Nephtys
First Post
Here she is, nearly completed.
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Shahaza
[sblock=Background]
Part 1 or 2
She stood upon the broken plane of Avernus, surveying a field of carnage. Endless rows of fiends and mortals surged forth beneath her, crashing into her enemies. Expendable. They would die killing diabolic shock troops who were themselves expendable to their master, the Lady Zariel of the First. Somewhere beyond those lines her true enemy hid, cloaked in magic. And killing her would not only win the battle but this entire stage of the endless Blood War. Unlikely as that would be, her schemes had made it a possibility. Diplomacy could someimes win greater victories than any battle.
But this battle was more than a distractrion, her enemies had important resources here in the Golden Forges of Kagat and looting them would take her closer to victory. The Diabolic line rolled back, putting her vanguard in the beginning of a bulge that would surely turn into an encirclement. She sneered. Her opposing general thought her a fool, and he could go on thinking that for a while longer. The loss of a few thousand Dretches, Manes, Rutterkin and Mortals would weaken her less than overconfidence would weaken the Baatezu. Devils were predictable when you understood their way of thinking. They would crush her vanguard, and were surely already moving up hidden troops to attack her flanks and rear. When she moved to protect her flanks they would commit their fliers and then their elite reserves. She shook her head. Her flanks would hold longer than their apparent strength would indicate, her center was unassailable (unless her opponent had the mind of a Demon), and her back protected by a few unpleasant surprises. Her opponent thought that he had chosen the site of this battle. He was mistaken.
They moved sooner than she had expected. So much the better. Fighting a Demonic army on the defensive must have unnerved them. Before the jaws of the enemies trap closed on a near third of her shock troops she felt the report of Asenavi the Merciful, her Captain of the Left. She was under heavy attack by a sizeable force of Hamatula and Barbazu, joined by a company of Osyluth and an elite core of Cornugons. It was a force designed to cut trough the corps of Babau, Bar Igura and Hezrou it attacked and in time it would. Even the skill of her officers could only delay the end. But that would have to be enough. A brief command sent a fraction of her reserves to their aid. That, and the strength of the demonic resistance would convince the enemy general that she had committed a major portion of her strength there. That and - silence.
So, her enemy had some tricks of his own. Several spellcasters of not inconsiderable level if they could act on such a scale. Lieutenants on the edge of the flank confirmed her suspicions, as did a dark miasma on the horizon. No demon would leave that part of the battlefield alive, blocked off from teleportation, burning in black flames and under assault by a force a fraction the size of their own but a dozen times their power. It wouldn't be long before the enemy would commit that force again to another part of the battlefield, all but undamaged by her defenders. She ground her teeth. Never underestimate a Devil. Now the real battle would begin and the pace shift to lightning strikes.
In the center of the battlefield the two vanguards battled on, all but irrelevant to the final outcome. Daiasath the Bold had done well in that ungrateful role, breaking the encirclement, reuniting her two forces of rabble and cutting off a slice of the enemy's rabble in the process. Clever girl, too bad her disloyalty was so obvious. Still, if she survived this she would deserve a promotion for that feat alone.
The strength of the enemies assault on her flank meant that a significant portion of their mobile forces were committed there. That would make this the perfect time to go on the offensive. Sending her center forward like an avalance in a pincer movement around the blood drenched vanguards and her right flank moving with unnatural speed into the surprised enemy Left she signalled open desperation to her unknown opponent. A feint, but not one he could afford to ignore. The attack would cause a ripple in the lines of her foes, a wave of communication that could be read and traced to their source. And then...
"My Lady," a tiny mortal in a dirty cloak, a Halfling or perhaps a Gnome if such distinctions mattered, spoke out in a weary but triumphant voice. "I believe I have found him and I know his defenses." He coughs, expelling blood and viscera, only some of it his own. "Now, can I have More?" "You can have all you desire, once our victory is complete. Those were the terms of your contract, and far more generous than you deserve. Ready yourself, and your acolytes. The time has come."
