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Jumper

by Surcus

Aberration
Small
HD 30d8+240
Hp 390
Init +12
Speed 110
AC 42
-Touch 27
-Flatfooted 34
Base Attack: +22
Full Attack: 12 attacks +29
Damage:2d6+8+Time(Fort DC 33 or lose 1d10x1000XP+moved five rounds into future, Jumper healed 5 HP)and +15d6 Sneak Attack, if applicable.
Reach:15 feet(though small, long "arms")
Special:
Immune to Magic/Energy except Time-based.
Divine Shield(treat as DR 10 that is unbeatable, even by Immortals/Gods)
Divine Blast(ranged touch attack, 9d12 divine damage, no save)
Saves:
Fort +20
Ref +20
Will +25
Abilities:
Str 26, Dex 26, Con 26, Int 26, Wis 26, Cha 26
Feats/Abilities:
Power Attack, Improved Initiative, WF/GWF/EWF(arms), Combat Prowessx3, Combat Reflexes, Improved Evasion, Slippery Mind, Improved Uncanny Dodge, Crippling Strike, Trap Sense, Trap finding, Lightning Reflexes, Great Fortitude and Stealthy.
Skills:
Decipher Script, Disable Device, Escape Artist, Hide, Move Silently, Open Lock, Search, Sleight of Hand, Spot and Use Magical Device (33 ranks in each, +41 total modifier(+43 hide/move silently).
Organisation: 1-8
Treasure: None(or perhaps valuable spell components?)
Alignment: Neutral(always)
Advancement: 11-20(Tiny)21-30(Small)(Note: This example jumper is the strongest possible)
CR: Well...that's not easy...20ish?closer to 30?

Time Spells will be such as:
Slow/Haste, various Cause Wounds spells, Destruction, Ice Storm/Wall, Poison, Silence, Transmute Rock to Mud, Energy Drain, Curse/Bestow Curse, and similar.