Queen of the Hunt (3.5e NPC)
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Female Human Pathfinder Paladin 5 (Freedom)/Church Hunter 4 | |
CG Medium Humanoid | |
Init/Senses | +5/Listen +13, Spot +13 |
Languages | Common, Elven, Dwarven, Giant, Necril |
AC | 23, touch 18, flat-footed 18 (+5 armor, +3 deflect, +5 dex) |
hp | 77 (5d10+4d8+27 HD); Evasion (vs evil outsiders, lycanthropes, and undead), Mettle (vs evil outsiders, lycanthropes, and undead) |
Immune | charm, compulsion, disease, fear, possession |
Fort/Ref/Will | +18/+20/+19 |
Speed | 30 ft |
Melee | +3 Silver Spiked Chain +17/+12 melee (2d4+12, 20/x2) or |
Melee | +3 Wooden Stake +12/+12 melee (1d6+8, 20/x2) |
Ranged | +3 Longbow +12/+12 ranged (1d8+8, 20/x3) |
Space/Reach | 5 ft./5 ft. (reach with spiked chain) |
Base Atk/Grp | +9/+14 |
Atk Options | Smite Enemy 3/day |
Special Actions | Channel Positive Energy, Detect Evil, Divine Bond (mount), Favored Enemy (+4 undead, +2 humanoid), Lay on Hands (4d6, 11/day), Mercy (cursed, fatigue, targeted), Purify Weapon, Smite Enemy 3/day |
Combat Gear | Silver Spiked Chain +3, Two Wooden Stakes +3, Longbow +3 |
Abilities | Str 11, Dex 20, Con 17, Int 11, Wis 13, Cha 24 |
SQ | Aura of Courage, Aura of Good, Aura of Purity, Divine Attunement, Divine Grace, Divine Health, Dual Casting (Paladin 9/Ranger 8), Weaponized Relic |
Feats | Skill Muse, Codex Weapon Finesse, Learned Weapon Proficiency (Spiked Chain), Church Hunter, Universal Hunter, Weapon CyclerB, Leadership, True BelieverB |
Skills | Acrobatics +17 (+16 in armor), Bluff +22, Diplomacy +19, Escape Artist +17 (+16 in armor), Intimidate +22, Knowledge Local +12, Knowledge Nobility +12, Knowledge Religion +12, Linguistics +4, Perception +13, Sense Motive +13, Stealth +17 (+16 in armor) |
Possessions | combat gear plus Item of Str +1, Item of Int +1, Item of Con +3, Item of Wis +3, Item of Dex +4, Item of Cha +4, Cloak of Resistance +3, Protective Padding +3, Ring of Protection +3, Circlet of Persuasion, Holy Water x4 |
Channel Positive Energy | When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. |
Detect Evil | At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. |
Divine Attunement | The 4th level church hunter is so accustomed to using items in their battle, they no longer need to worry about items of divine nature. They count as being a member of any divine spellcasting caster of their level for the purpose of class spell lists and magic item requirements. For example, they may cast from a staff with druid spells even if they are not a druid without a Use Magic Device check. |
Divine Bond (Mount) | Summons a heavy warhorse as a full-round action 2/day. |
Dual Casting | I cast as a paladin 9, and a ranger 8. Both are Charisma based. |
Favored Enemy | He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. This NPC gains +4 vs Undead and +2 vs all Humanoids. |
Lay on Hands | Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. |
Mercy (Su) | Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. This NPC has the following mercies:
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Purify Weapon | As a standard action the 3rd level church hunter chooses one alignment not opposed to their own. They can then bless a weapon and have it count as bless weapon for the alignment of their choice. The effect lasts for 1 minute. They may also use this on items of opposing alignment and on cursed items or creatures. Opposed alignment items are suppressed for 1 minute as if in an antimagic field, and curses are also suppressed. Powerful curses, such as those that can only be healed by break enchantment or stronger, cannot be suppressed by this ability. |
Smite Enemy 3/day | This applies to any Evil, any Undead, or any Humanoid, per her favored enemies. As a swift action, the paladin chooses one target within sight to smite. The paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. |
Weaponized Relic | The church hunter is often found carrying all manner of trinkets, tools, and other useful gear blessed by the gods to aid them in their quest. During their preparation of spells, they may bless any one of their tools shown below with one of the following properties. For consumables such as holy water, up to 50 such consumables may be blessed. However the blessed items only have their enhanced effect when used by the church hunter. While blessed, the item is effectively a minor artifact and cannot be destroyed (with exception to consumables, which are consumed normally) nor can they be easily suppressed. However the supernatural uses listed below are still suppressed in an antimagic field. This blessing lasts until you next prepare spells. You can only bless one item to start, but each level you can bless another item with another function up to a maximum of 6 at 6th level. The saving throw for any abilities is 10 + 1/2 HD + your Wisdom or Charisma modifier, depending on what you chose for Dual Casting. See the Church Hunter for details. |
Paladin Default Spells Prepared (CL 9, DC 17 + spell level)[edit]
1st— condemning smite, golden bardingSpC, healing gust, perseverance
2nd— divine insightSpC, loyal vassalSpC, unrelenting focus
Ranger Default Spells Prepared (CL 8, DC 17 + spell level)[edit]
1st— speak with animals, stalking brandSpC, towering oakSpC
2nd— listening lorecallSpC, ''speak with plants, swift hasteSpC
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