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NE Large outsider <Half-Fiend> (giant, native) Two-Handed Fighter 12
Init +0; Senses darkvision 60 ft., low-light vision; Perception +23
Str 29 (+9), Dex 10, Con 24 (+7), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Base Atk +14; CMB +20; CMD 29; Sunder +6 (½/level)
AC 31, Touch 11, Flat-footed 30 (+13 armor, +6 natural, –1 size, +2 defl.)
hp 211 (HD15) (4d8+2d10+30+11+12*fc+7+6+10+5+10+5+7+5+7+5+7+5+4+5+9+5+28+2+7)
Fort +24, Ref +9, Will +16
Immune poison; resist acid, cold, electricity and fire 10; DR 10 / Magic
SR 27 (CR + 11 = Fighter CR 12 + Ogre CR 3 + Half-fiend CR 1 + 11 = 27)
Space 10 ft.; Reach 10 ft.
Speed 30 ft. (40 ft. base), fly 55 with armor (80 ft. base) (good)
Special Melee Properties
Spell-like Abilities (CL 5th)
3/day – darkness
1/day – desecrate, unholy blight (DC 15)
3/day – poison
1/day – contagion
1/day – blasphemy (DC 20)
1/day – unhallow
3/day – unholy aura (DC 21) -> +2 defl AC, +2 res, +1d6 str dmg when hit, fort negates 1/day – horrid wilting (DC 22)
Feats Iron Will, Weapon Focus (Heavy Blades), Furious Focus, Cleave, Power Attack, Cleaving Finish, Weapon Specialization (Heavy Blades), Outflank, Improved Critical (Heavy Blades), Dazing Assault, Bleeding Critical
Skills Climb +15, Intimidate +18, Perception +23, Survival +12, Swim +14, Linguistics +5 (2 ranks), Fly (ranks: 16, +4 good, -2 large, -5 armor, +3 class skill): 16, UMD +7 (6 Ranks)
Languages Common, Giant, Infernal, Abyssal
Gear: Large Fullplate +4, Large Greatclub, +3 Adamantine Furious Greatsword, +3 Cloak of Resistance, Ring of Prot +2, Belt (+4 Str/Con), Lesser talisman of freedom, 2 talismans of life's breath, +2 Wisdom Headband
Smite Good (Su) Once per day, as a swift action, the halffiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests. (+1 atk, +1 ac, +6 damage) Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces Bravery. Lvl 6: Sunder +2 CMB/+2 CMD
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces Armor Training 1. (Does not work together with cleave or vital strike.)
Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. This ability replaces Weapon Training 1, 2, 3 and 4.
Lvl 9: +2 atk/+2 dmg
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Targeted Blow 3/day can target enemy body part as a standard action, see effects below. Creatures immune to sneak attacks are immune to these effects.
Dazing Assault You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Disruptive The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area.
Piledriver (Ex) At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.
Staggering Critical Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Spellbreaker Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Lvl 4 Bonus combat feat: Weapon Specialization (Heavy Blades)
Lvl 4 Stat Increase: Con+1 (20->21)
Lvl 4 class skill: Linguistics
Lvl 5 feat: Outflank
Lvl 6 Bonus combat feat: Improved Critical
Lvl 7 feat: Iron Will
Lvl 8 class skill: Fly
Lvl 8 Stat Increase: Con+1 (21->22)\\ Retrained Lvl 4 feat Vital Strike -> Critical Focus
Retrained Lvl 8 bonus feat Weapon Mastery -> Bleeding Critical
Lvl 9 feat: Dazing Assault
Lvl 9 AWT: Targeted Blow (Weapon Mastery)
Lvl 10 bonus feat: Disruptive
Lvl 11 feat: Staggering Critical
Lvl 12 bonus feat: Spellbreaker
Lvl 12 Stat Increase: Str+1 (28->29)
(Plan lvl 14: Critical Mastery)
9 str, 14 bab, 2 weapon training, 1 weapon focus, 3 enchantment = 29
+2 furious weapon = 31
-8 second attack and no furious focus = 23
-5 third attack = 18
Attack no PA, but Dazing:
9 str, 14 bab, 2 weapon training, 1 weapon focus, 3 enchantment, furious = 31
-5 dazing assault = 26, 21, 16
With PA: = 26, 18, 13\\