</strong> masterwork Small composite longbow [Str 12] +19/+14/+9 (1d6+1/x3, 110 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +9</p><p><strong>Atk Options</strong> breath weapon, precise strike +1d6, Spring Attack, summon mephit</p><p><strong>Combat Gear</strong> <em>potion of heroism</em></p><p><strong>Spell-Like Abilities:</strong></p><p>1/hour - <em>blur</em> (CL 3rd)</p><p>1/day - <em>gust of wind</em> (DC 16, CL 6th)</p><p>-----</p><p><strong>Abilities</strong> Str 12, Dex 20, Con 13, Int 12, Wis 10, Cha 14</p><p><strong>SQ</strong> improved reaction +2</p><p><strong>Skills</strong> Balance +7, Bluff +11, Diplomacy +15, Escape Artist +19, Hide +18, Intimidate +6, Jump +3, Listen +14, Move Silently +19, Perform (wind instruments) +7, Sense Motive +5, Spot +14, Tumble +15, Use Rope +5 (+7 when binding)</p><p><strong>Feats</strong> Dodge, Improved Critical (rapier), Improved Initiative, Mobility, Spring Attack, Weapon Finesse</p><p><strong>Possessions</strong> combat gear, plus <em>+1 Small rapier, boots of elvenkind</em>, masterwork Small composite longbow [Str 12], quiver with 20 arrows</p><p>-----</p><p><strong>Breath Weapon (Su):</strong> A mephit can use its breath weapon once every 1d4 rounds as a standard action. 15-foot cone of dust and grit, damage 1d8, Reflex DC 15 half. The save DC is Constitution-based and includes a +1 racial bonus.</p><p></p><p><strong>Enhanced Mobility (Ex):</strong> When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.</p><p></p><p><strong>Fast Healing (Ex):</strong> Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.</p><p></p><p><strong>Precise Strike (Ex):</strong> At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his 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.</p><p></p><p><strong>Summon Mephit (Sp):</strong> Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a <em>summon monster</em> spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd–level spell.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3683272, member: 2795"] [b]Airamis[/b] [color=lime]I don't picture Airamis as being a dedicated villain. Likewise, he isn't going to terribly devoted to the cause of good. He could throw in his lot with a bad guy, working for money and prestige, only to turn against his employer when the going gets too tough.[/color] [sblock=Airamis; CR 10 Advanced air mephit fighter 1/duelist 5] CN Small outsider (air, extraplanar) [b]Init[/b] +11; [b]Senses[/b] darkvision 60 ft., Listen +14, Spot +14 [b]Languages[/b] Auran, Common, Elven ----- [b]AC[/b] 20 (+1 size, +5 Dex, +1 canny defense, +3 natural), touch 17, flat-footed 14; Dodge, enhanced mobility, Mobility [b]hp[/b] 72 (12 HD); [b]DR[/b] 5/magic; [b]fast healing[/b] 2 [b]Fort[/b] +9, [b]Ref[/b] +16, [b]Will[/b] +6; grace +2 ----- [b]Spd[/b] 30 ft. (6 squares), fly 60 ft. (perfect) [b]Melee[/b] 2 claws +18 (1d3+1), or [b]Melee[/b] [i]+1 Small rapier[/i] +19/+14/+9 (1d4+2 plus 1d6 precise strike/15-20), or [b]Ranged[/b] masterwork Small composite longbow [Str 12] +19/+14/+9 (1d6+1/x3, 110 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +12; [b]Grp[/b] +9 [b]Atk Options[/b] breath weapon, precise strike +1d6, Spring Attack, summon mephit [b]Combat Gear[/b] [i]potion of heroism[/i] [b]Spell-Like Abilities:[/b] 1/hour - [i]blur[/i] (CL 3rd) 1/day - [i]gust of wind[/i] (DC 16, CL 6th) ----- [b]Abilities[/b] Str 12, Dex 20, Con 13, Int 12, Wis 10, Cha 14 [b]SQ[/b] improved reaction +2 [b]Skills[/b] Balance +7, Bluff +11, Diplomacy +15, Escape Artist +19, Hide +18, Intimidate +6, Jump +3, Listen +14, Move Silently +19, Perform (wind instruments) +7, Sense Motive +5, Spot +14, Tumble +15, Use Rope +5 (+7 when binding) [b]Feats[/b] Dodge, Improved Critical (rapier), Improved Initiative, Mobility, Spring Attack, Weapon Finesse [b]Possessions[/b] combat gear, plus [i]+1 Small rapier, boots of elvenkind[/i], masterwork Small composite longbow [Str 12], quiver with 20 arrows ----- [b]Breath Weapon (Su):[/b] A mephit can use its breath weapon once every 1d4 rounds as a standard action. 15-foot cone of dust and grit, damage 1d8, Reflex DC 15 half. The save DC is Constitution-based and includes a +1 racial bonus. [b]Enhanced Mobility (Ex):[/b] When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square. [b]Fast Healing (Ex):[/b] Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself. [b]Precise Strike (Ex):[/b] At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his 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. [b]Summon Mephit (Sp):[/b] Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a [i]summon monster[/i] spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd–level spell.[/sblock] [/QUOTE]
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