whiterabbit Greater Diety

Joined: 17 Nov 2007 Posts: 312 Location: Out of my mind. Back in 5 minutes.
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Posted: Sun Nov 01, 2009 5:09 p Post subject: The Hammer of Heaven |
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SALANSHANDARAEN
Age Category 20 Paragon Half-Celestial Gold Dragon/Sorcerer 20/Fighter 20/Cleric 20/Rogue 20/ Psion (Kineticist) 20
Colossal+ Dragon (Native Outsider)
Hit Dice: 65d12+4030, plus 20d4+1240, plus 20d10+1240, plus 20d8+1240, plus 20d6+1240, plus 20d4+1240 (11,022 hp)
Initiative: +37 (+33 Dex, +4 Improved Initiative)
Speed: 180ft., Fly 900ft. (Clumsy), Swim 180ft. (36 squares, 180 squares, 36 squares)
AC: 154 (+ 15 deflection, + 33 Dex, + 65 natural, +25 Armor, +12 Insight, +12 Luck, -8 Size), touch 64, flat-footed 121
Base Attack/Grapple: +91/+ 209
Attacks: Bite +199 melee (8d6 +113 19-20/x2); or Spell +193 melee touch, or +141 ranged touch
Full Attack: Bite +199 melee (8d6 +113 19-20/x2), plus 2 Claws +193 melee (4d8 +75 20/x2), 2 Wings +193 melee (4d6+75 20/x2), plus Tail Slap +193 melee (4d8+135 20/x2), plus Crush +193 melee (8d6+135 20/2 DC 135), plus Tail Sweep +193 melee (4d6+135 20/x2 DC 135); or Spell +193 melee touch, or +141 ranged touch ; or Psionics +193 melee touch, or +141 ranged touch
Space/Reach: 30’/20’
Special Attacks: Arcane Magic, Breath Weapon, Divine Magic, Frightful Presence, Psionics, Smite Evil, Sneak Attack, Spell-like Abilities, Turn Undead
Special Qualities: Damage reduction 15/Epic, Defensive Roll, Dragon Senses, Energy Resistance, Fast Heal 20, Immunities, Improved Evasion, Skill Mastery, Slippery Mind, Spell Resistance 178, Summon Familiar, Trap Sense, Trapfinding, Uncanny Dodge II
Saves: Fort +170 (+174 vs. poison), Ref +153, Will +176
Abilities: Str 111 (131), Dex 56 (76), Con 91 (111), Int 102 (122), Wis 103 (123), Cha 101 (121)
Skills: Appraise +219, Autohypnosis +221, Balance +198, Bluff +218, Climb +225, Concentration +213, Craft (Weaponsmithing) +219, Craft (Bowyar/Fletcher) +219, Craft (Armorsmithing) +219, Craft (Blacksmithing) +219, Craft (Jeweler) +219, Craft (Seamstress) +219, Craft (Leatherworking) +219, Craft (Musical Instruments) +219, Decipher Script +219, Diplomacy +222, Disable Device +219, Disguise +220, Escape Artist +198, Forgery +219, Gather Information +220, Handle Animal +218, Heal +219, Hide +216, Intimidate +220, Jump +225, Knowledge (Arcana) +219, Knowledge (Architecture and Engineering) +219, Knowledge (Dungeoneering) +219, Knowledge (Geography) +219, Knowledge (History) +219, Knowledge (Local) +219, Knowledge (Nature) +221, Knowledge (Nobility and Royalty) +219, Knowledge (Psionics) +221, Knowledge (Religion) +219, Knowledge (The Planes) +219, Listen +239, Move Silently +216, Open Lock +219, Perform (Act) +218, Perform (Comedy) +218, Perform (Dance) +218, Perform (Keyboard Instruments) +218, Perform (Oratory) +218, Perform (Percussion Instruments) +218, Perform (String Instruments) +218, Perform (Wind Instruments) +218, Perform (Sing) +218, Perform (Painting) +218, Perform (Drawing) +218, Profession (General) +219, Profession (Herald) +219, Psicraft +271, Ride +198, Search +221, Sense Motive +219, Sleight of Hand +198, Spellcraft +271, Spot +239, Survival +144, Swim +223, Tumble +198, Use Magic Device +218, Use Psionic Device +142, Use Rope +172
Feats: Cleave, Combat Reflexes, Craft Universal Item, Craft Wonderous Item, Dodge, Empower Power, Empower Spell, Flyby Attack, Forge Ring, Great Cleave, Greater Spell Focus (Evocation), Greater Spell Penetration, Greater Weapon Focus (Bite), Greater Weapon Specialization (Bite), Hover, Improved Critical (Bite), Improved Flyby Attack, Improved Multiattack, Maximize Power, Maximize Spell, Mobility, Multiattack, Power Attack, Quicken Power, Quicken Spell, Sacred Power, Sacred Spell, Snatch, Spell Focus (Evocation), Spell Penetration, Subdual Substitution, Weapon Focus (Bite), Weapon Specialization (Bite), Wingover
Epic Feats: Automatic Quicken Power (x3), Automatic Quicken Spell (x3), Craft Epic Wonderous Item, Dire Charge, Enhance Power, Enhance Spell (x2), Epic Manifestation, Epic Psionic Focus (x3), Epic Spell Focus (Evocation), Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus (Bite), Epic Weapon Specialization (Bite), Forge Epic Ring, Intensify Power, Intensify Spell, Multipower (x3), Multispell (x3), Planar Turning, Spectral Strike
Alignment: Lawful Good
Challenge Rating: 153
Shalanshandaraen (hereafter referred to as simply Shalan) was born to her mother Kalandareal (a paragon gold dragon), and her father Arandiel (a paragon solar) on the seventh layer of the plane of Mount Celestia. Born in such a place, a creature like Shalan couldn’t help but become an exemplar of good, and quickly rose in the ranks of divine emissaries, first serving under Bahamut, then later the plane itself.
