Re: more Stat Blocks for my Pathfinder/Ravenloft campaign
Posted: Thu Feb 06, 2014 10:21 pm
by Nemesio
OK, here is the last of the Heroes of Gryphon Hill, Amar Bori Sandflinger ten years after the events of Ravenloft II. I think we approximated the year being BC 589...
After a decade or so adventuring in the Demiplane of Dread, I can easily imagine our heroes returning to Gryphon Hill. Perhaps they had hoped to banish the evil from the accursed house there, and perhaps they were once again petitioned by the great Weathermay family. Considering Godefroy's bitter rivalry with the Weathermays, it only makes sense that they be partly to blame for stirring the hornet's nest up on Gryphon Hill...
In any event, after successfully surviving "The House" a second time, our heroes earn the enmity of Mordent's darkord... Afterwards I picture Godefroy destroying each member of the party, one by one. No longer content with petty evils and torturing geists, Godefroy begins the grand scheming mentioned in Gaz III, and uses his considerable power to claim the souls of our unfortunate heroes for himself, and moreover for "The House"...
Somehow Amar Bori Sandflinger escapes the fate of his old companions, since we've discussed him still living in "present day" Ravenloft...
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“Amar Bori Sandflinger hails from the prestigious Sandflingers of the far-off Misty Hills, or at least that is what he says. Amar Bori has never been known to lie, but he has a reputation around Osterton of stretching the truth into some rather odd configurations. He states that his present circumstances result from a long and complicated tale (which he will gladly tell to any who does not get out of the room) involving his being entrusted to safeguard the family treasures across the desert, only to be kidnapped by evil nomads, and all the moneys he earns will be used some far time in the future to recover those lost artifacts, and to reward the Holy Man who came to his rescue. Rogold, a cleric of the High Faith, recruited Amar Bori from the local jail, where Amar was currently residing after trying to explain why he was creating illusions of small flying elephants in a local bar, inspiring a small riot on the previous evening”
AMAR BORI SANDFLINGER, CR 11 (XP 12,800)
Male gnome rogue 4/wizard (illusionist) 3/arcane trickster 5
N Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 19, touch 15, flat-footed 15 (+1 size, +3 Dex, +1 dodge, +4 armor); +4 dodge vs. giants, +1 dodge vs. traps
hp 75 (3d8+9d6+27)
Fort +6, Ref +11, Will +7; +2 vs. illusions, +1 vs. traps
Defensive Abilities defensive training, evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 20 ft.
Melee +2 dagger +11/+6 (1d3+2/19-20) or +1 heartseeker short sword +10/+5 (1d4+1/19-20)
Ranged +1 merciful hand crossbow +10/+5 (1d3+1/19-20)
Special Attacks hatred (+1 bonus on attack rolls against goblinoids and reptilian humanoids), impromptu sneak attack 1/day, sneak attack +4d6
Gnome Spell-Like Abilities (CL 12th; concentration +12)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals
Illusionist Spell-Like Abilities (CL 9th; concentration +12)
6/day—blinding ray
Illusionist Spells Prepared (CL 9th; concentration +12)
5th—mirage arcana (DC 21), persistent image (DC 21)
4th—fear (DC 17), greater invisibility, rainbow pattern (DC 20)
3rd—displacement, gaseous form, major image (DC 19), nondetection, scare (DC 16)
2nd—blindness/deafness (DC 15), ghostly disguise, haunting mists (DC 18), hypnotic pattern (DC 18), minor image (DC 18), misdirection
1st—color spray (DC 17), detect secret doors, disguise self, magic aura, shield, ventriloquism (DC 17)
0 (at will)—detect magic, ghost sound (DC 16), mage hand, open/close
Opposition Schools conjuration, evocation
STATISTICS
Str 10, Dex 16, Con 15, Int 16, Wis 10, Cha 10
Base Atk +6; CMB +5; CMD 18
Feats Craft Wand, Dodge, Greater Spell Focus (illusion), Mobility, Rapid Reload, Scribe Scroll, Spell Focus (illusion), Weapon Finesse
Skills Acrobatics +11 [+7 jump], Appraise +11, Bluff +5, Climb +5, Craft (alchemy) +13, Disable Device +16, Disguise +8, Escape Artist +10, Knowledge (arcana) +14, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +8, Perception +10 [+12 to locate traps], Perform (comedy) +8, Ride +4, Sense Motive +5, Sleight of Hand +18, Spellcraft +11, Stealth +22, Survival +4, Swim +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Gnome, Dwarven, Goblin, Mordentish
SQ arcane bond (wand of minor image; 1/day—cast any spell in spellbook ), extended illusions (+1 round), favored class (wizard; 3 hit points), gnome magic, ranged legerdemain, rogue talents (fast getaway, finesse rogue), trapfinding +2, tricky spells 3/day, weapon familiarity (“gnome” weapons)
Gear +2 dagger, explorer’s outfit, +1 heartseeker short sword, +2 leather armor, masterwork thieves’ tools, +1 merciful hand crossbow and 10 bolts, portable hole, rogue’s kit, wand of minor image (CL 3rd; 50 charges), wand of rainbow pattern (CL 7th; 50 charges), wizard’s kit, 44,819 gp
SPECIAL ABILITIES
Blinding Ray (Sp) As a standard action Amar Bori can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 3 Hit Dice are dazzled for 1 round instead. He can use this ability 6/day.
