Eadric et. al. (The Paladin and his Friends).


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Nwm

Übermensch Nwm's character sheet in sensible terms. Nwm uses his quarterstaff like a club.


Nwm the Preceptor

Male human ascetic druid 36; CR 36; Medium humanoid (human); HD 36d8+288; hp 453; Init +11; Spd 30ft.; AC 41 (+7 Dex, +4 natural, +6 deflection, +12 exalted, +2 insight), touch 37, flatfooted 32; Base Atk +23; Grp +30; Atk +38 melee (1d6+17, quarterstaff) or by spell; Full Atk: +38/+33/+28 melee (1d6+17, Quarterstaff); SA spells; SQ damage reduction 20/epic and evil, endure elements, energy resistance, exalted strike, freedom of movement, greater sustenance, mind shielding, nature sense, negative energy immunity, regeneration, resistances (acid, cold, electricity, fire and sonic 30), resist nature’s lure, sustenance, thousand faces, timeless body, trackless step, true seeing, venom immunity, wild empathy, wild shape (13/day, elemental 5/day), woodland stride; SV Fort+34 Ref+27 Will+39; AL NG; Str 25 Dex 25 Con 27 Int 28 Wis 36 Cha 30.

Skills: Concentration +47, Craft (leatherworker) +28, Diplomacy +53, Handle Animal +49, Heal +52, Knowledge (arcana) +28, Knowledge (nature) +52, Listen +52, Profession (herbalist) +48, Ride +50, Sense Motive +52, Spellcraft +50, Spot +52, Survival +52 (+56 above ground), Swim +27, Tumble +26

Feats: Animal Friend, Autoimmolator, Colossal Wild Shape, Dire Charge, Dragon Wild Shape, Epic Spellcasting, Eschew Material Components, Extra Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Initiative, Intuitive Attack, Natural Spell, Run, Sacred Vow, Snatch, Spontaneous Epic Caster, Track, Vow of Poverty, Weapon Focus (Quarterstaff).

Spells Prepared: (6/9/8/8/8/8/6/6/6/6; save DC 23+ spell level). Nwm may also cast three epic spells per day, provided that their adjusted DC is 0 or less: these spells are devised and cast spontaneously, with no development cost. Nwm can use backlash or XP to mitigate against epic spells which he casts: he ignores the first 36d6 points of backlash damage in this case.

0thcreate water, cure minor wounds, detect magic (x2), detect poison, purify food& drink
1stcalm animals, entangle (x2), faerie fire, goodberry, hide from animals, longstrider, speak with animals
2ndbarkskin (x2), bear’s endurance (x2), briar web, master air, soften earth & stone, tree shape
3rdcall lightning, greater magic fang (x3), nature’s favor (x2), plant growth, stone shape
4thdispel magic, essence of the raptor (x2), feathers, flame strike (x2), miasma, reincarnate
5thAnimal growth, atonement, baleful polymorph, call lightning storm, commune with nature (x2), death ward, mass contagion;
6thGate seal, greater dispel magic (x2), mass bear’s endurance, transport via plants, wall of stone
7thAura of vitality, control weather, heal, poison vines, treesight, wind walk
8thFinger of death, interplanar transport via plants, mass awaken, mass cure serious wounds, reverse gravity, sunburst
9thNature’s avatar, shapechange, thunderswarm, tree portal, true reincarnate, undermaster

