Gurandel Neutral Evil Armor (ECL 1) Large Undead Fighter 1/Wizard 6/Spellsword 7 Looks: A suit of tall, heavy armor woven of darkness and cruel malice in one of the pits of a prison plane, a powerful and horrific warden meant to crush all in it's path by combined strength of arms and the arcane. It wields a massive serrated blade that gives off a kinetic edge larger than it already is, and from the hilt of this unconventional weapon dangles a flanged head on a chain. A twisted iron emblem is welded to the armor's back, scaling nearly half the length of the monster and designed in the image of a melting Pelor's sun. Recently, Gurandel has affixed the corpse of a priestess to it with the use of several lengths of chain and many more broken nails. Within the armored plates, the souls of those slain contend for limited control and influence. When one of them succeeds, a ghostly face may appear where the missing helmet would be. This is only for show, as the suit always acts of it's own accord and only rarely heeds the counsel of the corpse on it's back. Rarely, the warden's watch dog permits itself be seen, for the most part content to lurk within the massive confines of it's host until battle or hunt. History: Uncompromising ethics, mysterious goals and a terrifying visage ensures that at almost all times, Gurandel has several enemies actively seeking him, or that he will shortly make them. Hm. ECL 1 shouldn't be too hard. Lesse. Natural armor bonus +6, standard undead immunities, cold immunity, damage resistance 5/- blunt, damage resistance 5/- slashing. A little better than the skeleton with the natural armor bonus, and better damage resistances if you want you can make the template small or large and improved unarmed strike as a free feat Large. - Also +2 Strength ;-------------------------------------------------------------------------------- Str:14 Dex:17 Con:13 Int:13 Wis:17 Chr:16 (60-[90]-108) STR 28[+9] Fortitude +10 (+2 Fighter, +2 Wizard, +5 Spellsword, +1 Luck) DEX 14[+2] Reflex +7 (+2 Wizard, +2 Spellsword, +2 Dex, +1 Luck) CON --[--] Willpower +14 (+5 Wizard, +5 Spellsword, +3 Wis, +1 Luck) INT 20[+5] Base Melee +20 (+1 Fighter, +3 Wizard, +7 Spellsword, +9 Str) WIS 16[+3] Base Ranged +12 (+1 Fighter, +3 Wizard, +7 Spellsword, +2 Dex) CHA 13[+1] Gyrspike +22/+17/+12 (+1 Focus) Flail 2d6+16 and 2d4 Exploding Blade 2d6+16 and 3#1d6 Sonic/Electric/Chilling Crit 19-20/x2 Power Attack -1, +2 damage per increment Gauntlets +22/+17/+12 1d6+11 Sunder As above, but +4 and no AoO provoked. Chart on 136 of 3.0 PHB *Gain a free attack after breaking a weapon/shield with same attack bonus used to break Bull Rush +4 Size, provokes AoO, +2 if charging, moving with opponent allows you to push him back one more foot for every point you outchecked him *For every 5 feet moved, gain +1 attack/damage on next round *Momentum Swing Charge +2 Attack, -2 AC and After Charge - Power Attack (at least -5, x3 damage) Base AC 9 (-1 size) w/DEX +2 w/Armor +16(+6 Natural, +8 Armor, +2 Ring) TOTAL 27 Flat 25 Touch 11 +10 against disarm 1d6 spikes against grapple Channel Spell 4/4 Haste 10/10 Turn Resistance +4 DR 5/- Blunt and Slashing Cold Immunity Undead - Immune to mind-influencing, sleep, poison, disease, paralysis, stunning, critical