Friday, January 25, 2019

Garna, the Bloodflame

Garna, the Bloodflame
CR 19    XP: 204,800
Male human fighter 10/rogue 10
N Medium humanoid (human)
Init +5; Senses Perception +17
AC 30, touch 24, flat-footed 25 (+6 armor, +9 deflection, +5 Dex)
HP 180 (10d8+10d10+80)
Fort +11, Ref +12, Will +7
Defensive Abilities fortification 50%, improved uncanny dodge
Speed 30 ft., fly 60 ft. (poor)
Melee +2 dagger +21/+16/+11/+6 (1d4+4/19-20)
Ranged mwk hand crossbow +23/+18/+13/+8 (1d4/19-20)
During Combat Fighter Talents
Fearsome prowess (DC 20), fief, maneuver master, mettle, versatile weapon
Rogue Talents
Constant – black market connections (10), dexterous, esoteric scholar, heart of the city, skill mastery3/day – rogue's luck
Str 15, Dex 21, Con 17, Int 17, Wis 18, Cha 20
Base Atk +17; CMB +19; CMD 43
Feats Deadly Aim, Greater Weapon Focus (hand crossbow), Improved Critical (hand crossbow), Quick Draw, Toughness, Weapon Focus (hand crossbow), Weapon Specialization (hand crossbow)
Skills Acrobatics +18, Appraise +16, Bluff +18, Craft (weapons) +17, Diplomacy +18, Knowledge (arcana) +13, Knowledge (dungeoneering) +21, Knowledge (engineering) +8, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +21, Knowledge (nature) +18, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +13, Perception +17, Sense Motive +12, Stealth +18, Use Magic Device +16
Languages Common, Dwarven, Elven,, Orc
SQ Traits Life of Toil, Mentored, Never Stop Shooting, armor training 2, bravery 3, weapon training (firearms 2, close 1), rogue's luck +5; deadly aim (-3, +6), sneak attack +5d6
Gear Masterwork hand crossbow, dagger, machina breastplate
Black Market Connections (Ex) Garna gains a network of spies, informants and other ne’erdowells throughout the land. Garna selects up to ten urban centers. This process takes a week. To select a center, he must have personally visited, or be aware of such a settlement within 500 miles of an urban center he has visited. Garna can drop a center from his list (typically to add another) by spending a week to shift his contacts out to their new place of operations. A DM can determine that a settlement is not appropriate for a rogue to gain access to in this manner, for instance, a CE balor rogue and a city of angels in Heaven may be off limits barring actual roleplay. An urban center is a settlement at least the size of a small town. A large city counts as a minimum of two settlements. A metropolis counts as a minimum of three settlements. Large cities and metropoli are often broken into smaller districts, each of which can be the size of a small town or larger. If this is the case, each district counts as its own settlement. When personally within any of these centers, Garna also communicate with the other selected centers, making Bluff, Diplomacy, Intimidate, Knowledge and Sense Motive checks at a -2 penalty, and purchases at a 5% markup. Purchased goods from a distant center require 1d4 hours for delivery. When not personally within these centers, Garna can still communicate with them, making the checks at a -5 penalty, and purchases at a 10% markup. Garna does not suffer capital or business attrition within his selected centers. The rogue is considered “very familiar” with his centers for the purpose of teleport and similar spells. Garna is considered to have secondhand knowledge of all residents of his centers for the purpose of scrying and similar spells. The specific nature of this communication and delivery is up to the player and the DM to determine, but can utilize sending, telepathic bonds, teleporting minions, messages sent via birds or secret code, etc, so long as it allows Garna reasonable access to his centers. Generally, unless a specific method is being used that is faster or slower, assume that it requires ten minutes of uninterrupted action to contact a center if outside of civilization. The DM can modify this as needed to account for being off plane, or within a large settlement that is a non-selected center.
Rogue's Luck 3/day (Su) Garna can add +5 to any d20 roll.
Fearsome Prowess (Ex) Intelligent combatants who have seen Garna fight for more than two rounds must make a DC 20 Will save. Those who fail and possess a CR 7 or less refuse to engage him in melee unless magically compelled. Those who fail and have a CR 5 or less throw down their arms and join his service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect.
Esoteric Scholar (Ex) Garna may attempt a Knowledge check, even when he is not trained in that Knowledge skill. He adds 1/2 his rogue level (minimum +1) to checks made with Knowledge skills.
Fiefdom (Ex) Garna gains a small manor and the nearby land. (20 acres). While on this land, or fighting in defense of the land within 20 miles, he gains the constant benefit of heroism and haste.
Dexterous (Ex) Garna uses his Dexterity modifier in place of Strength for melee attack rolls. He adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.
Heart of the City (Ex) When within one of his selected urban centers, Garna gains a +6 bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perception and Sense Motive checks made against residents of the urban center. Likewise, he also gains this bonus on weapon attack and damage rolls made against them.
Maneuver Master (Ex) Garna does not provoke an attack of opportunity for attempting any combat maneuver.
Mettle (Ex) Garna does not suffer any partial effect on a successful Fortitude or Will save.
Skill Mastery (Ex) Garna becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects 6 skills. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. If he chooses to roll, he rolls 2d20 and takes the best result. In addition, it takes him half the time to take 20 on a mastered skill. (10x normal time)
Versatile Weapon (Ex) Garna may choose to deal bludgeoning, piercing, and/or slashing damage with any weapon with which he possesses Weapon Focus or Weapon Training and suffers no penalties for dealing lethal damage with a nonlethal weapon or nonlethal damage with a lethal weapon.

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