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<blockquote data-quote="gfunk" data-source="post: 1107680" data-attributes="member: 1813"><p><span style="font-size: 15px"><strong>Pez (Dispenser of Justice)</strong></span> </p><p>------------------------------------------------------------------------------------</p><p></p><p><strong>Medium Outsider (Archon, Good, Lawful, Native)</strong></p><p><strong>Hit Dice:</strong> 5d8+15 (41 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 90 ft. (average)</p><p><strong>Armor Class:</strong> 21 (+3 Dex, +4 armor, +4 natural), touch 13, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +5/+9 </p><p><strong>Attack:</strong> <em>+1 greatsword</em> +10 melee (2d6+7) or masterwork composite longbow +9 ranged (1d8)</p><p><strong>Full Attack:</strong> <em>+1 greatsword</em> +10 melee (2d6+7) or masterwork composite longbow +9 ranged (1d8)</p><p><strong>Space/Reach:</strong> 5 ft/5 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, spells, trumpet</p><p><strong>Special Qualities:</strong> Damage reduction 5/evil, darkvision 60 ft., resistance to electricity 10, tongues</p><p><strong>Saves:</strong> Fort +8, Ref +8, Will +9</p><p><strong>Abilities:</strong> Str 18, Dex 16, Con 17, Int 14, Wis 18, Cha 16</p><p><strong>Skills:</strong> Concentration +11, Escape Artist +11, Hide +11, Knowledge (Local) +8, Knowledge (Religion) +10, Knowledge (The Planes) +10, Listen +12, Move Silently +11, Sense Motive +12, Spot +12</p><p><strong>Feats:</strong> Armor Proficiency (Light), Power Attack</p><p><strong>Environment:</strong> Cauldron (Vilhon Reach)</p><p><strong>Organization:</strong> Solitary or troupe (Pez, Gardrid, Tilly, Wathros, Rusty)</p><p><strong>Challenge Rating:</strong> 6 (XP: 16,177)</p><p><strong>Treasure:</strong> Goods</p><p><strong>Alignment:</strong> Lawful Good</p><p></p><p><em>Appearing as a green, winged elf of supernatural goodness and beauty, the creature is clad in the finiest mithral chain shirt and raises his massive greatsword warily as you approach.</em></p><p></p><p>Principality Pez was a full-fledged Trumpet Archon in the service to Tyr, the Just God. However, for reasons he has not disclosed even to his closest companions, Pez fell from the Seven Mounting Heavens of Celestia forced to live in penance among the unwashed masses of the Prime. Pez is currently in a purgatory of sorts and, as he redeems himself with good deed and works, he is slowly regaining his former power and prestige.</p><p></p><p>To make Pez's life more difficult, the Council of Seraphim has decreed that the Archon can only reveal his true identity to other celestials, never to the humanoids with which he usually associates. Furthermore, his subtype was changed from Extraplanar to Native to prevent his "accidental" banishment to Celestia and to impose the needs of food and sleep upon him.</p><p></p><p>Currently, Pez is a high ranking cleric in the small town of Cauldron in Vilhon Reach. Though he tries to pass himself off as a winged elf (Avariel) many people have guessed his true heritage. For now, along with a group of like-minded friends, Pez undertakes missions to protect his adopted frontier town from internal and external threats.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p></p><p>Snice his powers have not returned in full, Pez has had to make many adjustments to his combat style. He focuses heavily on melee, using his trumpet (with its currently reduced range) liberally and to great effect. Prior to combat he prefers to protect himself with abjuration magic and tries to weaken particularly powerful opponents with targeted spells.</p><p></p><p>Pez's natural weapons, as well as any weapons he wields, are treated as good-aligned and lawful-aligned for purposes of overcoming damage reduction.</p><p></p><p><strong>Spell-Like Abilities: </strong>1/day -- <em>detect evil, continual flame, message.</em> Caster level 5th.</p><p><strong>Spells: </strong>Pez can cast divine spells as a 7th level cleric. He has access to the domains of Air, Destruction, Good, Knowledge, Law, and War. The save DCs are Wisdom-based.</p><p><em>Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; </em>DC 14 + spell level): <em>0--cure minor wounds (3), detect magic (2); 1st--command (2), cure light wound (2), divine favor, obscuring mist*; 2nd--aid*, cure moderate wounds, endurance, sound burst (2); 3rd--cure serious wounds, dispel magic, magic circle against evil*, magic vestment; 4th--divine power, freedom of movement, holy smite*</em></p><p><strong>Trumpet (Su): </strong>Pez's trumpet produces music of utter clarity and, if he wills it, paralyzing awe. All creatures except archons within 5 feet of the blast must succeed on a DC 15 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command his trumpet to become a <em>+1 greatsword</em> as a free action.</p><p></p><p><span style="font-size: 12px"><strong>Major Magic Items</strong></span></p><p></p><p><em>Cloak of resistance +1, periapt of wisdom +1, 4 potions of cure moderate wounds, potion of haste</em></p></blockquote><p></p>
