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KingCrazyGenius wrote:Liberre
Medium Outsider (Chaotic, Eladrin, Good)
Hit Dice: 29d8 + 290 (421 hp)
Initiative: +22
Speed: 70 ft., fly 200 ft. (good)
Armor Class: 58 (+14 dex, +11 deflection, +24 natural), touch 36, flat-footed 45; or 46 (+14 dex, +24 deflection), touch 48, flat-footed 34
Base Attack/Grapple: +29/+36
Attack: Anarchy blade +48 melee (2d6 + 12 18-20/x2) or light ray +43 ranged touch (7d6 divine)
Full Attack: Anarchy blade +48/+43/+38/+33 melee (2d6 + 12 18-20/x2) or 2 light rays +44 ranged touch (7d6 divine)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Alternate form, anarchy blade, bardic music 21/day, gaze, glorious light, light rays, spell-like abilities, spells
Special Qualities: Damage reduction 20/epic evil and lawful, immunity to electricity, petrification, mind-affecting, paralysis, and stunning, fast healing 30, protective aura, resistance to acid 30, cold 30, and fire 30, spell resistance 45
Saves: Fort +30, Ref +34, Will +29
Abilities: Str 25, Dex 38, Con 31, Int 26, Wis 28, Cha 35
Skills: Balance +18, Bluff +44, Concentration +42, Diplomacy +24, Hide +46, Intimidate +16, Jump +11, Knowledge (nature) +12, Knowledge (nobility & royalty) +40, Knowledge (the planes) +40, Listen +41, Move Silently +46, Perform (sing) +44, Search +40, Sense Motive +41, Sleight Of Hand +50, Spot +41, Survival +41 (+45 following tracks, other planes), Swim +39, Tumble +46, Use Magic Device +44
Feats: Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Improved Initiative, Quicken Spell-Like Ability, Track, Weapon Finesse, Words Of Creation
Epic Feats: Music Of The Gods, Superior Initiative
Climate/Terrain: Arborea
Organization: Solitary
Challenge Rating: 29
Treasure: Double Standard
Alignment: Always chaotic good
Advancement: 30-45 HD (Medium); 46-58 HD (Large)
Anarchy Blade (Su): The liberre can create a +5 grand brilliant energy rapier as a standard action. The anarchy blade deals an addition 1d6 damage to evil creatures and 1d6 damage to lawful creatures (both apply to lawful evil creatures). If the liberre is killed or loses contact with the anarchy blade, it instantly vanishes.
Gaze (Su): In humanoid form-slay evil creatures of 14 or less HD, range 60 feet, Will DC 32 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 14 HD, must succeed on a DC 31 Will save or suffer the fear effect. The save DCs are Charisma-based.
Glorious Light (Su): In energy form, the liberre constantly emits a wondrous light, providing bright illumination within 700 feet and dispelling all magical darkness of 10th level or lower. All creatures within 70 feet are dazzled for as long as they remain that close to the liberre, and must make a Will save (DC 32) or become fascinated. On a successful save, the creature is immune to the fascinating effect of that particular liberre's Glorious Light for 24 hours. Other liberres are immune to this effect.
Light Rays (Su): In energy form, a liberre can attack with a light ray as a standard action, or two light rays as a full-round action. A liberre's light rays are treated as epic level chaotic and good-aligned spells for the purposes of overcoming regeneration. They are not, however, subject to spell resistance or any other limitations of spells.
Spell-like Abilities: Always active – cloak of chaos, detect evil, detect law, freedom, holy aura, nondetection, see invisibility, tongues, true seeing; at will – bless, bless water, chaos hammer (DC 26), greater dispel magic, freedom, holy smite (DC 26), holy aura (DC 29), greater teleport, word of chaos (DC 29); 7/day – heal, greater restoration, true resurrection; 1/day - miracle. Caster level 29th
Spells: A liberre spontaneously casts spells from the bard list, and knows all spells from that list.
Spells per day: 16/7/7/7/7/6/6 (Caster Level 21st, DC 22 + spell level)
Alternate Form (Su): A liberre can shift between its humanoid and light forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its spell-like abilities, make physical attacks, and cast spells. In light form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells, use its physical attacks, or use its gaze attack. The light form is incorporeal, and the liberre has no Strength score while in that form.
