Post by streamofthesky on Aug 6, 2009 1:20:58 GMT -5
Lord Guilford
Sacred Watcher Human (Deathless)
LG Paladin 12 // Sorcerer 12
HP: 168 (12d12 +24)
AC: 29 (10 +4 dex +7 deflection +6 armor +2 shield)
Touch: 21; FF: 25
Saves: Fortitude +16, Reflex +16, Will +19
Str 14, Dex 16 (18), Con --, Int 13, Wis 14 (16), Cha 22 (24)
BAB +12; Grapple +15; Initiative +8
Speed: Fly 30 ft (perfect)
Longsword +18/+13/+8 melee touch (d8+2)
Longsword (versus undead): +2 attack; +2+2d6 damage; swift for +7d6
Touch +16/+11/+6 melee touch (d6) (+2d8+5 positive energy)
Feats (7): Transdimensional Spell, Divine Sorcery (Time domain granted power, knows Haste), Energy Sub. (acid), Extra Smiting, Divine Shield (Standard, +7 shield AC for 6 rounds), Heighten Spell, Rapid Metamagic
Class: Smite Evil 5/day (+7 to hit, +12 damage), Lay on Hands (84/day), Turn Undead (Cleric lvl 9; 10/day), Aura of Courage, Divine Grace, Divine Health, Remove Affliction 3/day, Holy Spirits, Detect Evil, Aura of Good, Spell Shield, Stalwart Sorcerer
Spirits: Insubstantial, Standard to summon, last 12 rounds. Move up to 30’/turn. Affects adjacent creatures and those in its space. Can be dispelled, dismissed, etc…
S of Healing: Can heal up to 168 hp before dissipating.
S of Combat: +3 sacred to allies’ attack/damage. Attacks are good-aligned.
Spell Shield: Immediate action, concentration DC 15 +spell level. On success, you negate damage you are about to suffer by 5 x spell slot expended.
Sorcerer Spells (CL 12):
Level 0, 6/day, DC 17: Arcane Mark, Detect Magic, Launch Item, Light, Mage Hand, Message, Prestidigitation, Read Magic, Stick
Level 1, 8/day, DC 18: Summon Monster I, Grease, Nerveskitter, Ray of Clumsiness, Targeting Ray
Level 2, 8/day, DC 19: Bladeweave, Combust, Heroics, Mirror Image, Scorching Ray
Level 3, 8/day, DC 20: Chain Missile, Greater Mage Armor, Scintillating Sphere, Unluck (Haste)
Level 4, 7/day, DC 21: Orb of Fire, Wings of Flurry, Repair Critical Damage
Level 5, 6/day, DC 22: Ball Lightning
Level 6, 4/day, DC 23: Forceful Hand
Contingency: Mirror Image when reduced to 25% hp
Paladin Spells (CL 6):
Level 1 (2/day, DC 14): Rhino’s Rush x2
Level 2 (2/day, DC 15): Knight’s Move, Resist Energy
Level 3 (2/day, DC 16): Find the Gap, Undead Bane Weapon
Skills:
Concentration +22
Knowledge Arcana +6
Knowledge Planes +6
Knowledge Religion +6
Spellcraft +18
Gear: +2 cloak of charisma, +2 amulet of wis, +2 divine wrath longsword, +1 Mithral Ghost Touch Buckler, gauntlets of ghost fighting and +2 dex, vest of resistance +1, spell component pouch, contingency focus
Divine Wrath: Swift; next hit, if on undead, deals +7d6 holy damage. Uses turn attempt.
Turn Resistance: +4
Positive Energy Touch 5/day; 2d8+5 healing or damage to undead
Sacred Watcher Human (Deathless)
LG Paladin 12 // Sorcerer 12
HP: 168 (12d12 +24)
AC: 29 (10 +4 dex +7 deflection +6 armor +2 shield)
Touch: 21; FF: 25
Saves: Fortitude +16, Reflex +16, Will +19
Str 14, Dex 16 (18), Con --, Int 13, Wis 14 (16), Cha 22 (24)
BAB +12; Grapple +15; Initiative +8
Speed: Fly 30 ft (perfect)
Longsword +18/+13/+8 melee touch (d8+2)
Longsword (versus undead): +2 attack; +2+2d6 damage; swift for +7d6
Touch +16/+11/+6 melee touch (d6) (+2d8+5 positive energy)
Feats (7): Transdimensional Spell, Divine Sorcery (Time domain granted power, knows Haste), Energy Sub. (acid), Extra Smiting, Divine Shield (Standard, +7 shield AC for 6 rounds), Heighten Spell, Rapid Metamagic
Class: Smite Evil 5/day (+7 to hit, +12 damage), Lay on Hands (84/day), Turn Undead (Cleric lvl 9; 10/day), Aura of Courage, Divine Grace, Divine Health, Remove Affliction 3/day, Holy Spirits, Detect Evil, Aura of Good, Spell Shield, Stalwart Sorcerer
Spirits: Insubstantial, Standard to summon, last 12 rounds. Move up to 30’/turn. Affects adjacent creatures and those in its space. Can be dispelled, dismissed, etc…
S of Healing: Can heal up to 168 hp before dissipating.
S of Combat: +3 sacred to allies’ attack/damage. Attacks are good-aligned.
Spell Shield: Immediate action, concentration DC 15 +spell level. On success, you negate damage you are about to suffer by 5 x spell slot expended.
Sorcerer Spells (CL 12):
Level 0, 6/day, DC 17: Arcane Mark, Detect Magic, Launch Item, Light, Mage Hand, Message, Prestidigitation, Read Magic, Stick
Level 1, 8/day, DC 18: Summon Monster I, Grease, Nerveskitter, Ray of Clumsiness, Targeting Ray
Level 2, 8/day, DC 19: Bladeweave, Combust, Heroics, Mirror Image, Scorching Ray
Level 3, 8/day, DC 20: Chain Missile, Greater Mage Armor, Scintillating Sphere, Unluck (Haste)
Level 4, 7/day, DC 21: Orb of Fire, Wings of Flurry, Repair Critical Damage
Level 5, 6/day, DC 22: Ball Lightning
Level 6, 4/day, DC 23: Forceful Hand
Contingency: Mirror Image when reduced to 25% hp
Paladin Spells (CL 6):
Level 1 (2/day, DC 14): Rhino’s Rush x2
Level 2 (2/day, DC 15): Knight’s Move, Resist Energy
Level 3 (2/day, DC 16): Find the Gap, Undead Bane Weapon
Skills:
Concentration +22
Knowledge Arcana +6
Knowledge Planes +6
Knowledge Religion +6
Spellcraft +18
Gear: +2 cloak of charisma, +2 amulet of wis, +2 divine wrath longsword, +1 Mithral Ghost Touch Buckler, gauntlets of ghost fighting and +2 dex, vest of resistance +1, spell component pouch, contingency focus
Divine Wrath: Swift; next hit, if on undead, deals +7d6 holy damage. Uses turn attempt.
Turn Resistance: +4
Positive Energy Touch 5/day; 2d8+5 healing or damage to undead