Kalanyr
Explorer
(Note that I allow some skill swapping in my games hence the guards strange skill ranks)
Aeterian Guard (Aeterian Human Fighter 3)
Medium Humanoid
HD: 3d10 + 6 + 3 (30 hp)
Initiative: +1
Speed: 30 ft
AC: 14 (10 + 1 (Dex) + 1 dodge + 1 (heavy guards robes (MW padded armour equivalent)) +2( MW Heavy Shield)) + Miss Chance from Blur
Attacks: MW Khopesh +7, MW Mty Composite Longbow (+2) +5
Damage: Khopesh# 1d8+2 , Bow 1d8+2
Face/Reach: 5x5/5 ft
Saves: Fort: +4 + Ref: +2 Will +2
Abilities: Str 15 Dex 13 Con 14 Int 10 Wis: 12 Cha:8
Skills: Listen +4, Spot +4, Sense Motive +8, Intimidate +6, Search +3
Feats: Dodge*, Toughness, Endurance, Weapon Focus (Khopesh), Close-Quarter Fighting, Grim Visage, Exotic Weapon Profiency (Khopesh)*
CR: 3
Alignment: Lawful Neutral
Advancement: By Character Class
#(+2 on Trip Attacks)
Additional Equipment:
2 Potions of Cure Light Wounds
20 Masterwork Arrows
2 Gold Coins
Far-Touched Aeterian Guard
The Thing (formerly Male Aeterian Human Fighter 3)
Medium Outsider (Enhanced Humanoid, Far-Touched)
HD: 3d10 + 21 + 3 (54 hp)
Initiative: +6
Speed: 60 ft
AC: 54 (10 + 6 (Dex) + 1 dodge + 1 (heavy guards robes (padded armour equivalent)) + 36 (Insight) +4 (Shield))) + Miss Chance from Blur
Attacks: 2 +31 Slam
Damage: Slam 2d8+13
Face/Reach: 5x5/5 ft
Special Attacks: Improved Grab (Free Grapple), Constant Insight, Spell-Like (Blur, Dimension Door, Shield, CL 20), Minor Time Distortion, The Pull
Special Qualities: Cold and Heat Resistance 15, DR 15/Fae^, Maximised HP, SR 39 (36+HD)
Saves: Fort: +8 Ref: +7 Will +7
Abilities: Str 37 Dex 23 Con 24 Int 10 Wis: 22 Cha:8
Skills: Listen +9, Spot +9, Sense Motive +12, Intimidate +6, Search +3
Feats: Dodge*, Toughness, Endurance, Weapon Focus (Khopesh), Close-Quarter Fighting, Grim Visage, Exotic Weapon Profiency (Khopesh)*
CR: 19
Alignment: - (formerly Lawful Neutral)
Advancement: By Character Class
Minor Time Distortion (Su) An Far-touched creature exists slightly out of phase with the normal time stream, as such they can act at any point in initiative they choose although only once per round.
Constant Insight (Su) A Far-touched creature is aware of the action its opponents will take before they are as such it gains a constant +15 Insight Bonus to AC and ignores miss chances from concealment.
The Pull (Su): The very touch of a Far-touched-creature pulls the creature partly out of synch with time and space, into the nullspace where the creature exists, flaying away their sanity and stealing away their time. Any creature struck by an Far-touched-creature takes 1d4 point of wisdom drain and loses their move action (Will Save DC 10 (10+Half HD+Cha Mod, For Wisdom Damage and Negate Loss of Move).
* Replacement for Medium and Heavy Armour Proficiencies (Standard for Aeterian Fighters)
^ A weapon imbued with power of the natural world overcomes the damage reduction of Far-Touched creatures which should not exist.
Kitanzer
Scary Bullete and Other Horrors coming soon
Aeterian Guard (Aeterian Human Fighter 3)
Medium Humanoid
HD: 3d10 + 6 + 3 (30 hp)
Initiative: +1
Speed: 30 ft
AC: 14 (10 + 1 (Dex) + 1 dodge + 1 (heavy guards robes (MW padded armour equivalent)) +2( MW Heavy Shield)) + Miss Chance from Blur
Attacks: MW Khopesh +7, MW Mty Composite Longbow (+2) +5
Damage: Khopesh# 1d8+2 , Bow 1d8+2
Face/Reach: 5x5/5 ft
Saves: Fort: +4 + Ref: +2 Will +2
Abilities: Str 15 Dex 13 Con 14 Int 10 Wis: 12 Cha:8
Skills: Listen +4, Spot +4, Sense Motive +8, Intimidate +6, Search +3
Feats: Dodge*, Toughness, Endurance, Weapon Focus (Khopesh), Close-Quarter Fighting, Grim Visage, Exotic Weapon Profiency (Khopesh)*
CR: 3
Alignment: Lawful Neutral
Advancement: By Character Class
#(+2 on Trip Attacks)
Additional Equipment:
2 Potions of Cure Light Wounds
20 Masterwork Arrows
2 Gold Coins
Far-Touched Aeterian Guard
The Thing (formerly Male Aeterian Human Fighter 3)
Medium Outsider (Enhanced Humanoid, Far-Touched)
HD: 3d10 + 21 + 3 (54 hp)
Initiative: +6
Speed: 60 ft
AC: 54 (10 + 6 (Dex) + 1 dodge + 1 (heavy guards robes (padded armour equivalent)) + 36 (Insight) +4 (Shield))) + Miss Chance from Blur
Attacks: 2 +31 Slam
Damage: Slam 2d8+13
Face/Reach: 5x5/5 ft
Special Attacks: Improved Grab (Free Grapple), Constant Insight, Spell-Like (Blur, Dimension Door, Shield, CL 20), Minor Time Distortion, The Pull
Special Qualities: Cold and Heat Resistance 15, DR 15/Fae^, Maximised HP, SR 39 (36+HD)
Saves: Fort: +8 Ref: +7 Will +7
Abilities: Str 37 Dex 23 Con 24 Int 10 Wis: 22 Cha:8
Skills: Listen +9, Spot +9, Sense Motive +12, Intimidate +6, Search +3
Feats: Dodge*, Toughness, Endurance, Weapon Focus (Khopesh), Close-Quarter Fighting, Grim Visage, Exotic Weapon Profiency (Khopesh)*
CR: 19
Alignment: - (formerly Lawful Neutral)
Advancement: By Character Class
Minor Time Distortion (Su) An Far-touched creature exists slightly out of phase with the normal time stream, as such they can act at any point in initiative they choose although only once per round.
Constant Insight (Su) A Far-touched creature is aware of the action its opponents will take before they are as such it gains a constant +15 Insight Bonus to AC and ignores miss chances from concealment.
The Pull (Su): The very touch of a Far-touched-creature pulls the creature partly out of synch with time and space, into the nullspace where the creature exists, flaying away their sanity and stealing away their time. Any creature struck by an Far-touched-creature takes 1d4 point of wisdom drain and loses their move action (Will Save DC 10 (10+Half HD+Cha Mod, For Wisdom Damage and Negate Loss of Move).
* Replacement for Medium and Heavy Armour Proficiencies (Standard for Aeterian Fighters)
^ A weapon imbued with power of the natural world overcomes the damage reduction of Far-Touched creatures which should not exist.
Kitanzer
Scary Bullete and Other Horrors coming soon
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