Mourn

NAME: Mourn Oblodra
RACE: Draegloth
TEMPLATE: Phrenic
TEMPLATE: Lolth-Touched
GENDER: Male
AGE: 135
EYES: Crimson
HAIR: White
SKIN: Charcoal
HEIGHT: 8 feet
WEIGHT: 375 lbs
SPEED: 40 ft
CLASS LEVEL HD
1)Racial HD 6 d10
2)Barbarian 8 d12
3)Frenzied Berserker 10 d12
4)War Hulk 10 d12
5) -- --
6) -- --
7) -- --
8) -- --
9) -- --
10) -- --
11) -- --
CHAR LEVEL: 34
ECL: 41
EXPERIENCE: 820,000
ALIGNMENT: CE
SKILL POINTS: 0/292
HIT POINTS: 1,119
DMG REDUCT: 1/-
SPELL RESIST: 45
PSION RESIST: 44
EAB: +11
ESB: +10
POWER POINTS: 1

STAT VALUE MOD
STR 96 +43
DEX 31 +10
CON 52 +21
INT 24 +7
WIS 22 +6
CHA 24 +7
STR FEAT VALUE
OVER HEAD: 30,146,560
OFF GROUND: 60,293,120
PUSH/DRAG: 150,732,800
LT LOAD: 10,027,008
MED LOAD: 16,809,984
HVY LOAD: 30,146,560
MONEY AMOUNT
COPPER 0
SILVER 0
ELECTRUM 0
GOLD 8,950
PLATINUM 0
( ) 0


SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
FORTITUDE 57 = 16 + 21 + 10 + 10
REFLEX 39 = 9 + 10 + 10 + 10
WILL 37 = 9 + 6 + 10 + 12

  • +12 Insight bonus to saves (or +10 bonus as Swift Action) w/Defensive Precognition [34 minutes]
  • +18 bonus on Will saves (Immediate Action) until next turn w/Empty Mind
  • +2 Racial bonus to saves against enchantment spells or effects
  • +2 Racial bonus to Will saves vs spells and spell-like abilities


    AC
    AC = Base + DEX + SIZE + ARMOR + SHIELD + NAT + MISC
    36 = 10 + 10 + -1 + 8 + -- + 10 + -1

  • Miscellaneous includes +5 Deflection bonus & -6 AC from Frenzy/Rage
  • +12 Insight bonus to AC (or +10 bonus as Swift Action) w/Defensive Precognition [34 minutes]
  • +12 Shield bonus w/Force Screen (34 minutes)

    VARIANT AC FORMULA = ADJUSTED AC
    FLAT FOOTED Subtract DEX mod and similar bonuses = 26*
    TOUCH Excludes Armor, Natural, Shield = 18

    * Only if something denies DEX bonus despite Uncanny Dodge


    INITIATIVE = DEX MOD + MISC
    16 = 10 + 6

  • Miscellaneous includes +4 Racial bonus, +2 Competence bonus


    MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
    73 = 20 + 43 + -1 + 11
    RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
    40 = 20 + 10 + -1 + 11

    WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
    Unarmed Strike +81 +55 3d6 x2 --
    Claws +73 +43 1d6 x2 --
    Bite +73 +21 1d8 x2 --

  • All attacks with Unarmed Strikes are made against every opponent in threatened squares
  • Unarmed Strikes able to overcome any type of damage reduction except DR/-

    FULL ATTACK: +81/+81/+81/+81/+81/+81/+81/+81/+76/+76/+76/+76/+71/+71/+71/+71/+66/+66/+66/+66 & Claw +73 & Claw +73 & Bite +73


    SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
    Appraise INT 7 = 7 + 0 + 0
    Balance DEX 33 = 10 + 17 + 6
    Bluff CHA 7 = 7 + 0 + 0
    Climb STR 80 = 43 + 37 + 0
    Concentration CON 58 = 21 + 37 + 0
    Diplomacy CHA 7 = 7 + 0 + 0
    Disguise CHA 7 = 7 + 0 + 0
    Escape Artist DEX 14 = 10 + 0 + 4
    Forgery INT 7 = 7 + 0 + 0
    Gather Information CHA 7 = 7 + 0 + 0
    Heal WIS 6 = 6 + 0 + 0
    Hide DEX 77 = 10 + 37 + 30
    Intimidate CHA 44 = 7 + 37 + 0
    Jump STR 112 = 43 + 37 + 32
    Listen WIS 38 = 6 + 0 + 32
    Move Silently DEX 77 = 10 + 37 + 30
    Perform([Untrained]) CHA 7 = 7 + 0 + 0
    Ride DEX 10 = 10 + 0 + 0
    Search INT 9 = 7 + 0 + 2
    Sense Motive WIS 6 = 6 + 0 + 0
    Spot WIS 42 = 6 + 0 + 36
    Survival WIS 6 = 6 + 0 + 0
    Swim STR 43 = 43 + 0 + 0
    Tumble DEX 34 = 10 + 18 + 6
    Use Rope DEX 10 = 10 + 0 + 0