hits, subdual damage, ability damage, massive damage, energy drain. Initiative +6 Movement Speed 40 ft - 30 ft in Breastplate Spells 4/4 Detect Magic, Mage Hand, Unnerving Gaze, Slash Tongue 6/6 Magic Missle X2, True Strike, Identify, Ray of Enfeeblement X2 6/6 Wither Limb X2, Dispel Magic, Sadism, See Invisibility X2 4/4 Fly, Empowered Magic Missle(5#1d4+1*1.5), Drown, Vampiric Touch 4/4 Abyssal Might, Grim Revenge, Wrack, Improved Invisiblity 3/3 Stop Heart, Empowered Vampiric Touch(10d6*1.5), Feeble Mind Height <7'9"> Weight <378 lbs> Age Hair Eyes Experience 110,000/120,000 Level 15 Hit Points 112/112 ;-------------------------------------------------------------------------------- +3 Int Mod up to level 3, Level 4 and up is +4 Int Mod Fighter 1 - 2+Int Wizard 6 - 2+Int Spellsword 7 - 2+Int 20 Level 1 10 2-3 18 4-6 42 7-Present 0/90 ;---------------;----;----;----;----;----;----; ; SKILL ;RNKS;RACE;ATTR;MISC;TOTL; SP ; ;---------------;----;----;----;----;----;----; ; Know(Arc) ; 6 ; ; +5 ; ; +11; ; ; Climb ; ; ; +10; -4 ; +6 ; ; ; Jump ; 18 ; ; +10; -4 ; +24; ; ; Concentration ; 18 ; ; ; ; +18; ; ; Spellcraft ; 18 ; ; +5 ; ; +23; ; ; Spot(CC) ; 7 ; ; +3 ; ; +10; ;Alertness ; Listen(CC) ; 7 ; ; +3 ; ; +10; ;Alertness ; Swim ; ; ; +10; -4 ; +6 ; ; ; Hide(CC) ; ; ; +2 ; -4 ; -2 ; ; ; MoveSilent(CC); 2 ; ; +2 ; -4 ; 0 ; ; ; Search(CC) ; 5 ; ; +5 ; ; +10; ; ; Intimidate(CC); 9 ; ; +1 ; ; +10; ; ;---------------;----;----;----;----;----;----; +1 to all checks ;-------------------------------------------------------------------------------- Languages - Common, Giant, Fiendish, Undercommon Feats - Racial - Improved Unarmed Strike - Fight with fists as though they were weapons Level 1 - Weapon Focus(Gyrspike) - +1 Attack Sucker Fighter 1 - Improved Initiative - +4 Init Level 3 - Power Attack - -1, +1 damage. Or -1, +2 damage with the weapon in two hands Wizard 5 - Empower Spell - All values are 1.5 times higher. Takes up a spot 2 slots higher. Level 6 - Improved Sunder - +4 attack against weapon, No AoO provoked Spellsword 8 - Weapon Specialization(Gyrspike) - +2 Damage Sucker Level 9 - Combat Brute - Allows access to Advancing Blows, Sundering Cleave, and Momentum Swing Level 12 - Leadership - Score of 18 Level 15 - Improved Familiar - Winter Wolf(Neutral Evil) Fighter; A feat. Oh Snap Wizard; Scribe Scroll - Blah Blah Blah Familiar(Improved) - Winter Wolf Spellsword; Ignore Spell Failure 25% - Reduced Armor Penalty. NATCH Channel Spell 4/day - Can channel any spell into melee weapon. Move action. Affects only target hit. Lasts 8 hours, one charge per weapon. ;-------------------------------------------------------------------------------- Spells 1d20+10 to beat SR 10 + 5 + Spell Level for DCs CL 10 (Wizard 6 + Spellsword 4) 4/4/4/3/3/2 base, 0/2/2/1/1/1/1 bonus 4/6/6/4/4/3 Total Prepared: 0: Detect Magic, Mage Hand, Unnerving Gaze, Slash Tongue 1: Magic Missle X2, True Strike, Identify, Ray of Enfeeblement X2 2: Wither Limb X2, Dispel Magic, Sadism, See Invisibility X2 3: Fly, Empowered Magic Missle, Drown, Vampiric Touch 4: Abyssal Might, Grim Revenge, Wrack, Improved Invisiblity* 5: Stop Heart, Empowered Vampiric Touch(10d6*1.5), Feeble Mind Unnerving Gaze - 50 