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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3442777" data-attributes="member: 748"><p>Under Construction</p><p></p><p><u>The Ediamites:</u></p><p>Avatar of Ediam (CR 28), Samiel the Lawbringer (CR 26), Marlissa (CR 22), Pit Fiend (CR 20), Lord Ardune (CR 18), 4 Mighty Justicar (CR 16), 4 Priestess (CR 14)</p><p></p><p></p><p><span style="font-size: 12px"><strong>Samiel the Lawbringer</strong></span><strong> - Solar, Chosen of Ediam</strong></p><p>Large Outsider (Angel, Extraplanar, Law)</p><p>HD: 22d8+154+88 (418 hp) +20 temporary hp</p><p>Init: +11</p><p>Speed: 50 ft. (10 squares), fly 150 ft. (good)</p><p>AC 53 (–1 size, +10 armor, +7 Dex, +21 nat, +6 Def), touch 14, flat-footed 30</p><p>BAB/Grapple: +22/+44</p><p>Melee Attack (PA 5): +5 dancing greatsword +45 melee (3d6+46/17–20)</p><p>Ranged Attack: +5 mighty composite longbow +45 ranged (2d6+29/x3 plus slaying)</p><p>Full Attack (Melee, PA 5): +5 dancing greatsword +45/+40/+35/+30 melee (3d6+46/17–20)</p><p>Full Attack (Ranged): +5 mighty composite longbow (+5 Str bonus) +43/+38/+33/+28 ranged (2d6+29/x3 plus slaying)</p><p>Space/Reach: 10 ft./10 ft.</p><p>SA: Spell-like abilities, spells</p><p>SQ: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 36, tongues</p><p>Saves: Fort +37 (+4 vs. poison), Ref +35, Will +39</p><p>Abilities: Str 32 (38), Dex 24, Con 24, Int 27, Wis 35, Cha 35</p><p>Skills: Concentration +38, Craft or Knowledge (any five) +41, Diplomacy +42, Escape Artist +38, Hide +34, Listen +40, Move Silently +38, Search +39, Sense Motive +38, Spellcraft +39, Spot +40</p><p>Feats: Cleave, Flyby Attack, Great Cleave, Improved Critical (Great sword), Improved Initiative, Improved Sunder, Power Attack.</p><p>Epic Feats: Epic Spellcasting</p><p>CR: 26</p><p>Alignment: LG</p><p>Equipment: +5 Mithril Breastplate, Mantle of Resistance +7, Ruler’s Crown (+6 Wis/Cha)</p><p></p><p>Spell Effects (CL 24th) - Aura of Law, Divine Favor, Divine Power, Heroism, Shield of Faith</p><p></p><p>Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 30), imprisonment (DC 35), invisibility (self only), lesser restoration (DC 28), polymorph (self only) power word stun, remove curse (DC 29), remove disease (DC 29), remove fear (DC 27), resist energy, summon monster VII, speak with dead (DC 29, waves of fatigue; 3/day—blade barrier (DC 32 earthquake (DC 34, heal (DC 32 mass charm monster (DC 34), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 33, power word blind, power word kill, power word stun, prismatic spray (DC 33, wish. Caster level 24th. The save DCs are Charisma-based.</p><p>The following abilities are always active on a solar’s person, as the spells (caster level 24th): detect evil, detect snares and pits, discern lies (DC 27), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.</p><p></p><p>Class Spells Known (CL 24th, Spells Known/Per Day-20th, Spell DC = 22+Spell Level):</p><p>Law and War Domains</p><p>--9th level-Gate, Mass Heal (2), Miracle</p><p>--8th level-Dim. Lock, G. Spell Imm., MCCWounds (2),</p><p>--7th level-Destruction (2), Energy Immunity (2)</p><p></p><p><strong>Chosen of Ediam (Template)</strong> - Max hp, +4 to All Stats, +4 Divine bonus to all Rolls, SR, CL. Command, Enthrall and Heroism as spell-like abilities at will.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3442777, member: 748"] Under Construction [u]The Ediamites:[/u] Avatar of Ediam (CR 28), Samiel the Lawbringer (CR 26), Marlissa (CR 22), Pit Fiend (CR 20), Lord Ardune (CR 18), 4 Mighty Justicar (CR 16), 4 Priestess (CR 14) [size=3][b]Samiel the Lawbringer[/b][/size][b] - Solar, Chosen of Ediam[/b] Large Outsider (Angel, Extraplanar, Law) HD: 22d8+154+88 (418 hp) +20 temporary hp Init: +11 Speed: 50 ft. (10 squares), fly 150 ft. (good) AC 53 (–1 size, +10 armor, +7 Dex, +21 nat, +6 Def), touch 14, flat-footed 30 BAB/Grapple: +22/+44 Melee Attack (PA 5): +5 dancing greatsword +45 melee (3d6+46/17–20) Ranged Attack: +5 mighty composite longbow +45 ranged (2d6+29/x3 plus slaying) Full Attack (Melee, PA 5): +5 dancing greatsword +45/+40/+35/+30 melee (3d6+46/17–20) Full Attack (Ranged): +5 mighty composite longbow (+5 Str bonus) +43/+38/+33/+28 ranged (2d6+29/x3 plus slaying) Space/Reach: 10 ft./10 ft. SA: Spell-like abilities, spells SQ: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 36, tongues Saves: Fort +37 (+4 vs. poison), Ref +35, Will +39 Abilities: Str 32 (38), Dex 24, Con 24, Int 27, Wis 35, Cha 35 Skills: Concentration +38, Craft or Knowledge (any five) +41, Diplomacy +42, Escape Artist +38, Hide +34, Listen +40, Move Silently +38, Search +39, Sense Motive +38, Spellcraft +39, Spot +40 Feats: Cleave, Flyby Attack, Great Cleave, Improved Critical (Great sword), Improved Initiative, Improved Sunder, Power Attack. Epic Feats: Epic Spellcasting CR: 26 Alignment: LG Equipment: +5 Mithril Breastplate, Mantle of Resistance +7, Ruler’s Crown (+6 Wis/Cha) Spell Effects (CL 24th) - Aura of Law, Divine Favor, Divine Power, Heroism, Shield of Faith Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 30), imprisonment (DC 35), invisibility (self only), lesser restoration (DC 28), polymorph (self only) power word stun, remove curse (DC 29), remove disease (DC 29), remove fear (DC 27), resist energy, summon monster VII, speak with dead (DC 29, waves of fatigue; 3/day—blade barrier (DC 32 earthquake (DC 34, heal (DC 32 mass charm monster (DC 34), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 33, power word blind, power word kill, power word stun, prismatic spray (DC 33, wish. Caster level 24th. The save DCs are Charisma-based. The following abilities are always active on a solar’s person, as the spells (caster level 24th): detect evil, detect snares and pits, discern lies (DC 27), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. Class Spells Known (CL 24th, Spells Known/Per Day-20th, Spell DC = 22+Spell Level): Law and War Domains --9th level-Gate, Mass Heal (2), Miracle --8th level-Dim. Lock, G. Spell Imm., MCCWounds (2), --7th level-Destruction (2), Energy Immunity (2) [b]Chosen of Ediam (Template)[/b] - Max hp, +4 to All Stats, +4 Divine bonus to all Rolls, SR, CL. Command, Enthrall and Heroism as spell-like abilities at will. [/QUOTE]
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