Archade
Azer Paladin
Hi all,
What do you think of my rewrite of the Shackled City villain, Ardith Wa? I've replaced her with a monk of the long death - any suggestions?
Ardith Wa (CR 17)
Female Shou Tiefling Monk 12 / Monk of the Long Death 2 / Fighter 2
LE Medium Outsider (native)
Init +6; Senses Darkvision 60 ft; Listen +3, Spot +3
Languages Shou, Mulhorandi
AC 27, touch 24, flat-footed 14; Combat Expertise, Dodge, 50% miss chance when blinking
HP 69 (14d8+2d10); 24 additional hp from amulet of laeral’s tears
Immune disease, poison
Resist cold 5, fire 5, electricity 5
Fort +11, Ref +18, Will +15; +2 vs enchantment spells and effects, +1 vs death effects, evasion, improved evasion, blinking causes targeted spells have a 50% chance to fail and half damage from area attacks
Speed 70 ft (14 squares)
Melee Unarmed strike +15/+10/+5 (2d8+3) or
Flurry of blows +15/+15/+15/+10/+5 (2d8+3) or
+2 frost/+1 quarterstaff +18/+13/+8 (1d6+6 plus 1d6 frost/19-20); 20% miss chance when blinking
Ranged mwk dagger +15/+10 (1d4+3 plus poison)
BAB +12; Grp +15
Atk Options blinking (+2 to hit and deny dex bonus to target AC as invisible), flurry of blows, ki strike (lawful, magic), pain touch, pulverize foe, stunning fist (14/day, DC 21)
Special Actions abundant step (1/day), Combat Reflexes, Improved Trip, slow fall (60 ft), wholeness of body (24 hp)
Combat Gear 2 potions of cure serious wounds, potion of shield of faith +5, potion of fly, potion of haste, 2 mwk daggers coated with purple worm poison (Fort DC 24, 1d6/2d6 Str)
Spell-Like Abilities (CL 16th)
3/day – protection from good
1/day – bane (DC 10), darkness
Abilities Str 17, Dex 22, Con 10, Int 13, Wis 16, Cha 9
SQ AC bonus, abundant step, darkvision (60 ft), deathguard (+1), diamond body, evasion, improved evasion, macabre shroud (+2), monk abilities, poison use, purity of body, slow fall (60 ft), still mind, wholeness of body
Feats Combat Expertise, Combat ReflexesB, Dodge, Fiendish Bloodline, Improved Critical (quarterstaff), Improved TripB, Improved Unarmed StrikeB, Mobility, Pain Touch, Pulverize Foe, Stunning FistB, Weapon Focus (quarterstaff)
Skills Appraise +1 (+3 involving alchemy or poison), Balance +8, Bluff +1, Climb +4, Craft (alchemy) +6, Craft (poisonmaking) +6, Disguise +9, Heal +6, Hide +13, Intimidate +4, Jump +20, Knowledge (arcana) +16, Move Silently +11, Tumble +23
Possessions combat gear plus +2 frost/+1 quarterstaff, ring of protection +1, monk’s belt, bracers of armor +4, ring of blinking, amulet of health +2, death shroud of dexterity +4 (counts as mantle), gloves of strength +2, amulet of laeral’s tears, silver and onyx circlet (worth 800 gp), pouch with 46 gp
Abundant Step (Su): Ardith can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (6th).
AC Bonus (Ex): When unarmored and unencumbered, Ardith adds her Wisdom bonus to her AC. In addition, she gains a +3 bonus to AC as a 15th level monk.
These bonuses to AC apply even against touch attacks or when Ardith is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Deathguard (Ex): At 1st level, Ardith gains a +1 bonus on saving throws against death effects.
Diamond Body (Su): Ardith has immunity to poisons of all kinds.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Macabre Shroud (Ex): Ardith is disturbing and even frightening to most people, so those who see her tend to forget her as quickly as possible. The DC of any gather Information, knowledge, or similar checks made to learn about her is increased by +2.
Monk Abilities (Ex): As a monk of the long death, Ardith has the unarmed damge, AC bonus, and unarmored speed bonus of a 14th level monk, as her monk of the long death and monk class levels stack.
Pain Touch: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user.
Pulverize Foe: If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first.
Still Mind (Ex): Ardith has a +2 bonus on saving throws against spells and effects from the school of enchantment.
Improved Evasion (Ex): Ardith still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Ki Strike (Su): Ardith’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic and lawful weapons for the purpose of dealing damage to creatures with damage reduction.
Poison Use: Ardith is trained in the use of poison and never risk accidentally poisoning herself when applying poison to a blade.
Purity of Body (Ex): Ardith is immune to all diseases except for supernatural and magical diseases.
Slow Fall (Ex): If Ardith is within arm’s reach of a wall can use it to slow her descent. When using this ability, she takes damage as if the fall were 60 feet shorter than it actually is.
