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Hong's Britannia 3E NPC collection
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<blockquote data-quote="hong" data-source="post: 1455150" data-attributes="member: 537"><p>The ghaele that caused the party lots of grief, as detailed here:</p><p> </p><p><a href="http://www.enworld.org/forums/showthread.php?t=77430" target="_blank">http://www.enworld.org/forums/showthread.php?t=77430</a></p><p> </p><p> </p><p><strong>Faerinel:</strong> fiendish ghaele eladrin (modified); CR 14; Medium Outsider (evil, spirit); HD 10d8+20 (80 hp); Init +5; Spd 50 ft, fly 100 ft (average); AC 29 (touch 14, flat-footed 17); BAB +10; Grap +17; Atk +21/+16 melee (2d6+14/19–20 plus 1d6 fire, <em>+4 flaming burst greatsword</em>); SA Spell-like abilities, spells, doom gaze, smite good (+10 damage); SQ DR 10/good and Britannian steel, darkvision 60 ft, immunities, resistances, low-light vision, protective aura, SR 28; AL NE; SV Fort +9, Ref +8, Will +10; Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16.</p><p> </p><p><em>Skills and Feats:</em> Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (planes and spirits) +16, Knowledge (religion and philosophy) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1, Combat Expertise, Improved Initiative, Power Attack, Quicken Spell.</p><p> </p><p><em>SA — Spell-Like Abilities:</em> At will — <em>aid, charm monster</em> (DC 17), <em>color spray</em> (DC 14), <em>comprehend languages, continual flame, dancing lights, detect good, detect thoughts</em> (DC 15), <em>dimension door, disguise self, dispel magic, inflict light wounds</em> (DC 14), <em>hold monster</em> (DC 18), <em>invisibility</em> (self only), <em>major image</em> (DC 16), <em>see invisibility</em>; 1/day — <em>chain lightning</em> (DC 19), <em>destruction</em> (DC 20).</p><p><em>SA — Doom Gaze (Su):</em> Slay good creatures of 5 or less HD, range 60 ft, Will DC 18 negates. Even if the save succeeds, the creature is affected as by <em>fear</em> for 2d10 rounds. Nongood creatures and good creatures with more than 5 HD must succeed on a DC 18 Will save or suffer the <em>fear</em> effect.</p><p> </p><p><em>SQ — Immunities (Ex):</em> Faerinel is immune to electricity and petrification.</p><p> </p><p><em>SQ — Resistances (Ex):</em> Faerinel has cold resistance 10 and fire resistance 10.</p><p> </p><p><em>SQ — Protective Aura (Su):</em> Faerinel gains a +4 deflection bonus to AC and a +4 resistance bonus to saves vs attacks or effects from good-aligned creatures. This extends to anyone within 20 feet of the fallen ghaele. It also functions as a <em>magic circle against good</em> effect with a radius of 20 feet (caster level 10th).</p><p> </p><p><em>Equipment:</em> <em>+4 flaming burst greatsword</em>, masterwork chain shirt.</p><p> </p><p><em>Spells Prepared</em> (6/7/7/6/5/4/4/3; save DC = 13 + spell level, caster level 14th): 0 — <em>inflict minor wounds, detect magic</em> (x2), <em>guidance, resistance, touch of fatigue</em>; 1st — <em>bane, bless, burning hands*, cure light wounds</em> (x2), <em>divine favor*, </em><em>shield of faith</em>; 2nd — <em>bear’s endurance, cure moderate wounds</em> (x2), <em>inflict moderate wounds, </em><em>rebuke, scorching ray*, spiritual weapon*</em>; 3rd — <em>bestow curse, cure serious wounds,</em><em> dispel magic, </em><em>quickened divine favor*, </em><em>magic vestment</em> (x2); 4th — <em>cure critical wounds, </em><em>flame strike*, spell immunity, </em><em>unholy blight</em> <em>(x2)</em>; 5th — <em>quickened cure serious wounds</em> (x2), <em>greater heroism*, </em><em>slay living</em>; 6th — <em>harm, </em><em>heal, </em><em>plane shift, </em><em>quickened divine power*</em>; 7th — <em>blasphemy, </em><em>fire storm*, </em><em>mass inflict serious wounds</em>.</p><p>* Domain spell. Domains: War, Flame, Hero.</p><p> </p><p><em>Powerup Results</em> (<em>quickened divine favor, bear’s endurance, greater heroism, quickened divine power, magic vestment</em>, protective aura, 3 rounds casting time): Init +7; 128 hp; AC 32 (36 vs good creatures, touch 14, 18 vs good creatures, flat-footed 20, 24 vs good creatures); Atk +32/+27 melee (2d6+22/19–20 plus 1d6 fire, <em>+4 flaming burst greatsword</em>); Fort +15 (+19 vs good), Ref +12 (+16 vs good), Will +14 (+18 vs good); Str 31, Con 19; Concentration +21, immune to fear.</p><p> </p><p> </p><p>Notes:</p><p>- I extensively modified the ghaele, to the point where it's debatable you could call it a ghaele anymore. <em>Greater invisibility</em> (never did like it) got switched for <em>invisibility</em>, <em>greater teleport</em> got switched for <em>dimension door</em>, and <em>prismatic spray</em> got dumped. The light globe form and the <em>globe of invunerability</em> part of the protective aura were also dumped, but it got wings and a chain shirt. All alignment-based stuff got switched around from good to evil, to match the fallen angel schtick.</p><p>- The spell list is based on the shaman list from OA, with a few additions from splatbooks. Hero is the definite munchkin domain, with <em>divine favor</em> and <em>divine power</em> among others.</p><p>- Fully buffed, this thing was hideous, even after I'd nerfed the <em>globe of invulnerability</em> effect. Thankfully the druid managed to disarm it with a <em>magnetism</em> spell, stopping it from carving the knight in two. It still got its sword back, but the delay was critical.</p></blockquote><p></p>
