2012-10-10

Number adjustment

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Revision as of 21:08, October 10, 2012

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|sa=[[#Electric Infusion|Electric Infusion]], [[#Bolt Strike|Bolt Strike]], [[#Fusion Bolt|Fusion Bolt]], [[#Breath Weapon (Thunderbolt)|Breath Weapon (Thunderbolt)]], [[#Outrage|Outrage]], [[#Wild Charge|Wild Charge]], [[#Spell-like Abilities|spell-like abilities]]

|sa=[[#Electric Infusion|Electric Infusion]], [[#Bolt Strike|Bolt Strike]], [[#Fusion Bolt|Fusion Bolt]], [[#Breath Weapon (Thunderbolt)|Breath Weapon (Thunderbolt)]], [[#Outrage|Outrage]], [[#Wild Charge|Wild Charge]], [[#Spell-like Abilities|spell-like abilities]]

|sq=[[SRD:Darkvision|Darkvision]] out to 60 feet, [[SRD:Low-Light Vision|low-light vision]], immunity to magical ''sleep'' and paralysis, [[#Teravolt|Teravolt]], [[#Physical Force|Physical Force]], [[#Electric Guard|Electric Guard]], [[#Aura of Ideals|Aura of Ideals]], electricity resistance 100, fire resistance 60, sonic resistance 20, [[SRD:Spell Resistance|spell resistance]] 25, [[SRD:Damage Reduction|damage reduction]] 8/epic

|sq=[[SRD:Darkvision|Darkvision]] out to 60 feet, [[SRD:Low-Light Vision|low-light vision]], immunity to magical ''sleep'' and paralysis, [[#Teravolt|Teravolt]], [[#Physical Force|Physical Force]], [[#Electric Guard|Electric Guard]], [[#Aura of Ideals|Aura of Ideals]], electricity resistance 100, fire resistance 60, sonic resistance 20, [[SRD:Spell Resistance|spell resistance]] 25, [[SRD:Damage Reduction|damage reduction]] 8/epic

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|fort=+28 |ref=+21 |will=+26

+

|fort=+29 |ref=+22 |will=+27

|str=38
|dex=18
|con=32
|int=18
|wis=24
|cha=30

|str=38
|dex=18
|con=32
|int=18
|wis=24
|cha=30

|skills=
Appraise +4 (+4 Int), Balance +4 (+4 Dex), Bluff +24 (10 ranks, +10 Cha, +4 Epic Reputation), Climb +44 (30 ranks, +14 Str), Concentration +47 (36 ranks, +11 Con), Decipher Script +5 (1 rank, +4 Int), Diplomacy +50 (30 ranks, +10 Cha, +6 synergy, +4 Epic Reputation), Disguise +10 (+10 Cha), Escape Artist +4 (+4 Dex), Forgery +4 (+4 Int), Gather Information +34 (20 ranks, +10 Cha, +4 Epic Reputation), Heal +8 (1 rank, +7 Wis), Hide -8 (+4 Dex, -12 size), Intimidate +44 (30 ranks, +10 Cha, +2 synergy, +4 Epic Reputation), Jump +14 (+14 Str), Knowledge (arcana) +28 (24 ranks, +4 Int), Knowledge (history) +40 (36 ranks, +4 Int), Knowledge (religion) +6 (2 ranks, +4 Int), Listen +45 (36 ranks, +7 Wis, +2 Alertness), Move Silently +4 (+4 Dex), Search +10 (6 ranks, +4 Int), Sense Motive +42 (32 ranks, +7 Wis, +3 Skill Focus), Spellcraft +34 (28 ranks, +4 Int, +2 synergy), Spot +45 (36 ranks, +7 Wis, +2 Alertness), Survival +7 (+7 Wis)

