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Posted: Mon Aug 18, 2008 12:47 am
Thantos Soullost Male Feral Hellbred Paladin of slaughter5 /Ranger 2/Major titan blood line3/Bone knight10 Gestalt Favored soul 9/disiaple of dispalter 10
Str34+6 Dex15+6 Con25+6 Int12+6 Wis19+6 Cha24+6
Hit Points 325(20d10+180) AC 44(+13 armor+2 Shield+5 dex+14 natural) Init+5 BAB +20, Grap +35 (+15str 20bab) Speed 50ft Fort +38 ( 13base + 10 Con+10 Cha +5), Ref +31( 11Base + 5Dex+10 Cha +5), Will +33 ( 11Base + 7Wis+10 Cha+5)
Melee, Two huge Falchions +33/+33/+28/+23/+18 2d6+16+1d6 fire9-20/x2 +33/+28 2d6 +8 +1d6 cold 9-20/x2 Or two claws + 42/+42 1d8+20 Speaks Common, infernal, Giant.
Feats Weapon focus(falchion)1st Combat expertise, flaw Devil's favor,racial Disciple of Darkness,flaw Power attack,titan blood line Weapon Focus(Morning star), favored soul Monkey Grip,3rd Devils flesh, Racial Leadership,6th Two weapon Fighting, ranger Improved sunder,titan blood line Oversized two weapon fighting,9th Improved crit,(Falchion),12th Devil's sight, racial Power critical,15th Improved Two weapon fighting,18th
Hellbred Traits: Infernal Mien:+2 to intimidate checks Evil Exception:Use evil items at no cost regardless of alignment. Infernal aspect:Body,+4 to poison, gains two devil touched feats +2con, -2 int. Level Adjustment:+0
Feral Traits: Monsterous humaniod. Speed:Land speed increases by 10ft Ac:+6 nautral armor Attacks:Creature gains two claw attacks at 1d8 damage. Special attacks:Improved grab, Pounce, Rake, Rend Special Qualities: Darkvision 120ft, fast healing 5 Abilities:srt+4,dex-2,con+2, int-4, Wis+2 Level Adjustment:+1
Major Titan blood line traits: 1st:+2 on jump 2nd:power attack 3rd:Str+1 4th:Levitate 1/day(sp) 5th:titan affinity +2 6th:+1 nat armor 7:+2 on concentration checks 8:Improved Sunder 9:Con+1 10:Spell resistance 22 11:Titan affinity +4 12:Use over sized weapon 13:+2 knowledge checks 14 biggrin eeper darkness 1/day(sp) 15:Int+1 16:Bestpw curse1/day(sp) 17:Titan affinity+6 18:+1 Nat armor 19:+2 sense motive 20 biggrin R5/lawful
Paladin of slaughter abilities: Aura of Evil Detect Good Smite Good 2/day Divine Grace Deadly touch:lay on hands but bad Debilitating aura:Enemies with in 10ft gain -1 to AC Divine health Rebuke undead Special Mount
Ranger Abilities: Favored enemy humaniod(human) Combat style:two weapon fighting
Bone Knight abilities: Bonecraft Armor:Bone made armor grants +4 to intimidate while worn and DR1/bludgeoning or DR2/Bludgeoning if heavy armor Paladin conversion:Can't gain further paladin level and looses special mount Spell casting:At second level and every level after gains a level in an existing divine spell casting class. Bone March:as a standard action you can gain control of an undead from a willing controller with in 60ft. Summon skeletal Steed: Heavy warhorse skeleton special mount. Master of the white banner:Any undead I control with in 60ft gain turn resistance equal to cha bonus. Improved Bone craft Armor biggrin amage reduction encreases by 3 points. Also immune to stunning attacks and nonlethal damage, and extra damage form crit hits and sneak attacks. Fill the Ranks: Once per day and cast animate dead to raise Karrnathi skeleton or zombie. Bone craft weapon: Bone weapon in the hands of a bone knight of 6th level or higher deals +1d6 damage against living creatures. Exoskeleton of Undeath: Bone craft Armor fuses to body, making it unremovible unless dead. Also gain immuntity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage, ability drain, energy drain, and death from massive damage. Death Strike:1/day, with a bone craft weapon can declare a death attack DC 20 + cha mod