A liberre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the liberre revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 40 feet of the liberre. Otherwise, it functions as a magic circle against evil effect and a globe of invulnerability, both with a radius of 40 feet (caster level 30th). (The defensive benefits from the circle are not included in a liberre’s statistics block.)
Kain Darkwind wrote:KingCrazyGenius wrote:Liberre
Medium Outsider (Chaotic, Eladrin, Good)
So we're assuming the eladrin are as old as the qlippoth then? I think I agree with that.
Hit Dice: 29d8 + 290 (421 hp)
Initiative: +22
Speed: 70 ft., fly 200 ft. (good)
Armor Class: 58 (+14 dex, +11 deflection, +24 natural), touch 36, flat-footed 45; or 46 (+14 dex, +24 deflection), touch 48, flat-footed 34
Capitalize Dex. Why two ACs? I'm sure I'll find out later on down, but typically these stat changes would be listed with the special ability that caused them. LIke rage.
Epic Feats: Music Of The Gods, Superior Initiative
Climate/Terrain: Arborea
Organization: Solitary
Challenge Rating: 29
Treasure: Double Standard
Alignment: Always chaotic good
Advancement: 30-45 HD (Medium); 46-58 HD (Large)
Anarchy Blade (Su): The liberre can create a +5 grand brilliant energy rapier as a standard action. The anarchy blade deals an addition 1d6 damage to evil creatures and 1d6 damage to lawful creatures (both apply to lawful evil creatures). If the liberre is killed or loses contact with the anarchy blade, it instantly vanishes.
Unfamiliar with 'grand' Where is it from? 'Addition' should be 'additionally', but the entire thing could be scrapped if you made it an axiomatic holy rapier of brilliant energy.
Gaze (Su): In humanoid form-slay evil creatures of 14 or less HD, range 60 feet, Will DC 32 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 14 HD, must succeed on a DC 31 Will save or suffer the fear effect. The save DCs are Charisma-based.
One need not mention that it is in humanoid form. Instead, alternate form will mention that it loses access to its gaze attack. What are you basing this ability on?
Glorious Light (Su): In energy form, the liberre constantly emits a wondrous light, providing bright illumination within 700 feet and dispelling all magical darkness of 10th level or lower. All creatures within 70 feet are dazzled for as long as they remain that close to the liberre, and must make a Will save (DC 32) or become fascinated. On a successful save, the creature is immune to the fascinating effect of that particular liberre's Glorious Light for 24 hours. Other liberres are immune to this effect.
So....during battle if their leaders decide to change clothing, the rank and file eladrin will stare stupidly at them?
Spell-like Abilities: Always active – cloak of chaos, detect evil, detect law, freedom, holy aura, nondetection, see invisibility, tongues, true seeing; at will – bless, bless water, chaos hammer (DC 26), greater dispel magic, freedom, holy smite (DC 26), holy aura (DC 29), greater teleport, word of chaos (DC 29); 7/day – heal, greater restoration, true resurrection; 1/day - miracle. Caster level 29th
Spells: A liberre spontaneously casts spells from the bard list, and knows all spells from that list.
Spells per day: 16/7/7/7/7/6/6 (Caster Level 21st, DC 22 + spell level)
Alternate Form (Su): A liberre can shift between its humanoid and light forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its spell-like abilities, make physical attacks, and cast spells. In light form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells, use its physical attacks, or use its gaze attack. The light form is incorporeal, and the liberre has no Strength score while in that form.
A liberre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the liberre revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 40 feet of the liberre. Otherwise, it functions as a magic circle against evil effect and a globe of invulnerability, both with a radius of 40 feet (caster level 30th). (The defensive benefits from the circle are not included in a liberre’s statistics block.)
KingCrazyGenius wrote:I stole grand from your Eblis build; apparently it makes a weapon deal more damage than it usually does. Will make suggested change.
How about Libelle? A bit French, though.
Kain Darkwind wrote:I screwed up when I told you to make the liberre's weapon axiomatic. It should be anarchic.
Verrier is missing his darkvision. Possibly because my earlier Baataurian was missing it. Also, note that the baatorian is a subtype, the baataurian is a creature. (His organization includes some baatorians)
Also, I have the demon lords posted up and indexed now. Feel free to start coming up with death throes for them.
KingCrazyGenius wrote:Still no good name ideas for them?
KingCrazyGenius wrote:Not at all. It seems too temporal, and not Eladrin enough (of course I only know the names of two of them off the top of my head, the Ghale and the Bralani)
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