|skills=
Appraise +4 (+4 Int), Balance +4 (+4 Dex), Bluff +24 (10 ranks, +10 Cha, +4 Epic Reputation), Climb +44 (30 ranks, +14 Str), Concentration +47 (36 ranks, +11 Con), Decipher Script +5 (1 rank, +4 Int), Diplomacy +50 (30 ranks, +10 Cha, +6 synergy, +4 Epic Reputation), Disguise +10 (+10 Cha), Escape Artist +4 (+4 Dex), Forgery +4 (+4 Int), Gather Information +34 (20 ranks, +10 Cha, +4 Epic Reputation), Heal +8 (1 rank, +7 Wis), Hide -8 (+4 Dex, -12 size), Intimidate +44 (30 ranks, +10 Cha, +2 synergy, +4 Epic Reputation), Jump +14 (+14 Str), Knowledge (arcana) +28 (24 ranks, +4 Int), Knowledge (history) +40 (36 ranks, +4 Int), Knowledge (religion) +6 (2 ranks, +4 Int), Listen +45 (36 ranks, +7 Wis, +2 Alertness), Move Silently +4 (+4 Dex), Search +10 (6 ranks, +4 Int), Sense Motive +42 (32 ranks, +7 Wis, +3 Skill Focus), Spellcraft +34 (28 ranks, +4 Int, +2 synergy), Spot +45 (36 ranks, +7 Wis, +2 Alertness), Survival +7 (+7 Wis)

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'''{{Anchor|Electric Infusion}} (Su):''' Zekrom's natural weapons are treated as though they had the [[SRD:Shocking Burst|''shocking burst'']] property. This is reflected in the statistics block.

'''{{Anchor|Electric Infusion}} (Su):''' Zekrom's natural weapons are treated as though they had the [[SRD:Shocking Burst|''shocking burst'']] property. This is reflected in the statistics block.

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'''{{Anchor|Bolt Strike}} (Su):''' As a full-round action, Zekrom can infuse its tail with electricity to deliver a devastating electrically-supercharged physical blow to all enemies within range. It makes a single melee tail slap attack, using a single attack roll, against all targets in range. The attack deals 5d12+21 points of bludgeoning damage and 15d12+84 points of electricity damage. (The electricity damage is 3× the physical damage.) Zekrom cannot use its improved grab in conjunction with this attack. Any targets struck and damaged by this attack must make a [[SRD:Reflex|Reflex]] save or be knocked back 2d10×5 feet and must make a [[SRD:Fortitude|Fortitude]] save or be stunned for 6 rounds (failure by 5 or more on the Fortitude save results in being paralyzed for 6 rounds instead). Both saves are made independently. Any creature that fails both saves must immediately succeed on a [[SRD:Will|Will]] save or take 4d6 points of [[SRD:Dexterity|Dexterity]] damage and 1d6 points of Dexterity drain, permanently lose 10 feet from all movement speeds, and lose the ability to cast spells from the Conjuration school (other than healing spells), as well as all class features and innate abilities that summon other creatures to one's aid (such as the wizard and sorcerer's familiar, the druid and ranger's animal companion, the paladin's mount, and the blackguard's fiendish servant) for 24 hours. (The movement speed loss and duration of summoning ability loss can stack with themselves if a creature gets struck with multiple ''Bolt Strikes''; however, no matter how many times a creature gets hit with ''Bolt Strike'', none of its movement speeds can be reduced to 0.) The loss of movement speed and Conjuration spellcasting ability can be cured with [[SRD:Remove Curse|''remove curse'']] if its caster succeeds on a DC 40 caster level check. The save DCs are 46 (Strength-based). Zekrom can use ''Bolt Strike'' five times per day.

