Sylvain/pf: Difference between revisions

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(Created page with '{{stat NPC PF| cr = 6 | gender = Male | race = human half-ice-golem | class = druid 6 | al = | sz = m | type = hmd | stype = cold | init = 2 | sense = Perception +2 | lang = Com…')
 
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lang = Common, Druidic |
lang = Common, Druidic |
aura =  |
aura =  |
ac = |
ac = 14 |
touchac = |
touchac = 9 |
flatac = |
flatac = 14 |
acsource = |
acsource = -2 Dex, +3 natural, +2 armor, +1 enchancement |
hp = 51 (6d8+24) |
hp = 51 (6d8+24) |
imm = cold, magic |
imm = cold, magic |
Line 22: Line 22:
r = 0 |
r = 0 |
w = 7 |
w = 7 |
specsave = +4 on saves vs. fey, plant-based effects |
spd = 30 ft. (can't run) |
spd = 30 ft. (can't run) |
melee1 = ''+1 scimitar'' +8 (1d6+4, 18-20/x2) |
melee1 = ''+1 scimitar'' +8 (1d6+4, 18-20/x2) |
bab = 4 |
bab = 4 |
satk = |
satk = wild shape 2/day |
spell1 = 3rd&mdash;''call lightning'' (D), ''protection from energy'', ''sleet storm''<br>
spell1 = 3rd&mdash;''call lightning'' (D), ''protection from energy'', ''sleet storm''<br>
2nd&mdash;''bark skin'', ''chill metal'', ''fog cloud'' (D)<br>
2nd&mdash;''bark skin'', ''chill metal'', ''fog cloud'' (D)<br>
Line 37: Line 38:
rntch = 2 |
rntch = 2 |
befcomb = When learning of nearby combat, <name> casts ''protection from energy'' (cold) and ''barkskin'' on himself under the direction of the gold horror. |
befcomb = When learning of nearby combat, <name> casts ''protection from energy'' (cold) and ''barkskin'' on himself under the direction of the gold horror. |
durcomb =  |
durcomb = <name> focuses on someone in plate or other metallic armor, using ''chill metal'' to both damage them and heal himself through grappling or other contact. Beyond this, he focuses on damaging those that seem to pose the most threat to him &mdash; namely, anyone that appears to have fire-based attacks &mdash; or those that post the most threat to the gold horror. |
morale = Under the mental control of the clockwork hive, <name> fights to the death. |
morale = Under the mental control of the clockwork hive, <name> fights to the death. |
str = 16 |
str = 16 |
Line 45: Line 46:
wis = 15 |
wis = 15 |
cha = 7 |
cha = 7 |
sq = |
sq = nature bond, nature sense, resist nature's lure, trackless step, woodland stride |
gear = ''+1 scimitar'', ''+1 leather armor'', ''magic bedroll'' (MIC), scroll of ''detect animals or plants''x2, ''delay poison'', ''goodberry''x2 |
gear = ''+1 scimitar'', ''+1 leather armor'', ''magic bedroll'' (MIC), scroll of ''detect animals or plants''x2, ''delay poison'', ''goodberry''x2 |
feats = Improved Initiative, Natural Spell, Skill Focus (Knowledge (Planes)) |
feats = Improved Initiative, Natural Spell, Skill Focus (Knowledge (Planes)) |
skpt = 24 |
skpt = 24 |
skills = Fly +8, Handle Animal +8, Knowledge (nature) +7, Knowledge (planes) +10 |
skills = Fly +8, Handle Animal +8, Knowledge (nature) +9, Knowledge (planes) +10 |
}}
}}
'''Cold (Ex)''' <name>'s body generates intense cold, dealing 1d6 points of damage with its touch.  Creatures attacking <name> with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.
'''Icy Destruction (Ex)''' When reduced to 0 hit points, <name>'s clockwork components shatter in an explosion of jagged shards of ice.  All creatures within a 10-foot burst take 2d6 points of slashing damage and 1d8 points of cold damage; a DC 17 Reflex save halves the damage.  The save DC is Constitution-based.
'''Immunity to Magic (Ex)''' <name> is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally.  In addition, certain spells and effects function differently against <name>, as noted below.
* A magical attack that deals electricity damage slows <name> (as the ''slow'' spell) for 2d6 rounds, with no saving throw.
* A magical attack that deals cold damage breaks any ''slow'' effect on <name> and heals 1 point of damage the attack would otherwise deal.  If the amount of healing would cause <name> to exceed his full normal hit points, he gains any excess as temporary hit points.  <name> gets no saving throw against cold effects.
'''Wild Shape (Su)''' <name> may turn himself into any Tiny, Small, Medium, or Large animal, or any Small elemental, and back again twice per day. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I or II spell, or the elemental body I spell, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal <name> is familiar with.
<name> loses his ability to speak while in animal form because heis limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Revision as of 20:03, 7 June 2010

