Friday, May 6, 2011

Personae Malevolent 6; The Iron Furies

Name: Iron Fury
Race: Human
Classes: Hexblade 9
Alignment: LE
Appearance: This statuesque woman stands proudly, her comely features subtly tinted with hints of some Infernal taint. She holds a fine greatsword in her hands, and the metal wings across her shoulders appear to have razor-sharp edges. A slavering Hellhound lurks near at her heels, the beast's glowing crimson eyes promising violence.
Sect: Dispater

Stats

STR 16 [18] +4
DEX 16 [18] +4
CON 15 +2
INT 14 +2
WIS 12  +1
CHA 18 [20] +5

Speed 30 feet
Initiative 4
BAB 9/4

AC 24 [Dex 4/Armor 6/Natural 2/Deflection 2/Misc 0]
Flat Footed  20, Touch 16

HP 78

Saves    [extra +5 vs spells and spell-like effects, +6 vs good casters]
Fort 5    [9 vs poison]          
Ref 7                
Will 7               

Attacks
+2 Greatsword
15/10, 2d6+8, crit 19-20x2
Power Attack
12/7, 2d6+14, crit 19-20x2

Class/Racial Abilities
Greater Hexblade's Curse (Su) 3/day [Will DC19 negates]:
As a free action, a hexblade can unlease a curse upon a foe. The target must be visible and within 60 feet. The target takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Arcane Resistance (Su):
A hexblade gains a bonus equal to his Charisma bonus on saving throws against spells and spell-like effects.
Mettle (Ex):
If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not benefit from mettle.
Spells
Familiar


Feats:
Familiar Alertness-You get a +2 bonus on all Listen checks and Spot checks. whenever the familiar is within arm’s reach.
Combat Casting
Power Attack
Cleave
Improved Familiar
Bonded Familiar - As long as your familiar is within 30 feet of you, the two of you can share the damage from a single deadly attack. Once per day, if an attack would drop y our familiar to 0 or fewer HP, you can instead choose to accept that damage. In addition, once per day, your familiar can choose to take the damage from a single attack or effect that would reduce you to 0 or fewer HP. This ability applies only to attacks or effects that deal hit point damage. You or your familiar could not absorb the effect of a spell such as "flesh to stone".

Skill Tricks:
Swift Concentration: You can maintain concentration on a spell or similar effect as a swift action

Flaws/Traits

Pride Of Arms
You take great pride in knowing how to use weapons specifically designed for war. You consider all other weapons beneath your station and have allowed your training in them to atrophy.
Prerequisite: Proficiency in all martial weapons.
Effect: You suffer a -4 penalty on all attack rolls made with exotic weapons, simple weapons, unarmed attacks, and touch attacks.

Haunted
You are unable to prevent the occurrence of strange noises in your immediate vicinity.
Prerequisite: Ability to cast spells.
Effect: Spontaneous noises sometimes arise in your immediate vicinity. These noises are completely out of your control and cannot be used to communicate or distract other creatures. These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a -4 penalty on all Listen and Move Silently skill checks.

Skills

Bluff - Ranks (10) + (cha ) + misc ()= 15
Concentration - Ranks (12) + (con ) + misc (4 when threatened)= 14 (18)
Diplomacy - Ranks (8) + (cha) + misc ()= 13
Intimidate - Ranks (10) + (cha)+ misc ()= 15
Knowledge
[arcana]- Ranks (8) + (int) + misc (10)=
Spellcraft - Ranks (10) + (int) + misc (12)=


Gear
Cloak of Charisma +2
Gauntlets of Ogre Power +2
Bracers of Dexterity +2
Amulet of Natural Armor +2
Ring of Protection +2
+2 Adamantine Bladewings      
+2 Greatsword
+2 Chain Shirt

Spells:

Level 1 DC 16

Death's Call
Components: V
Casting time: 1 standard action
Range: 10 ft
Area: 10-ft radius burst, centered on you.
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You release a scream that chills the air with deathly energy.
All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued. A successful Fortitude save negates the fatigue. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Any swarm in the area of death's call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued. (Fort save negates fatigue). This supersedes the normal +50% damage dealt to a swarm by an area spell.

Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature; see text
Duration: 1 round/level
Saving Throw:     Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.

Material Component
Tiny tarts that are thrown at the target and a feather that is waved in the air.

Expeditious Retreat
Transmutation
Components: V, S
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 1 min./level (D)

This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Augment Familiar
Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft +5 ft. /2 levels)
Area: 10-ft radius emanation, centered on you.
Duration: Concentration + 1 round/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity, and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws.


Level 2, DC 17

Animate Weapon
Transmutation
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: Concentration + 1 round
Saving Throw: Will negates (object)
Spell Resistance: Yes

Your weapon leaps from your hands, suddenly capable of fighting on it's own.
A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of it's size. Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder.
However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs. Diminutive or smaller objects are unaffected by the spell.
An animated weapon attacks the nearest enemy to the best of its ability. You may use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends. A weapon held or carried by another creature can't be affected by this spell.
The weapon doesn't gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability. If the weapon has an enhancement bonus or other special properties, these apply as normal. For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack and damage rolls and deals an extra 1d6 points of fire damage.