    FEAT
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Shield Proficiency (except Tower)
    Simple Weapon Proficiency
    Martial Weapon Proficiency
    Exotic Weapon Proficiency (Hand Crossbow)
    Improved Unarmed Strike
    Superior Unarmed Strike
    Multiweapon Fighting
    Greater Multiweapon Fighting
    Perfect Multiweapon Fighting
    Tireless
    Diehard
    Toughness
    Toughness
    Toughness
    Cleave
    Power Attack
    Destructive Rage
    Intimidating Rage
    Extra Rage
    Improved Bull Rush
    Shock Trooper


    ADDITIONAL NOTES/ERRATA
    Quick & Dirty Summary

    Make two rolls when checking Initiative, and take better result

    Uncanny Dodge
    Improved Uncanny Dodge (cannot be Flanked by any means via Eyespots)
    Trap Sense +2

    DR 1/-
    Fast Healing 2
    No need to eat, drink, breathe; Only need 2 hours sleep Rage & Frenzy Combo 5/day
    Inspire Frenzy 3/day

    Acid Resistance 20
    Cold Resistance 20
    Electricity Resistance 20
    Fire Resistance 20

    Immune to Poison
    Immune to Disease
    Immune to Death Spells & Effects
    Immune to Energy Drain
    Immune to All Negative Energy Effects
    Immune to Mind-affecting powers, spells, & effects
    Immune to Information-gathering powers, spells, & effects (except Metafaculty)
    Immune to Sleep spells & Effects
    Immune to All Harmful Vapors & Gases (no need to breathe)
    Immune to Critical Hits & Sneak Attacks
    Immune to Impeded Movement (Web, Slow, Paralysis, etc)
    Immune to Grappling (auto-success on checks)

    +10 Enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks

    Supreme Power Attack (2:1 ratio; during a charge assign Power Attack penalty to AC)
    Supreme Cleave (one 5ft step between attacks)

    Draegloth Traits
    Native Outsider
    +12 STR, +4 DEX, +4 CON, +2 INT
    Darkvision 120'
    SR 11 +1/Character Level
    +2 Racial bonus to saves against enchantment spells or effects
    +2 Racial bonus to Will saves vs spells and spell-like abilities Immunity to Sleep spells and effects
    Acid, Cold, Electricity, and Fire Resistance 20
    +2 Racial bonus on Listen, Search, and Spot checks. A draegloth who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.

    Spell-like abilities (Caster Level = Character level; Save DC 17 + Spell Level)

    • Blasphemy 1/day
    • Contagion 1/day
    • Dancing Lights 1/day
    • Darkness 4/day
    • Desecrate 1/day
    • Destruction 1/day
    • Faerie Fire 1/day
    • Horrid Wilting 1/day
    • Poison 3/day
    • Summon Monster IX (fiends only) 1/day
    • Unhallow 1/day
    • Unholy Aura 3/day
    • Unholy Blight 1/day

    Light Blindness

    Lolth-Touched Abilities
    Immune to Fear
    +6 STR and CON
    +4 Racial bonus to Hide and Move Silently
    Phrenic Abilities
    +2 INT, +2 WIS, +4 CHA
    1 Bonus Power Point
    Power Resistance 10 + Level = 44

    3/day Psi-like Abilities

    • Defensive Precognition: +12 Insight bonus to AC and Saves for 34 minutes; or +10 bonus as Swift Action
    • Empty Mind: +18 bonus on Will saves (Immediate Action) until next turn
    • Intellect Fortress: Immediate Action shield that halves damage vs PR applicable powers for 34 rounds
    • Mind Thrust: 34d10 damage (Will save DC 34 negates)
    • Psionic Teleport: 3400 mile range; self plus 11 Medium creatures

