User:Quantumboost/Epic Game Day/Characters

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Horace Devilson, Aasimar Conduit[edit]


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Horace Devilson

CR —

Male Aasimar Conduit of the Lower Planes 10
LN Medium Outsider (Human, Native)
Init/Senses +1/darkvision 60 ft.; Listen +2, Spot +2
Languages Common, Abyssal, Celestial, Ignan
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 77 (10d6+40 HD)
Immune death effects, fire, poison
Fort/Ref/Will +6/+4/+7
Speed 30 ft.
Melee Fire Sword +11/+6 melee (1d8+4 19-20 s)
Base Atk/Grp +7/+7
Sorcerer Spells Known (CL 10th, DC 14+level):
3rd (3/day)—major image
2nd (5/day)—invisibility, rope trick
1st (6/day)—alarm, identify, shield, ventriloquism
0 (6/day)—detect magic, detect poison, ghost sound, mage hand, mending, message, prestidigitation
Spell-Like Abilities
At will—burning hands, flame blade, fireball, charnel fire, parboil
5/day—death knell, desecrate
4/day—ghoul gauntlet, poison
3/day—vampiric touch, bestow curse
2/day—enervation, mind poison
1/day—cloudkill, light, raise dead
Abilities Str 10, Dex 12, Con 18, Int 16 (20), Wis 11, Cha 20 (24)
SQ Enhanced sphere access, petitioner skills
Feats Greater Teleport, Heighten Spell-Like Ability, Memories of Death, Harmless FormB, Wings of EvilB
Skills Concentration +17, Disguise +15 (+25 with Harmless Form), Know (arcana) +28, Know (history) +18, Know (religion) +28, Know (the planes) +28
Possessions Circlet of False Persona, Mithral Shirt of Speed, Headband of Intellect, Ring of Deflection, Planar Handbook, Applied Metaphysics Complete Series, Spirit Guide 2nd Edition: Undeath and Afterlife, Fire Sword
Death Sphere You are healed by negative energy as if you were undead (does not affect being healed by positive energy).
Pyre Sphere Fire damage from your spell-like abilities bypasses Fire Resistance, but not Immunity.

Chuluunbold, Hobgoblin Samurai[edit]


Chuluunbold the Face-stabber

CR —

Male Hobgoblin Samurai 10
LE Medium Humanoid (Goblinoid)
Init/Senses +7/blindsense 60 ft., darkvision 60 ft., danger sense, ghost hunter; Listen +16, Spot +3
Languages Common, Goblin
AC 30, touch 17, flat-footed 26; Uncanny dodge
(+4 Dex, +13 armor, +3 deflection)
hp 118 (10d8+70 HD)
SR 20
Fort/Ref/Will +14/+9/+14; +4 against mind-affecting effects
Speed 30 ft.
Melee Spiked Chain +20/+15 melee (2d4+11 p)
Ranged Composite Longbow +18/+13 ranged (1d8+11 p)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +10/+14
Atk Options Kiai! 7/day, great cleave, blitz
Special Actions Iaijutsu, Parry Magic, Blade of Devastation, Murderous Intent, Subtle Cut, Whirlwind
Spell-Like Abilities
1/day—commune, speak with dead
Abilities Str 18 (22), Dex 14 (18), Con 20 (24), Int 10, Wis 16, Cha 9
SQ Ancestral Weaponry
Feats Blitz, Danger Sense, Ghost Hunter, Murderous Intent, Blind FightingB, Horde BreakerB, Subtle CutB, WhirlwindB
Skills Intimidate +22, Know (nobility and royalty) +13, Move Silently +19, Sense Motive +16
Possessions Spelleating Oni Hide, Soulbound Chain (Ancestral Weapon), Ring of Sustenance and Deflection, Mask of Terror, Belt of Giant's Strength, Amulet of Health, Gloves of Dexterity, Cloak of Resistance, Magic Composite (+6) Longbow, loose change
Ancestral Weaponry Chuluunbold can only have one weapon designated as his Ancestral Weapon at a time, and this weapon must be a masterwork weapon exalted by his warrior culture (a Spiked Chain). He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
  • Counts as his Ancestral Weapon for all Samurai abilities.
  • Has a minimum enhancement bonus to attack and damage of +3.
  • The Ancestral weapon has double HP and +10 Hardness, and the Ghost Touch special property, and bypasses Damage Reduction and ignores Hardness
Kiai! (Ex) Chuluunbold may convert a successful strike into a confirmed critical hit. He may use this ability 7 times per day at his current Samurai level. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Iaijutsu (Ex) When Chuluunbold has the Edge on an opponent, he may take an Attack of Opportunity against that opponent as an immediate action at any time.
Parry Magic (Su) At 8th level, a Samurai may use his Ancestral Weapon to parry magic targeted at him. When the Samurai is targeted by a spell or supernatural ability, he may take an Attack of Opportunity against the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.

