Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
XP Speed(S/M/F)
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Hero Points
Caster Level
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Dodge
Size
Natural
Deflect
Misc
Touch
Flat-footed
CMD
FCMD
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
`
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
CMB
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Max Rank
Skills
Skill Name
Key
Ab
CS
Skill
Mod
Ab
Mod
Rank
Misc
Mod
ACP
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=467085][B][SIZE=+1]Direth[/SIZE][/B][/URL] male LN Fey'ri Inquisitor/Hellknight Signifer, [B]Level[/B] 6/8, [B]Init[/B] +15, [B]HP[/B] 103/103, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 14, [B]Flat-footed[/B] 17, [B]Fort[/B] +10, [B]Ref[/B] +9, [B]Will[/B] +19, [B]Base Attack Bonus[/B] 10 [B] Anchoring(+2) Whip+1 [/B] +13/+8 (1d3, 19-20/x2) [B],Dispelling Burst(+2) Whip+1 [/B] +13/+8 ( , 19-20/x2) [B] Repeating Crossbow Light [/B] +14/+9 (1d8, 20/x2) [B] Bracer of armour+3[/B], [B]3/day attack Lion's Shield[/B] (+3 Armor, +4 Shield, +4 Dex) [B]Abilities[/B] Str 10, Dex 18, Con 14, Int 20, Wis 30, Cha 18 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
Show Printable Version
]
Kirin CR 13 XP 25,600 LG Large outsider (air, extraplanar, good, lawful) Init +7; Senses darkvision 60 ft., true seeing; Perception +29 Aura holy aura DEFENSE AC 29, touch 21, flat-footed 21 (+4 deflection, +7 Dex, +1 dodge, +8 natural, -1 size) hp 172 (15d10+90) Fort +15, Ref +22, Will +20 Defensive Abilities air mastery, whisper on the wind; DR 10/evil; Immune electricity, petrification, poison; Resist acid 10, fire 10, sonic 10; SR 24 (25 vs. evil) OFFENSE Speed 50 ft., fly 120 ft. (perfect), whisper on the wind Melee gore +22 (1d8+12/18-20), 2 hooves +22 (2d6+6 plus 2d6 fire) Space 10 ft.; Reach 5 ft. Special Attacks powerful charge (gore 4d8+12), smite chaos Spell-Like Abilities (CL 15th) Constant – holy aura, true seeing At Will – blur, control winds, dispel magic, guidance, gust of wind, mirror image, summon monster I (celestial only), wind wall 3/day – cure light wounds, disguise self, elemental body IV (air elemental), neutralize poison, summon monster III (celestial only) 1/day – chain lightning, create food and water, create water, major creation, summon monster V (celestial only), whirlwind 1/week – wish (other creatures only) STATISTICS Str 23, Dex 24, Con 22, Int 21, Wis 24, Cha 22 Base Atk +15; CMB +22; CMD 44 (48 vs. trip) Feats Alertness, Dodge, Lightning Reflexes, Lightning Stance, Weapon Finesse, Weapon Focus (gore), Weapon Focus (hoof), Wind Stance Skills Bluff +24, Fly +31, Diplomacy +24, Escape Artist +22, Heal +25, Intimidate +24, Knowledge (arcana) +20, Knowledge (planes) +23, Perception +29, Sense Motive +29, Stealth +25 Languages Auran; telepathy 100 ft. SQ spirits of the air SPECIAL ABILITIES Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a kirin. Hooves (Ex) The kirin treats its hooves as primary weapons. Smite Chaos (Su) Once per day, as a swift action, a kirin can designate one chaotic creature it can see as the target of its smite chaos ability. Until the creature is dead, or the kirin rests, it adds the following: 1) its Charisma bonus to attack rolls; and 2) a damage bonus to attacks equal to its Hit Dice. Spirits of the Air (Su) When a kirin summons a creature with a fly speed or the air subtype, the creature gains a +4 bonus to its Strength and Constitution scores. Storm Horn (Ex) The horn of a kirin is exceedingly sharp. The kirin adds double its Strength modifier to melee damage from the horn and the horn’s critical threat range is 18-20. Whisper on the Wind (Su) As a move action, the kirin can become invisible and incorporeal. As long as it is in this state, the kirin can move double its speed. The kirin can resume its normal state with a free action. Image courtesy AppleHunter Editor's Notes A few notes on this creature: 1. The Kirin's concentration for its spell-like abilities is +21. 2. The Knowledge (arcana) skill is missing the class skill modifier. It had an extra one available from its outsider "any 4" since Fly is automatically a class skill. 3. The Stealth skill is missing the size modifier. Therefore, these skills should be: Knowledge (arcana) +23, Stealth +21 GM's are encouraged to use these statistics. Lore Characters with ranks in Knowledge (planes) can learn more about a Kirin. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (planes) DC Result 18 Kirin are good outsiders from the Plane of Air. 23 A kirin will aid other good creatures in their struggle against evil beings but must first be convinced potential allies are worthy of their assistance. 28 The kirin command the elements of air and lightning and can summon similar creatures to their side. 33 The kirin is part air and can travel at incredible speeds when it merges with that element. ECOLOGY Environment any (Plane of Air) Organization solitary Treasure none Kirin are a race of air creatures who make their life among the clouds and wind currents, rarely touching the ground. They are lords of the upper realms, commanding the elements and creatures of the airy heights, and embody the forces of goodness and fortune. When visible, the kirin appears as a large equine creature with a golden fiery mane, blazing hooves and a single horn, much like a unicorn’s, protruding from its forehead. Kirin uphold the precepts of good and law and, though they prefer to remain aloft, an individual sometimes descends to aid earth-bound creatures in their struggles against evil. Very rarely, a kirin consents to serve as a paladin’s mount but only in the most dire of circumstances and when the paladin must confront a truly great evil. The kirin race arrived on the Material Plane chasing their mortal enemies, the herensugue, evil demons of air. The herensugue fled the Elemental Plane of Air after losing a war to the kirin. However, in revenge, the herensugue cursed the kirin. Until all herensugue are slain, the kirin can never return to their home plane. Kirin are forever searching for the last herensugue so they may return home and rejoin their comrades. Unfortunately, there has not been a herensugue sighting for generations. It is unknown if kirin establish lairs in the same way of other intelligent creatures. Such a place would certainly be a floating castle or on an inaccessible mountaintop