    1/day Psi-like Abilities

    • Aversion: 49 hour duration, Will save DC 35 negates
    • Body Adjustment: Heals user of 16d12 damage
    • Brain Lock: Target is Dazed and unable to take actions, Will save DC 19 negates
    • Concussion Blast: 16d6 force damage; or 1d6 force damage vs 16 targets; or other combo; No Save
    • Energy Current: Concentration & choose dmg type; 2 targets 34d6 dmg, save DCs 34; or lower damage for more targets
    • Fission: Create duplicate of self for 34 rounds
    • Force Screen: +12 Shield bonus for 34 minutes
    • Psionic Dominate: As per the spell save DC 31; 14 targets OR 10 targets of any race
    • Psychic Crush: Will save vs DC 15 or Target unconscious with -1 hp; Save = 15d6 damage
    • Tower of Iron Will: Immediate 10'r shield granting PR 32 vs mind-affecting, lasts 26 rounds
    • Ultrablast: 34d6 damage 15'r spread, Will save DC 24 half

    Barbarian Abilities
    Lion Totem (Pounce): Full Attack during a Charge
    Uncanny Dodge
    Improved Uncanny Dodge
    Trap Sense +2
    Damage Reduction 1/-
    Rage 3/day (+4 STR & CON, -2 AC, +2 Morale bonus to Will saves)
    Frenzied Berserker Abilities
    Tireless Deathless Greater Frenzy 5/day (+10 STR, 1 extra attack*, -4 AC, 2/rnd nonlethal dmg)
    Inspire Frenzy 3/day
    Supreme Power Attack (2 for 1 damage ratio)
    Supreme Cleave
    War Hulk Abilities
    Ability Boost: +20 bonus to STR
    No Time to Think: All INT, WIS, CHA skills have 0 Ranks (except Intimidate)
    Great Swing: Full-round action to hit 3 adjacent squares (ignore allies)
    Mighty Rock Throwing: 2d8 damage, 50' increments, use STR mod for attack
    Mighty Swing: As Great Swing, save use as Standard Action or part of Full Attack
    Sweeping Boulder: Thrown rocks affect two adjacent squares
    Toughness feat for free (3 times)
    Massive Sweeping Boulder: Thrown rocks affect four squares in a line
    Massive Swing: As Great Swing, but affects all squares threatened with each attack
    Languages Known
    Elven (Drow dialect)
    Undercommon
    Abyssal
    Drow Sign Language
    Inherent Bonuses & Grafts
    +5 Inherent bonus to STR
    +5 Inherent bonus to DEX
    +5 Inherent bonus to CON
    +5 Inherent bonus to INT
    +5 Inherent bonus to WIS
    +5 Inherent bonus to CHA

    Silthilar Healing Blood (Fast Healing 2)
    Silthilar Flexible Spine (+4 Racial bonus to Initiative, Escape Artist, Balance, Tumble)
    Silthilar Rudimentary Eyespots (Cannot be Flanked; +4 bonus to Spot)
    Silthilar Bones (+2 CON)
    Silthilar Muscles (+2 STR)
    Silthilar Tendons (+2 DEX)

    GEAR/ITEM
    Magic Items By Body Slot
    • HEAD: Scout's Headband
    • FACE: Third Eye Conceal
    • THROAT: Collar of Natural Weapons
    • TORSO: Harness of Armor
    • BODY: Empty
    • WAIST: Belt of Battle
    • SHOULDERS: Empty
    • ARMS: Bracers of Relentless Might
    • HANDS: Empty
    • RING (R): Ring of Jumping +30
    • RING (L): Ring of Heavy Armor
    • FEET: Greaves of Temporal Acceleration

    Slotless Worn Magic Items
    • Earring of Sustenance
    • Armband of Adaptation
    • Ring of Anticipation

    "Single Use" Magic Items

    • Manual of Quickness of Action +5
    • Manual of Gainful Exercise +5
    • Manual of Bodily Health +5
    • Tome of Clear Thought +5
    • Tome of Leadership & Influence +5
    • Tome of Understanding +5
    • Silthilar Bones
    • Silthilar Muscles
    • Silthilar Tendons
    • Silthilar Healing Blood
    • Silthilar Rudimentary Eyespots
    • Silthilar Flexible Spine


    Scout's Headband
    [ 213,000 gp ]
    This item, an upgraded version, grants a +30 Competence bonus on Spot and Listen checks continuously. It also bestows continuous Deeper Darkvision upon the wearer, meaning they can see in all forms of darkness, including magical darkness, to a range of 90'.
    In addition, the circlet has 3 charges that renew each day at dawn. You can spend 1 or more charges as a Standard Action to do one of the following:

  • 1 Charge: You gain Darkvision out to 60' for 1 round
  • 2 Charges: You can see invisible creatures and objects (as See Invisibility) for 10 mins
  • 3 Charges: You gain True Seeing for 1 minute

    Third Eye Conceal
    [ 120,000 gp ]
    While worn, this small, faintly glowing white crystal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers and effects (except for Metafaculty).

