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NE Large outsider <Half-Fiend> (giant, native) Two-Handed Fighter 10
Init +0; Senses darkvision 60 ft., low-light vision; Perception +20
STATISTICS
Str 26 (+8), Dex 10, Con 21 (+5), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Base Atk +12; CMB +17; CMD 26

DEFENSE
AC 26, Touch 11, Flat-footed 26 (+9 armor, +6 natural, –1 size, +2 defl.)
hp 159 (HD13) (4d8+2d10+30+11+10*fc+7+6+10+5+10+5+7+5+7+5+7+5+4+5)
Fort +19, Ref +6, Will +12
Immune poison; resist acid, cold, electricity and fire 10; DR 10 / Magic
SR 25 (CR + 11 = Fighter CR 10 + Ogre CR 3 + Half-fiend CR 1 + 11 = 25)

OFFENSE
Space 10 ft.; Reach 10 ft.
Speed 30 ft. (40 ft. base), fly 55 with armor (80 ft. base) (good)

  • PA Backswing +2 Adam. Fury GrSword +25/+17/+12 3d6+(16+9+2+1+2+2=32) (17-20/x2) [S]
  • PA Backswing (+3 FURY) +2 Adam. Fury GrSword +27/+19/+14 3d6+(16+9+2+1+2+1+2=34) (17-20/x2) [S]
  • Dazing Assault Backswing (DC 22) (+3 FURY) +2 Adam. Fury GrSword +25/20/15 3d6+(16+2+1+2+2+2=25)
  • PA Dazing Assault Backswing (DC 22) (+3 FURY) +2 Adam. Fury GrSword +25/17/12 3d6+34
  • 2 Claws PA+17 (1d6+11) and Bite PA +19 (1d8+11)

Special Melee Properties

  • +1d6 Sonic damage from performance
  • +4 to confirm criticals
  • +2d6 bleeding critical
  • +4 DC to cast spells defensively when treathened by

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
1/day – unholy aura (DC 21) -> +2 defl AC, +2 res, +1d6 str dmg when hit, fort negates

ABILITIES
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 +15, Perception +20, Survival +10, Swim +13, Linguistics +5 (2 ranks), Fly (ranks: 14, +4 good, -2 large, -5 armor, +3 class skill): 14, UMD +7 (6 Ranks)
Languages Common, Giant, Infernal, Abyssal
Gear: Mwk Large Fullplate, Large Greatclub, +1 Furious Large Greatsword, +2 Cloak of Resistance, Ring of Prot +2, Belt (+2 Str/Con), Lesser talisman of freedom, 2 talismans of life's breath

SPECIAL ABILITIES
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.
https://www.d20pfsrd.com/feats/weapon-mastery-feats/targeted-blow-weapon-mastery/

  • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
  • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 19–20.
  • Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

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.

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
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

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