Les adversaires abattus

Vioran

Viorian modifications:
+ Potion NA +5
+ Potion Resist feu 20
+ Feat Combat Stamina (free)
- Feat Altitude Affinity
- Feat Endurance
+ Feat Improved Two-Weapon Fighting (+2 attacks)
+ Feat Spiked Destroyer (extra attack if shield slam successfull)
+ Feat Power Attack / Deadly Aim (Free)
+ Armor Specialization (+4 CA in full plate)
+ Sprighly Armor (+5 Initiative)
-2 light blades
+2 Bows
-1 Armor training
+ Armed Bravery (+5 Will Saves)
+ Stamina Pool 25
+ Stamina Combat Reflexe (5 pts to retry miss AoO with -5)
+ Stamina Critical focus (extra if natural 19-20 on confirmation roll)
+ Stamina Deadly Aim (4 pts reduces -1 penalty)
+ Stamina Power Attack (4 pts reduces -1 penalty)
+ Stamina Greater Two-Weapon Fighting: If hit with the third attack 2 points to make another attack with your off hand at a –15 penalty.
+ Stamina Greater Weapon Focus: 2 pts +1 bonus on attack rolls with another weapon. This bonus lasts until the start of your next turn.
+ Stamina Greater Weapon Spe: 2 pts +2 bonus on dmg rolls with another weapon. This bonus lasts until the start of your next turn.
+ Stamina Improved Two-Weapon Fighting: When AoO, 5 pts to AoO with your off-hand weapon at -5
+ Stamina Quick draw: sheat a weapon as swift
+ Stamina Shield Master: Just before you roll a Fortitude or Reflex saving throw, 5 pts to add your shield’s enhancement bonus on the saving throw.
+ Stamina Shield Slam: Instead of attempting a free bull rush, 2 pts to attempt a disarm, reposition, trip, or sunder combat maneuver. No AoO.
+ Stamina Spiked Destroyer (4 pts for an attack as free action)
+ Stamina Staggering Critical: up to 5 pts, increase DC by pts
+ Stamina Two-Weapon Fighting: x pts to reduce main hand penalty by 1 for every 2 pts.
+ Stamina Vital Strike: 2 pts to reroll up to 2 dmg dice
+ Stamina Weapon focus: 2 pts to add +1 attack roll w/ another weapon


  • Active Spells: Haste (1 rounds), Barskin 12th (2 hours), Protection from Fire 7th (1 hour)
  • AC: 47/17/44 ; DMD 44 (+18 armor, +7 shield, +3 dex, +3 deflection, +5 NA, +1 haste) 20% miss chance
  • Saves: Fort +22 (+5 if 5 pts), Ref +15 (+5 if 5 pts), Will +23 (1 reroll), +5 vs Fear; freedom of movement, immunity to mind-affecting effects, Resist Fire 20, SR 20 (32 Vs Transmutation)
  • Ranged: +18 (Bab) + 3 (dex) +1 (alt) +2(bows) +1(haste) = +25/+25/+20/+15/+10 (+1/+2 if 2/4 pts) (19-20 x3) 1d8+12 (+2/4 if 2/4 pts) Deadly Aim (-5/+10 4pts/+1)
  • Standard (Vital Strike + PA): +18 (Bab) + 9 (str) +5 (alt) +4(sword) +1(haste) + 2(feat) -5(PA) = +34 (15-20 x2) 2d8+32
  • Full Attack: main hand +18 (Bab) + 9 (str) +5 (alt) +4(sword) +1(haste) + 2(feat) -4(TWF) (+1 /2 pts, max +4)) =
    • +35/+35/+30/25/+20 (15-20 x2 +4 to confirm, + flesh to stone) 1d8+22 + slow (PA: -5/+10 4pts+1)
    • off hand +18 (Bab) + 9 (str) +5 (alt) +3(close) +1(haste) (+1 /2 pts, max +2) = +36+bull/31+bull/26+bull (20 x2) 1d4+12 (PA: -5/+5 4pts+1)
      • (if 3rd hits 2 pts attack at +21+bull) (if bull 2 pts > trip/disarm/sunder)
      • if bull Spiked (+1 weapon) +18 (Bab) + 9 (str) +1 (alt) +3(close) +1(haste) = +32 (20 x2) 1d4+13 (PA: -5/+10 4pts+1

Lord Bàz

Accuser Devil Unchained Monk 6, CR 8
LE Small outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft.; Perception +18