Already a powerful spellcaster and warrior, Shalan enhanced her natural aptitude by pursuing not only the arcane arts, but the divine, then chose to expand her mind by opening herself up to the possibilities of psionics. After a humiliating fight with a Balor with rogueish levels, she then turned down that precarious and narrow alley so that she might be able to combat such beings on their own terms. To date, she has only once used her sneak attack ability, and she felt so disgusted afterwards, that she swore to never resort to it again. Shalan has progressed to the point where she can actually receive feelings from the plane of Mount Celestia, and has taken it for the source of her clerical powers.
Shalan is a most beauteous specimen of her breed, with feathered wings instead of the normal leathery ones most gold dragons sport, and an aura of pure goodness which sickens the evil, and encourages the righteous. Her scales gleam with the radiance of highly polished gold and appear to be so polished that one may see their reflection. In all ways, Shalan is a perfect example of good, civility, and righteous heavenly might. She has truly earned the title “Hammer of Heaven”.
Arcane Magic: Spells/Day 6/20/20/20/20/19/19/19/19/18/12/12/12/11/11/11/11/10/10/10/10/9/9/9/9/8/8/8/8/7/7/7 Caster Level 87, Base DC = 10 + Spell Level + 56.
Arcane Spells Known: 0th- Arcane Mark, Dancing Lights, Detect Magic, Flare, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic
1st- Charm Person, Identify, Magic Missile, Protection from Evil, Shield
2nd- Acid Arrow, Blur, Knock, Touch of Idiocy, Web.
3rd- Dispel Magic, Fireball, Haste, Magic Circle versus Evil
4th- Dimensional Anchor, Fire Shield, Scrying, Wall of Fire
5th- Baleful Polymorph, Cone of Cold, Teleport, Wall of Force
6th- Chain Lightning, Disintegrate, True Seeing
7th- Delayed Blast Fireball, Greater Teleport, Plane Shift
8th- Horrid Wilting, Incendiary Cloud, Polar Ray
9th- Meteor Swarm, Time Stop, Wish
Breath Weapon: Shalan has two breath weapons, the first being a cone of fire 80ft. long, and inflicts 72d10 (DC 135), and the second being a cone of weakening gass also 80 ft. long and causing 20 Str damage (DC 135).
Defensive Roll: Shalan can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Shalan can attempt to roll with the damage. To use this ability, Shalan must attempt a reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Shalan’s evasion ability does not apply to the defensive roll.
Divine Magic: Shalan is a cleric of good, and has access to the domains of Fire, and Scalykind Spells/Day 6/19+1/19+1/19+1/19+1/18+1/17+1/17+1/17+1/16+1, Caster Level 20, Base DC = 10 + Spell Level + 56.
Dragon Senses: Shalan has Blindsight 60ft., can see four times as well as a human in low-light conditions, and has Darkvision out to 120ft.
Energy Resistance: Shalan has energy resistance Acid 10, Cold 10, and Electricity 10.
Fast Heal: Shalan Fast Heals at a rate of 20/round.
Frightful Presence: Shalan can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 600ft. are subject to the effect if they have fewer than 150 HD. A potentially affected creature that succeeds on a Will save (DC 140) remains immune to Shalan’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore Shalan’s frightful presence.