[QUOTE="gfunk, post: 1107680, member: 1813"] [size=4][b]Pez (Dispenser of Justice)[/b][/size] ------------------------------------------------------------------------------------ [b]Medium Outsider (Archon, Good, Lawful, Native)[/b] [b]Hit Dice:[/b] 5d8+15 (41 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 40 ft. (8 squares), fly 90 ft. (average) [b]Armor Class:[/b] 21 (+3 Dex, +4 armor, +4 natural), touch 13, flat-footed 18 [b]Base Attack/Grapple:[/b] +5/+9 [b]Attack:[/b] [i]+1 greatsword[/i] +10 melee (2d6+7) or masterwork composite longbow +9 ranged (1d8) [b]Full Attack:[/b] [i]+1 greatsword[/i] +10 melee (2d6+7) or masterwork composite longbow +9 ranged (1d8) [b]Space/Reach:[/b] 5 ft/5 ft. [b]Special Attacks:[/b] Spell-like abilities, spells, trumpet [b]Special Qualities:[/b] Damage reduction 5/evil, darkvision 60 ft., resistance to electricity 10, tongues [b]Saves:[/b] Fort +8, Ref +8, Will +9 [b]Abilities:[/b] Str 18, Dex 16, Con 17, Int 14, Wis 18, Cha 16 [b]Skills:[/b] Concentration +11, Escape Artist +11, Hide +11, Knowledge (Local) +8, Knowledge (Religion) +10, Knowledge (The Planes) +10, Listen +12, Move Silently +11, Sense Motive +12, Spot +12 [b]Feats:[/b] Armor Proficiency (Light), Power Attack [b]Environment:[/b] Cauldron (Vilhon Reach) [b]Organization:[/b] Solitary or troupe (Pez, Gardrid, Tilly, Wathros, Rusty) [b]Challenge Rating:[/b] 6 (XP: 16,177) [b]Treasure:[/b] Goods [b]Alignment:[/b] Lawful Good [i]Appearing as a green, winged elf of supernatural goodness and beauty, the creature is clad in the finiest mithral chain shirt and raises his massive greatsword warily as you approach.[/i] Principality Pez was a full-fledged Trumpet Archon in the service to Tyr, the Just God. However, for reasons he has not disclosed even to his closest companions, Pez fell from the Seven Mounting Heavens of Celestia forced to live in penance among the unwashed masses of the Prime. Pez is currently in a purgatory of sorts and, as he redeems himself with good deed and works, he is slowly regaining his former power and prestige. To make Pez's life more difficult, the Council of Seraphim has decreed that the Archon can only reveal his true identity to other celestials, never to the humanoids with which he usually associates. Furthermore, his subtype was changed from Extraplanar to Native to prevent his "accidental" banishment to Celestia and to impose the needs of food and sleep upon him. Currently, Pez is a high ranking cleric in the small town of Cauldron in Vilhon Reach. Though he tries to pass himself off as a winged elf (Avariel) many people have guessed his true heritage. For now, along with a group of like-minded friends, Pez undertakes missions to protect his adopted frontier town from internal and external threats. [size=3][b]Combat[/b][/size] Snice his powers have not returned in full, Pez has had to make many adjustments to his combat style. He focuses heavily on melee, using his trumpet (with its currently reduced range) liberally and to great effect. Prior to combat he prefers to protect himself with abjuration magic and tries to weaken particularly powerful opponents with targeted spells. Pez's natural weapons, as well as any weapons he wields, are treated as good-aligned and lawful-aligned for purposes of overcoming damage reduction. [b]Spell-Like Abilities: [/b]1/day -- [i]detect evil, continual flame, message.[/i] Caster level 5th. [b]Spells: [/b]Pez can cast divine spells as a 7th level cleric. He has access to the domains of Air, Destruction, Good, Knowledge, Law, and War. The save DCs are Wisdom-based. [i]Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; [/i]DC 14 + spell level): [i]0--cure minor wounds (3), detect magic (2); 1st--command (2), cure light wound (2), divine favor, obscuring mist*; 2nd--aid*, cure moderate wounds, endurance, sound burst (2); 3rd--cure serious wounds, dispel magic, magic circle against evil*, magic vestment; 4th--divine power, freedom of movement, holy smite*[/i] [b]Trumpet (Su): [/b]Pez's trumpet produces music of utter clarity and, if he wills it, paralyzing awe. All creatures except archons within 5 feet of the blast must succeed on a DC 15 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command his trumpet to become a [i]+1 greatsword[/i] as a free action. [size=3][b]Major Magic Items[/b][/size] [i]Cloak of resistance +1, periapt of wisdom +1, 4 potions of cure moderate wounds, potion of haste[/i] [/QUOTE]
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