What do you think of my rewrite of the Shackled City villain, Ardith Wa? I've replaced her with a monk of the long death - any suggestions?
Ardith Wa (CR 17)
Female Shou Tiefling Monk 12 / Monk of the Long Death 2 / Fighter 2
LE Medium Outsider (native)
Init +6; Senses Darkvision 60 ft; Listen +3, Spot +3
Languages Shou, Mulhorandi
AC 27, touch 24, flat-footed 14; Combat Expertise, Dodge, 50% miss chance when blinking
HP 69 (14d8+2d10); 24 additional hp from amulet of laeral’s tears
Immune disease, poison
Resist cold 5, fire 5, electricity 5
Fort +11, Ref +18, Will +15; +2 vs enchantment spells and effects, +1 vs death effects, evasion, improved evasion, blinking causes targeted spells have a 50% chance to fail and half damage from area attacks
Speed 70 ft (14 squares)
Melee Unarmed strike +15/+10/+5 (2d8+3) or
Flurry of blows +15/+15/+15/+10/+5 (2d8+3) or
+2 frost/+1 quarterstaff +18/+13/+8 (1d6+6 plus 1d6 frost/19-20); 20% miss chance when blinking
Ranged mwk dagger +15/+10 (1d4+3 plus poison)
BAB +12; Grp +15
Atk Options blinking (+2 to hit and deny dex bonus to target AC as invisible), flurry of blows, ki strike (lawful, magic), pain touch, pulverize foe, stunning fist (14/day, DC 21)
Special Actions abundant step (1/day), Combat Reflexes, Improved Trip, slow fall (60 ft), wholeness of body (24 hp)
Combat Gear 2 potions of cure serious wounds, potion of shield of faith +5, potion of fly, potion of haste, 2 mwk daggers coated with purple worm poison (Fort DC 24, 1d6/2d6 Str)
Spell-Like Abilities (CL 16th)
3/day – protection from good
1/day – bane (DC 10), darkness
Abilities Str 17, Dex 22, Con 10, Int 13, Wis 16, Cha 9
SQ AC bonus, abundant step, darkvision (60 ft), deathguard (+1), diamond body, evasion, improved evasion, macabre shroud (+2), monk abilities, poison use, purity of body, slow fall (60 ft), still mind, wholeness of body
Feats Combat Expertise, Combat ReflexesB, Dodge, Fiendish Bloodline, Improved Critical (quarterstaff), Improved TripB, Improved Unarmed StrikeB, Mobility, Pain Touch, Pulverize Foe, Stunning FistB, Weapon Focus (quarterstaff)
Skills Appraise +1 (+3 involving alchemy or poison), Balance +8, Bluff +1, Climb +4, Craft (alchemy) +6, Craft (poisonmaking) +6, Disguise +9, Heal +6, Hide +13, Intimidate +4, Jump +20, Knowledge (arcana) +16, Move Silently +11, Tumble +23
Possessions combat gear plus +2 frost/+1 quarterstaff, ring of protection +1, monk’s belt, bracers of armor +4, ring of blinking, amulet of health +2, death shroud of dexterity +4 (counts as mantle), gloves of strength +2, amulet of laeral’s tears, silver and onyx circlet (worth 800 gp), pouch with 46 gp
Abundant Step (Su): Ardith can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (6th).
AC Bonus (Ex): When unarmored and unencumbered, Ardith adds her Wisdom bonus to her AC. In addition, she gains a +3 bonus to AC as a 15th level monk.
These bonuses to AC apply even against touch attacks or when Ardith is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Deathguard (Ex): At 1st level, Ardith gains a +1 bonus on saving throws against death effects.
Diamond Body (Su): Ardith has immunity to poisons of all kinds.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Macabre Shroud (Ex): Ardith is disturbing and even frightening to most people, so those who see her tend to forget her as quickly as possible. The DC of any gather Information, knowledge, or similar checks made to learn about her is increased by +2.
Monk Abilities (Ex): As a monk of the long death, Ardith has the unarmed damge, AC bonus, and unarmored speed bonus of a 14th level monk, as her monk of the long death and monk class levels stack.
Pain Touch: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user.
Pulverize Foe: If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first.
Still Mind (Ex): Ardith has a +2 bonus on saving throws against spells and effects from the school of enchantment.
Improved Evasion (Ex): Ardith still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Ki Strike (Su): Ardith’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic and lawful weapons for the purpose of dealing damage to creatures with damage reduction.
Poison Use: Ardith is trained in the use of poison and never risk accidentally poisoning herself when applying poison to a blade.
Purity of Body (Ex): Ardith is immune to all diseases except for supernatural and magical diseases.
Slow Fall (Ex): If Ardith is within arm’s reach of a wall can use it to slow her descent. When using this ability, she takes damage as if the fall were 60 feet shorter than it actually is.