Sylvain
CR 6 (2400 XP)
Male {{{folk}}} druid 6
Medium humanoid (cold)
Init +2; Senses Perception +2
Defense
AC 14, touch 9, flat-footed 14 (-2 Dex, +3 natural, +2 armor, +1 enchancement)
hp 51 (6d8+24)
Fort +9, Ref +0, Will +7; +4 on saves vs. fey, plant-based effects
Immune cold, magic
Weaknesses Vulnerability to fire
Offense
Speed 30 ft. (can't run)
Melee +1 scimitar +8 (1d6+4, 18-20/x2)
Special Attacks wild shape 2/day
Domain Spell-Like Abilities (CL 6th; concentration +8; ranged touch +2):
5/day—storm burst
Druid Spells Prepared (CL 6th; concentration +8):
3rd—call lightning (D), protection from energy, sleet storm

2nd—bark skin, chill metal, fog cloud (D)
1st—calm animals cure light woundsx2, faerie fire, obscuring mist (D)
0—create water, detect magic, guidance, mending

D Domain spell; Domain Weather
Tactics
Before Combat When learning of nearby combat, <name> casts protection from energy (cold) and barkskin on himself under the direction of the gold horror.
During Combat <name> focuses on someone in plate or other metallic armor, using chill metal to both damage them and heal himself through grappling or other contact. Beyond this, he focuses on damaging those that seem to pose the most threat to him — namely, anyone that appears to have fire-based attacks — or those that post the most threat to the gold horror.
Morale Under the mental control of the clockwork hive, <name> fights to the death.
Statistics

Str 16, Dex 6, Con 18, Int 4, Wis 15, Cha 7
Base Atk +4; CMB +7; CMD 15

Feats Improved Initiative, Natural Spell, Skill Focus (Knowledge (Planes))
Skills Fly +8, Handle Animal +8, Knowledge (nature) +9, Knowledge (planes) +10
Skill Points 24
Languages Common, Druidic
SQ nature bond, nature sense, resist nature's lure, trackless step, woodland stride
Gear +1 scimitar, +1 leather armor, magic bedroll (MIC), scroll of detect animals or plantsx2, delay poison, goodberryx2
Special Abilities

Cold (Ex) <name>'s body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking <name> with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.

Icy Destruction (Ex) When reduced to 0 hit points, <name>'s clockwork components shatter in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 2d6 points of slashing damage and 1d8 points of cold damage; a DC 17 Reflex save halves the damage. The save DC is Constitution-based.

Immunity to Magic (Ex) <name> is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against <name>, as noted below.

  • A magical attack that deals electricity damage slows <name> (as the slow spell) for 2d6 rounds, with no saving throw.
  • A magical attack that deals cold damage breaks any slow effect on <name> and heals 1 point of damage the attack would otherwise deal. If the amount of healing would cause <name> to exceed his full normal hit points, he gains any excess as temporary hit points. <name> gets no saving throw against cold effects.

Wild Shape (Su) <name> may turn himself into any Tiny, Small, Medium, or Large animal, or any Small elemental, and back again twice per day. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I or II spell, or the elemental body I spell, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal <name> is familiar with.

<name> loses his ability to speak while in animal form because heis limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)