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Posted by : LeonDelgado jueves, 27 de noviembre de 2014


Barbatos es uno de los mas poderosos y salvajes demonios del abismo. Tras la destrucción y corrupción de los guardianes de la prisión de sombras Barbatos se rehúso a seguir a Thamiel y marcho sin rumbo por los pozos oscuros, escapando luego hacia los planos donde enfrento durante mil años a los soldados de los dioses.

Hace mil años los caminos de Barbatos se cruzaron con los de Arsharkaradon, y ambos combatieron durante varios días, sin embargo la dragona demostró su poder y derroto al Balor, quien la acepto como su señora. En el presente Barbatos es un leal sirviente de Arsharkaradon, y la obedece sin dudarlo. 


Sobre Perfiles de Arcadia: Hoy veremos la historia y el perfil de personaje de uno de los NPC's de Arcadia. La información en este blog tiene el propósito de informar a jugadores y Narradores mostrándoles la historia detrás de un personaje y sus estadísticas. Al mismo tiempo estos perfiles sirven de inspiración para personajes (de jugador o NPC) que pueden existir en el mundo de Arcadia.


Barbatos, the destroyer
Balor (20)/ Barbarian 6   - CR 26
CE Large outsider (chaotic, demon, evil, extraplanar)
Init: +11; Senses darkvision 60 ft., low-light vision, true seeing; Perception +29
Aura flaming body, unholy aura (DC 26)

Defense
Def: 52, touch 28, flat-footed 45 (+6 deflection, +6 training, +7 Dex, +16 natural, –1 size, +8 armor)
Hp: 370 (20d10+260)
Fort +32, Ref +20, Will +28
DR: 15/cold iron and good; Immune electricity, fire, poison;
Resistances: Resist acid 10, cold 10; SR 31

Offense
Speed 40 ft., fly 90 ft. (good)
Melee: +6 Unholy Keen flaming shoking vorpal longsword +39/+34/+29/+24 (2d6+1d6 fire+1d6 electric+20/17-20x2), +6 vorpal flaming whip +39/+34/+29 (1d4+14+1d6 fire +1d6 electric and entangle) or 2 slams +31 (1d10+12)
Space and Reach: 10 ft./10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th):
Constant—true seeing, unholy aura (DC 26)
At will—dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)
3/day—quickened telekinesis (DC 23)
1/day—blasphemy (DC 25), fire storm (DC 26), implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)

Statistics
Str 36, Dex 25, Con 36, Int 24, Wis 24, Cha 27
Base Atk +20; CMB +36; CMD 57
Feats: Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword), Dazzling Display, Shatter Defenses, Deadly Stroke.
Trained Skills (level Bonus +10): Acrobatics +19, Bluff +20, Diplomacy +20, Intimidate +22, Knowledge (history) +19, Knowledge (nobility) +19, Knowledge (planes) +21, Knowledge (religion) +21, Perception +21, Sense Motive +19, Stealth +18, Use Magic Device +20; Racial Modifiers +8 Perception
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ: death throes, vorpal strike, whip mastery Ecology
Gear: Bracers of Armor (+8), Ring of Protection +6, +6 Unholy Keen flaming shoking Longsword and +6 Unholy Keen flaming shoking whip. 
.  

Special Abilities
Death Throes (Su): When killed, Barbatos explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.

Entangle (Ex): If Barbatos strikes a Medium or smaller foe with its whip, Barbatos can immediately attempt a grapple check without provoking an attack of opportunity. If Barbatos wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but Barbatos does not.

Flaming Body (Su): Barbatos’s body is covered in dancing flames. Anyone striking Barbatos with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples Barbatos or is grappled by him takes 6d6 points of fire damage each round the grapple persists.

Vorpal Strike (Su): Any slashing weapon that Barbatos wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after Barbatos releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Whip Mastery (Ex): Barbatos treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.

Rage: +4 bonus Str, Con (+36 hp, +2 For), +2 morale bonus on Will saves, –2 penalty to Defense. Rage last 6 rounds. At the end of the rage –2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run.

Intimidating Glare (Ex- rage power): Barbatos can make an Intimidate check against one adjacent foe as a move action. The intimidate DC = 10+ target HD + Wis bonus. If Barbatos successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which Barbatos’s check exceeds the DC.

Clear Mind (Ex- rage power): Barbatos may reroll a failed Will save.

Fearless Rage (Ex- rage power): While raging, Barbatos is immune to the shaken and frightened conditions.

Guarded Stance (Ex- rage power): The barbarian gains a +1 dodge bonus to her Defense against melee attacks for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). Activating this ability is a move action that does not provoke an attack of opportunity.

No Escape (Ex- rage power): Barbatos can move up to double her normal speed as an immediate action but he can only use this ability when an adjacent foe uses a withdraw action to move away from him. He must end her movement adjacent to the enemy that used the withdraw action. Barbatos provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.

Tactics
In combat, Barbatos relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. Barbatos usually uses telekinesis to disarm ranged weapons or pull foes into melee—with the use of a quickened telekinesis, Barbatos can use the latter tactic and still inflict a full-round attack on a hapless foe.

If Barbatos is reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.
   
Proezas de Pathfinder:
  
Exhibición deslumbrante [COMBATE]
Dazzling Display
Tu habilidad con tu arma favorita pueden asustar enemigos.
Beneficios: mientras vayas armado con un arma con la que tengas Soltura, puedes realizar una impresionante demostración de habilidad como acción de asalto completo. Haz una prueba de Intimidación para desmoralizar a todos los enemigos en 30 pies que puedan ver tu exhibición.

Destrozar defensas [COMBATE] 
Shatter Defenses 
Tu habilidad con el arma escogida deja a tus oponentes incapaces de defenderse si los golpeas cuando sus defensas ya están comprometidas. 
Beneficios: cualquier oponente estremecido, asustado o despavorido golpeado por ti en este asalto queda desprevenido contra tus ataques hasta el final de tu próximo turno. Esto incluye cualquier ataque adicional que puedas hacer este asalto.

Golpe mortal [COMBATE]
Deadly Stroke
Con un golpe bien colocado, puedes llevar un final rápido y doloroso a la mayoría de los enemigos.
Beneficios: como acción estándar,  realizas un único ataque con el arma que tengas Soltura mayor contra un oponente que esté aturdido o desprevenido. Si golpeas, haces el doble del daño normal y el objetivo recibe un punto de Desangrado de Constitución. El daño adicional y el desangramiento no se multiplican con un golpe crítico.

Golpe vital mayor [COMBATE] 
Greater Vital Strike 
Puedes hacer un único ataque que genera un daño increíble.
Beneficios: cuando uses la acción de ataque, puedes hacer un único ataque  con tu mayor ataque base que causa daño adicional. Tira el daño para el ataque cuatro veces y suma los resultados, pero no multipliques los bonificadores de daño por Fuerza, aptitudes del arma (comoflamígera ) o daño basado en la precisión (como el ataque furtivo). Este bonificador de daño no se multiplica con un impacto crítico (aunque otros bonificadores al daño se multiplican normalmente).  

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