+

'''{{Anchor|Bolt Strike}} (Su):''' As a full-round action, Zekrom can infuse its tail with electricity to deliver a devastating electrically-supercharged physical blow to all enemies within range. It makes a single melee tail slap attack, using a single attack roll, against all targets in range. (Though treated as a tail slap, Bolt Strike can affect opponents of any size category.) The attack deals 5d12+21 points of bludgeoning damage and 15d12+84 points of electricity damage. (The electricity damage is 3× the physical damage.) Zekrom cannot use its improved grab in conjunction with this attack. Any targets struck and damaged by this attack must make a [[SRD:Reflex|Reflex]] save or be knocked back 2d10×5 feet and must make a [[SRD:Fortitude|Fortitude]] save or be stunned for 6 rounds (failure by 5 or more on the Fortitude save results in being paralyzed for 6 rounds instead). Both saves are made independently. Any creature that fails both saves must immediately succeed on a [[SRD:Will|Will]] save or take 4d6 points of [[SRD:Dexterity|Dexterity]] [[SRD:Ability Damage|damage]] and 1d6 points of Dexterity [[SRD:Ability Drain|drain]], permanently lose 10 feet from all movement speeds, and lose the ability to cast spells from the Conjuration school (other than healing spells), as well as all class features and innate abilities that summon other creatures to one's aid (such as the wizard and sorcerer's familiar, the druid and ranger's animal companion, the paladin's mount, and the blackguard's fiendish servant) for 24 hours. (The movement speed loss and duration of summoning ability loss can stack with themselves if a creature gets struck with multiple ''Bolt Strikes''; however, no matter how many times a creature gets hit with ''Bolt Strike'', none of its movement speeds can be reduced to 0. The minimum movement speed is 5 feet.) The loss of movement speed and Conjuration spellcasting ability can be cured with [[SRD:Remove Curse|''remove curse'']] if its caster succeeds on a DC 40 caster level check. The save DCs are 46 (Strength-based). Zekrom can use ''Bolt Strike'' five times per day.

Unlike Reshiram's ''Blue Flare'', Zekrom's ''Bolt Strike'' is a melee attack, and therefore cannot be interrupted, nor does it provoke attacks of opportunity.

Unlike Reshiram's ''Blue Flare'', Zekrom's ''Bolt Strike'' is a melee attack, and therefore cannot be interrupted, nor does it provoke attacks of opportunity.

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'''{{Anchor|Breath Weapon (Thunderbolt)}} (Su):''' Zekrom's breath weapon is a 80-foot line of electricity, 10 feet wide and 10 feet tall, that deals 6d8 points of electricity damage, Reflex save for half (DC 42, Constitution-based). After using its breath weapon, Zekrom is unable to use it again for 1d4 rounds.

'''{{Anchor|Breath Weapon (Thunderbolt)}} (Su):''' Zekrom's breath weapon is a 80-foot line of electricity, 10 feet wide and 10 feet tall, that deals 6d8 points of electricity damage, Reflex save for half (DC 42, Constitution-based). After using its breath weapon, Zekrom is unable to use it again for 1d4 rounds.

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'''{{Anchor|Outrage}} (Su):''' As a dragon, Zekrom is capable of entering a truly terrifying rage. This Outrage lasts for three rounds. During the Outrage, Zekrom increases the save DC of all of its abilities by +3 and gains a +4 bonus to attack rolls. Additionally, any damage it delivers (physical, spell-like, or otherwise) is increased by 1d8 per two hit dice. Entering an Outrage is a Swift action. It cannot be cut short. When Outrage ends, Zekrom becomes [[SRD:Fatigued|fatigued]] and [[SRD:Confused|confused]] for one minute.

+

'''{{Anchor|Outrage}} (Su):''' As a dragon, Zekrom is capable of entering a truly terrifying rage. This Outrage lasts for three rounds. During the Outrage, Zekrom increases the save DC of all of its abilities by +3 and gains a +5 bonus to attack rolls. Additionally, any damage it delivers (physical, spell-like, or otherwise) is increased by 1d8 per two hit dice. Entering an Outrage is a Swift action. It cannot be cut short. When Outrage ends, Zekrom becomes [[SRD:Fatigued|fatigued]] and [[SRD:Confused|confused]] for one minute.

'''{{Anchor|Wild Charge}} (Su):''' When making a charge attack, Zekrom can choose to add 7d12 electric damage to the attack. If it does, it suffers 4d6 backlash damage if the attack connects. This ability is a physical attack, and therefore benefits from [[#Physical Force|Physical Force]].

'''{{Anchor|Wild Charge}} (Su):''' When making a charge attack, Zekrom can choose to add 7d12 electric damage to the attack. If it does, it suffers 4d6 backlash damage if the attack connects. This ability is a physical attack, and therefore benefits from [[#Physical Force|Physical Force]].

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Zekrom can use Wild Charge in conjunction with its Blitz and Dire Charge feats. (Yes, it can add 7d12 damage to each blow in its full attack routine if it makes a full attack after a charge. ''Ouch.'')

+

Zekrom can use Wild Charge in conjunction with its Blitz and Dire Charge feats. (Yes, it can add 7d12 damage to each blow in its full attack routine if it makes a full attack after a charge on its first turn. ''Ouch.'')

