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Amalj’aa Arcane Saint

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Amalj’aa Arcane Saint (CR 9)

XP 6,400
Amalj’aa Sword Saint 9
LE Medium Humanoid (Amalj’aa, Reptilian)
Init +2; Senses Low-light vision; Perception +14

DEFENSE

AC 23 (25), touch 12 (14), flat-footed 21 (+8 armor, +3 shield, +2 Dex, +2 dodge in desert terrains)
HP 94 [135] (9d10+45)
Fort +11, Reflex +5, Will +9, +2 vs. dark magic school
Defensive Abilities Bond to the Land, Defensive Focus; Resist Shadow 5, Fire 5

OFFENSE

Speed 40 ft. (30 ft. in armor)
Melee +1 Knight Sword +15/+10 (1d10+9/18-20) or 2 Claws +13/+8 (1d6+5)
Special Attacks First Blood, Surprising Strike (1/day), Swordskills (Base DC 17; Shadowblade, Crush Armor, Lightning Stab, Astral Munition, Raging Inferno)
Special Abilities Aegis (20-ft.-radius, +3 morale bonus to AC and WIll saves for allies), Ifrit’s Fury, Sword Saint Talents (Focused Strength, Halting Blow, Melee Defense, Melee Power), Warleader (5/day for 6 rounds; Back to Back), Warlord’s Mark (7/day, Total Marks at once: 6, -4 attack penalty & spell failure 14%)

STATISTICS

Str 20, Dex 14, Con 20, Int 10, Wis 10, Cha 16
Base Atk +9/+4; CMB +14; CMD 26
Feats Cleave, Improved Critical (Knight Sword), Power Attack, Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)
Skills Intimidate +14, Perception +14;
Languages Amalj’aa, Common
SQ Armor Training +1, Deathless Spirit, Force of Personality, Martial Training, Never Outnumbered +1, Practiced Skill (Shadowblade), Stalker, Tactical Assistance, Tactical Flanker +3
Gear cure potion (4), +1 knight sword, +1 banded mail, heavy steel shield

SPECIAL ABILITIES

Bond to the Land (Ex)

Amalj’aa gain a +2 dodge bonus to AC when in desert and sandy terrain.

Deathless Spirit (Ex)

Amalj’aa have such a strong will that they tend to resist the effects of negative levels and damage when its inflicted. Amalj’aa gain a resistance 5 against shadow damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against spells or spell-like abilities of the dark school.

Ifrit’s Fury (Su)

1/day, Amalj’aa share the power of Ifrit gaining Enfire for 4 turns or until discharged on his weapon. This effect deals an extra 4 points of fire damage. The weapon loses this property if its wielder drops it or otherwise loses contact with it.

Stalker (Ex)

The Amalj’aa have long hunted and preyed upon the weak and such traditions have been passed down. Due to such traditions the Amalj’aa gain Perception and Stealth as class skills.