The White Queen
One moment, you see before you a statue of a regal elf woman formed entirely of ice. You blink. Directly in front of you stands the elf woman holding a staff of office which seethes cold and looks quite functional as a spear. You glance to behind her to where the statue was. It is no longer there.
CG Medium outsider (air, azata, chaotic, cold, extraplanar, good, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +27
Aura holy aura
AC 35, touch 19, flat-footed 30 (+4 deflection, +5 Dex, +16 natural)
hp 230 (20d10+100)
Fort +23, Ref +17, Will +22
DR 15/cold iron and evil; Immune electricity, cold, petrification; Resist fire 10; SR 31
Weaknesses vulnerable to fire
Speed 50 ft., fly 150 ft. (perfect)
Melee +2 ghost touch icy burst keen spear +27/+22/+17/+12 (1d8+9/19–20/x3 plus 1d6 cold and slow) or +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Ranged +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Special Attacks slow
Spell-Like Abilities (CL 20th; concentration +26)
Constant—detect evil, holy aura (DC 24), see invisibility, statue APG
At will—polar ray (DC 24), wall of ice (DC 20)
Spells Known (CL 20th; concentration +26)
9th (6/day)—overwhelming presence UM (DC 25), polar midnight UM (DC 25), storm of vengeance (DC 25)
8th (6/day)—discern location, greater spell immunity, stormbolts APG (DC 24)
7th (7/day)—greater restoration, holy word (DC 23), repulsion (DC 23)
6th (7/day)—banishment (DC 22), heroes’ feast, undeath to death (DC 22)
5th (7/day)—break enchantment, cleanse APG, hallow, pillar of life APG
4th (7/day)—death ward, dismissal (DC 20), divine power, spell immunity
3rd (8/day)—cure serious wounds (DC 19), invisibility purge, magic circle against evil, remove curse
2nd (8/day)—align weapon, cure moderate wounds (DC 18), eagle’s splendor, owl’s wisdom, shatter
1st (8/day)—bless, cure light wounds (DC 17), divine favor, entropic shield, shield of faith
0—create water, detect magic, detect poison, guidance, light, purify food and drink, resistance, stabilize, virtue
Str 20 (+5), Dex 21 (+5), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 24 (+6)
Base Atk +20; CMB +25 (+29 when performing reposition); CMD 44 (+20 BAB, +5 Str, +5 Dex, +4 deflection; 46 vs reposition)
Feats Combat Expertise, Great Fortitude, Greater Reposition APG, Greater Vital Strike, Improved Reposition APG, Improved Vital Strike, Iron Will, Lightning Reflexes, Toughness, Vital Strike
Skills Craft (any one) +27, Diplomacy +29, Escape Artist +28, Fly +36, Heal +27, Knowledge (nature) +27, Knowledge (planes) +27, Perception +27, Perform (oratory) +29, Sense Motive +27
Languages Aquan, Auran, Celestial, Draconic, Infernal; truespeech
SQ change shape, control weather, grant mythic power, rime lance
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Change Shape (Su) The White Queen can assume any animal or humanoid form three times per day as if using polymorph.
Control Weather (Su) The White Queen has complete control over the weather when she is holding court in the White Kingdom or when she occupies any 10-mile square on the Chessboard. If she and the Red Queen occupy the same 10-mile square on the Chessboard, she must make an opposed concentration check (+26) to control the weather.
Grant Mythic Power (Su) The White Queen can bestow up to three mythic tiers on mortals, individuals from the Material Plane, whom she delegates as her agents in Déscaradh. Depending on how satisfied she is with their execution of the trials she gives them, she may allow them to keep all the tiers, a fraction of the tiers, or only a few uses of mythic power per day upon completion of said trials (GM's decision; see Mythic Adventures Playtest).
Rime Lance (Ex) At will as a free action, the White Queen can create a spear of ice that functions as a +2 ghost touch icy burst keen spear. One round after it leaves her grasp, the weapon melts into water.
Spells The White Queen casts divine spells as a 20th-level oracle. She does not gain access to mysteries or any other oracle abilities.
The White Queen is always experimenting with something new and is rarely seen in the same shape twice as her form is shifting with her mood. Two things that remain static though are her incomparable beauty and the theme of white in her being and outfits. She is flighty and pleasant to deal with unless it comes to the war where she becomes as serious as stone; at her core she has become a warrior for her cause and her kingdom.
Within the court proper there are seven other very powerful Azata all of whom share the queen’s love of beauty and freedom. One named for each of the seven pieces on a chessboard: two Rooks, two Bishops, two Knights, and a King. What many don't know is that the King himself holds all the power despite being the least powerful there as the White Queen must review all her plans through him.
Reposition Combat Maneuver (Advanced Player’s Guide, Chapter 8)
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.
If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent's CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.
An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.
Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.
Greater Reposition (Combat)
When you reposition foes, they are left vulnerable to the attacks of your allies.
Prerequisites: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.
New Universal Monster Ability
Slow (Ex): A creature with the slow special attack deals cold damage in addition to damage dealt on a successful hit in melee. Those affected by the slow ability must also succeed on a Reflex save or be slowed, having their speed halved for 1d4 rounds (DC 10 + 1/2 the slowing creature’s racial hit dice + slowing creature’s Con modifier). A slowed creature can attempt a Fortitude save as a full-round action to negate the slowing effect. Being near a source of heat grants a +4 bonus on this save. If a creature under a haste spell or similar effect is slowed, the haste spell or effect is instead neutralized for the duration of the slowing effect.
I apologize for the tardiness of this post, I know that it is a week late. The next post will be on time. --Tim