ft, Will negates, SR applies, -1 attack for 10 rounds Slash Tongue - 50 ft, Fort negates, SR applies, 1 damage, -1 penalty to all on following round Magic Missle - SR applies, 200 ft, 5#1d4+1 True Strike - +20 next round to hit, no concealment bonus for foe Ray of Enfeeblement - 50 ft, 10 minutes, Fort negates, SR applies, 1d6+5 Strength damage Wither Limb - 50 ft, SR applies, fort negates, 10 rounds, legs drops foes speed to 5 ft, arm makes it impossible to hold item, drops items, and can't use somantic components Dispel Magic - 200 ft, 1d20+10 dispel check against 11+Spell's Caster Level Sadism - For every 10 points of damage inflicted, get a +1 bonus to attack/saves/skills next round Evil Eye - 50 ft, Will negates, SR applies, -4 to attack/saves/skills until subject attacks caster, gets a remove curse, or it's dismissed by caster Dread Word - 50 ft, against good alignment, Fort negates SR applies, 1d3 Charisma Damage Drown - 200 ft, Fort negates, SR applies, -2 to all until water is expelled. New Fort check every two rounds. Vampiric Touch - No Saving throw, touch, SR applies, 10d6 damage, gain damage as temporary HP Fly - 100 minutes, 60 ft (90 ft for light armor) Abyssal Might - 100 minutes, +2 Str/Con/Dex/SR Grim Revenge - 200 ft, fort negates, SR applies. 6d6 damage. Attacks as tiny wight with +4 AC/Attack Wrack - 10 rounds, Fort negates, SR applies, 50 ft, Subject is helpless, and after 10 rounds takes a -2 to everything for 3d10 minutes Improved Invisibility - 10 minutes, can attack Stop Heart - SR applies, Fort Negates, Instantaneous, Touch. Subject hits -8, then -9, then -10 and dies. Dominate Person - SR Applies, will negates, 200 ft range, lasts 10 days. Wall of Force - 10 minutes, 100 square feet Feeble Mind - Will negates, 200 ft, SR applies, drops int to 1. Arcane spellcasters get -4 on saving throws Spells Known; All Cantrips, 7 Level One Spells, 4 Level Two, 4 Level Three, 4 Level Four, 4 Level Five Level One: Magic Missle, True Strike, Identify, Ray of Enfeeblement, Chill Touch, Comprehend Languages, Grease Level Two: Wither Limb, Dispel Magic, Sadism, See Invisibility Level Three: Fly, Dread Word, Drown, Vampiric Touch Level Four: Abyssal Might, Grim Revenge, Wrack, Improved Invisiblity Level Five: Stop Heart, Resonating Resistance, Dominate Person, Wall of Force ;-------------------------------------------------------------------------------- Leadership 18 35 Level 1 Followers 3 Level 2 1 Level 3 1 Level 4 Cohort Claudia - 12th Level Zombie Female Cleric - Domains: Oracle and Diabolic 100/100 HP Init: Uses Guarandel's AC: 12 Str:11 Dex:15 Con:-- Int:13 Wis:20 Chr:13 BAB +9 Melee +10 Ranged +11 Feats - 5 - Domain Spontaneity(Drop a Rebuke attempt to use a Domain Spell), Undead Empathy(+4 to Diplomacy on int undead), Still Spell, Improved Initiative, Negotiator(+2 Sense Motive and Diplomacy) Rebuke 4/4 - Skills - 45 - Concentration +10, Diplomacy +22, Spellcraft +8, Sense Motive+14 Spontaneous Inflicting SR Break 1d20+12 Spell DC 15 + Spell Level Spell List 6/6 Cantrips; Light X2, Read Magic, Mending X2, Create water 8/8 Level 1; Curse Water X2, Deathwatch, Divine Favor X3, Doom, Shield of Faith(+4 AC) 6/6 Level 2; Bull's Strength X2, Hold Person, Remove Paralysis, Desecrate 6/6 