Remeber the Black Knight? Now I created his nemesis (the sublime template is from the Avatar Handbook). It could be interesting to see a fiht between these two NPCs :-)
Bad excuse of a story, substitute as you see fit: An exalted servant of pholtus, this knight was his emissary and saint of the Knight Protectors od the Great Kingdom. Even when the aerdy began to slide towards evil, he still watched from above the oeridian empire, looking for brave souls who still were worthy, and it's rumored this knight guided the pholtans who left the Great Kingdom and founded later the Theocracy of the Pale. However, the Knight's attention still focuses in the corrupted aerdy, it's also rumored he was so impressed with Commander Osson bravery that he personally appeared and guided safely the beleaguered almorian forces out of Medegia.
Appearance: a silvery-skinned white knight clad in a white full plate, mounted on a celestial warhorse, able to fly 2/day.
The White Knight, sublime saint celestial human paladin 10 / fist of Raziel 10 – CR 24 – AL: LG
Medium Outsider (augmented humanoid, extraplanar)
HD: 20d10+40 (150 hp)
Speed: 20 ft; mount 40 ft or fly 40 ft (good)
Armor Class: 38 (+1 Dex, +4 deflection*, +12 armor + 6 shield + 5 insight), touch 20, flat-footed 37
* protective aura (SQ)
Space/Reach: 5/5 ft
Attack: +2 bane (undead) longsword +28 (+30 vs undead)
Full Attack: +2 bane (undead) longsword +28/+23/+18/+13 (+30/+25/+20/+15 vs undead)
Damage*: +2 bane (undead) longsword: 1d8+20 (+2d6+1 if evil, or +2d6+1d4 if evil outsider or +4d6+1d4+2 if evil undead)
SMITE EVIL MODE:
Attack: +2 bane (undead) longsword +41 (+43 if undead)
Full Attack: +41/+36/+31/+26 (+43/+38/+33/+28 if undead)
Damage*: 1d8+40 (+2d6+1 if evil, or +2d8+1d4 if evil outsider or +2d6+2d8+1d4+2 if evil undead)
* Assume divine might feat is used: spend 1 daily turn undead = add cha modifier to damage for 13 rounds.
SA: Smite evil 15/day (automatically confirm threat rolls, weapon is treated as holy, deals 2d8 on evil undead & outsiders, and bolts of holy power hit up to 5 enemies at 30 ft, dealing 2d6 damage or 2d8 damage if evil undead & fiends, Ref DC 30 halves), holy power (+2 on all save DC), holy touch (1d6 holy damage on evil, 1d8 on evil undead & outsiders), riddle of contemplation (target must make Will DC 35 or become unable to act for 1 round – mind-affecting effect), sunder evil item (double damage on evil objects/constructs), spell-like abilities, spells.
Spell-like abilities (sublime): at will: bless, detect evil, protection from evil (self only) – Caster level 6th, Save DC 25 + spell lvl.
Spell-like abilities (saint): at will: bless, guidance, resistance, virtue – Caster level 20th, Save DC 25 + spell lvl.
Paladin Spells (3/3/3/2) – Caster level as Cleric 9, Save DC 25 + Lvl
SQ: SR 29, DR 10/evil & magic, fast healing 10, darkvision 60ft, low-light vision, immune to death & negative energy effects, immune to acid, cold, electricity, petrification, fire resistance 10, +4 save vs poison, consecrated aura (as consecrate spell: +3 no turn undead, any undead has -1 sacred penalty on attacks, damage, saves), protective aura (2 x magic circle against evil & lesser globe of invulnerability - cast as cleric 20), summon mount.
Saves: Fort +34 (+4 vs poison), Ref +23, Will +27
Abilities: Str 20 Dex 12 Con 15 Int 12 Wis 20 Cha 36
FYI - they changed Divine Might in 3.5E Complete Warrior.
Now it does CHA bonus for 1 round only, but is a free
action to activate it, costing 1 turn attempt. I think that
is a little more balanced, too.
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