Favored soul Abilities: Gains deities favored weapon focus Fire Resistance 10 Spells DC 20+spell level 6/9/9/8/8/8/8/7/6/4 Spells known: 0-: 1st:Night Shield, sign, Bless, Divine Favor, Hide from undead, Bane 2nd biggrin esecrate, Hold person, silence, spiritual weapon, Protection from negative engergy, Protection from positive energy 3rd:Water Breathing, Clutch of Orcus, Weapon of Energy, Mass Shield of Faith, Know opponent, Know Vulnerabilities 4th:Wrack,Lower Spell resistance, Delay Death, Greater Magic Weapon, Cure Critical wounds,Tongues 5th:Vulnerability, Flame Strike, Righteous Might, True Seeing, Revivify, Zone of Respite 6th:Heal, Harm,Greater Dispel Magic, Banishment, Zealot Pact, Energy Immunity 7th:Brilliant Blade, Withering Palm, Word of chaos, Evil glare 8th:Anti Magic Field, Death Pact,Storm Rage,General Of undeath 9th:Energy Drain, Mass Heal, Miracle
Disciple of Dispater abilities: Device Lore:Can find traps as a rouge and gains +2 bonus on disable device with mostly metal traps. Iron Hews:Once per day per point of Con bonus can add +3 divine bonus to damage rolls made that round. Rusting Grasp:1/day can use Rusting Grasp as 15th level caster. Iron power: +2 on attacks and damage with iron weapons, also critical threat triples. Summon Erinyes:Can summon 1d4 erinyes as 15th level caster, function like summon monster. Greater Iron Hews:Once per day per Con Bonus can add +6 to damage rolls that round. Iron skin:1/day as 15th level caster Iron Body:1/day as 18th level caster Flaws Shaky Vulnerable Traits Quick
Skills: 100 Appraise(int) -Balance(dex) Bluff(cha) -Climb(str) -Concentration(con)20 Craft(poison)(int) Decipher Script(int) -Diplomacy(cha) -Disable Device(int) -Disguise(cha) -Escape Artist(dex) Forgery(int) Gather Information(cha) -Handle Animal(cha)20 -Heal(wis) -Hide(dex) -Intimidate(cha) -Jump(str) -knowledge(arcana)(int) Knowledge(architecture and engineering)(int) Knowledge(dungeoneering)(int) Knowledge(geography)(int) Knowledge(history)(int) Knowledge(local)(int) Knowledge(nature)(int) -Knowledge(nobility and royalty)(int) -Knowledge(religion)(int) Knowledge(the planes)(int) -Listen(wis)10 -Move Silently(dex) Open Lock(dex) Perform(cha) -Profession(wis) -Ride(dex)20 -Search(int) -Sense Motive(wis) Sleight of Hand(dex) -Spellcraft(int) -Spot(wis)10 Survival(wis) Swim(str) Tumble(dex) Use Magic Device(cha) Use Rope(dex)
Equipment: Belt of magnifigance+6 +5 Bonecraft armor of Freedom Amulet of Natural Armor +5 Cloak of Resistance +5 Ring of Forces Shield Ring of evasion Boots of Speed +1 Speed, Human bane, falchion +1 Unholy Anarachic falchion Necklace of narural attacks +5 wounding Crystal of greater energy(Fire and cold)
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Jolly Game Master rolled 1 20-sided dice:
