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<blockquote data-quote="Scion" data-source="post: 2721456" data-attributes="member: 5777"><p>Awakened Ape Fighter1/Dervish10/Warmind10</p><p></p><p>Awakened Ape (ready for pc class level, so slightly stronger than a normal one)</p><p>Large Animal </p><p>Hit Dice: 6d8+24 (51hp) </p><p>Initiative: +3 </p><p>Speed: 30 ft. (6 squares), climb 30 ft. </p><p>Armor Class: 14 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 </p><p>Base Attack/Grapple: +4/+13</p><p>Attack: Claws +10 melee (1d6+7) </p><p>Full Attack: 2 claws +10 melee (1d6+7) and bite +5 melee (1d6+3) </p><p>Space/Reach: 10 ft./10 ft. </p><p>Special Attacks: — </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +9, Ref +8, Will +4 </p><p>Abilities: Str 25, Dex 17, Con 18, Int 18, Wis 14, Cha 13 </p><p>Skills: Climb (9 ranks), Listen (9 ranks), Spot (9 ranks), Tumble (9 ranks at CC), Perform(dance)(9 ranks at CC), 9 ranks left over for crossclass skills </p><p>Feats: Dodge, Combat Expertise, weapon focus (scimitar)</p><p>CR: 3 (higher because of the better stats, but they are higher because pc classes are going to be taken and so is subsumed in that calculation)</p><p></p><p>Created by a druid, or at least someone with an appropriate item, of your choice. Whatever goals or purpose.. for good or evil.. betrayed or not.. The ape has his start at the world, and he only goes up from there.</p><p></p><p>Fighter 1 (take Mobility feat, spend skill points appropriately)</p><p>CR 4</p><p></p><p>Now the fun part.</p><p></p><p>Dervish 10 (tons of skill points to be spent all over at least 16 of which must be spent on knowledge(psionics) and at least 4 must be spent on knowledge(history), movement increases to 45' for normal and climbing, pick up twf, greater two weapon fighting and wild talent or hidden talent, become whirling doom)</p><p>CR 14</p><p></p><p>Warmind 10 (finish twf tree, pick up a few powers to make the dervish a better opponent such as expansion and graft weapon, use sweeping strike with dervish dance and cleave to massacre entire armies)</p><p>CR 24</p><p></p><p>Now you just need some light armor and general equipment and two minor artifacts.</p><p></p><p>for the minor artifacts, lets go with the scimitars.</p><p></p><p>I wont name them because likely it would be changed anyway plus it might be best to have the name of some ancient person in a tale already in the game.</p><p>Scimitar 1: Normally this weapon appears as a normal +1 flaming scimitar but when weilded with its brother its true powers come to life.</p><p>When weilded with scimitar 2 this weapon becomes a +4 flaming burst scimitar and the fire damage is always maximum for the dice. In addition, on any successful critical the weilder may, as a free action, dimension door to another area they can see within 250' and be able to continue on with their turn (ignoring the normal dimension door penalty). When this is done a firey burst is left behind and all within 5' of where the weilder left take d6 fire damage (reflex save DC 22 negates).</p><p></p><p>Scimitar 2: Normally this weapon appears as a normal +1 lucky defender scimitar but when weilded with its brother its true power comes to life.</p><p>When weilded with scimitar 1 this weapon becomes a +5 lucky defending scimitar. Whenever the weilder is using combat expertise he may activate the defending property for the same amount but without the extra penalty (ie if the weilder chooses to use combat expertise for 4 points he may also use defender for 4 but without reducing the weapons normal bonus). The lucky property may be used as normal 1/day but whenever you roll a successful critical with both weapons in the same round this ability recharges.</p><p></p><p>As a special action at the beginning of his round when weilding both weapons the character may lower his AC by 10 until the beginning of his next round but gain the effects of the Karmic strike feat plus the ability to reflect targetted spells back at the caster as spell turning (whenever a spell comes in that could be reflected make an attack roll against it vs the casters caster level check +5 +5/previous use so far this round).</p><p></p><p></p><p>Definately a rough guy.. He would be feared by subordinates from all over, even if they were hundreds of feat apart..