Immunities: As a half-celestial, Shalan is immune to disease, and as a gold dragon, she is immune to Sleep and Paralysis effects as well as fire. As a fire subtype, she takes double effect from all cold attacks.
Improved Evasion: This ability works like evasion, except that while Shalan still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. If helpless, Shalan does not gain the benefit of improved evasion.
Psionics: Power Points Per Day: 903. 20th Manifester level. Base DC = 10 + 56 + power level.
Powers Known: 1st- Astral Traveler, Control Flames, Control Light, Detect Psionics, Mind Thrust
2nd- Cloud Mind, Energy Missile, Psionic Identify, Swarm of Crystals
3rd- Dispel Psionics, Energy Bolt, Energy Burst, Energy Cone, Eradicate Invisibility, Telekinetic Force, Telekinetic Thrust
4th- Aura Sight, Energy Ball, Psionic Freedom of Movement, Trace Teleport
5th- Adapt Body, Catapsi, Energy Current, Psychic Crush
6th- Dispelling Buffer, Mass Cloud Mind, Null Psionics Field
7th- Divert Teleport, Energy Wave, Reddopsi
8th- Psionic Greater Teleport, Psionic Mind Blank, True Metabolism
9th- Psionic Etherealness, Microcosm, Tornado Blast
Skill Mastery: When making a skill check with one of these skills, Shalan may take 10 even if stress and distractions would normally prevent her from doing so. The skills she may do this with is as follows: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft (Weaponsmithing), Craft (Bowyar/Fletcher), Craft (Armorsmithing), Craft (Blacksmithing), Craft (Jeweler), Craft (Seamstress), Craft (Leatherworking), Craft (Musical Instruments), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Psionics), Knowledge (Religion), Knowledge (The Planes), Listen, Move Silently, Open Lock, Perform (Act), Perform (Dance), Perform (Oratory), Perform (Sing), Profession (General), Profession (Herald), Psicraft, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope.
Slippery Mind: If Shalan is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Smite Evil: Once per day Shalan can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Sneak Attack: If Shalan can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Shalan’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. This extra damage is 10d6. Should she score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Shalan can make a sneak attack that deals nonlethal instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. Shalan can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Shalan must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spell-like Abilities: Shalan has the following spell-like abilities cast as a caster level 102: (At Will) Light, Waterbreathing, (3/Day) Alternate Form, Bless, Detect Gems, Greater Dispel, Haste, Holy Aura, Protection from Evil, See Invisibility (1/Day) Aid, Bless, Cure Serious Wounds, Detect Evil, Dispel Evil, Foresight, Geas/Quest, Hallow, Holy Smite, Holy Word, Luck Stone, Mass Charm Monster, Neutralize Poison, Remove Disease, Resurrection, Summon Celestial IX, Sunburst.
Summon Familiar:
Trap Sense: Shalan has an intuitive sense that alerts her to danger from traps, giving her a +6 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Trapfinding: Shalan can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Shalan can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If Shalan beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Turn Undead: Shalan has the power to affect undead creatures by channeling the power of his faith through her holy symbol. Shalan can turn or destroy undead creatures. Because of her ability to channel positive energy, she can cast spontaneous cure or inflict spells. Shalan may Turn Undead up to 58 times in a single day. Shalan Turns Undead with a +2 bonus.
Uncanny Dodge I-II: Shalan can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Shalan can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than Shalan does.
Possessions: Crown of Heavenly Might (+20 Enhancement bonus to Int. Wis. Cha., +50 Enhancement bonus to Spellcraft and Psicraft, 3/Day Twice Enhanced Intensified Delayed Blast Fireball); Bracers of Heavenly Defense (+25 Armor bonus, +15 Deflection bonus, Heavy Fortification, +25 Resistance bonus to all saving throws); Ring of Universal Energy Immunity (Immune to Acid, Cold, Electricity, Fire, and Sonic damage); Ring of Rogueish Intent (Freedom of Movement, Acts as Ring of X-Ray Vision, +20 Enhancement bonus to Dexterity, +20 Enhancement bonus to Hide Listen Move Silently and Spot skills); Amulet of Heavenly Wrath (+25 Enhancement bonus to hit and damage, Acidic blast, Axiomatic power, Dread [Evil Outsiders], Firey blast, Ghost Touch, Holy power, Icey blast, Lightning blast, Merciful, Sonic blast to all natural attacks); Belt of Heavenly Might (+20 Str. And Con., Iron Body 3/Day) As well as various scrolls, potions, and miscellaneous minor magical trinkets.
Keep in mind that this is the 3.5 version. In Pathfinder, she'd be MUCH tougher... _________________ If you hack the Vatican server, have you tampered in God's domain? |
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