Arbiter, Inevitable |
XP 600
LN Tiny Outsider (extraplanar, inevitable, lawful)
Init: +3; Senses: Darkvision 60 ft., Detect Chaos, Low-Light Vision; Perception +5 |
DEFENSE |
AC: 19, Touch 15, Flat-footed 16 (+3 Dex, +4 natural, +2 size)
HP: 20 (80/4); Regeneration 2 (chaotic)
Fort +5, Ref +10, Will +5
Defensive Abilities: constant vigilance, constructed; SR 18 |
OFFENSE |
Speed: 20 ft., fly 50 ft. (average)
Melee: Short sword +8 (1d3/19–20) or Longspear +8 (1d4/20×3)
Space: 2-1/2 ft.; Reach: 0 ft.
Special Attacks: Electrical Burst
Spell-Like Abilities: (CL 2nd; concentration +4)
Constant— detect chaos
3/day— Command (DC 13), Make Whole, Protection from Chaos |
STATISTICS |
STR 11, DEX 16, CON 14, INT 19, WIS 11, CHA 14
Base Atk: +6; CMB: +7; CMD: 17Feats: Flyby Attack, Weapon FinesseB
Skills:
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+ 7 Diplomacy (2+3+3)
+12 Fly (2+3+3+4)
+16 Know:(Arcana) (2+4+3+7)
+16 Know:(Dungeoneering) (2+4+3+7)
+16 Know:(Geography) (2+4+3+7)
+16 Know:(History) (2+4+3+7)
+16 Know:(Local) (2+4+3+7)
+16 Know:(Nature) (2+4+3+7)
+16 Know:(Nobility) (2+4+3+7)
+16 Know:(Planes) (2+4+3+7)
+16 Know:(Religion) (2+4+3+7)
+16 Knowledge (planes) (2+4+3+7)
+ 5 Perception (2+0+3)
+17 Sense Motive (14+0+3)
+16 Stealth (2+3+3+8)
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Languages: truespeech
SQ: locate inevitable, Share Spells, Empathic Link, Speak with Master, Spell Resistance
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SPECIAL ABILITIES |
Constant Vigilance (Su) |
An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor. |
Electrical Burst (Ex) |
An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based. |
Locate Inevitable (Su) |
An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable. |
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Recurring Dream (Su) |
A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.
This replaces improved evasion. |
Manifest Dreams (Su) |
At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions.
This replaces deliver touch spells, speak with animals of its kind, and scry on familiar. |
Dazzling Intellect (Ex) |
A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
This alters the familiar’s Intelligence score and natural armor adjustment. |
Sage’s Knowledge (Ex) |
A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
This replaces alertness and the familiar’s ability to share its master’s skill ranks. |
Constructed (Ex) |
Although inevitables are living outsiders , their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size. |
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