[QUOTE="hong, post: 1455150, member: 537"] The ghaele that caused the party lots of grief, as detailed here: [url="http://www.enworld.org/forums/showthread.php?t=77430"]http://www.enworld.org/forums/showthread.php?t=77430[/url] [b]Faerinel:[/b] fiendish ghaele eladrin (modified); CR 14; Medium Outsider (evil, spirit); HD 10d8+20 (80 hp); Init +5; Spd 50 ft, fly 100 ft (average); AC 29 (touch 14, flat-footed 17); BAB +10; Grap +17; Atk +21/+16 melee (2d6+14/19–20 plus 1d6 fire, [i]+4 flaming burst greatsword[/i]); SA Spell-like abilities, spells, doom gaze, smite good (+10 damage); SQ DR 10/good and Britannian steel, darkvision 60 ft, immunities, resistances, low-light vision, protective aura, SR 28; AL NE; SV Fort +9, Ref +8, Will +10; Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16. [i]Skills and Feats:[/i] Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (planes and spirits) +16, Knowledge (religion and philosophy) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1, Combat Expertise, Improved Initiative, Power Attack, Quicken Spell. [i]SA — Spell-Like Abilities:[/i] At will — [i]aid, charm monster[/i] (DC 17), [i]color spray[/i] (DC 14), [i]comprehend languages, continual flame, dancing lights, detect good, detect thoughts[/i] (DC 15), [i]dimension door, disguise self, dispel magic, inflict light wounds[/i] (DC 14), [i]hold monster[/i] (DC 18), [i]invisibility[/i] (self only), [i]major image[/i] (DC 16), [i]see invisibility[/i]; 1/day — [i]chain lightning[/i] (DC 19), [i]destruction[/i] (DC 20). [i]SA — Doom Gaze (Su):[/i] Slay good creatures of 5 or less HD, range 60 ft, Will DC 18 negates. Even if the save succeeds, the creature is affected as by [i]fear[/i] for 2d10 rounds. Nongood creatures and good creatures with more than 5 HD must succeed on a DC 18 Will save or suffer the [i]fear[/i] effect. [i]SQ — Immunities (Ex):[/i] Faerinel is immune to electricity and petrification. [i]SQ — Resistances (Ex):[/i] Faerinel has cold resistance 10 and fire resistance 10. [i]SQ — Protective Aura (Su):[/i] Faerinel gains a +4 deflection bonus to AC and a +4 resistance bonus to saves vs attacks or effects from good-aligned creatures. This extends to anyone within 20 feet of the fallen ghaele. It also functions as a [i]magic circle against good[/i] effect with a radius of 20 feet (caster level 10th). [i]Equipment:[/i] [i]+4 flaming burst greatsword[/i], masterwork chain shirt. [i]Spells Prepared[/i] (6/7/7/6/5/4/4/3; save DC = 13 + spell level, caster level 14th): 0 — [i]inflict minor wounds, detect magic[/i] (x2), [i]guidance, resistance, touch of fatigue[/i]; 1st — [i]bane, bless, burning hands*, cure light wounds[/i] (x2), [i]divine favor*, [/i][i]shield of faith[/i]; 2nd — [i]bear’s endurance, cure moderate wounds[/i] (x2), [i]inflict moderate wounds, [/i][i]rebuke, scorching ray*, spiritual weapon*[/i]; 3rd — [i]bestow curse, cure serious wounds,[/i][i] dispel magic, [/i][i]quickened divine favor*, [/i][i]magic vestment[/i] (x2); 4th — [i]cure critical wounds, [/i][i]flame strike*, spell immunity, [/i][i]unholy blight[/i] [i](x2)[/i]; 5th — [i]quickened cure serious wounds[/i] (x2), [i]greater heroism*, [/i][i]slay living[/i]; 6th — [i]harm, [/i][i]heal, [/i][i]plane shift, [/i][i]quickened divine power*[/i]; 7th — [i]blasphemy, [/i][i]fire storm*, [/i][i]mass inflict serious wounds[/i]. * Domain spell. Domains: War, Flame, Hero. [i]Powerup Results[/i] ([i]quickened divine favor, bear’s endurance, greater heroism, quickened divine power, magic vestment[/i], protective aura, 3 rounds casting time): Init +7; 128 hp; AC 32 (36 vs good creatures, touch 14, 18 vs good creatures, flat-footed 20, 24 vs good creatures); Atk +32/+27 melee (2d6+22/19–20 plus 1d6 fire, [i]+4 flaming burst greatsword[/i]); Fort +15 (+19 vs good), Ref +12 (+16 vs good), Will +14 (+18 vs good); Str 31, Con 19; Concentration +21, immune to fear. Notes: - I extensively modified the ghaele, to the point where it's debatable you could call it a ghaele anymore. [i]Greater invisibility[/i] (never did like it) got switched for [i]invisibility[/i], [i]greater teleport[/i] got switched for [i]dimension door[/i], and [i]prismatic spray[/i] got dumped. The light globe form and the [i]globe of invunerability[/i] part of the protective aura were also dumped, but it got wings and a chain shirt. All alignment-based stuff got switched around from good to evil, to match the fallen angel schtick. - The spell list is based on the shaman list from OA, with a few additions from splatbooks. Hero is the definite munchkin domain, with [i]divine favor[/i] and [i]divine power[/i] among others. - Fully buffed, this thing was hideous, even after I'd nerfed the [i]globe of invulnerability[/i] effect. Thankfully the druid managed to disarm it with a [i]magnetism[/i] spell, stopping it from carving the knight in two. It still got its sword back, but the delay was critical. [/QUOTE]
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