Defense

AC 26, touch 24, flat-footed 14 (+6 Dex, +2 natural, +1 size, +6 Dodge, +1 Def)
hp 85 (4d10+12+6d10+18)
Fort +12, Ref +15, Will +8
DR 5/good or silver; Immune fire, poison, disease; Resist acid 10, cold 10; evasion; +2 bonus on saving throws against enchantment spells and effects

Offense

Speed 40 ft., fly 60 ft. (perfect)
Melee bite +17 (1d6+1 plus 1d6 acid and disease), +16/+11 unarmed strike (1d6+1)
Spell-Like Abilities (CL 8th; concentration +8)
At will—greater teleport (self plus 50 lbs. of objects only), invisibility (self only)
3/day—grease, summon swarm, whispering wind
1/day—summon (level 3, 1 zebub or 1d4 lemures, 40%)
Special attack: Stunning Fist (7/day stunned/fatigues DD 20), ki strike (magic, 1pt/swift +1 attack), unarmed strike (1d6), Elemental Fury (+1d6 acid damage, 2 ki pts, swift action for 3 rounds), Style Strike (Elbow Smach: extra non-letal attack at -5 if hit)
Ki 8/day
Stun 7/day

Statistics

Str 13, Dex 22, Con 16, Int 9, Wis 20, Cha 10
Base Atk +10; CMB +10; CMD 34
Feats Dodge+MobilityB, Weapon Finesse, Weapon Focus (Bite), Feral Combat Training (Bite), Combat StaminaB, Combat ReflexeB, Improved Unarmed StrikeB, Manœuvre TalentueusesB, Deflect ArrowsB
Skills Acrobatics +19, Fly +29, Knowledge (planes) +12, Perception +18, Stealth +23
Equipment: Ring of protection +1, work of art of Thassilon worth 500 gp. Silver coffer is worth 100 gp and holds 222 gp, 1175 sp, and 3120 cp.
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ infernal eye, fast movement (+20'), Ki pool (8/day), Still Mind, Purity of Body, Wholeness of Body (+1d8+6 pv 2 ki pts)

Special Abilities

Disease (Ex) Devil Chills: Bite—injury; save Fort DC 19; onset 1d4 days; frequency 1 day; effect 1d4 Str damage

Le gang des derros du Corbeau

Caedumus

Male Derro Alchemist (Promethean) 4 Derro CR 5
CE Small humanoid (derro)
Init +5; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 22, touch 16, flat-footed 17 (+4 armor, +5 Dex, +2 natural, +1 size)
hp 56 (7d8+21+4)
Fort +8, Ref +10, Will +8, Poison resistance +2
SR 18
Weaknesses vulnerability to sunlight

OFFENSE

Speed 20 ft.
Melee mw aklys +12 (1d4)
Ranged mw repeating light crossbow +12 (1d6/19–20 plus poison)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 14)
1/day—daze (DC 14), sound burst (DC 16)
Extracts (CL 4th)
1st (4/day) Shield*, Enlarge Person, Cure light wounds, Heightened Awareness
2nd (2/dy) Barkskin, Invisibility*

STATISTICS

Str 11, Dex 20, Con 16, Int 14, Wis 7, Cha 18
Base Atk +5; CMB +4; CMD 16
Feats Precise shot, Weapon Finesse, Weapon Focus light repeating crossbow, Craft Construct^B
Skills Acrobatics +15, Perception +5, Stealth +16, Craft Alchemy +12, Knowledge (any two) +9 Languages Aklo, Undercommon, Common
SQ madness, poison use, alchemy, Homunculus Companion, Discovery Mutagen, Concentrate Poison
Gear potion of invisibility, potion of feather fall, potion of cure moderate wounds +1 studded leather, mw repeating light crossbow, mw aklys

SPECIAL ABILITIES

Madness (Ex)
Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Derros are not at risk of poisoning themselves when handling poison. They use concentrated Homunculus poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
poison: injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, DC 17
Vulnerability to Sunlight (Ex)
A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Homunculus

Medium Construct
Speed 30 ft., fly 40 ft. (poor);
hp 36 (3d10+20)
AC 17, touch 12, flat-footed 15 (+3 armor (mw studded leather), +2 natural armor, +2 Dex); +4 Shield
Fort +1, Ref +3, Will +2; construct immunity, evasion
Melee bite +6 (1d6+2 plus poison), 2 claws +5 (1d6+2)
Ability Scores Str 15, Dex 14, Con —, Int 10, Wis 12, Cha 7;
Special Qualities darkvision, low-light vision; Sympathetic Alchemy, poison (bite—injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, DC 15 with a +2 racial bonus)
Skills: Fly +3, Perception +4
Feats: Ability Focus (poison), Weapon Focus (bite)
Languages Common (can’t speak).


