This is a preliminary draft for the statistics of the character known as Neria Merkabah.
NERIA MERKABAH CR 23 (minus some equipment and possible class levels)
NERIA MERKABAH CR 23 (minus some equipment and possible class levels)
NG Large Outsider (good, extraplanar)
Init +7; Senses darkvision 60 ft. low-light vision, detect evil, detect snares and pits,
discern lies (DC 21), see invisibility, true seeing; Listen +36, Spot +36
Aura protective aura
discern lies (DC 21), see invisibility, true seeing; Listen +36, Spot +36
Aura protective aura
DEFENSE
AC 49, touch 28, flat-footed 42 (-1 size, +7 Dex, +11 Wis, +1 Monk's Belt, +21 natural)
hp 275 (22d8 + 176)
Fort +21 , Ref +20, Will +24 (+4 racial vs poison)
DR 15/epic and evil; SR 32; Defensive Abilities Regeneration 15, Fast Healing 3
Immune acid, cold, disease, petrification; Resist electricity 10, fire 10
OFFENSE
Speed 50 ft., fly 180 ft. (good)
Melee +5 dancing greatsword +37/+32/+27/+22 (3d6+21/19-20)
Ranged +2 comp. longbow (+5 Str bonus) +32/+27/+22/+17 (2d6+7/×3 plus slaying)
Melee slam +32 (2d8+16)
Ranged +2 comp. longbow (+5 Str bonus) +32/+27/+22/+17 (2d6+7/×3 plus slaying)
Melee slam +32 (2d8+16)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th, save DCs are Charisma-based)
Constant— detect evil, detect snares and pits, discern lies (DC 21),
see invisibility, true seeing, tounges
At will—aid, animate objects, commune, continual flame, dimensional anchor,
greater dispel magic, holy smite (DC 21), imprisonment (DC 26),
invisibility (self only), lesser restoration (DC 19), remove curse (DC 20),
remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII,
speak with dead (DC 20), waves of fatigue;
3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23),
mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;
1/day—greater restoration (DC 24), power word blind, power word kill,
power word stun, prismatic spray (DC 24), wish.
Typical Spells Prepared (CL 20th, save DC 21 + spell level)
0—create water (2), detect magic, guidance (2), resistance (2);
see invisibility, true seeing, tounges
At will—aid, animate objects, commune, continual flame, dimensional anchor,
greater dispel magic, holy smite (DC 21), imprisonment (DC 26),
invisibility (self only), lesser restoration (DC 19), remove curse (DC 20),
remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII,
speak with dead (DC 20), waves of fatigue;
3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23),
mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;
1/day—greater restoration (DC 24), power word blind, power word kill,
power word stun, prismatic spray (DC 24), wish.
Typical Spells Prepared (CL 20th, save DC 21 + spell level)
0—create water (2), detect magic, guidance (2), resistance (2);
1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist (2),
shield of faith;
2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate (2),
eagle’s splendor, spiritual weapon*;
3rd—daylight, invisibility purge, magic circle against evil, magic vestment (2),
prayer (2), protection from energy, wind wall;
4th—death ward (2), dismissal (2), divine power* (2), neutralize poison (2);
5th—break enchantment, control winds*, dispel evil, plane shift (2),
righteous might (2), symbol of sleep;
6th—banishment (2), chain lightning*, heroes’ feast, mass cure moderate wounds,
undeath to death, word of recall;
7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate (2);
8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*;
9th— etherealness, elemental swarm (air)*, mass heal, miracle (2), storm of vengeance.
*Domain spell. Domains: Air and War.
*Domain spell. Domains: Air and War.
STATISTICS
Str 33, Dex 24, Con 26, Int 24, Wis 32, Cha 25
Base Atk +0
Feats Air Hertiage, Allied Defense, Combat Expertise, Flyby Attack, Improved Combat Expertise, Zen Archery
Epic Feat Fast Healing
Skills Concentration +33, Craft or Knowledge (any five) +34, Diplomacy +34, Escape Artist +32, Hide +28, Listen +36, Move Silently +32, Search +32, Sense Motive +36, Spellcraft +32, Spot +36, Survival +11 (+13 following tracks), Use Rope +7 (+9 with bindings), Tumble +32
Languages Common, Undercommon, Celestial, Infernal, Abyssal (and 4 more)
SQ change shape
SPECIAL ABILITIES
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.
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.)
Slaying Arrow (Su): A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
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.
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.)
Slaying Arrow (Su): A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
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
Monk's Belt
ITEMS
Monk's Belt
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