</p><p></p><p>Wonder how he would like it in my game..hmm..lol</p><p></p><p></p><p>Edit: I forgot. Intelligent Armor of the highest caliber with a host of spells and the dedicated power to true ressurect the wearer 1/month. I dont think it will qualify overall for the goal you are setting.. but I just thought of the whole idea and liked it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Scion, post: 2721456, member: 5777"] Awakened Ape Fighter1/Dervish10/Warmind10 Awakened Ape (ready for pc class level, so slightly stronger than a normal one) Large Animal Hit Dice: 6d8+24 (51hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+13 Attack: Claws +10 melee (1d6+7) Full Attack: 2 claws +10 melee (1d6+7) and bite +5 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +9, Ref +8, Will +4 Abilities: Str 25, Dex 17, Con 18, Int 18, Wis 14, Cha 13 Skills: Climb (9 ranks), Listen (9 ranks), Spot (9 ranks), Tumble (9 ranks at CC), Perform(dance)(9 ranks at CC), 9 ranks left over for crossclass skills Feats: Dodge, Combat Expertise, weapon focus (scimitar) CR: 3 (higher because of the better stats, but they are higher because pc classes are going to be taken and so is subsumed in that calculation) Created by a druid, or at least someone with an appropriate item, of your choice. Whatever goals or purpose.. for good or evil.. betrayed or not.. The ape has his start at the world, and he only goes up from there. Fighter 1 (take Mobility feat, spend skill points appropriately) CR 4 Now the fun part. Dervish 10 (tons of skill points to be spent all over at least 16 of which must be spent on knowledge(psionics) and at least 4 must be spent on knowledge(history), movement increases to 45' for normal and climbing, pick up twf, greater two weapon fighting and wild talent or hidden talent, become whirling doom) CR 14 Warmind 10 (finish twf tree, pick up a few powers to make the dervish a better opponent such as expansion and graft weapon, use sweeping strike with dervish dance and cleave to massacre entire armies) CR 24 Now you just need some light armor and general equipment and two minor artifacts. for the minor artifacts, lets go with the scimitars. I wont name them because likely it would be changed anyway plus it might be best to have the name of some ancient person in a tale already in the game. Scimitar 1: Normally this weapon appears as a normal +1 flaming scimitar but when weilded with its brother its true powers come to life. When weilded with scimitar 2 this weapon becomes a +4 flaming burst scimitar and the fire damage is always maximum for the dice. In addition, on any successful critical the weilder may, as a free action, dimension door to another area they can see within 250' and be able to continue on with their turn (ignoring the normal dimension door penalty). When this is done a firey burst is left behind and all within 5' of where the weilder left take d6 fire damage (reflex save DC 22 negates). Scimitar 2: Normally this weapon appears as a normal +1 lucky defender scimitar but when weilded with its brother its true power comes to life. When weilded with scimitar 1 this weapon becomes a +5 lucky defending scimitar. Whenever the weilder is using combat expertise he may activate the defending property for the same amount but without the extra penalty (ie if the weilder chooses to use combat expertise for 4 points he may also use defender for 4 but without reducing the weapons normal bonus). The lucky property may be used as normal 1/day but whenever you roll a successful critical with both weapons in the same round this ability recharges. As a special action at the beginning of his round when weilding both weapons the character may lower his AC by 10 until the beginning of his next round but gain the effects of the Karmic strike feat plus the ability to reflect targetted spells back at the caster as spell turning (whenever a spell comes in that could be reflected make an attack roll against it vs the casters caster level check +5 +5/previous use so far this round). Definately a rough guy.. He would be feared by subordinates from all over, even if they were hundreds of feat apart.. Wonder how he would like it in my game..hmm..lol Edit: I forgot. Intelligent Armor of the highest caliber with a host of spells and the dedicated power to true ressurect the wearer 1/month. I dont think it will qualify overall for the goal you are setting.. but I just thought of the whole idea and liked it ;) [/QUOTE]
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