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'''{{Anchor|Spell-like Abilities}}:''' Usable at will: ''[[SRD:Shocking Grasp|shocking grasp]]'' (affected by [[#Physical Force|Physical Force]]), ''[[SRD:Fireball|lightning ball]]'' ([[SRD:Fireball|''fireball'']] that deals electricity instead of fire damage), ''arc of lightning''
[[Publication:Spell Compendium|Spell Compendium]]
, ''[[SRD:Call Lightning Storm|call lightning storm]], [[SRD:Lightning Bolt|lightning bolt]], thunderhead''
[[Publication:Spell Compendium|Spell Compendium]]
, ''great thunderclap''
[[Publication:Spell Compendium|Spell Compendium]]
, ''scintillating sphere''
[[Publication:Spell Compendium|Spell Compendium]]
, ''orb of electricity''
[[Publication:Spell Compendium|Spell Compendium]]
, ''energy vortex''
[[Publication:Spell Compendium|Spell Compendium]]
(electricity only). Usable 6 times/day: ''ball lightning''
[[Publication:Spell Compendium|Spell Compendium]]
, ''[[SRD:Chain Lightning|chain lightning]], scintillating scales''
[[Publication:Spell Compendium|Spell Compendium]]
, [[SRD:Heroism|''heroism'']]. Usable 3 times/day: ''[[Gauss Whip (3.5e Power)|gauss whip]]'' (unaugmented, affected by [[#Physical Force|Physical Force]]), ''lightning ring''
[[Publication:Spell Compendium|Spell Compendium]]
, ''stormrage''
[[Publication:Spell Compendium|Spell Compendium]]
. Usable 1 time/day: ''[[SRD:Geas/Quest|geas/quest]], [[Electrocute (3.5e Epic Spell)|electrocute]]'' (affected by [[#Physical Force|Physical Force]]). Zekrom casts its spell-like abilities as a sorcerer with a caster level equal to 2/3 its hit dice (22, in this case). Save DCs based on Charisma.

+

'''{{Anchor|Spell-like Abilities}}:''' Usable at will: ''[[SRD:Shocking Grasp|shocking grasp]]'' (affected by [[#Physical Force|Physical Force]]), ''[[SRD:Fireball|lightning ball]]'' ([[SRD:Fireball|''fireball'']] that deals electricity instead of fire damage), ''arc of lightning''
[[Publication:Spell Compendium|Spell Compendium]]
, ''[[SRD:Call Lightning Storm|call lightning storm]], [[SRD:Lightning Bolt|lightning bolt]], thunderhead''
[[Publication:Spell Compendium|Spell Compendium]]
, ''great thunderclap''
[[Publication:Spell Compendium|Spell Compendium]]
, ''scintillating sphere''
[[Publication:Spell Compendium|Spell Compendium]]
, ''orb of electricity''
[[Publication:Spell Compendium|Spell Compendium]]
, ''energy vortex''
[[Publication:Spell Compendium|Spell Compendium]]
(electricity only). Usable 6 times/day: ''ball lightning''
[[Publication:Spell Compendium|Spell Compendium]]
, ''[[SRD:Chain Lightning|chain lightning]], scintillating scales''
[[Publication:Spell Compendium|Spell Compendium]]
, [[SRD:Heroism|''heroism'']]. Usable 3 times/day: ''[[Gauss Whip (3.5e Power)|gauss whip]]'' (unaugmented, affected by [[#Physical Force|Physical Force]]), ''lightning ring''
[[Publication:Spell Compendium|Spell Compendium]]
, ''stormrage''
[[Publication:Spell Compendium|Spell Compendium]]
, [[Smiting Lightning (3.5e Spell)|''smiting lightning'']]. Usable 1 time/day: ''[[SRD:Geas/Quest|geas/quest]], [[Electrocute (3.5e Epic Spell)|electrocute]]'' (affected by [[#Physical Force|Physical Force]]). Zekrom casts its spell-like abilities with a caster level equal to 2/3 its hit dice (22, in this case). Save DCs based on Charisma.

