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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1341267" data-attributes="member: 1223"><p><strong>Prince Typhon</strong></p><p></p><p>Prince Typhon, one of King Tereus's sons, has not yet been encountered by the PCs, and relatively little is known about him. He is said to have led a failed rebellion against his father a few years ago, and was rumored to have been either killed or immured in the dungeons beneath the Yron City. In the last few months he has been identified near Derwich, once more in command of armies.</p><p></p><p><strong>Prince Typhon:</strong> male ruck Rog8/Ftr4/Assassin 2; CR 14; HD 8d6+16 plus 4d10+8 plus 2d6+4; hp 89; Init +8; Spd 30 ft; AC 20, touch 15, flat-footed 15; BAB +11; Grp +11; Atk +18 melee (1d6+4/19–20 plus poison, <em>+2 short sword</em>); Full Atk +18/+13/+8 melee (1d6+4/19–20 plus poison, <em>+2 short sword</em>) or +16/+11/+6 ranged (1d6, short bow); SA death attack, poison use, sneak attack +5d6, spells; SQ +1 save against poison, evasion, improved uncanny dodge, trap sense +2, trapfinding; AL CE; SV Fort +8, Ref +14, Will +2; Str 10, Dex 18, Con 14, Int 14, Wis 9, Cha 10.</p><p></p><p><em>Skills and Feats</em>: Appraise +11, Balance +13, Bluff +7, Climb +6, Disable Device +7, Escape Artist +7, Hide +9, Intimidate +11, Jump +9, Knowledge (local) +7, Listen +6, Move Silently +9, Open Locks +11, Search +13, Sense Motive +6, Sleight of Hand +12, Spot +12, Tumble +11, Use Magical Device +13, Use Rope +7; Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword).</p><p></p><p><strong>Death Attack (Ex):</strong> Typhon can study a victim for 3 rounds then make successful melee sneak attack to kill or paralyze target. A successful Fortitude save (DC 14) negates the effect.</p><p></p><p><strong>Poison (Ex):</strong> Injury, DC 18 Fort save, Initial and secondary damage 1d6 Str.</p><p></p><p><strong>Evasion (Ex): </strong>If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Typhon takes no damage with a successful saving throw.</p><p></p><p><strong>Improved Uncanny Dodge (Ex):</strong> Typhon retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Typhon cannot be flanked except by a 10th- or higher level rogue.</p><p></p><p><strong>Trap Sense (Ex):</strong> Typhon has an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.</p><p></p><p><strong>Trapfinding (Ex):</strong> Typhon can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Typhon can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it without disarming it</p><p></p><p><em>Spells Known </em>(2, DC 13): 1—<em>obscuring mist</em>, <em>true strike</em>.</p><p></p><p><em>Possessions</em>: <em>+3 leather armor</em>, <em>+2 short sword</em>, <em>ring of protection +1</em>, vial of poison (10 doses), wand of <em>magic missile</em> (1st level), potion of <em>gaseous form</em>, potion of <em>haste</em>, masterwork arrows, masterwork dagger, shortbow, 146 gp.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1341267, member: 1223"] [b]Prince Typhon[/b] Prince Typhon, one of King Tereus's sons, has not yet been encountered by the PCs, and relatively little is known about him. He is said to have led a failed rebellion against his father a few years ago, and was rumored to have been either killed or immured in the dungeons beneath the Yron City. In the last few months he has been identified near Derwich, once more in command of armies. [B]Prince Typhon:[/b] male ruck Rog8/Ftr4/Assassin 2; CR 14; HD 8d6+16 plus 4d10+8 plus 2d6+4; hp 89; Init +8; Spd 30 ft; AC 20, touch 15, flat-footed 15; BAB +11; Grp +11; Atk +18 melee (1d6+4/19–20 plus poison, [i]+2 short sword[/i]); Full Atk +18/+13/+8 melee (1d6+4/19–20 plus poison, [i]+2 short sword[/i]) or +16/+11/+6 ranged (1d6, short bow); SA death attack, poison use, sneak attack +5d6, spells; SQ +1 save against poison, evasion, improved uncanny dodge, trap sense +2, trapfinding; AL CE; SV Fort +8, Ref +14, Will +2; Str 10, Dex 18, Con 14, Int 14, Wis 9, Cha 10. [I]Skills and Feats[/i]: Appraise +11, Balance +13, Bluff +7, Climb +6, Disable Device +7, Escape Artist +7, Hide +9, Intimidate +11, Jump +9, Knowledge (local) +7, Listen +6, Move Silently +9, Open Locks +11, Search +13, Sense Motive +6, Sleight of Hand +12, Spot +12, Tumble +11, Use Magical Device +13, Use Rope +7; Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword). [B]Death Attack (Ex):[/b] Typhon can study a victim for 3 rounds then make successful melee sneak attack to kill or paralyze target. A successful Fortitude save (DC 14) negates the effect. [B]Poison (Ex):[/b] Injury, DC 18 Fort save, Initial and secondary damage 1d6 Str. [B]Evasion (Ex): [/b]If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Typhon takes no damage with a successful saving throw. [B]Improved Uncanny Dodge (Ex):[/b] Typhon retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Typhon cannot be flanked except by a 10th- or higher level rogue. [B]Trap Sense (Ex):[/b] Typhon has an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. [B]Trapfinding (Ex):[/b] Typhon can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Typhon can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it without disarming it [I]Spells Known [/i](2, DC 13): 1—[i]obscuring mist[/i], [i]true strike[/i]. [I]Possessions[/i]: [i]+3 leather armor[/i], [i]+2 short sword[/i], [i]ring of protection +1[/i], vial of poison (10 doses), wand of [i]magic missile[/i] (1st level), potion of [i]gaseous form[/i], potion of [i]haste[/i], masterwork arrows, masterwork dagger, shortbow, 146 gp. [/QUOTE]
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