    Earring of Sustenance
    [ 5,000 gp ]
    No need to eat or drink; only need 2 hrs sleep.

    Collar of Natural Weapons
    [ 4,506,600 + 10,000 gp ]
    The enhancement bonuses (+6 to attack and damage) on this collar are applied to attack and damage rolls for Unarmed Strikes.
    In addition, it holds the following enchantments, which are also applied to Unarmed Strikes

  • Collision [+2 MP]: +5 damage
  • Wrathful Healing [+3 MP]: Heal half of damage dealt in melee
  • Berserker [+1 MP]: Enhancement bonus is +2 higher during Rage/Frenzy
  • Shadow Striking [+3 MP]: Adapts to overcome any non-Epic DR
  • Spellblade [+6000 gp]: User is immune to one single, targeted spell (Greater Dispel Magic). Dissipate or redirect spell as Free Action.
  • Gr. Truedeath Crystal: The wielder can make critical hits and sneak attacks normally against Undead. The weapon is also treated as a Ghost Touch weapon. In addition, it deals an extra 1d6 damage against undead.

    Harness of Armor
    [ 1,593,450 gp ]
    This harness, crafted of leather and chain, holds the following enchantments:

    • +8 Armor bonus to AC [+64,000 gp]
    • Soulfire: Negative energy & Death effect immunities [+4 MP; increase Armor bonus cost to 144,000 gp]
    • Health [+11,250 gp]: Immune to disease
    • Comfort [+5000 gp]: Immune to normal temperature extremes
    • Freedom [+60,000 gp]: Constant Freedom of Movement
    • Glamered [+2700 gp]: Can change the item's appearance
    • Called [+2000 gp]: Summon from anywhere on same Plane
    • Blueshine [+1500 gp]: Grants +2 competence bonus to Hide; item gets immunity to Acid & rusting effects
    • Greater Anchoring [+15,000 gp]: +10 Enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks
    • +5 Deflection bonus to AC [+50,000 gp]
    • +5 Natural Armor bonus to AC [+50,000 gp]
    • +10 Resistance bonus to Saving Throws [+1,000,000 gp]
    • +30 bonus to Hide [+90,000 gp]
    • +30 bonus to Move Silently [+90,000 gp]

    Belt of Battle
    [ 156,000 gp ]
    Grants a +2 Competence bonus to Initiative while worn. In addition, it has 3 charges which are renewed each day. Spending 1 or more charges (as a Swift Action) grants you an extra action which must be taken immediately

  • 1 Charge = 1 Move Action
  • 2 Charges = 1 Standard Action
  • 3 Charges = 1 Full-round Action
    The belt has also been enchanted to grant the following Enhancement bonuses:
  • +6 DEX
  • +6 INT
  • +6 WIS
  • +6 CHA

    Armband of Adaptation
    [ 18,000 gp ]
    No need to breathe, immune to harmful gases & vapors (as per Necklace of Adaptation).

    Bracers of Relentless Might
    [ 6,624,000 gp ]
    These upgraded bracers grant a +16 Enhancement bonus to both STR and CON. In addition, the wearer is treated as two size categories larger (Gargantuan in Mourn's case) for purposes of combat-related opposed checks that apply a modifier based on size, such as Bull Rush, Grapple, and Trip.

    Ring of Heavy Armor
    [ 72,000 gp ]
    This ring grants a +1 Deflection bonus to AC (overridden by the bonus from Ring of Protection), and more importantly grants 100% Fortification (as the armor special ability).

    Ring of Jumping
    [ 90,000 gp ]
    Grants a +30 Competence bonus to all Jump skill checks.

    Ring of Anticipation
    [ 12,000 gp ]
    Grants a +2 Competence bonus on Listen and Spot checks. In addition, make two rolls when making Initiative checks and take the better result.

    Greaves of Temporal Acceleration
    [ 43,000 gp ]
    Once per day as a Swift Action (Command), speed time up as Time Stop. Take two rounds worth of actions then resume acting during your current turn in normal time, but are Shaken for 1 round.