the Jester
Legend
Okay, here's the next Arrow of Law- Lord Alyth.
No update just yet, as I've been totally cracked out on Baldur's Gate 2- I'll try to get one out this week sometime, though! (After all, the death of a pc at the hands of a deity ally- well, okay, not his HANDS- is a rare treat round here!)
LORD ALYTH OF FENDOBARZ--- CR 28
Lord Alyth begins play with the following spells and effects in play:
CL 10- haste
CL 26- mass death ward, disjunction buffer
CL 14- darkvision, mass surefooted stride, protection from cold, electricity, fire and sonic
Male human ranger (variant) 28
LN medium humanoid (human, lawful)
Init +9; Senses darkvision; Listen +35 (+37 vs. chaotic), Spot +35 (+37 vs. chaotic)
Aura overwhelming lawful
Languages Fedobarth, Forinthian, Infernal
----
AC 36 (+8 armor, +4 shield, deflection +4, haste +1, natural +5), touch 24, flat-footed 32; Dodge, Mobility
Hit Dice 28d8+196 (333 hp)
Immune cold (120 hp), electricity (120 hp), fire (120 hp), sonic (120 hp), Mordenkainen’s disjunction; freedom of movement
Fort +23, Ref +21, Will +17; evasion, freedom of movement
----
Speed 60 ft. (12 squares)
Melee longsword +36/36/31/26/21 (+12 vs. chaotic) (1d8+13/19-20 plus 1d6 electricity) and shortsword +36/31/26/21 (+12 vs. chaotic) (1d6+9/17-20)
Base Atk +24; Grp +31
Space 5 ft.; Reach 5 ft.
Atk Options Combat Reflexes, favored enemy (chaotic) +12, Greater Two-Weapon Fighting, Quickdraw, Quick-Strike, Spring Attack, Two-Weapon Rend
Special Actions wild empathy
Class Spells Prepared (CL 14) (save DC 14 + spell level):
4th level- commune with nature, cure serious wounds, implacable pursuer, mass surefooted stride*;
3rd level- blade storm, darkvision*, neutralize poison, tree shape
2nd level- protection from cold*, protection from electricity*, protection from fire*, protection from sonic*;
1st level- longstrider, jump (2), speak with animals.
----
Str 25 (includes +3 inherent bonus), Dex 21 (includes +5 inherent bonus), Con 24 (includes +5 inherent bonus), Int 11, Wis 18, Cha 18
SQ camouflage, hide in plain sight, swift tracker, woodland stride
Feats Combat Reflexes, Dodge, Endurance, Greater Two-Weapon Fighting, Hated Enemy (chaotic), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Mobility, Quickdraw, Quick-Strike, Spring Attack, Track, Two-Weapon Rend, Two-Weapon Fighting
Skills Bluff +4 (+6 vs. chaotic), Concentration +22, Handle Animal +20, Hide +36, Listen +35 (+37 vs. chaotic), Move Silently +36, Ride +36, Sense Motive +4 (+6 vs. chaotic), Spot +35 (+37 vs. chaotic), Survival +35 (+37 vs. chaotic)
Possessions Judgment (+6 axiomatic shock longsword) and Execution (+6 axiomatic keen shortsword), bracers of armor +8, sphere of protection +4, ring of protection +4, periapt of wisdom +4, belt of endurance +6, gauntlets of giant strength +6, boots of teleportation, cloak of resistance +5, ring of freedom of movement, amulet of natural armor +5
No update just yet, as I've been totally cracked out on Baldur's Gate 2- I'll try to get one out this week sometime, though! (After all, the death of a pc at the hands of a deity ally- well, okay, not his HANDS- is a rare treat round here!)
LORD ALYTH OF FENDOBARZ--- CR 28
Lord Alyth begins play with the following spells and effects in play:
CL 10- haste
CL 26- mass death ward, disjunction buffer
CL 14- darkvision, mass surefooted stride, protection from cold, electricity, fire and sonic
Male human ranger (variant) 28
LN medium humanoid (human, lawful)
Init +9; Senses darkvision; Listen +35 (+37 vs. chaotic), Spot +35 (+37 vs. chaotic)
Aura overwhelming lawful
Languages Fedobarth, Forinthian, Infernal
----
AC 36 (+8 armor, +4 shield, deflection +4, haste +1, natural +5), touch 24, flat-footed 32; Dodge, Mobility
Hit Dice 28d8+196 (333 hp)
Immune cold (120 hp), electricity (120 hp), fire (120 hp), sonic (120 hp), Mordenkainen’s disjunction; freedom of movement
Fort +23, Ref +21, Will +17; evasion, freedom of movement
----
Speed 60 ft. (12 squares)
Melee longsword +36/36/31/26/21 (+12 vs. chaotic) (1d8+13/19-20 plus 1d6 electricity) and shortsword +36/31/26/21 (+12 vs. chaotic) (1d6+9/17-20)
Base Atk +24; Grp +31
Space 5 ft.; Reach 5 ft.
Atk Options Combat Reflexes, favored enemy (chaotic) +12, Greater Two-Weapon Fighting, Quickdraw, Quick-Strike, Spring Attack, Two-Weapon Rend
Special Actions wild empathy
Class Spells Prepared (CL 14) (save DC 14 + spell level):
4th level- commune with nature, cure serious wounds, implacable pursuer, mass surefooted stride*;
3rd level- blade storm, darkvision*, neutralize poison, tree shape
2nd level- protection from cold*, protection from electricity*, protection from fire*, protection from sonic*;
1st level- longstrider, jump (2), speak with animals.
----
Str 25 (includes +3 inherent bonus), Dex 21 (includes +5 inherent bonus), Con 24 (includes +5 inherent bonus), Int 11, Wis 18, Cha 18
SQ camouflage, hide in plain sight, swift tracker, woodland stride
Feats Combat Reflexes, Dodge, Endurance, Greater Two-Weapon Fighting, Hated Enemy (chaotic), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Mobility, Quickdraw, Quick-Strike, Spring Attack, Track, Two-Weapon Rend, Two-Weapon Fighting
Skills Bluff +4 (+6 vs. chaotic), Concentration +22, Handle Animal +20, Hide +36, Listen +35 (+37 vs. chaotic), Move Silently +36, Ride +36, Sense Motive +4 (+6 vs. chaotic), Spot +35 (+37 vs. chaotic), Survival +35 (+37 vs. chaotic)
Possessions Judgment (+6 axiomatic shock longsword) and Execution (+6 axiomatic keen shortsword), bracers of armor +8, sphere of protection +4, ring of protection +4, periapt of wisdom +4, belt of endurance +6, gauntlets of giant strength +6, boots of teleportation, cloak of resistance +5, ring of freedom of movement, amulet of natural armor +5