Robilar's 24th Level Design

Male human (Baklunish) fighter 24
LN Medium humanoid
Init +11; Senses Listen +3, Spot +3
Languages Common

AC 44, touch 19, flat-footed 41; Weapon Supremacy
hp 240 (24 HD)
Resist first 10 points of fire damage each round (blade of black ice)
Fort +23, Ref +16, Will +16

Speed 20 ft. in +5 mithral full plate, base movement 30 ft.
Melee blade of black ice +41/+36/+31/+26 (1d10+19/17-20) or
Melee with slashing flurry blade of black ice +36/+36/+31/+26/+21 (1d10+19+1d6 cold/17-20) or
Ranged +3 Str 26 mighty composite longbow +30/+25/+20+15 (1d8+11/x3)
Base Atk +24; Grp +32
Atk Options Blind-Fight, Combat Reflexes, Devastating Critical (Fortitude DC 30 negates), Dire Charge, Great Cleave, Power Attack, Quick Draw, Slashing Flurry, Weapon Supremacy
Combat Gear greater horn of blasting, ring of spell turning

Abilities Str 27, Dex 16, Con 18, Int 11, Wis 16, Cha 16
Feats Blind-Fight, Cleave, Combat Reflexes, Devastating Critical (bastard sword), Dire Charge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Weapon Focus (bastard sword), Greater Weapon Specialisation (bastard sword), Improved Critical (bastard sword), Improved Initiative, Melee Weapon Mastery (slashing), Mounted Combat, Overwhelming Critical (bastard sword), Power Attack, Ride-By Attack, Robilar's Gambit, Slashing Flurry, Spirited Charge, Superior Initiative, Weapon Focus (bastard sword), Weapon Specialisation (bastard sword), Weapon Supremacy (bastard sword)
Skills Climb +4 [0], Diplomacy +18 [13 cross-class], Jump -2 [0], Ride +30 [27], Sense Motive +16 [13 cross-class], Swim +0 [0]
Possessions combat gear plus +5 mithral full plate, +5 heavy steel shield, +5 ring of protection, +5 amulet of natural armour, blade of black ice (see below) with lesser crystal of return, +3 Str 26 mighty composite longbow, +5 cloak of resistance, +6 belt of strength, flying carpet (10 ft. x 10 ft), hat of disguise

Devastating Critical (Ex) If Robilar scores a critical hit with a bastard sword, the target must make a Fortitude DC 30 save or take 48d6 damage. Creatures immune to critical hits are immune to this effect.
Dire Charge (Ex) Robilar can make a full attack sequence as part of a charge.
Overwhelming Critical (Ex) Robilar deals +1d6 bonus damage when he scores a critical hit with a bastard sword. Creatures immune to critical hits are immune to this effect.
Robilar's Gambit (Ex) At the start of his action, Robilar can adopt a fighting stance that exposes him to harm but allows him to take advantage of his opponents' exposed defences as they reach in to attack him. Anyone who uses a melee attack on Robilar gains a +4 bonus on attack and damage rolls against him. In return, every attack provokes an attack of opportunity from Robilar that is resolved after the opponent's attack is resolved.
Slashing Flurry (Ex) When wielding a bastard sword, Robilar can make two attacks (the first at -5 and the second at -10) as a standard action. Alternately, he can make an additional attack at his highest base attack bonus as part of a full attack action. That attack and all other attacks he makes in the current round take a -5 penalty.
Weapon Supremacy (Ex) When wielding a bastard sword, Robilar gains the following benefits.

Blade of Black Ice This +5 keen icy burst bastard sword is seemingly made of black ice. It is said to have been forged by Iuz, and was gifted to Robilar by Mordenkainen. Its wielder is protected from heat and fire, because the blade absorbs the first 10 points of fire damage each round that the wielder would otherwise take. The blade also has a 50% chance of extinguishing any fire it is thrust into. It can extinguish up to a 10-foot radius area of fire, including a section of a wall of fire. It cannot extinguish an instantaneous effect, such as a fireball.
Ring of Spell Turning Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
Greater Horn of Blasting This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the horn is then sounded, it deals 10d6 points of sonic damage to creatures within a 40-foot cone, stuns them for 1 round, and causes them to be deafened for 4d6 rounds (Fortitude DC 19 halves damage and negates the stunning and deafening). Crystalline objects and creatures take 16d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Will DC 19 negates). If the horn is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.

maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 6 September 2009