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Rules/Crunch of Eyros
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<blockquote data-quote="domino" data-source="post: 2073311" data-attributes="member: 28855"><p>Conquers Twice</p><p>Huge Outsider</p><p></p><p>Hit Dice: 40d8+280 (440 hp)</p><p>Initiative: +7</p><p>Speed: 50 ft. (10 squares), fly 150 ft. (good)</p><p>Armor Class: 48 (–2 size, +3 Dex, +24 natural +13 armor), touch 11, flat-footed 45</p><p>Base Attack/Grapple: +38/55</p><p>Attack: +5 dancing greatsword +59 melee (3d6+20/17–20) or +2 composite longbow (+5 Str bonus) +46 ranged (2d6+7/x3 plus slaying) or slam +45 melee (2d8+15)</p><p>Full Attack: +5 dancing greatsword +59/+54/+49/+44 melee (3d6+20/17–20) or +2 composite longbow (+5 Str bonus) +46/+41/+36/+31/ ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+15)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Spell-like abilities, spells</p><p>Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 35, tongues</p><p>Saves: Fort +33 (+37 against poison), Ref +27, Will +32</p><p>Abilities: Str 41, Dex 16, Con 28, Int 23, Wis 27, Cha 28</p><p>Skills: Concentration +52, Craft or Knowledge (any five) +39, Diplomacy +52, Escape Artist +35, Hide +25, Listen +51, Move Silently +23, Search +49, Sense Motive +51, Spellcraft +49, Spot +51, Survival +24 (+26 following tracks), Use Rope +21 (+23 with bindings)</p><p>Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track, Point Blank Shot, Far Shot, Distant Shot, Improved Critical (Greatsword), Weapon Focus (Greatsword)</p><p>Environment: Any good-aligned plane</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 34</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Lawful good</p><p>Organization: Unique</p><p></p><p>Extra Equipment : +5 Heavy Fortification Mithril Full Plate Armor</p><p></p><p>Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.</p><p></p><p>A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.</p><p></p><p>Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.</p><p></p><p>Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.</p><p></p><p></p><p>At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18); </p><p></p><p>3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; </p><p></p><p>1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. </p><p></p><p>The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.</p><p></p><p>Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.</p><p></p><p>But I'm not sure about the Aura. Maybe some sort of aura of courage, similar to a Paladin's Aura of Courage? I personally, think that whereas Evil takes things away, Good should be providing things to others. Like a bonus to saves, or attack, or morale, etc.</p></blockquote><p></p>
[QUOTE="domino, post: 2073311, member: 28855"] Conquers Twice Huge Outsider Hit Dice: 40d8+280 (440 hp) Initiative: +7 Speed: 50 ft. (10 squares), fly 150 ft. (good) Armor Class: 48 (–2 size, +3 Dex, +24 natural +13 armor), touch 11, flat-footed 45 Base Attack/Grapple: +38/55 Attack: +5 dancing greatsword +59 melee (3d6+20/17–20) or +2 composite longbow (+5 Str bonus) +46 ranged (2d6+7/x3 plus slaying) or slam +45 melee (2d8+15) Full Attack: +5 dancing greatsword +59/+54/+49/+44 melee (3d6+20/17–20) or +2 composite longbow (+5 Str bonus) +46/+41/+36/+31/ ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+15) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 35, tongues Saves: Fort +33 (+37 against poison), Ref +27, Will +32 Abilities: Str 41, Dex 16, Con 28, Int 23, Wis 27, Cha 28 Skills: Concentration +52, Craft or Knowledge (any five) +39, Diplomacy +52, Escape Artist +35, Hide +25, Listen +51, Move Silently +23, Search +49, Sense Motive +51, Spellcraft +49, Spot +51, Survival +24 (+26 following tracks), Use Rope +21 (+23 with bindings) Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track, Point Blank Shot, Far Shot, Distant Shot, Improved Critical (Greatsword), Weapon Focus (Greatsword) Environment: Any good-aligned plane Organization: Solitary or pair Challenge Rating: 34 Treasure: No coins; double goods; standard items Alignment: Lawful good Organization: Unique Extra Equipment : +5 Heavy Fortification Mithril Full Plate Armor Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn. A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction. Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor. Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based. At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18); 3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. But I'm not sure about the Aura. Maybe some sort of aura of courage, similar to a Paladin's Aura of Courage? I personally, think that whereas Evil takes things away, Good should be providing things to others. Like a bonus to saves, or attack, or morale, etc. [/QUOTE]
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