Level 3; Invisibility Purge X2, Blindness, Deafness, Remove Curse, Wind Wall 5/5 Level 4; Air Walk, Control Water, Discern Lies, Dismissal, Tongues 5/5 Level 5; Unhallow x2, Circle of Doom, Greater Command, True Seeing 3/3 Level 6; Harm, Heal, Blade Barrier(12d6) Spells; 0/2/1/1/1/1 Bonus 6/6/5/5/4/4/3 Base 6/8/6/6/5/5/3 Total Diabolic; 1: Devil's Tail - Grows a tail that deals 1d4 + 1/2 str 2: Devil's Eye - Can see in magical and normal darkness for 1 minute/level 3: Devil's Ego - 1d4+1 Cha, treated as outsider for spells 4: Hellfire - 55 ft, SR applies, no save, 3d6 diabolic damage, 5 ft spread 5: Lesser Planar Binding - 6: Planar Binding - 7: Hellfire Storm - 5d6, 220 ft, 20 ft spread, SR applies, no save, diabolic damage 8: Demand - 9: Gate - Blah Blah Oracle; 1: Identify - 2: Augury - 3: Divination - 4: Scrying - 5: Commune - 6: Legend Lore - 7: Greater Scrying - 8: Discern Location - 9: Foresight - ;-------------------------------------------------------------------------------- Gear 11,150/200,000 GP Large Gyrspike - 2d6/2d6 19-20/x2, 50,390 GP +1 Exploding Flail (+3 total) - 18,000 GP +1 Screaming, Shocking, Chilling Blade (+4 total) - 32,000 GP Locked Gauntlets - +2, 1d6, 8,310 GP +10 to defending against disarm Armor - +3 Enhancement, Spiked, +4 Turn Resistance(+16,000 GP), Spell Resistance 15(+3) - 52,750 GP Breastplate, +5 AC, Max Dex 3, Check -4, 25% spell failure, speed drops to 30 ft 1d6 damage on grapple Ring of Protection +2 - +2 AC - 8,000 GP Ring of Water Walking - Self-Explanatory - 15,000 GP Boots of Speed - Haste 10 rounds a day - 8,000 GP Belt of Giant Strength - +6 Str - 36,000 GP Headband of Intellect - +2 Int - 4,000 GP Core(Luck Stone) - +1 to saves, ability checks, skill checks - 10,000 GP Two Spell Books - 200 GP ;-------------------------------------------------------------------------------- Familiar; Daos Ghost Brute Winter Wolf (6th Level Familiar, Ghost Brute ECL 5, 15 HD) 46/46 Large Undead Initiative +6 Fly 30 ft (Perfect) Etheral AC 19 (-1 Size, +2 Dex, +8 Natural) Manifested AC 18 (-1 Size, +2 Dex, +4 Cha, +3 Natural) Attack - Bite +13 Damage(Etheral Only) - 1d8+6 1d6 Cold F/R/W +10/+7/+14 (Based off Master's) Bloodcurdling Howl - Will Save DC 21 or become frightened for 2d4 rounds - Within 30 feet Same, but become shaken for 2d4 rounds - Within 300 feet Succesful grants immunity for a day Manifestation - Appears on the material plane, visible but still incorpereal. Can hit with touch attacks Rejuvenation - If slain, roll 1d20+10 against DC 16 to respawn in 2d4 days Turn Resistance - +2 Turn Resistance Str 18 Dex 14 Con -- Int 9 Wis 13 Cha 19 -Cold Immune, Double Damage from Fire -Speaks Giant and Common -Breath Weapon - Cone of Cold, 15 feet, every 1d4 rounds, 4d6 , Reflex DC 12 - Can be used while biting -Tripping - Trips after a bite as a free action, +8 to trip -Feats - Alertness, Improved Initaitive, Track, Ability Focus(Blood Curdling Howl) -Touch - Can deliver touch spells from master -Speak - Can speak securely with master -Improved Evasion - Blah Blah Blah -Empathetic Link - Within 1000 feet -Alertness - Grants alertness when close Listen/Spot +15, +17 Hide(+24 in Snowy/White areas), +5 Survival (+9 to track by scent) Move Silently +8, Search +9