Tuesday, April 19, 2011

Personae Malevolent 1; Doomrider

Name - Doomrider
Race- Drow
Classes- Fighter 2/ Rogue 1
Alignment: NE
Appearance: A powerful looking drow warrior sits astride a nightmarish mount, sitting confidently in a saddle that affords him space between the deadly looking spines that protrude from the beast's back. An otherwise handsome face is twisted in sadistic glee as he charges you, the tip of his lance leveled your way with bad intent.
Religion: Lolth (or whatever would be campaign appropriate)


STR 16 +3 (20) +5
DEX 16 +3
CON 16 +3
INT 15 +2
WIS 14 +2
CHA 16 +3

Speed 30
Initiative 7

AC 19
Flat Footed  16, Touch 14

HP 30

Fort 6
Ref 5
Will -1 (1 vs spells and spell like abilities)


Mwk Lance -
+8 to hit - 1d8+7 piercing damage. (Crit x3)
(Spirited Charge w/ lance + power attack {2} - +8 to hit, 3d8+33  [21 {str} +12 {power attack}])
((The x3 crit of a lance means that if you hit while doing a spirited charge while using power attack for 2, that's 9d8+99, total))

Mwk Greatsword
+8 to hit - 2d6+7 slashing damage (Crit 19-20 x2)
(Power attack - +6 to hit, 2d6 +11 slashing)

Mwk Mighty Composite [2] Longbow
+6 to hit - 1d8+ 2 piercing damage (Crit x3)

Mwk Mighty Composite [2] Longbow w/ Acid Splash arrows
+6 to hit - 2d4 acid damage and 1 acid damage for 1d4 rounds. 1 acid damage to each creature in a square adjacent to target.

Wand of Burning Hands
(5d4 fire damage, 15 foot cone, reflex save DC 15 for 1/2 damage)

Class Abilities
Sneak Attack +1d6

Mounted Combat -
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) 

Ride-by Attack -
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Spirited Charge - When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Power attack - 
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Skill Focus: Ride -
You gain a +3 bonus on Ride checks

Special Qualities
 * SR 15
 * Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not factored in to saves as written)
 * Darkvision out to 120 feet.
 * Spell-Like Abilities: Drow can use the following spell-like abilities once per day:
Dancing Lights,
Casting time:      1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Effect:     Up to four lights, all within a 10- ft.-radius area
Duration:     1 minute (D)
Saving Throw:     None
Spell Resistance:     No

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

Casting time:      1 standard action
Range:     Touch
Target:     Object touched
Duration:     10 min./level (D)
Saving Throw:     None
Spell Resistance:     No

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

Faerie Fire.

Casting time:      1 standard action
Range:     Long (400 ft. + 40 ft./level)
Area:     Creatures and objects within a 5-ft.-radius burst
Duration:     1 min./level (D)
Saving Throw:     None
Spell Resistance:     Yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.    

Caster Level 3 


Weak Willed -
You are highly suggestible and easily duped.

Effect: You take a -3 penalty on Will saves.


Handle Animal - Ranks (5) + (cha 3) + misc ()= 8

Heal - Ranks (2) + (wis 2) + misc ()= 4

Hide - Ranks (5) + (dex 3) + misc ()= 8

Intimidate - Ranks (6) + (cha 3)+ misc ()= 9

Ride - Ranks (5) + (dex 3) + misc (3)=  11

Use Magic Device - Ranks (4) + (cha 3) + misc ()= 7


Mwk Lance
Mwk Greatsword
Mwk Breastplate
Mwk Mighty {2} Composite Longbow
20 Arrows
5 Acid Splash arrows
Ring of Protection +1,
Potion of Bull's Strength (3)
Potion of Cure Light Wounds (2)

Unique items-
Doomrider's Amulet: This thick platinum chain is set with an egg-sized onyx, and enchanted to give the wearer immunity to the madness caused by the shrieks of his Howler mount

Fiendish Howler

Type: Large Outsider
Classes: Outsider, 6 HD
Alignment: NE
Appearence: A blood-red beast that bristles with ebon spines rears up from the darkness, some sort of muzzle clamped over it's mouth and thick leather armor studded with iron encasing it's muscular frame. Crimson eyes leer at you with a hungry malevolence, drool leaking copiously from behind the restraint.


STR 21
DEX 17
CON 15
WIS 14

Speed 60 feet
Initiative 7

AC 20
Flat Footed  17, touch 12

HP 39

Fort 7
Ref 8
Will 7


Bite +10 to hit, (2d8+5) and 1d4 quills +5  to hit (1d6+2)

Special attacks: quills, howl

Quills (Ex):  A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save  or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.

A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.


You get a +2 bonus on all Listen checks and Spot checks.

Combat Reflexes-
You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Improved Initiative-
You gain a +4 bonus on initiative rolls

Special Qualities

Darkvision -60 feet
Damage Reduction - 5/magic
Resistance to cold and fire - 5
SR 11


Climb 14
Hide 8
Listen 13
Move Silently 12
Search 7
Spot 13
Survival 2 (4 following tracks)

Mwk studded leather armor, sized for a Howler
Saddlebags full of a month's worth of rations, 1 pair of manacles (DC 15 open lock, DC 20 escape artist check) 100 arrows, and 20 acid splash arrows.

Unique Items-
Magical muzzle, fitted to a howler. Has the effect of a Silence spell on whatever creature wears it. This is worn as both a courtesy to any non-Doomrider companions they might travel with, and as a means of maintaining stealth when preparing for an ambush. It is usually removed (a swift action for the rider) when combat is about to be joined, or while harrying foes.

1 comment:

  1. Every Friday it's Personae Malevolent! A new custom bad guy or beastie of varying level with which to torment your players. They're 3.5 for now, but it is my intention to eventually post them with Pathfinder in mind.