FYI - This is the character with 309,000 gp worth of gear:
. | . | . | Hit Dice: | Initiative: | Speed: | AC: | AC vs. Aber: | BAB/Grap: | Attack: | . | . | | . | | . | Full Attack: | . | . | Face/Reach: | Special Attacks: | Special Qualities: | . | Saves: | Saves vs. Aber: | Abilities: | Skills: | . | . | Feats: | . | . | Flaws: | Climate/Terrain: | Organization: | Challenge Rating: | Treasure: | Alignment: | Advancement: | Languages: |
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Raive'lac | Abishai 8/Bard 2/Ur-Priest 3/Keeper of the Cerulean Sign 7 | Medium Outsider (baatezu, evil, lawful) | 11d8+ 9d6+ 100 (184 hp) | +3 (Dex) | 40 ft., Fly 50 ft (poor) | 34 (+3 Dex, +5 natural, +10 Wis, +1 Belt, +5 armor), touch 24, flat-footed 31 | 39 (+3 Dex, +5 natural, +5 luck, +10 Wis, +1 Belt, +5 armor), touch 29, flat-footed 36 | +12/+12 | Longsword +12 melee (1d8) or | Sting +15 melee (1d4, plus 2d6 fire) or | Composite Shortbow +15 ranged (1d6) | -- | | -- | Sting +15/+10/+5 melee (1d4, plus 2d6 fire) and 2 claws +7 melee (1d4) and bite +7 melee (1d6) or | Longsword +12/+7/+2 melee (1d8) and sting +10 melee (1d4, plus 2d6 fire), and | claw +10 melee (1d4) and bite +10 melee (1d6) | 5 ft. by 5 ft./5 ft. | Rebuke Undead, Spells, Spell-Like Abilities, Sting, Summon Baatezu, Wrack | Darkvision 60 ft., DR 10/Good, immune to fire and poison, mystic adept, precise strike, | regeneration 10, see in darkness, SR 31, Telepathy (40 ft.) | Fort +19, Ref +17, Will +29 | Fort +24, Ref +22, Will +34 | Str 10, Dex 16, Con 20, Int 12, Wis 30 (24), Cha 12 | Bluff +X [6], Concentration +X [23], Gather Info +x [5], Know (Arcana) +X [8], | Kn (Dungeon) +x [23], Kn (Religion) +x [8], Kn (Planes) +X [5], Listen +X [16] | Perform +X [3], Sense Motive +X [5], Spellcraft +X [23], Spot +X [16] | Iron Will, Spell Focus (evil), Skill Knowledge (Kn (Rel), Spellcraft)), | Knowledge Devotion (Kn (Dun)), Craft Wondrous Item, Aberration Banemagic, | Practiced Spellcaster, 18 | Poor Reflexes | Any land | Solitary or adventuring party (3-6) | 20 | 760,000 gp | Lawful evil | By character class | Common, Infernal, 1 |
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Mystic Adept (Su): At 6th level when an abishai uses one of its racial SLAs it may choose not to expend a use of that ability; instead, it expends a use of a different racial SLA with an equal or lower number of uses per day. (i.e. it could expend a use of charm person to power command, but not vice versa)
Precise Strike (Ex): At 5th level an abishai may use its Dexterity score in place of its Strength score for attack and damage rolls with natural weapons (its sting still counts as a natural weapon even when the abishai attacks with it as a manufactured weapon). If it has the Weapon Finesse or Shadow BladeToB feat then this benefit extends to all attacks. In addition the abishai's natural weapons increase in damage by one size, to 1d4 (sting and claws), and 1d6 (bite).
Regeneration (Ex): At 8th level the abishai's fast healing improves to regeneration, overcome by good-aligned attacks and spells with the [Good] descriptor.
See in Darkness (Su): An abishai can see perfectly in any darkness, even magical darkness.
Spell-like Abilities (Sp): An abishai gains a number of spell-like abilities as it gains levels. The save DCs for these effects are 10 + half your HD + your Cha modifier (21)
At 1st level it may use cause fear and disguise self 1/day per HD.
At 3rd level it may use command 1/day per HD, and charm person 1/day per 3HD. In addition its cause fear SLA is upgraded to scare.
At 5th level it may use suggestion 1/day per 4HD, and the HD cap on its scare SLA is removed.
At 7th level it may use greater command 1/day per 3HD, except that it may affect only a single creature.
At 8th level it may use charm monster 1/day per 5HD.
Spell Resistance (Ex): At 3rd level, an abishai gains spell resistance equal to 11 + its HD. It may raise or lower this spell resistance as a free action, even when it's not its turn.
Sting (Ex): At 3rd level an abishai gains a sting as a primary natural weapon, dealing 1d3 damage + its Str modifier, and an additional 2d4 points of cold damage. Any creature struck by the sting must make a Fortitude save (DC = 10 + half your HD + your Con modifier) on the following round or take another 1d6 points of cold damage and have its resistance to (fire) reduced by 5 for 1 minute (multiple reductions stack).