1
Total: 1 (1-20)
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Posted: Mon Aug 18, 2008 12:48 am
Initiavative +5. Also entering combat with death pack and zealot pack on
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Jolly Game Master rolled 1 20-sided dice:
9
Total: 9 (1-20)
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Posted: Mon Aug 18, 2008 12:51 am
Second init for cohort who has yet to show himself
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DragonicSeige rolled 1 20-sided dice:
3
Total: 3 (1-20)
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Posted: Mon Aug 18, 2008 12:54 am
Kirel Narak't Half Dragon Half Ogre Kalashtar Chaos Monk 5/Psionic Fist 1/Initiate of Dragonic Mysteries 10/Dragon Descendent 10/Fighter 9 ~GESTALT~ Chaotic Good
Str 48 Dex 24 Con 20 Int 32 Wis 13 Cha 14
Hit Points 220 (10d8 +10d10 +100 Con +20 Trait) AC 56 (10 +11 Int +7 Dex +3 Monk +6 Nat +2 Shield +5 Ancient Ancestor +5 Ring of Protection +8 Bracers of Armor -1 Size) Touch 40, Flat 49 Init +7 BAB +17/+12/+7/+2, Grap +21 Speed 65, Fly 80 (Average) Fort +26 (16+5 Con+5 Cloak) Ref +27 (16+7 Dex+5 Cloak-1 Trait) Will +23 (16+1 Wis+5 Cloak+1 Trait~+4 versus mind affecting enchantments~)
+42 Melee, Unarmed Strike, 12d8+3d6+25, 19-20, x3 +40 Melee, Claw, 3d6+23 +40 Melee, Bite, 6d6+23
Large, 13'2" tall, 1742 wt, 78 yrs old Autumn hair, Gold eyes, Brass Scales
Speaks Common, Draconic.
Feats -(Racial) Track -(1st) Improved Natural Attack (Unarmed Strike) -(Flaw) MultiAttack -(Flaw) Kung-Fu Genius -(Monk) Improved Unarmed Strike -(Monk 1st) Stunning Fist -(Monk 2nd) Combat Reflexes -(3rd) Combat Expertise -(6th) Improved Trip -(9th) Defensive Metered Foot -(Ftr 1) Improved Combat Expertise -(Ftr 2) Beast Strike -(12th) Improved Critical (Unarmed Strike) -(Ftr 4) Weapon Focus (Unarmed Strike) -(15th) Improved MultiAttack -(Ftr 6) Weapon Specialization (Unarmed Strike) -(Ftr 8 ) Greater Weapon Focus (Unarmed Strike) -(18th) Knock-Down
Flaws -Shaky -Inattentive
Trait -Plucky -Slow
Skills -Concentration 9 +5 Con -Tumble 15 +6 Dex -Escape Artist 20 +6 Dex -Intimidate 20 +2 Cha -Bluff 20 +2 Cha -Diplomacy 16 +2 Cha
Half-Brass Dragon Traits -+8 Str -+2 Con -+2 Int -+2 Cha -+4 Natural Armor -Breath weapon (6d8 1/day) 60 ft. Line Fire -Immune Fire
Half-Minotaur Traits -Large Size -Natural Reach 10' -+4 str -+2 con - -2 int -+2 wis -Darkvision 60' -Gore (1d6) -Natural Armor +2
Chaos Monk Abilities -Evasion -Still Mind -Ki Strike -Slow Fall 30’ -Flailing Strike (-1) +1d4 -Erratic Advance
Dragon Descendent Abilities -Monk Abilities -Rampaging Ancestor (if summoned, gives +3 insight to attack and damage rolls) -Ancestral Lore (Meditation, as bardic knowledge 1/week) -Subtle Ancestor (if summoned, gives +10 on hide and move silently, ignore -5 for fast movement, and 2d6 sneak attack) -Slippery Mind (As rogue) -Eldritch Ancestor (if summoned, gives ability to project a 5d6 ray of energy 30’) -Rapid Calling (call ancestors as a swift action) -Enduring Ancestor (if summoned, gives damage reduction 10/cold iron) -Detect Dragon blood (as the spell) -Ancient Ancestor (if summoned, gives +5 insight AC and AoO each time opponent attacks.)