Space folded and she stepped trough. To the chanting chorus of a hundred mortal casters, the roaring of the Horde and the shrieking noise of layers of magic wards ripped apart she committed herself and her elite guard to combat. There stood the enemy general, a Pit Fiend towering over all others in the great hall, fury radiating from him in palpable waves. "Filth! Incompetent traitors!" She gave him no more time to curse his troops. With a hiss she crossed the space between them and her many weapons clashed with his flesh. He did not last long.
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[sblock=Appearance]

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[sblock=stats]
LA 10 / Marilith 16 HD / Fighter 2 / Marshal 1 / Monk 1
AL: LE HT: 10 ft, 22 with tail WT: 4000 lbs
90 points........base..race level Inherent Enhancement Special
Str....63/+26...17....+18..+1... +5....... +6............... +16 (motivate strength)
Dex...36/+13...17....+8..........+5........ +6
Con...42/+16...13...+18.........+5........ +6
Int....32/+11...13....+8..........+5........ +6
Wis...32/+11...13....+8..........+5........ +6
Cha...42/+16...17...+14.........+5........ +6
HP: 422 (8 + 94 + 320) (8 + 15d8 + 2d10 + 1d8 + 1d8 + 20x16)
AC: 68 (10 + 13 dex + 8 armour + 16 nat armour + 5 natural armour enhancement + 5 Deflection + 11 wisdom)
Touch AC: 39
AC at full use of defending weapons: 83 (68+15)
Touch AC at full use of defending weapons: 54 (39+15)
Saves:
For: 38 (10 Outsider +3 Fighter +2 Marshal +2 Monk +16 Con +5 resistance)
Ref: 30 (10 Outsider +0 Fighter +0 Marshal +2 Monk +13 Dex +5 resistance) + Evasion
Will: 30 (10 Outsider +0 Fighter +2 Marshal +2 Monk +11 Wis +5 resistance)
Init: +24 (13 dex + 4 competence +2 typeless +5 insight)
Space/Reach: 10 ft./10 ft.
Bab: 18
Grapple: 48 (18 bab + 26 str + 4 size)
Attack +49 (18 bab + 26 str +5 weapon)
Full Attacks
Primary hand
Conflict: +49/+44/+39/+34
Large Mithral Scimitar +5, Heavenly Burst, Bodyfeeder, Thundering
Damage: 1d8+26 /15-20x2 + Critical hit effects (1d8 sonic, 3d6 vs Evil and Bodyfeeding)
Secondary hand
Hunger: +49/+44/+39
Large Alchemical Silver Scimitar +5, Defending, Bodyfeeder, Heavenly Burst
Damage: 1d8+26 /15-20x2 + Critical hit effects (3d6 vs Evil and Bodyfeeding) + Defending
Teriary Hand
Thirst: +49/+44/+39
Large Cold Iron Scimitar +5 , Defending, Transmuting, Desiccating, Desiccating Burst
Damage: 1d8+26 /15-20x2 + 1d4/1d8 dehydrating + Critical hit effects (1d8/2d8 dehydrating, fatigue) + Defending + Transmuting
Quaternary Hand
Aurora: +49/+44/+39
Large Mithral Scimitar +5 , Bane (Evil Outsiders), Heavenly Burst, Transmuting
Damage: 1d8+26 /15-20x2 + 2d6 (Evil Outsiders) + Critical hit effects (3d6 vs Evil) + Transmuting
Quinary Hand
Eclipse: +49/+44/+39
Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Transmuting
Damage: 1d8+26 /15-20x2 + 2d6 (good alignments) + Stun DC 36, 16/day + Transmuting
Senary Hand
Nemesis: +49/+44/+39
Large Mithral Scimitar +5 , Souldrinking, Defending
Damage: 1d8+26 /15-20x2 + 1 negative level + Critical hit effects (2 negative levels to target. +1d8 temp HP and +2 strength enhancement to wielder)
Tail slap +49
Damage: 4d6+39 + Improved Grab (free action grapple on hit with tail)
Skills (Total/Ranks) 348 [8x4 + 8x15 + 2x2 + 4x1 + 4x1 + 8x23] [Max rank 23]
..............................................HD.... Fighter.... Marshal.... Monk.... Ability.... Racial.... Feat.... Item.... Synergy
Bluff....................................... (19
Concentration........................... (19
Diplomacy................................ (19
Disguise (+2 acting)................... (19
Hide........................................ (19
Intimidate................................ (19