Two-Skies, Githzerai Summoner[edit]


Two-Skies

CR —

Male Gith Summoner 10
CN Medium Humanoid (Extraplanar)
Init/Senses +1/darkvision 60 ft.; Listen +0, Spot +2
Languages Common, Githzerai
AC 20, touch 11, flat-footed 19
(+1 Dex, +9 armor)
hp 67 (10d6+30 HD)
SR 11
Fort/Ref/Will +6/+8/+7; +2 against mind-affecting effects
Speed 30 ft.
Base Atk/Grp +5/+3
Special Actions Summon
Summoner Spells Known (CL 10th):
5th (3/day)—dimension shuffle, dimensional lock, black tentacles, greater dimension door, plane shift, summon frost beast V, summon monster V, summon nature's ally V, summon undead V, teleport, wall of iron, wall of stone, word of recall
4th (5/day)—dimension door, dismissal, evard's black tentacles, instant summons, lesser planar ally, lesser planar binding, summon frost beast iv, summon monster IV, summon nature's ally IV, summon undead IV, wall of fire
3rd (6/day)—clairaudience/clairvoyance, create food and water, dimension step, dimensional anchor, greater anticipate teleportation, magic circle against alignment, plant growth, stinking cloud, summon frost beast III, summon monster III, summon nature's ally III, summon undead III, vipergout, wall of ice
2nd (6/day)—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, entangle, glitterdust, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon frost beast II, summon monster II, summon nature's ally II, summon undead II, tongues, web, wind wall
1st (6/day)—avoid planar effects, comprehend languages, grease, obscuring mist, portal beacon, summon frost beast I, summon monster I, summon nature's ally I, summon undead I, wall of smoke
0 (6/day)—anticipate teleportation, caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment
Spell-Like Abilities
At will—mage hand
Abilities Str 7, Dex 13, Con 16, Int 12, Wis 10, Cha 21
SQ Rapid summoning, summoned cohort, extend summoning, master tactician
Feats Extra Summons, Sudden ExtendB
Skills Concentration +18, Diplomacy +18, Know (arcana) +14, Know (the planes) +14, Spellcraft +14
Possessions spell component pouch, a bunch of gems
Rapid Summoning Two-Skies can cast summoning spells in less time than most other casters. Any Conjuration spell of the (Summoning) subschool that Two-Skies casts that would have a casting time of one full round has a casting time of 1 standard action instead. This ability has no effect on spells which already require less than one full round to cast, nor does it affect spells with a casting time greater than one full round.
Summoned Cohort Once per day when Two-Skies casts a Conjuration spell of the (Summoning) subschool, he may extend its duration to 24 hours. This ability is not cumulative with other effects that increase the duration of a spell.
Extend Summoning Conjuration spells up to 2nd level of the (Summoning) subschool that Two-Skies casts can be affected by the Extend Spell metamagic for free.
Master Tactician Any ally within 30 feet of Two-Skies may gain a +4 bonus for flanking instead of the normal +2 bonus as long as they can perceive him.
Summon (Sp) Two-Skies can attempt to summon outsiders with an alignment identical to his own. Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level Two-Skies’ level exceeds the CR of the target. This ability can be used 3/day.