Initiate of Draconic Mysteries Abilities -Claws of the Dragon (Unarmed strike can do slashing damage) -Keen Senses (low-light and darkvision 60’) -Increased unarmed damage (unarmed damage increases one die step) -Frightful presence (Frightful aura out to 90’, save is will save 23 or be shaken 2d6 rounds) -Improved Evasion (As monk) -Spell resistance (SR 25) -Increased unarmed damage (yes again, see above) -Deadly strike (unarmed strike does x3 crit.) -Timeless body (No aging penalties) -Dragon Shape (As shapechange spell but only to a dragon you are familiar with. Duration is one hour)
Mundane Spiked Chain Mundane Light Hammer x10 Necklace of Natural Weapons (+1 Brilliant Energy Bite Adamantine, Claw, Unarmed Strike, Gore) (203,000gp) Belt of Giant Strength +6 (36,000gp) Gloves of Dexterity +6 (36,000gp) Headband of Intellect +6 (36,000gp) Iuon Stone +2 Int (8,000gp) Ioun Stone +2 Dex (8,000gp) Ioun Stone +2 Str (8,000gp) Ectoplasmic Fist (5,000gp) Ring of Protection +5 (50,000gp) Ring of Shielding (8,000gp) Boots of Speed (12,000gp) Bracers of Armor +8 (64,000gp) Cloak of Resistance +5 (25,000gp) Manual of Gainful Exercise +4 (110,000gp) Tome of Intelligence +4 (110,000gp)
Permanent Greater Magic Fang: Unarmed (9,200gp) Permanent Greater Magic Fang: Bite (9,200gp) Permanent Greater Magic Fang: Claw (9,200gp) Permanent See Invisible (5810gp)
Initiative
I start the battle with Ancient Ancestor already activated, and I have see invisibility.
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Posted: Mon Aug 18, 2008 12:58 am
Sorry to do this to ya but your off, half dragon is +2 or +3 level adjustment, minotaur is +2 level and thats with out his racial hit dice. you're off by about6 or seven levels
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Posted: Mon Aug 18, 2008 1:00 am
He's a half minotaur.
No racial hit dice, +1 level adjustment
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Posted: Mon Aug 18, 2008 1:01 am
Also Ring of protection doesn't stack with itself
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Posted: Mon Aug 18, 2008 1:02 am
Ack, I'll edit to the one that gives +2 shield bonus.
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Posted: Mon Aug 18, 2008 1:03 am
Half-Minotaur Racial Traits Half-minotaurs have the same racial traits as half-ogres listed in the DLCS page 41 and 42, with the following exceptions.
* +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. While not as innately strong as their minotaur parent, the half-minotaur is generally more robust and dexterous; however, like their minotaur parent, half-minotaurs focus more on the physical than the cerebral and lack many social graces. * Natural Attack: Like their minotaur parent, half-minotaurs have a natural attack as detailed on page 43 of the DLCS. * Half-minotaurs, like the minotaur parent may take the Scent special quality as a feat. * Unlike true minotaurs, few half-minotaurs are familiar with the sea or ships, but unlike the true Minotaurs of the League, half-minotaurs receive a +4 bonus to all Survival checks and a +2 bonus to Intimidate checks vs. non-minotaurs. * Automatic Languages: Half-minotaurs tend to grow up on the fringes of society or in the wilderness, so although they speak the language of the race that raised them, half-minotaurs tend to learn the languages of other outcasts, such as goblins and out league humans. * Favored class: Barbarian or ranger. Unlike the true minotaur, half-minotaurs grow up without the formal training that normal minotaur society requires, many depend on their natural ferocity and their frontier skills to survive.
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Posted: Mon Aug 18, 2008 1:12 am
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Posted: Mon Aug 18, 2008 1:13 am
I beleive so.. but You're not large strength has gone down and so has your natural. I know it sucks but they errated the ******** out of the half minotaur
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Posted: Mon Aug 18, 2008 1:17 am
Wait... WHAT?
The half minotaur entry on crystalkeep says you get a size bump
And that's taken from Dragon Magazine
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Posted: Mon Aug 18, 2008 1:21 am
Yeah wizards when back and foo bared it all up in ohhh ******** what was it, i think feind folio or something like that
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Posted: Mon Aug 18, 2008 1:22 am
Oh dammit... I need to modify this guy, then.
Is half-ogre still +1 no racial hit dice and large?
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Posted: Mon Aug 18, 2008 1:27 am
Also bracers of armor doesn't stack with magic vest ment
Its a level 2 adjustment
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