Listen...................................... (19
Move Silently............................ (19
Search..................................... (19
Sense Motive............................. (19
Spellcraft +23 (+25 scrolls).......... (19
Spot........................................ (19
Survival +4 (+6 follow tracks)....... (19
Use Mag Dev +26 (+28 scrolls)...... (19
Class Skills:
Marshal
Bluff Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Monk
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Fighter
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Feats [7+2]
Power Attack, Cleave, Great Cleave, Weapon Focus (scimitar), Improved Critical (scimitar), Multiweapon Fighting [Note: Mariliths gain no penalty for off-hand attacks], Improved Multiweapon Fighting [+1 offhand attack/hand], Greater Multiweapon Fighting [+1 offhand attack/hand], Hand of Osano Wo [Full str bonus to all attacks]
Additional Feats/Class Features:
Skill Focus (Diplomacy), Stunning Fist, Unarmed Strike, Minor Aura (Motivate Strength).
Special Attacks
Constrict 4d6+, improved grab, spell-like abilities, summon demon
Special Qualities
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Constrict (Ex)
A marilith deals 4d6+39 points of damage with a successful grapple check. The constricted creature must succeed on a DC 10+str Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At will—align weapon, blade barrier (DC 32), magic weapon, project image (DC 30), see invisibility, telekinesis (DC 31), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 34). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 16th).
Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats
In combination with its natural abilities, a Marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
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[sblock=Equipment]
Head:
Headband of the Mind: +6 Int, +6 Wis, +6 Cha, + 10 diplomacy, +10 Bluff, +10 Perform(Sing) -- 180,000gp (36,000 + 54,000 [36,000x1,5] + 54,000 [36,000x1,5] + 36,000 [24,000x1,5]) (Greater Choker of Eloquence, Complete Adventurer)
Eyes:
Piercing Eyes: X-ray vision, +5 spot, +5 search, -- 32,500 gp (25,000 + 3,750 [2,500x1,5] + 3,750 [2,500x1,5])
On command, the ability to see into and through solid matter. Vision range is 20 feet. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or
up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.
Neck:
Amulet of the Void: Antimagic Torq (1/day), Necklace of Adaptation, +5 Natural Armour -- 101,000 gp (50,000 + 37,500 [25,000x1,5] + 13,500 [9,000x1,5]) The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.
Shirt:
Scarab of Unnatural Advantage: Golembane Scarab, +Scarab of Protection, -- 41,750 gp (38,000 + 3,750 [2,500x1,5])
The scarab can absorb 12 energy-draining attacks, death effects, and negative energy effects.
Detect any golem within 60 feet (a standard action). A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Body:
Bikini of the Roaring Bosom: +1 Mithral Bikini of Heavy Fortification (+5), Roaring (+3) (MIC, +4 competence to initiative, etc, Death Ward (1/day
automatically for 70 minutes (MIC, +1). -- 101,500 gp
Those Lucky and Attentive Spikes: +1, Eager (+2) (MIC, +2 typeless Initiative bonus, +2 damage to all attacks the first round of combat and surprise rounds),
Initiative (Oriental Adventures, 10,000 gp, +2 luck bonus on Initiative), Warning (+1) (MIC, +5 insight bonus to initiative), Luck (+1) (ExPH, reroll 1/day)
-- 60,000 gp
Waist:
Belt of the Body: +6 str, +6 Con, +6 Dex, Belt of Battle (MIC) -- 162,000 gp (36,000 gp + 54,000 [36,000x1,5] + 54,000 [36,000x1,5] + 18,000gp [12,000 x 1,5])3 charges/day, 1 charge:move, 2 charges:Standard, 3 charges: Full Round.