Exalted Strike (Su): Nwm gains a +7 enhancement bonus to attack and damage rolls whilst using any weapon. His staff is considered adamantine, cold iron, epic, good-aligned and silver for the purpose of overcoming a creature’s damage reduction. Nwm can strike incorporeal creatures as though his weapon possessed the ghost strike special ability.
Foresight (Su): Nwm is under a permanent foresight effect (as the spell, CL 36). He is never surprised or flat-footed.
Freedom of Movement (Ex): Nwm acts as if constantly under the effects of a freedom of movement spell.
Greater Sustenance (Ex): Nwm does not need to eat, drink or breathe.
Mind Blank (Su): Nwm is always under the effects of a mind blank, as the spell.
Mind Shielding (Ex): Nwm is immune to detect thoughts, discern lies and any attempt to discern his alignment.
Negative Energy Immunity (Ex): Nwm is immune to negative energy effects such as energy drain and enervation.
Regeneration (Ex): Nwm heals 36 points of damage every hour, or 36 points of nonlethal damage every five minutes.
Resist Nature’s Lure (Ex): Nwm gains a +4 bonus on saving throws against the spell-like abilities of fey.
Scrying (Sp): Nwm can use greater scrying at will as the spell (save DC 27). The save DC is Charisma-based. Caster level 36th.
A Thousand Faces (Su): Nwm has the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.
Timeless Body (Ex): Nwm does not take ability score penalties for aging and cannot be magically aged.
Trackless Step (Ex): Nwm leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
True Seeing (Su): Nwm has a continuous true seeing ability, as the spell.
Venom Immunity (Ex): Nwm is immune to all poisons.
Wild Empathy (Ex): Nwm can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20+44 to determine the wild empathy check result. He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check if the creature is nongood.
Wild Shape (Su): Nwm has the ability to turn himself into any animal, plant, elemental or dragon of size tiny to colossal. This ability functions like the polymorph spell, and the effect lasts for up to 36 hours, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The new form’s Hit Dice can’t exceed Nwm’s druid level.
Woodland Stride (Ex): Nwm may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Possessions: beard, mistletoe, quarterstaff, robe.
 
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Thanks Sep! :) Are the stats posted ahead or behind or on the spot when compared to the point the story hour has reached at this point?
 



Enitharmon, Marshal of the Celestial Host.
In crazy land now.

Created by Oronthon with a generous 60-point build. Advanced to 50 HD, +5 inherent bonus to all scores, exalted template. The effects of 'gear' value are roughly commensurate with those expected of a 65th-level character; Enitharmon, in fact, has only two artifacts: Sword and Seal.
I've placed him nominally at CR65, 85 perfected, 95 magnified.


Enitharmon
Size/Type: Huge Outsider (Augmented, Celestial, Extraplanar, Good)
Initiative: +32
Hit Dice: 50d8+1350 (1750 hp)
Speed: 100 ft.; fly 300 ft. (perfect)
Armor Class: 116 (-2 size, +32 deflection, +24 Dex, +26 insight, +26 natural; flat-footed 92, touch 90)
Base Attack/Grapple: +50/+91
Attack: +118 melee (4d6+59/17-20, Shard of Thought)
Full Attack: +118/+118/+113/+108/+103 melee (4d6+59 plus 3d6 divine/17-20, Shard of Thought)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smite evil, spell-like abilities, spells, turn undead
Special Qualities: Attunement, change shape, darkvison 60 ft., divine elemental empowerment, DR 20/adamantine and epic and evil, fast healing 20, greater teleport, immortal, immunities (acid, cold, disease, electricity, fire, petrification, poison, sleep), low-light vision, planar travel, protective aura, regeneration 20, spell resistance 75, tongues
Saves: Fort +106 Ref +103 Will +105
Abilities: Str 77 Dex 59 Con 65 Int 62 Wis 63 Cha 75
Skills: Appraise +79, Balance +83, Concentration +80, Diplomacy +197, Gather Information +85, Handle Animal +85, Heal +79, Jump +92, Knowledge (arcana) +79, Knowledge (geography) +79, Knowledge (hstory) +79, Knowledge (nature) +85, Knowledge (nobility) +79, Knowledge (religion) +79, Knowledge (the planes) +79, Listen +79, Perform (oratory) +85, Perform (sing) +85, Search +79, Sense Motive +179, Spellcraft +85, Spot +79, Survival +79 (+85 on other planes), Tumble +83
Feats: Cleave, Combat Reflexes, Devastating Critical, Dire Charge, Dodge, Epic Spellcasting, Great Cleave, Great Smiting, Improved Critical (greatsword), Improved Initiative, Improved Sunder, Leap Attack, Mobility, Overwhelming Critical, Power Attack, Power Critical, Spring Attack, Superior Initiative, Weapon Focus (greatsword)
Environment: Heaven (Any Sphere)
Challenge Rating: 65