Extended Illusions (Su) Any illusion spell Amar Bori casts with a duration of “concentration” lasts 1 additional rounds after he stops maintaining concentration.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, Amar Bori can spend a move action to take the withdraw action. He can move no more than his speed during this movement.
Impromptu Sneak Attack (Ex) Once per day Amar Bori can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Ranged Legerdemain (Su) Amar Bori can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and Amar Bori cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
Tricky Spells (Su): Amar Bori can cast his spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. He can use this ability 3/day. Amar Bori decides to use this ability at the time of casting.
AMAR BORI’s SPELLBOOK
5th—mirage arcana, persistent image
4th—fear, greater invisibility, hallucinatory terrain, illusory wall, rainbow pattern
3rd—displacement, gaseous form, illusory script, major image, nondetection, scare
2nd—blindness/deafness, blur, daze monster, disguise self, ghostly disguise, ghoul touch, haunting mists, hypnotic pattern, minor image, misdirection
1st—cause fear, color spray, comprehend languages, detect secret doors, hypnotism, magic aura, shield, silent image, ventriloquism
0 (at will)—all
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I'm toying with the idea of writing a little adventure hook for the House on Gryhon Hill...
The Weathermay patriarch has always loathed The House on Gryphon Hill, and more recently he has figured out that the spirit of Lord Wilfrid Godefroy is spying on he and his family. After failing multiple attempts at preparing his children and grandchildren for the economic and political responsibilities that will come with their vast inheritance, He finally has a purpose again. He wants to exercise the evil of the House once and for all...
Jules Weathermay spares no expense in locating and summoning adventurers who are up to the task. Better than he could have hoped, he finds Amar Bori Sandflinger, a self-proclaimed expert on the House on Gryphon Hill. In fact, the "crazy" old gnome claims to have worked for Jules's grandfather, Lord Byron.
Amar Bori hopes to finally settle the score with Wilfred Godefroy, and better yet lay the spirits of his old friends to rest... Now Jules Weathermay and Amar Bori Sandflinger must gather a few more brave souls to venture into the House on Gryphon Hill...
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So as I promised, stats for a present day (BC 760) Amar Bori Sandflinger...
AMAR BORI SANDFLINGER, CR 16 (XP 76,000)
Male venerable gnome rogue 4/wizard (illusionist) 3/arcane trickster 10
N Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +10
DEFENSE
AC 15, touch 11, flat-footed 15 (+1 size, +4 armor); +4 dodge vs. giants, +10 competence vs. traps, +1 dodge vs. traps
hp 46 (3d8+13d6+35)
Fort +4, Ref +10, Will +12; +2 vs. illusions, +11 vs. traps
Defensive Abilities defensive training, evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 20 ft.
