Loonstro

This is a preliminary draft for the statistics of the character known as Loonstro.

This is a "somewhat loose" interpretation of a freeform online RP character that knowingly bends from normal D&D 3.5 guidelines.

LOONSTRO CR 26
Unique NG Large Outsider (good, extraplanar)
Init +9; Senses darkvision 120 ft. superior low-light vision, detect evil,
    detect snares and pits, discern lies (DC 21), see invisibility,
    true seeing; Listen +40, Spot +40
Languages Common, Undercommon, Celestial,
    Infernal, Abyssal (and 4 more), tongues;
Aura protective aura,

DEFENSE
AC 46, touch 25, flat-footed 41 (-1 size, +5 Dex, +11 armor, +21 natural)
hp 379 (26d8 + 260)
Fort +35, Ref +31, Will +37 (+4 racial vs poison);
DR 15/epic and evil; SR 41 (+5 from gear);
Defensive Abilities Divine Grace, Evasion, Mettle, Regeneration 15, Fast Healing 3
Immune acid, cold, disease, petrification; Resist electricity 10, fire 10

OFFENSE
Speed 50 ft., fly 180 ft. (good), swim 40 ft.
Typical Standard Melee +6 unarmed strike +36 (4d6+3d8+30, see gear)
    and +6 "snap kick" +36 (4d6+3d8+12, see gear);
Full Melee +6 unarmed strikes +38/+33/+28/+23  (4d6+3d8+30, see gear)
    and 2 slams +37/+32/+27 (3d8+13);
Full Ranged +6 comp. longbow +38/+33/+28/+23 (2d6+17/×3 plus slaying)
Base Atk +26; Grp +43;
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 26th, heightened to 9th level, save DCs are Charisma-based)
    Constant— detect evil, detect snares and pits, discern lies (DC 29),
        see invisibility, true seeing, tounges
    At will—aid, animate objects, commune, continual flame, dimensional anchor,
        greater dispel magic, holy smite (DC 29), imprisonment (DC 29),
        invisibility (self only), greater magic weapon, lesser restoration (DC 29),
        remove curse (DC 29), remove disease (DC 29), remove fear (DC 29),
        resist energy, summon monster VII, speak with dead (DC 29), waves of fatigue;
    3/day—blade barrier (DC 29), heal (DC 29), mass charm monster (DC 29),
        permanency, resurrection, waves of exhaustion;
    2/day— earthquake (DC 29), thunderswarm (DC 29),
    1/day—greater restoration (DC 29), power word blind,
        power word stun, prismatic spray (DC 29), wish.
Typical Spells Prepared (CL 26th, save DC 21 + spell level)
     0—create water (2), detect magic, guidance (2), resistance (2);
    1st—blood wind (2), divine favor, entropic shield, obscuring mist,
        resurgence (3), shield of faith;
    2nd—align weapon, bull’s strength (4), consecrate (2),
        eagle’s splendor, spiritual weapon*;
    3rd—battlemagic perceptiondaylight, invisibility purge, magic circle against evil,
         prayer, protection from energy, wind wall, vision of the omniscient eye (2);
    4th—death ward (2),  freedom of movement (2), neutralize poison (2),
        mass conviction, mass shield of faith;
    5th—break enchantment, lightning leap*, dispel evil, plane shift (2),
         righteous might (2), flame strike;
    6th—banishment (2), chain lightning*, heroes’ feast, cometfall,
         undeath to death, word of recall;
    7th—control weather*, destruction, ethereal jaunt,
        heavenly lightning storm, holy word, regenerate (2);
    8th—fire storm (2), holy aura, illusion purge, whirlwind* (2);
    9th—gate, power word kill*, mass heal, miracle (2), sublime revelry.
    *Domain spell. Domains: Air and War.

STATISTICS
Str 36, Dex 20, Con 28, Int 25, Wis 32, Cha 30
Feats Air Hertiage, Allied Defense, Combat Expertise, Flyby Attack,
    Improved Combat Expertise, Zen Archery, Holy Warrior
Bonus Feats Rapidstrike (slam), Improved Rapidstrike (slam),
    Multiattack, Improved Mutliattack, Improved Natural Weapon (slam),
    Improved Unarmed Strike, Superior Unarmed Strike,
    Improved Natural Weapon (unarmed), Beast Strike,
    Hammer Fist, Versatile Unarmed Strike, Snap Kick,
    Power Attack, Power Throw, Brutal Throw,
    Point Blank Shot, Far Shot, Precise Shot;
    Knowledge Devotion, Practiced Spellcaster (Cleric)
    Improved Initiative, Serenity, Improved Toughness
Epic Feat Fast Healing
Skills Balance +13, Concentration +38, Knowledge (any six) +36,
    Diplomacy +35, Escape Artist +30, Hide +29, Listen +40,
    Move Silently +30, Search +32, Sense Motive +40, Spellcraft +32, Spot +40,
    Survival +11 (+13 following tracks), Tumble +29
    Use Rope +7 (+9 with bindings),
SQ change shape, epic holy strike, slayer's salvo

SPECIAL ABILITIES
Epic Holy Strike (Su): A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
Divine Grace (Su): Loonstro may add his Wisdom bonus (if any) as a bonus to all saving throws. He was once a paladin, and has retained this ability from his former life, before having been resurrected as a solar.
Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Slayer's Salvo (Su): While carrying or using any bow, a solar may increase its enhancement bonus by 6 and may apply their full Strength bonus (if any) to the damage dealt by any arrow it fires.
Everlasting Arrows (Sp): During any attack or other action, a solar may use a functional bow as a focus to conjure any number of masterwork arrows the bow can fire, each made of any functional materials the solar desires. These arrows appear on the solar's person in whatever configuration it chooses. Each of them remain for 1 round or until it has left the solar's possession, unless the solar fires it from a bow, in which case the arrow remains until the action is fully resolved.
Slaying Arrow (Sp): When firing an arrow from any bow, a solar may alter that arrow to become a slaying arrow with a type of its choosing (in addition to its other properties) until the attack resolves.

Typical Spells Prepared
A solar casts spells as 20th-level cleric (6/9/9/9/8/8/7/7/6/6) with access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity).

ITEMS
+5 Reinforced Mithril Breastplate
    called
    ghost ward
+6 bracers of striking
   shadow striking
   wounding
   magebane
drazzik's vest (+5 to existing SR)
mettle medallion
ring of evasion

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