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NE Large outsider <Half-Fiend> (giant, native) Two-Handed Fighter 14
Init +0; Senses darkvision 60 ft., low-light vision; Perception +25
Str 31 (+10), Dex 10, Con 26 (+8), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Base Atk +16; CMB +23; CMD 32; Sunder +7 (½/level)
AC 31, Touch 11, Flat-footed 30 (+13 armor, +6 natural, –1 size, +2 defl.)
hp 255 (HD18) (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+7+3+14+2+18)
Fort +26, Ref +9, Will +16
Immune poison; resist acid, cold, electricity and fire 10; DR 10 / Magic
SR 29 (CR + 11 = Fighter CR 14 + Ogre CR 3 + Half-fiend CR 1 + 11 = 29)
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)
1/day – Summon Monster IX, fiends only
Feats: See bottom
Skills Climb +16, Intimidate +30, Perception +25, Survival +12, Swim +14, Linguistics +5 (2 ranks), Fly (ranks: 18, +4 good, -2 large, -5 armor, +3 class skill): 18, UMD +11 (10 Ranks)
Languages Common, Giant, Infernal, Abyssal
Gear: Large Fullplate +4 (Moderate Fortification), Large Greatclub, +3 Adamantine Furious Greatsword, +4 Cloak of Resistance, Ring of Prot +2, Belt of Physical Might (+6 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 13: +3 atk/+3 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.
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.
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Dazzling Display While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Shatter Defenses Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Dreadful Carnage Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
Improved Iron Will Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Lvl 1 feat: Weapon Focus (Heavy Blades)
Lvl 1 bonus: Furious Focus
Lvl 2 bonus: Cleave
Lvl 3 feat: Cleaving Finish
Lvl 4 bonus: Weapon Specialization (Heavy Blades)
Lvl 5 feat: Outflank
Lvl 6 bonus combat feat: Improved Critical
Lvl 7 feat: Iron Will
Retrained Lvl 8 bonus feat Weapon Mastery -> Critical Focus
Retrain lvl9 Dazing Assault (normal feat) -> Intimidating Prowess
Retrain lvl10 Disruptive (combat feat) -> Dazzling Display (heavy blades)
Lvl 11 feat: Staggering Critical
Retrain lvl12 Spellbreaker (combat feat) -> Shatter Defenses (heavy blades)
Feat lvl13: Improved Iron Will
Bonus combat feat lvl14: Dreadful Carnage
Other increases Lvl 4 Stat Increase: Con+1 (20->21)
Lvl 4 class skill: Linguistics
Lvl 8 Stat Increase: Con+1 (21->22)\\ Lvl 8 class skill: Fly
Lvl 9 AWT: Targeted Blow (Weapon Mastery)
Lvl 12 Stat Increase: Str+1 (28->29)
10 str, 16 bab, 3 weapon training, 1 weapon focus, 3 enchantment = 33
+2 furious weapon = 35
-9 second attack and no furious focus = 26
-5 third attack = 21
-5 fourth attack = 16