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'''{{Anchor|Teravolt}} (Ex):''' Zekrom's attacks have a knack for bypassing all but the most well-entrenched of immunities and defenses. Its electric attacks, melee, special, and spell-like alike, bypass the first 50 points of the target's electricity resistance (treating electricity immunity as electricity resistance equal to 5×the target's HD). In addition, its natural weapons are treated as epic, adamantine, silver, and cold iron for the purpose of bypassing damage reduction. Note that this also applies to Zekrom's allies if it uses abilities that can wind up harming its allies, which it thankfully has very few of; nonetheless, Zekrom tries to avoid using such abilities when allies are nearby.

+

'''{{Anchor|Teravolt}} (Ex):''' Zekrom's attacks have a knack for bypassing all but the most well-entrenched of immunities and defenses. Its electric attacks, melee, special, and spell-like alike, bypass the first 50 points of the target's electricity resistance (treating electricity immunity as electricity resistance equal to 5×the target's HD). In addition, its natural weapons are treated as epic, adamantine, silver, and cold iron for the purpose of bypassing damage reduction. Note that this also applies to Zekrom's allies if it uses abilities that can wind up harming its allies, which it thankfully has very few of; nonetheless, Zekrom tries to avoid using such abilities when allies are nearby. (Because ''Bolt Strike'' is a melee attack, Zekrom can (and always does) choose not to strike its allies with it; thus, ''lightning ball'', ''scintillating sphere'', and ''energy vortex'' are Zekrom's only attacks that risk harming its allies.)

'''{{Anchor|Physical Force}} (Ex):''' Zekrom's physical attacks are exceptionally potent. All melee attacks made by Zekrom (including its regular attacks, ''[[#Bolt Strike|Bolt Strike]]'', ''[[#Fusion Bolt|Fusion Bolt]]'', ''[[#Wild Charge|Wild Charge]]'', ''shocking grasp'', ''gauss whip'', and ''electrocute'') gain a +3 bonus on attack rolls and deal an extra 2d12 points of damage. This is already reflected in the statistics block.

'''{{Anchor|Physical Force}} (Ex):''' Zekrom's physical attacks are exceptionally potent. All melee attacks made by Zekrom (including its regular attacks, ''[[#Bolt Strike|Bolt Strike]]'', ''[[#Fusion Bolt|Fusion Bolt]]'', ''[[#Wild Charge|Wild Charge]]'', ''shocking grasp'', ''gauss whip'', and ''electrocute'') gain a +3 bonus on attack rolls and deal an extra 2d12 points of damage. This is already reflected in the statistics block.

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'''{{Anchor|Electric Guard}} (Su):''' Zekrom's body is perpetually charged with electricity. All who strike it with unarmed attacks or natural weapons take 1d4 points of electricity damage. In addition, Zekrom has a +4 deflection bonus to its AC and a +1 deflection bonus to all saving throws (reflected in its statistics block).

+

'''{{Anchor|Electric Guard}} (Su):''' Zekrom's body is perpetually charged with electricity. All who strike it with unarmed attacks or natural weapons take 1d4 points of electricity damage. In addition, Zekrom has a +4 deflection bonus to its AC and a +2 deflection bonus to all saving throws (reflected in its statistics block).

'''{{Anchor|Aura of Ideals}} (Su):''' Zekrom is the embodiment of ideals - of dedication to a cause, of doing what you believe to be right even when you get ridiculed and instructed to stop, of uncompromisingly seeking out problems with the world and correcting them. All creatures allied to Zekrom within 300 feet of it feel its presence encouraging them to live up to their ideals and achieve their dreams, and therefore gain a +5 morale bonus to all die rolls (including but not limited to attack rolls, damage rolls, skill checks, saving throws, and caster level checks).

'''{{Anchor|Aura of Ideals}} (Su):''' Zekrom is the embodiment of ideals - of dedication to a cause, of doing what you believe to be right even when you get ridiculed and instructed to stop, of uncompromisingly seeking out problems with the world and correcting them. All creatures allied to Zekrom within 300 feet of it feel its presence encouraging them to live up to their ideals and achieve their dreams, and therefore gain a +5 morale bonus to all die rolls (including but not limited to attack rolls, damage rolls, skill checks, saving throws, and caster level checks).

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