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(Cydra) Great Conflicts
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<blockquote data-quote="the Jester" data-source="post: 3220692" data-attributes="member: 1210"><p>Okay, here's the next Arrow of Law- Lord Alyth.</p><p></p><p>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!)</p><p></p><p><strong></strong></p><p><strong>LORD ALYTH OF FENDOBARZ--- CR 28 </strong></p><p></p><p>Lord Alyth begins play with the following spells and effects in play:</p><p></p><p>CL 10- <em>haste</em></p><p>CL 26- <em>mass death ward, disjunction buffer</em></p><p>CL 14- <em>darkvision, mass surefooted stride, protection from cold, electricity, fire and sonic</em></p><p></p><p>Male human ranger (variant) 28</p><p>LN medium humanoid (human, lawful)</p><p><strong>Init</strong> +9; <strong>Senses</strong> darkvision; Listen +35 (+37 vs. chaotic), Spot +35 (+37 vs. chaotic)</p><p><strong>Aura</strong> overwhelming lawful</p><p><strong>Languages</strong> Fedobarth, Forinthian, Infernal</p><p>----</p><p><strong>AC </strong>36 (+8 armor, +4 shield, deflection +4, haste +1, natural +5), touch 24, flat-footed 32; Dodge, Mobility</p><p><strong>Hit Dice</strong> 28d8+196 (333 hp) </p><p><strong>Immune</strong> cold (120 hp), electricity (120 hp), fire (120 hp), sonic (120 hp), <em>Mordenkainen’s disjunction; freedom of movement</em></p><p><strong>Fort</strong> +23, <strong>Ref</strong> +21, <strong>Will</strong> +17; evasion, <em>freedom of movement</em></p><p>----</p><p><strong>Speed</strong> 60 ft. (12 squares) </p><p><strong>Melee</strong> 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)</p><p><strong>Base Atk</strong> +24; <strong>Grp </strong>+31</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. </p><p><strong>Atk Options</strong> Combat Reflexes, favored enemy (chaotic) +12, Greater Two-Weapon Fighting, Quickdraw, Quick-Strike, Spring Attack, Two-Weapon Rend</p><p><strong>Special Actions</strong> wild empathy</p><p><strong>Class Spells Prepared (CL 14)</strong> (save DC 14 + spell level): </p><p> </p><p>4th level- <em>commune with nature, cure serious wounds, implacable pursuer, mass surefooted stride*;</em></p><p>3rd level- <em>blade storm, darkvision*, neutralize poison, tree shape</em></p><p>2nd level- <em>protection from cold*, protection from electricity*, protection from fire*, protection from sonic*;</em></p><p>1st level- <em>longstrider, jump (2), speak with animals.</em></p><p>----</p><p><strong>Str</strong> 25 (includes +3 inherent bonus), <strong>Dex</strong> 21 (includes +5 inherent bonus), <strong>Con</strong> 24 (includes +5 inherent bonus),<strong> Int </strong>11, <strong>Wis</strong> 18, <strong>Cha</strong> 18</p><p><strong>SQ</strong> camouflage, hide in plain sight, swift tracker, woodland stride</p><p><strong>Feats</strong> 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</p><p><strong>Skills</strong> 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)</p><p><strong>Possessions</strong> <em>Judgment</em> (+6 axiomatic shock longsword) and <em>Execution</em> (+6 axiomatic keen shortsword), <em>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</em></p></blockquote><p></p>
[QUOTE="the Jester, post: 3220692, member: 1210"] 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!) [B] LORD ALYTH OF FENDOBARZ--- CR 28 [/B] Lord Alyth begins play with the following spells and effects in play: CL 10- [I]haste[/I] CL 26- [I]mass death ward, disjunction buffer[/I] CL 14- [I]darkvision, mass surefooted stride, protection from cold, electricity, fire and sonic[/I] Male human ranger (variant) 28 LN medium humanoid (human, lawful) [B]Init[/B] +9; [B]Senses[/B] darkvision; Listen +35 (+37 vs. chaotic), Spot +35 (+37 vs. chaotic) [B]Aura[/B] overwhelming lawful [B]Languages[/B] Fedobarth, Forinthian, Infernal ---- [B]AC [/B]36 (+8 armor, +4 shield, deflection +4, haste +1, natural +5), touch 24, flat-footed 32; Dodge, Mobility [B]Hit Dice[/B] 28d8+196 (333 hp) [B]Immune[/B] cold (120 hp), electricity (120 hp), fire (120 hp), sonic (120 hp), [I]Mordenkainen’s disjunction; freedom of movement[/I] [B]Fort[/B] +23, [B]Ref[/B] +21, [B]Will[/B] +17; evasion, [I]freedom of movement[/I] ---- [B]Speed[/B] 60 ft. (12 squares) [B]Melee[/B] 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) [B]Base Atk[/B] +24; [B]Grp [/B]+31 [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Atk Options[/B] Combat Reflexes, favored enemy (chaotic) +12, Greater Two-Weapon Fighting, Quickdraw, Quick-Strike, Spring Attack, Two-Weapon Rend [B]Special Actions[/B] wild empathy [B]Class Spells Prepared (CL 14)[/B] (save DC 14 + spell level): 4th level- [I]commune with nature, cure serious wounds, implacable pursuer, mass surefooted stride*;[/I] 3rd level- [I]blade storm, darkvision*, neutralize poison, tree shape[/I] 2nd level- [I]protection from cold*, protection from electricity*, protection from fire*, protection from sonic*;[/I] 1st level- [I]longstrider, jump (2), speak with animals.[/I] ---- [B]Str[/B] 25 (includes +3 inherent bonus), [B]Dex[/B] 21 (includes +5 inherent bonus), [B]Con[/B] 24 (includes +5 inherent bonus),[B] Int [/B]11, [B]Wis[/B] 18, [B]Cha[/B] 18 [B]SQ[/B] camouflage, hide in plain sight, swift tracker, woodland stride [B]Feats[/B] 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 [B]Skills[/B] 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) [B]Possessions[/B] [I]Judgment[/I] (+6 axiomatic shock longsword) and [I]Execution[/I] (+6 axiomatic keen shortsword), [I]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[/I] [/QUOTE]
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