Blindness/Deafness
Necromancy
Components: V
Casting Time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Target:     One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance:  Yes

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
A blind character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
A deafened character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Spell-like abilities

1/Day, caster level = character level
Unholy Blight
Range:     Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous (1d4 rounds); see text
Saving Throw:     Will partial
Spell Resistance: Yes

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

Teleport (Self +50 pounds of objects, not including familiar)

Summon Monster V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw:     None
Spell Resistance: No

Either an Achaierai (for large scale war) or a Bearded Devil (for duels)

Achaierai
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed:     50 ft. (10 squares)
Armor Class:     20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple:     +6/+14
Attack: Claw +9 melee (2d6+4)
Full Attack: 2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2)
Space/Reach:     10 ft./10 ft.
Special Attacks: Black cloud
Special Qualities: Darkvision 60 ft., spell resistance 19
Saves:     Fort +7, Ref +6, Will +7
Abilities: Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
Skills:     Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
Feats:     Dodge, Mobility, Spring Attack
Challenge Rating: 5

Black Cloud (Ex)
Up to three times per day an achaierai can release a choking, toxic black cloud.
Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.


Bearded Devil (Barbazu)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed:     40 ft. (8 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:     +6/+8
Attack: Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)
Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)
Space/Reach:     5 ft./5 ft. (10 ft. with glaive)
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves:     Fort +8, Ref +7, Will +5
Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats:     Improved Initiative, Power Attack, Weapon Focus (glaive)

Infernal Wound (Su)
The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.
Beard (Ex)

If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex)
Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.


Familiar

Hellhound     [Brackets are for stats with Augmented Familiar cast]
Size/Type: Medium Outsider (Evil, Extraplanar, Fire, Lawful)    
Hit Dice: 6 (39 hp) [51, DR 5/magic]]   
Initiative: +5    
Speed: 40 ft. (8 squares)    
Armor Class: 21 (+1 [3] Dex, +5 natural, +5 chain barding), touch 11, flat-footed 20    [23]
Base Attack/Grapple: +6/+8    
Attack: Bite +8 melee (2d6+1 plus 1d6 fire) [+10 melee, 2d6+2 plus 1d6 fire]
Space/Reach: 5 ft./5 ft.    
Special Attacks: Breath weapon, fiery bite    
Special Qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold    
Saves: Fort +6, Ref +6, Will +5     [Fort 8, Ref 8, Will 7]
Abilities: Str 14 [18], Dex 13 [17], Con 13 [17], Int 8, Wis 10, Cha 6    
Skills:     Hide +14, Jump +12, Listen +9, Move Silently +14, Spot +9, Survival +17*    
Feats:     Improved Initiative, Run, Track, Improved Natural Attack (bite)   
improved evasion, share spells, empathic link, deliver touch spells, speak with master

A hellhound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su)
10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 [15] half. The save DC is Constitution-based.
Fiery Bite (Su)
A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.
Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Animated +2 Adamantine Bladewings
Size/Type: Medium Construct
Hit Dice: 2d10+20[+40 adamantine]  (60 hp)
Initiative: 0
Speed: 30 ft. (6 squares);
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Hardness: 20
Base Attack/Grapple: +1/+2
Attack: Slash +9/+9 melee (1d10+3)
Space/Reach: 5 ft./5ft. 
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves:     Fort 0, Ref 0, Will -5
Abilities: Str 12, Dex 10, Con 0, Int 0, Wis 1, Cha 1


FLUFF AND TACTICS;

The Iron Furies are an elite group of hexblades in the service of Goramas. Selected for their erinyes-like qualities (comely females with a merciless nature and martial potential, as well as a fanatical devotion to the cause), they underwent an unspeakable ritual to infuse them with an Infernal spark. The presence of an Iron Fury anyplace but a crowded battlefield suggests a particular importance to whatever they are guarding, or whoever they have been sent to personally execute.

It is on the field of battle that an Iron Fury shines brightest, making use of her Animate Weapon spell to send her Bladewings to cut down screaming warriors. Her Hellhound familiar makes frequent use of it's breath weapon, and her summoned achaierai sows panic and discord with it's black cloud. Between all of that, her Unholy Blight, and her lethal greatsword, an Iron Fury has more long-term potential for battlefield slaughter than all but the most powerful masters of evocation. Capable diplomats, it is often an Iron Fury that will eventually parlay with the enemy commander when it comes time to discuss the terms of their surrender...her familiar lurking nearby at all times.

If harried by more powerful foes, she augments her familiar and (if still able) summons a bearded devil to aid in the fight. Her Hexblade's Curse will be used on any melee fighters, which the bearded devil will attempt to distract. The hellhound will make for the party's mage, and the Iron Fury will engage anyone who appears to be a healer of some sort after blinding the rogue through the use of Blindness/Deafness. Naturally not all parties will follow this exact composition, but the tactics are adaptable enough to work with just about any group of adventurers.

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