Portioque

Alchemist (Horticulturist) 4 Derro CR 5
CE Small humanoid (derro)
Init +5; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 23, touch 17, flat-footed 17 (+4 armor, +5 Dex, +2 natural, +1 size, +1 Dodge)
hp 56 (7d8+21+4)
Fort +8, Ref +10, Will +8
SR 18
Weaknesses vulnerability to sunlight

OFFENSE

Speed 20 ft.
Melee mw injection spear +13 (1d8, x3 + frostspore) or mw aklys +12 (1d4)
Ranged repeating light crossbow +11 (1d6/19–20 plus poison) or mw aklys +12 (1d4) or bombs +11 (2d6+2 Ref DD 16)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 14)
1/day—daze (DC 14), sound burst (DC 16)
Extracts (CL 4th)
1st (4/day)- Summon Natural Ally I x2, Cure light wounds, Shield
2nd (2/dy)- Summon Natural Ally II*, Invisibility*

STATISTICS

Str 11, Dex 20, Con 16, Int 14, Wis 7, Cha 18
Base Atk +5; CMB +4; CMD 16
Feats Dodge+Mobility, Weapon Finesse, Weapon Focus (Injection Spear), Weapon Proficiency Injection Spear, Brew Potion^B, Throw Anything^B
Skills Acrobatics +15, Perception +5, Stealth +16, Craft Alchemy +12, Knowledge (any two) +9
Languages Aklo, Undercommon, Common
SQ madness, poison use, alchemy, bomb 2d6+2 (6/day)*, Seed Extract, Plant Voice, swift alchemy
Gear potion of invisibility, potion of feather fall, potion of cure moderate wounds, +1 studded leather, mw aklys, mw injection spear, repeating light crossbow

SPECIAL ABILITIES

Madness (Ex)
Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
Medium Spider Venom—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Vulnerability to Sunlight (Ex)
A derro takes 1 point of Con damage after every hour it is exposed to sunlight.



Atlatia

Alchemist (Mnenostiller) 4 Derro CR 5
CE Small humanoid (derro)
Init +5; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 23, touch 16, flat-footed 18 (+4 armor, +5 Dex, +2 natural, +1 size, +1 dodge)
hp 56 (7d8+21+4)
Fort +8, Ref +10, Will +8
SR 18
Weaknesses vulnerability to sunlight

OFFENSE

Speed 20 ft.
Melee mw short sword +12 (1d4) or mw aklys +12 (1d4)
Ranged repeating light crossbow +11 (1d6/19–20 plus poison) or mw aklys +12 (1d6) or bombs +11 (2d6+6 non-lethal Will DD 16) Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 14)
1/day—daze (DC 14), sound burst (DC 16)
4/day- detect thought (DD 16)
Extracts (CL 4th)
1st (4/day)- Shield, +3
2nd (2/dy)-Ablative Barrier, Vomit Swarm

STATISTICS

Str 11, Dex 20, Con 16, Int 14, Wis 7, Cha 18
Base Atk +5; CMB +4; CMD 16
Feats Talent (UOM), Weapon Finesse, Dodge+Mobility, Die for your master, Brew Potion^B
Skills Acrobatics +15, Perception +5, Stealth +16, Craft Alchemy +12, Knowledge (Donjon) +9, UOM +14
Languages Aklo, Undercommon, Common
SQ madness, poison use, alchemy, anguish bomb 2d6+6 (6/day *), Rasugen* (+2 saves, +8 temp pv, -2 int), Infusion, Tumor Familiar, Precise bombs
Gear potion of invisibility, potion of feather fall, potion of cure moderate wounds, +1 studded leather, mw aklys, mw short sword, repeating light crossbow, wand of suggestion (18 charges)

SPECIAL ABILITIES

Madness (Ex)
Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
Medium Spider Venom—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Vulnerability to Sunlight (Ex)
A derro takes 1 point of Con damage after every hour it is exposed to sunlight.


