Ajani Goldmane, Caller of the Pride, Planeswalker
CR 26 XP: 2,457,600Male leonal fighter 3/cleric 9/planeswalker 15
NG Medium outsider (extraplanar, good)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +27
Aura protective aura
AC 28, touch 14, flat-footed 24 (+14 natural, +3 Dex)
HP 259 (9d8+15d8+3d10+135); fast healing 10
Fort +18, Ref +16, Will +19
Defensive Abilities fort + 22 vs. poison, lay on hands; DR 10/evil and silver; Immune electricity and petrification; SR 28; Resist cold 10 and sonic 10
Speed 60 ft.
Melee 2 claws +31melee (1d6+8) bite +33 (1d8+12) or
Special Attacks Roar, pounce, improved grab, rake 1d6+8, spell-like abilities, spells
Before Combat Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another’s flanks and setting up devastating attacks.
A leonal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Healing Salve: This boon empowers your healing magic. When you cast a Conjuration [Healing] spell, it heals an additional 2 points of damage for every White Boon you've selected, including this one.
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Base Atk +23; CMB +31; CMD 44
Feats Ability Focus (Roar), Dodge, Mobility, Planar Focus, Planar Hunter, Planar Sensitivity, Planar Traveler, Spring Attack, Supernatural Tracker
Skills Acrobatics +45, Diplomacy +14, Intimidate +20, Knowledge (planes) +32, Perception +27, Spellcraft +22, Stealth +32, Survival +27
Racial Modifiers +4 racial bonus on Acrobatics and Stealth checks
Gear Pearl Medallion Aura great transmutation; CL 15th Slot none; Price 25,000 gp; Weight –Description This perfectly formed necklace made of pure pearl. The pearl medallion costs two colorless mana to activate for the day. Pearl medallions enable a sparked individual to forego one white mana in the casting cost of a planeswalker spell. Unlike a cartouche, this item has no chance of destruction while casting mana spells. Construction Requirements Craft Wondrous Item, creator must be 18th level; Cost 12500 gp
Environment any good-aligned plane
Organization Solitary or with pride (4-9)
Treasure No coins; double goods; standard items
Undead Slayer (Su) Gain “Turn Undead” as a cleric of your level.
Swords to Plowshares (Su) You can spend mana in order to weave white magic into a blast that makes a creature harmless but restores its life. As a standard action, you may designate a foe within 100' to make a will save (DC = 10+ amount of mana spent + spellcasting ability modifier). The creature is stunned for 1 round and suffers a penalty -4 penalty on attack rolls 1d6+1 rounds, but gains an equal amount of Fast Healing for as long as they have the attack penalty. A successful save negates the stun and halves the duration
Pearl Medallion (Su) You cast all White spells at +1 Caster Level, and you start each encounter with an additional Mana point.
Pulse of Fields (Ex) You gain Fast Healing 2 for each White Boon you have selected, including this one.
Minor Arcana (Su) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Walk the Planes (Su) A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Su) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list.
Mana Pool (Su) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell.
Planeswalker's Will (Su) Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Su) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Su) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead.
Search for Answers (Su) You tap into planar knowledge in order to ready an answer to your current foe. By succeeding on the check, you gain a +1 insight bonus to attack, AC, and saving throws for this encounter. Succeeding on the check by 10 or more increases the bonus to +2. Succeeding on the check by 20 or more increases this bonus to +3.
Baleful Shift (Su) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Mana Source (Su) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point.
Easy Walking (Su) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Emergency Walk (Su) At 12th level, in times of great need, the Planeswalker may teleport themselves out of danger much faster than normal. Once per day, she may use her “Walk the Planes” ability as a full-round action, rather than a one-minute action. He gains additional uses of this ability again at 15th level and every 3 levels thereafter.
Swift Travel (Su) At 14th level, you are able to planeshift much faster. Your “Walk the Planes” ability now takes only one round to cast. This is shortened to a standard action when you use your “Emergency Walk” ability.
Roar (Su) A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.
Pounce (Ex) If a leonal charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex) To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex) Attack bonus +20 melee, damage 1d6+8.
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 the leonal. 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 leonal’s HD). (The defensive benefits from the circle are not included in a leonal’s statistics block.)
Speak with Animals (Su) This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
Wizard Spells: 15th 5/4/3/2/1
Spell-Like Abilities
At will—detect thoughts, fireball (DC 15), hold monster (DC 17), wall of force;
3/day—cure critical wounds (DC 16), neutralize poison, remove disease;
1/day—heal (DC 18).
Caster level 10th. The save DCs are Charisma-based.
Ajani Goldmane is torn between his leonal ferocity and his sense of justice. He was born on Naya and became an outcast within his own family, an albino leonal never accepted by the rest of his pride. The only person who cared about him was his brother Jazal, the leader of their pride and Ajani's inspiration. Ajani had always shown potential as a mage and healer but had assumed his main calling was to be a warrior in Jazal's service. The day that Ajani's brother was assassinated by unknown forces was the day that Ajani's Planeswalker spark ignited, and everything changed.
No longer could Ajani worry about his problems with his pride. His quest to discover his brother's killer has led him into a tangle of intrigue woven by mysterious forces, forcing him to broaden his skills as a warrior and to unlock new potential within himself. After thwarting Nicol Bolas’s plans on Alara, Ajani set aside his anger and began to travel the Multiverse. He became a mentor to leonal communities on many planes, including Theros.
Ajani travels to Theros in search of his old friend, Elspeth. With the help of King Brimaz, he searches the plane for the woman who has become known as the Hydra Killer. When he finally finds Elspeth, the situation is far more dangerous than he realized. The gods blame Elspeth for the state of the world. To set things right, Ajani and Elspeth journey into Nyx and battle Xenagos. Elspeth kills the God of Revels, but with dire consequences. Theros is restored to its natural state, but Ajani is furious at the gods who wronged his friend.
Source: MTG Ajani Goldmane
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