Shoulders:
Barbed chain of Scornful Resistance: Resistance +5, +Flesh Ring of Scorn (BoVileD) -- 37,500 gp (25,000 + 12,000 [8000x1,5])
When this ring is pierced into the flesh of an evil outsider, it allows the outsider to automatically score a critical hit against a nonoutsider whenever the
threat of a critical hit is indicated.
Wrists:
Death Defying Bracers: Deathsrike Bracers (Magic Item Compendium), Armour +8 -- 71,500 gp (64,000 + 7,500 [5000x1,5])
Activation: Swift (mental) When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to
constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. 1rd, 3/day.
Hands:
Gauntlets of Hextor's corruption -- 26,500 gp (11,500 + 15,000 [10,000x1,5] + 6000 [4,000x1,5])
Gauntlets of War (CC) +1 damage to melee attacks, +3 if you worship a deity with access to the War domain.
Gauntlets of Rusting: Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust
(magical or otherwise), including the attack of a rust monster.
Glove of Storing: On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. A glove can only store one item at a time. Storing or retrieving the item is a free action.
Ring:
Ring of Devious tricks: Major Spell Storing (Quickened Antimagic Field), + Evasion, -- 237,500 gp (200,000 + 37,500 [25,000x1,5])
Ring:
Ring of the Stolen Paradise: Ring Of Solar Wings (BoExaltedD), +Freedom of Movement, +5 deflection: -- 253,000 gp (118,000 + 75,000 gp + 60,000 )
Gives Gleaming White Solar wings and the ability to fly at a speed of 150 ft (good maneuverability) and feather fall if removed.
Feet/Tail:
Tail Ring of Temporal Acceleration (MiC, swift action "timestop" 2rds 1/day) -- 43.000 gp
Weapons:
Conflict: Large Mithral Scimitar +5 , Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.), Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes), Thundering (+1) (1d8 sonic on crit) -- 202,500 gp
Hunger: Large Alchemical Silver Scimitar +5 , Defending (+1), Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes), Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.) -- 201,000 gp
Thirst: Large Cold Iron Scimitar +5 , Defending (+1), Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds) Desiccating (+1) (MIC, 1d4 dehydrating damage, 1d8 agaist water elementals and plants.), Desiccating Burst (+1) (MIC, + 1d8 (2d8 vs water elementals and plants) and fatigue on critical hit. -- 202,500 gp
Aurora: Large Mithral Scimitar +5 , Bane (Evil Outsiders) (+2), Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.), Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds) -- 202,500 gp
Eclipse: Large Mithral Scimitar +5 , Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds), Unholy (+2) (2d6 against good), Stunning Surge (+1) (MIC, Fort save (DC 10 +1/2 char level + Cha or target is stunned for 1 round, 1+Cha/day.) -- 202,500 gp
Nemesis: Large Mithral Scimitar +5 , Souldrinking (+4) (BoVD, Weapon bestows a negative level when it does damage. +1d8 temp HP and +2 strength enhancement on critical hit), Defending (+1) -- 202,500 gp
Tomes +5 x6 = 825,000 gp
Sum: 3,385,750 / 4,300,000 gp
Rods:
Rod of Absorption -- 50,000gp
Wands:
Wand of Wraithstrike 50/50: (Complete Adventurer, lvl2. Swift Action. Your Melee attacks strike as touch attacks for 1 round) -- 4500 gp
Extended Wand of Wraithstrike 50/50 -- 11,250 gp
Scrolls:
20 Scrolls of Quickened Dimension Door: 76,500 gp (3,825x20)
Misc:
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