User:Quantumboost/Epic Game Day/Characters/Lady Vayn

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Lady Vayn

CR —

Female Goblin Knight 10
NG Small Humanoid (Goblinoid)
Init/Senses +9/darkvision 60 ft., danger sense; Listen -1, Spot -1
Languages Common, Goblin
AC 53, touch 31, flat-footed 45; Uncanny dodge
(+6 Dex, +1 size, +2 Dodge, +14 armor, +8 shield, +9 defending, +3 deflection)
hp 120 (10d12+50 HD); DR 5/—
Immune fear
SR/Resist 25 (15+shield bonus+2(cloak of warding))/Evasion, mettle, Energy Resistance
Fort/Ref/Will +12/+13/+10
Speed 20 ft. with full armor, 30 ft., fly 60 ft. (good) with full armor, 90 ft. (good)
Melee Longsword +20/+15 melee (1d6+4 19-20 s)
Ranged Light Crossbow +20 ranged (1d6+4 19-20 s)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +10/+6
Atk Options Designate opponent
Special Actions Designate opponent
Abilities Str 10, Dex 19 (23), Con 17 (21), Int 10, Wis 9, Cha 14
SQ Code of conduct, energy resistance, speak to animals
Feats Danger Sense, Elusive Target, Giant Slayer, Lightning Reflexes, CommandB, Mounted CombatB, Weapon FinesseB
Skills Diplomacy +15, Handle Animal +20, Hide +2, Move Silently +2, Ride +28, Sense Motive +27
Possessions Defending Ghost Touch Longsword, Cloak of Warding, Magic Sun Armor, Magic Kite Shield, Gloves of Dexterity, Amulet of Health, Grimoire of Social Psychology, Ring of Sustenance and Deflection, Magic Light Crossbow
Worg Pact Goblins benefit from an ancient pact with the Worgs, and every Goblin receives a +2 bonus to any Bluff, Diplomacy, Handle Animal, Sense Motive, or Survival check made with respect to a Worg.
Designate Opponent (Ex) As a swift action, a knight may mark an opponent as their primary foe. This foe must be within medium range and be able to hear the knight's challenge. If the target creature inflicts any damage on the knight before the knight's next turn, the attempt fails. Otherwise, any attacks the knight uses against the opponent during her next turn inflict an extra d6 of damage for each knight level she possesses (10d6). This effect ends at the end of the knight's next turn, or when she has struck her opponent a number of times equal to the number of attacks normally allotted to her by her Base Attack Bonus (2).
Code of Conduct A knight must fight with honor even when her opponents do not. Indeed, a knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Actions which even hint at the appearance of impropriety are anathema to the knight:
  • A knight must not accept undue assistance from allies even in combat. A knight must refuse bonuses from aid another actions.
  • A knight must refrain from the use poisons of any kind, even normally acceptable poisons such as blade toxins.
  • A knight may not voluntarily change shape, whether she is impersonating a specific creature or not.
  • A knight may not sell magic items.

A knight who fails to abide by her code of conduct loses the ability to use any of her knightly abilities which require actions until she atones (see “Fighting with Honor” in Races of War for more about codes of honor in D&D).

Energy Resistance (Ex) A knight may protect herself from energy types that she expects. As a swift action, Lady Vayn may grant herself energy resistance against any energy type she chooses equal to her knight level plus her shield bonus (18). This energy resistance lasts until she spends a swift action to choose another energy type or her shield bonus is reduced.
Knightly Spirit (Ex) As a move-equivalent action, Lady Vayn may restore any amount of attribute damage or drain that she has suffered.
Defend Others (Ex) Lady Vayn may use her own body to defend others. Any ally adjacent to her gains evasion, though she does not.
Quick Recovery (Ex) If Lady Vayn is stunned or dazed during her turn, that condition ends at the end of that turn.
Bastion of Defense (Ex) Lady Vayn can defend others with great facility. All adjacent allies except the knight gain a +2 dodge bonus to their Armor Class and Reflex saves.
Draw Fire (Ex) Lady Vayn can exploit the weaknesses of unintelligent opponents. With a swift action, she may pique the interest of any mindless opponent within medium range. That creature must make a Will save (DC 20) or spend all of its actions moving towards or attacking her. This effect ends after a number of rounds equal to her class level (10).
Sacrifice (Ex) As an immediate action, a 9th level knight may make herself the target of an attack or targeted effect that targets any creature within her reach.
Knightly Order (Dragon Knight) Dedicated to the Platinum Dragon, the Dragon Knights serve love and justice in equal measure as dishes to those who need them. A Dragon Knight gains a +5 bonus to Sense Motive and any armor she wears has its enhancement bonus increased to +5 (it also gains a platinum sheen in the process, and as a side effect a Dragon Knight is never dirty for more than a few seconds). (These modifiers are already incorporated into the stat block)



Barry

CR 8

Male Half-Celestial Advanced Worg Barbarian 3
NG Medium Outsider (Native)
Init/Senses +3/darkvision 60 ft., danger sense, low-light vision, scent; Listen +17, Spot +14
Languages Common, Worg
AC 24, touch 13, flat-footed 21; Uncanny dodge
(+3 Dex, +3 natural, +8 shield)
hp 105 (6d10+3d12+53 HD); DR 5/magic, DR 3/— (while raging)
Immune disease
SR/Resist 19/Evasion, acid, cold, and electricity resistance 10
Fort/Ref/Will +13/+9/+7; +4 vs. poison, use Fort for Will while raging, ignore fear/compulsion while raging
Speed 50 ft., fly 100 ft. (good); Combat Movement +5 ft. (while raging)
Melee Bite +14 melee (1d6+5)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +9/+14
Atk Options rage dice +1d6, smite evil +9 1/day, trip, +2 morale to-hit/damage while raging
Special Actions Rage
Spell-Like Abilities
3/day—protection from evil
1/day—aid, bless, cure serious wounds, detect evil, neutralize poison
Abilities Str 21, Dex 17, Con 20, Int 8, Wis 18, Cha 14
Feats Alertness, Improved Toughness, Toughness, Track
Skills Hide +14, Intimidate +6, Listen +17, Move Silently +13, Sense Motive +11, Spot +14, Survival +16 (+20 tracking by scent)
Possessions Cloak of Warding, Magic Sun Armor, Gloves of Dexterity, Amulet of Health
Rage (Ex) When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/- with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 2/- while Raging and a 10th level Barbarian has DR 7/- while Raging.

While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.

Daylight (Su) Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su) Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Trip (Ex) A worg that hits with a bite attack can attempt to trip the opponent (with a +3 bonus) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.