The abishai may choose to attack with its sting as if it were a manufactured weapon (which may entitle it to multiple attacks per round), but cannot attack with it as a natural weapon as part of the same action.
Summon Baatezu (Sp): At 2nd level, an abishai can use summon monster II as a spell-like ability 1/day, except that its duration is 1 minute/level. For every 2HD beyond 2nd, this ability replicates a summon monster spell of one level higher, to a maximum of summon monster IX at 16HD. At 18HD and again at 20HD, the number of monsters summoned by this ability is doubled. This ability may only be used to summon devils or fiendish creatures.
Wrack (Ex): At 5th level, whenever an abishai inflicts damage to a creature it may make take an immediate action to use its scare SLA against them (this does not provoke an attack of opportunity, but only the damaged creature is affected) or make an Intimidate check to demoralise them. If it successfully inflicts a fear condition on a creature in this manner then that creature falls prone. If the abishai inflicts damage to multiple creatures at once then it may choose to scare as many targets as allowed by that spell, but cannot scare creatures who were not damaged; if it is incapable of targeting every creature damaged then it chooses which are affected.
Bardic Music:
Countersong:
Fascinate:
Inspire Courage +1:
Bardic Knowledge:
Spells: This Abishai casts spells as a 2nd level Bard (CL 2nd). Save DC's 11 + spell level.
Spells per day: (3/1)
Spells Known:
0 - (5)
1 - (2)
Rebuke Undead: Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player's Handbook). [1d20+1; Damage: 2d6+4
Spells: This Abishai casts spells as a 10th level Ur-Priest (CL 15th; CL 20th for level checks vs. Aberrations). Save DC's 20 + spell level.
Spells per day: (6/8/8/6/6/6/6/4/3/2)
0 -
1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
Cerulean Focus: Before becoming a keeper of the Cerulean Sign, you must successfully craft your own personal version of the sign. Once created, this item functions as a cerulean sign (see the sidebar). In addition, it serves as a focus for most of your class features. Without this focus, these abilities do not function.
Detect Aberrant Taint (Sp): As long as you wear your cerulean focus, you can detect the taint of aberrations. This ability functions as the spell detect aberration (see page 211), except that it also allows you to detect the presence or absence of any mind-affecting spells or supernatural abilities in effect on any creature, as long as the effect in question was placed there by an aberration. Additionally, it reveals any creature that willingly belongs to a cult that knowingly worships aberrations. A cultist who believes he is worshiping Pelor when in fact his devotions are led by a mind flayer in disguise would not register as tainted by the use of this ability, but a cultist who worships knowingly under a mind flayer would be revealed. You can use this ability a number of times per day equal to your class level.
Greater Banemagic (Su): At 2nd level, you gain the greater banemagic feature. This ability works like the Aberration Banemagic feat (see page 178), except that once per day you can triple the benefit gained. The damage increases by 6d6 instead of 2d6 and the save DC increases by 6 instead of by 2. You gain an extra use of this ability at every even-numbered class level (two times per day at 4th level, three times per day at 6th level, and so on).
Word of Revelation (Su): Starting at 3rd level, you can utter a word of revelation as a standard action once per day. This supernatural ability duplicates the effect of an area dispel magic that targets all spells or effects from the school of illusion that were originally cast by an aberration or aberration cultist within a 30-foot burst centered on you. Additionally, any aberration or aberration cultist in the area must make a Fortitude save (DC 10 + keeper level + Cha modifier) or take 1d4 points of Charisma damage.
Portal Warding (Su): Starting at 5th level, you can place a potent warding effect on any doorway or magic portal once per day. An aberration can pass through a warded doorway or magic portal only if it makes a successful Will saving throw (DC 10 + keeper level + Cha modifier); otherwise it cannot use the doorway or portal and takes 3d6 points of damage. An attempt to destroy the door or magic portal counts as an attempt to pass through it. You know whenever an aberration attempts to pass through the door or portal, and you also know if the aberration is successful or not, provided you are on the same plane as the warding.
You can maintain this effect indefinitely, but you can sustain only one warded portal at any time.
Mental Backlash (Su): Beginning at 7th level, once per day you can reflexively lash out at any aberration or aberration cultist that targets you but fails to affect you with a mind-affecting spell or ability. You can do so only if you make a saving throw against a mind-affecting spell or ability directed at you by an aberration or aberration cultist. When this power is activated, the aberration or cultist must make a Fortitude saving throw (DC 10 + keeper level + Cha modifier) or take 1d6 points of damage per keeper level and become nauseated for 1d4 rounds. A successful saving throw halves the damage and negates the nausea.
Possessions:
125,000 gp +5 Cerulean Sign Mantle of Resistance +5
36,000 gp Periapt of Wisdom +6
110,000 gp Tome of Understanding +4
13,000 gp Belt, Monk's
25,000 gp Bracers of Armor +5