Combat
Attunement (Sp): Enitharmon may commune at will as a swift action.
Change Shape (Su): Enitharmon can assume the form of any small or medium humanoid.
Devastating Critical: Creatures who suffer a critical hit from Enitharmon's greatsword must make a Fortitude saving throw (DC 68) or die.
Divine Elemental Power (Ex): When Enitharmon uses a spell or spell-like abilitiy with an energy descriptor, all damage from such spells or abilities is considered divine in nature for the purpose of bypassing resistances and immunities; target creatures who possess a special vulnerabiliy to a particular energy type still retain it.
Greater Teleport (Sp): Enitharmon can use this ability at will (Caster Level 50th).
Immortal: Enitharmon is immortal, and does not need to eat, sleep or breathe.
Planar Travel (Sp): Enitharmon can move at will between any two planes. Treat this as a plane shift, but Enitharmon may only transport himself and any equipment he carries, and he never arrives off-destination. Caster Level 50th.
Protective Aura (Su): This acts as a double-strength magic circle against evil and a lesser globe of invulnerability with a 20-ft. radius. The aura can be dispelled, but Enitharmon can create it again as a free action on his turn. Caster Level 50th.
Regeneration (Ex): Enitharmon takes normal damage from epic evil-aligned weapons and from spells with the evil descriptor.
Smite Evil (Su): Against evil creatures, Enitharmon gains a +32 bonus to all attack rolls and deals an extra 100 points of damage with each successful hit.
Spell-Like Abilities: At will – aid, animate objects, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 46), imprisonment (DC 51), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead, waves of fatigue; 3/day – blade barrier (DC 48), earthquake (DC 50), heal, mass charm monster (DC 50), permanency, resurrection, waves of exhaustion; 1/day – greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 49), wish. Caster level 50th. The Save DCs are Charisma-based.

The following abilities are always active on Enitharmon's person as the spells (caster level 50th): detect evil, detect snares and pits, discern lies (DC 46), see invisibility, true seeing. They can be dispelled, but Enitharmon can reactivate them as a free action.

Spells: Enitharmon spontaneously casts spells as a 50th-level Cleric (6/10/10/10/10/9/8/8/8/7; DC 36+ spell level). He may cast any spell on the Cleric spell list, and any spell from the Glory, Strength, War and Wrath domains. He also has access to any [sanctified] spell. He foregoes the need for any foci or material components. For purposes of spells which have an XP requirement, assume Enitharmon has an XP cushion of 20,000XP per week.
Tongues (Su): Enitharmon can speak with any creature that has a language, as though using a tongues spell (caster level 50th).
Turn Undead (Su): Enitharmon can turn or destroy undead at will as a 50th-level Cleric. He gains a +6 synergy bonus to his turning checks.


Equipment

Shard of Thought (Paradigmatic Artifact): Enitharmon's weapon is a +10 ghost touch holy speed fiery blast greatsword: the flames generated by the sword are divine in nature, and not subject to resistances or immunities. Shard of Thought automatically bypasses all damage reduction. When brandished (a standard action), the weapon causes evil creatures within line of sight to become panicked for 4d6 rounds unless they succeed at a Will saving throw (DC 67); those who succeed are still shaken. Enitharmon's Charisma and Hit Dice determine the Save DC. Caster Level 50th.

Seal of Truth and Agency (Paradigmatic Artifact): On his brow, Enitharmon bears a complex and shifting motif wrought from raw Empyrean Fire; a living symbol of his legitimate authority, bestowed by Oronthon. Any celestial, fiend or worshipper of Oronthon immediately recognizes the symbol and its significance. The Seal of Truth and Agency grants a +20 enhancement bonus to all ability scores, a +20 resistance bonus to all saving throws, and a +100 competence bonus to all Diplomacy and Sense Motive checks. Enitharmon's stat block reflects this.
 
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