Magister Khrysm

(CE female magister derro Alchemist (vivisectionist) 5 - CR 8)
CE Small humanoid (derro)
Init +5; Senses darkvision 60 ft.; Perception +12-1

Defense

  • AC 28, touch 19, flat-footed 20 (+4 armor, +5+2 Dex, +3+2 natural, +1 size, +1 dodge)
  • hp 107 (12d8+48+5)
  • Fort +11, Ref +11+2, Will +10
  • Immune mind-affecting effects; Poison Resistance +4, SR 19
  • Weaknesses vulnerable to sunlight

Offense

  • Speed 20 ft. +30 ft.
  • Melee +1 Aklys +18/13 (1d4+8 +sneak 6d6 +painful stare 2d6 +poison)

Special Attacks

  • cytillesh stare, puppeteer, sneak attack +6d6
  • Spell-Like Abilities (CL 6th; concentration +11)
    • At will—id insinuation II (DC 18), modify memory (DC 19)
  • Psychic Magic (CL 6th; concentration +12) 20 PE
    • babble (2 PE, DC 17), battlemind link (4 PE), greater synaptic pulse (4 PE, DC 19), mad hallucination (2 PE, DC 19), mind probe (4 PE, DC 19), mindwipe (4 PE, DC 19), paranoia (1 PE, DC 16), placebo effect (2 PE), synaptic overload (4 PE, DC 19), synaptic scramble (3 PE, DC 18), synesthesia (3 PE, DC 18)
  • Extracts (CL 5th)
    • 1st (6/day)- Shield, Long Arm, Vanish, expeditious retreat*
    • 2nd (3/day)-Ablative Barrier* (30/ non lethal), Alchemical Allocation, Levitation

Statistics

  • Str 14, Dex 20+4, Con 18, Int 22, Wis 5-2, Cha 20
  • Base Atk +8; CMB +9 (+17 Trip); CMD 24
  • Feats Expertise du Combat (-3/+3), Manœuvres Habiles (Feint, Dirty Tricks, Trip), Weapon Focus Aklys, Weapon Finesse, Grace et Puissante, Passing Trick, Dodge+Mobility, Brew Potion^B, Throw Anything^B
  • Skills Craft (alchemy) +26, Knowledge (arcana, nature) +20, Perception +12, Spellcraft +20, Stealth +21, Acrobatics +19+2, Heal +5, UOM +13, Bluff +20
  • Languages Aklo, Undercommon, Common, Terran, Dwarven, Terran, Draconic, Elven
  • SQ psychic incoherence, swift alchemy, mutagen* (+4 dex, -2 wis, +2 NA), swift poisoning, sunlight acclimation, Method to the madness, Extend Potion
  • Gear potions of cure moderate wounds (2), potions of invisibility (2), potion of haste, acid (4); Other Gear +2 leather armor, +1 aklys, headband of vast intelligence (Alchemy) +2, wand of levitate (23 charges), key ring to doors in area D12, 11 spider poison doses

Special Abilities

  • Cytillesh Stare (Ex) Spores of cytillesh fungus in a derro magister’s blood grant it a powerful stare. This works like the hypnotic stare of an 8th-level mesmerist with the painful stare ability (+4 dmg or +2d6 dmg) and all seven of the base mesmerist’s bold stares (-3 Will/Perception/Initiative/attack/DC/SR/Psy/dmg). When the cytillesh stare ends, the affected creature automatically forgets all that occurred while it was under the stare’s effects. This is a mind-affecting effect.
  • Psychic Incoherence (Su) A derro magister uses its Charisma modifier on Will saves instead of its Wisdom modifier. Creatures attempting to read a magister’s mind must succeed at a DC 18 Will save or take 5d6 points of damage from mental anguish; this is a mind-affecting effect. The save DC is Charisma-based.
  • Puppeteer (Su) As a standard action, a derro magister can target one willing creature within 30 feet, which can take an immediate action to perform one full turn’s worth of actions of the magister’s choice. Creatures do not obey obviously self-destructive orders. While affected, the creature does not suffer from incapacitating effects such as stun or paralysis; such effects don’t prevent it from taking this immediate action.
  • Vulnerable to Sunlight (Ex) A derro magister takes 2 points of Constitution damage after every hour it’s exposed to sunlight
  • Poison Use (Ex)
    • Medium Spider Venom—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Attention. La page que vous visitez fait partie d'un wiki de partie et ne présente donc pas un contenu officiel,
ou si elle le fait, c'est par besoin pour la partie à laquelle elle est liée.
N'hésitez pas à naviguer dans une autre section si vous cherchez des informations sur du contenu officiel publié par Paizo Inc ou d'autres
ressources, par le menu de navigation à droite ou le bandeau de navigation en haut de page.