Melee +2 ghost touch undead bane alchemical silver dagger +10/+5 (1d3+1/19-20) or +1 heartseeker short sword +9/+4 (1d4+1/19-20)
Ranged +1 merciful hand crossbow +9/+4 (1d3+1/19-20)
Special Attacks hatred (+1 bonus on attack rolls against goblinoids and reptilian humanoids), impromptu sneak attack 2/day, sneak attack +6d6, surprise spells
Gnome Spell-Like Abilities (CL 17th; concentration +18)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals
Illusionist Spell-Like Abilities (CL 13th; concentration +18)
6/day—blinding ray
Illusionist Spells Prepared (CL 13th; concentration +18)
7th—project image (DC 23), greater shadow conjuration (DC 23)
6th—mislead (DC 22), programmed image (DC 22), shadow walk
5th—false vision (DC 21), hold monster (DC 19), mirage arcana (DC 21), persistent image (DC 21), shadow evocation (DC 21)
4th—fear (DC 17), greater invisibility, hallucinatory terrain (DC 20), illusory wall (DC 20), rainbow pattern (DC 20), shadow conjuration (DC 20)
3rd—displacement, gaseous form, illusory script (DC 19), major image (DC 19), nondetection, scare (DC 16)
2nd—blindness/deafness (DC 15), ghostly disguise, haunting mists (DC 18), hypnotic pattern (DC 18), minor image (DC 18), misdirection
1st—color spray (DC 17), comprehend languages, detect secret doors, disguise self, magic aura, shield, ventriloquism (DC 17)
0 (at will)—detect magic, ghost sound (DC 16), mage hand, open/close
Opposition Schools conjuration, evocation
STATISTICS
Str 4, Dex 10, Con 9, Int 20, Wis 13, Cha 13
Base Atk +8; CMB +4; CMD 14
Feats Craft Wand, Dodge* [no longer meats prerequisite], Greater Spell Focus (illusion), Improved Iron Will, Iron Will, Mobility* [no longer meats prerequisite], Rapid Reload, Scribe Scroll, Spell Focus (illusion), Spwll Mastery (comprehend languages, false vision, fear, misdirection, nondetection), Weapon Finesse
Skills Acrobatics +8 [+4 jump], Appraise +13, Bluff +6, Climb +2, Craft (alchemy) +15, Disable Device +16, Disguise +9, Escape Artist +18, Knowledge (arcana) +21, Knowledge (dungeoneering) +9, Knowledge (geography) +14, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +15, Perception +16 [+28 to locate traps], Perform (comedy) +9, Ride +1, Sense Motive +11, Sleight of Hand +20, Spellcraft +18, Stealth +19, Survival +5, Swim +2; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Gnome, Akiri, Balok, Dwarven, Goblin, Mordentish
SQ arcane bond (wand of major image; 1/day—cast any spell in spellbook ), extended illusions (+1 round), favored class (wizard; 3 hit points), gnome magic, invisible thief (10 rounds/day), ranged legerdemain, rogue talents (fast getaway, finesse rogue), trapfinding +2, tricky spells 5/day, weapon familiarity (“gnome” weapons)
Gear explorer’s outfit, +2 ghost touch undead bane alchemical silver dagger, +1 heartseeker short sword, +2 leather armor of etherealness, lenses of figment piercing, major burglar boots, masterwork thieves’ tools, +1 merciful hand crossbow and 10 bolts, portable hole, rogue’s kit, undead slayer’s kit, vest of escape, wand of major image (CL 5th; 50 charges), wand of rainbow pattern (CL 7th; 50 charges), wand of shadow conjuration (CL 7th; 50 charges), wizard’s kit, 179,467 gp
SPECIAL ABILITIES
Blinding Ray (Sp) As a standard action Amar Bori can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 3 Hit Dice are dazzled for 1 round instead. He can use this ability 6/day.
Extended Illusions (Su) Any illusion spell Amar Bori casts with a duration of “concentration” lasts 1 additional rounds after he stops maintaining concentration.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, Amar Bori can spend a move action to take the withdraw action. He can move no more than his speed during this movement.
Impromptu Sneak Attack (Ex) Twice per day Amar Bori can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Invisible Thief (Su) Amar Bori can become invisible, as if under the effects of greater invisibility, as a free action. He can remain invisible for 10 rounds per day. His caster level for this effect is equal to his caster level. These rounds need not be consecutive.
Ranged Legerdemain (Su) Amar Bori can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and Amar Bori cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
Surprise Spells (Ex) Amar Bori can add his sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
Tricky Spells (Su) Amar Bori can cast his spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. He can use this ability 5/day. Amar Bori decides to use this ability at the time of casting.
AMAR BORI’s SPELLBOOK
7th—project image, greater shadow conjuration
6th—mislead, permanent image, programmed image, shadow walk
5th—false vision, hold monster, mirage arcana, persistent image, shadow evocation
4th—fear, greater invisibility, hallucinatory terrain, illusory wall, rainbow pattern, shadow conjuration
3rd—displacement, gaseous form, illusory script, major image, nondetection, scare
2nd—blindness/deafness, blur, daze monster, disguise self, ghostly disguise, ghoul touch, haunting mists, hypnotic pattern, minor image, misdirection
1st—cause fear, color spray, comprehend languages, detect secret doors, hypnotism, magic aura, shield, silent image, ventriloquism
0 (at will)—all