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#and honestly combat some of us still need a functional breastplate
bumblerhizal-art · 2 years
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Ghilana Elf Warrior (Champion)
Ghilana is an elven Ben-Hassrath. He was not born into the Qun but joined too young to remember life outside it. His father, Novhen Tabris (the uncle of the Hero of Ferelden, who was named for him, don’t get it confused), was a Rivaini pirate. On shore leave in 9:07 Dragon, he was caught in a scuffle between Tevinter and Qunari soldiers. He sacrificed his own life to ensure his son's survival. With no information on the young Ghilana, the Qunari, the victors of the fight, took the baby back with them to Par Vollen to raise it under the Qun.
Ghilana is not the named assigned to him. Rather, it is one he took up in his travels to use among non-Qunari to make him seem less untrustworthy to other elves. He has been sent to southern Thedas as one of several parties to find what information he can on the Blight.
In the south, he has been experiencing dreams which shake his faith in the Qun. In them, a lupine figure has been making frequent appearances and is attempting to lead him astray. In his companion quest, the Warden can either encourage him to defect to the Wolf or stay loyal to the Qun. After the epilogue of Origins, he does not return until Trespasser. Then, the choices made in his companion quest will affect his interactions with the Inquisitor.
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cyberkevvideo · 4 years
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My Changes to “Way of the Wicked”, Book 3, part 6.5
Back in November 2015, I gave some advice for how to change the final boss of “Way of the Wicked” Book 3. Because I’m trying to get myself back into the grove of writing up stats, and I’m still going through physio (three months as of today) to get my right shoulder back to 100%, I thought this would be a good exercise.
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I do not have a Patreon or a Kickstarter, but I do have a Ko-Fi  page (linked) for those who are looking to support me monetarily. There is no pressure or obligation to do so.
Let’s get straight to it.
First off, what a beast of a final boss. While the hp are fine for a standard CR 16, and it’s way stronger than the bad stats we were originally given in the book, this build is the embodiment of the advice I gave and the art we were given on the front page.
All I did was add a breast plate, a heavy shield, advanced the HD by 1, and added the two templates I mentioned. I also made it closer to the Tome of Horrors deva. Honestly, it’s the templates that do it in. What’s interesting is that they’re both +2 CR templates, making it the supposed CR 16 it’s supposed to be as per RAW, but keeping it true to the picture is what put it above and beyond.
With a crazy AC of 43 against neutral and good aligned creatures, and 47 against evil ones, the PCs will need to buff themselves quit a bit to manage to hit this angel of light. That said, I’ve talked with a few GMs who are running this, and the antipaladins and inquisitors in their parties likely won’t have too many issues.
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ARA MATHRA, HE-WHO-STANDS-IN-LIGHT    (CR 16; 76,800 XP) Unique advanced fighter archangel monadic deva NG Medium outsider (angel, aquatic, extraplanar, good) Init +10; Senses darkvision 60 ft., detect evil, low-light vision; Perception +33 Aura aura of menace (W-DC 27), protective aura DEFENSE AC 43, touch 16, flat-footed 37 (+6 armor, +6 Dex, +19 natural, +2 shield) (+4 deflection vs. evil) hp 217 (15d10+135); fast healing 10 Fort +19, Ref +15, Will +15; +4 vs. poison; +4 resistance vs. evil DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 27 OFFENSE Speed 40 ft., fly 90 ft. (good) Melee +5 mace of smiting +36/+31/+26 (1d10+20 plus solid blow) Special Attacks voice of power (30 HD, W-DC 25), weapon training (hammers +3) Spell-Like Abilities (CL 11th; concentration +19)   Constant—detect evil   At will—aid, charm monster (W-DC 22, elementals only), discern lies (W-DC 22), dispel evil (W-DC 23), dispel magic, holy smite (W-DC 22), holy word (W-DC 25), invisibility (self only), plane shift (W-DC 23), remove curse, remove disease, remove fear   7/day—cure light wounds, mirror image   3/day—cure serious wounds, polymorph (self only)   1/day—heal, hold monster (W-DC 23), holy aura (W-DC 26) STATISTICS Str 34, Dex 23, Con 26, Int 25, Wis 26, Cha 27 Base Atk +15; CMB +27; CMD 43 (47 vs. evil) Feats Alertness, Blind-Fight, CleaveB, Dazzling Display, Great Fortitude, Improved Initiative, Intimidating ProwessB, Iron Will, Power AttackB, Quicken Spell-Like Ability (cure light wounds), Skill Focus (Diplomacy), ToughnessB, Weapon Focus (heavy mace) Skills Bluff +33, Diplomacy +39, Fly +35, Heal +22, Intimidate +40, Knowledge (planes) +24, Knowledge (religion) +24, Perception +33, Sense Motive +29, Spellcraft +21, Stealth +23, Survival +25, Swim +34; Racial Modifiers +8 Fly, +4 Perception; +8 divine bonus to all Charisma-based skills Languages Celestial, Common, Draconic, Infernal; truespeech SQ amphibious, armor training 4, teleport Combat Gear potion of blur, potion of remove blindness/deafness; Other Gear augmented mithral breastplate, mithral heavy shield, +3 heavy mace, belt of mighty constitution +4, headband mental prowess +2 (Wis, Cha) SPECIAL ABILITIES Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of Ara Mathra must succeed on a Will save to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Ara Mathra that generated the aura. A creature that has resisted or broken the effect cannot be affected again by Ara Mathra’s aura for 24 hours. Celestial Weapon (Ex) Ara Mathra’s heavy mace becomes a mace of smiting while he wields it. Any other weapon Ara Mathra wields becomes magical, if not already, with a +2 bonus, or gains +2 to the existing bonus if already magical. 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 20 feet of Ara Mathra. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d10+20 points of damage. Teleport (Su) Ara Mathra can use greater teleport at will, as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of carried objects. Voice of Power (Su) Archangels are often tasked with delivering important messages and speeches for the god they serve. Whenever the Ara Mathra speaks, 30 HD of creatures (or at least one creature, regardless of HD) must make a Will save or be fascinated for the duration of the speech plus 4 rounds. The save DC is 10 + 1/2 the archangel’s HD + the archangel’s Charisma modifier.
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