Prince Maziar the Charismatic
Size/Type: Medium Humanoid
Hit Dice: 8d8 (40 hp)
Initiative: -1 (-1 dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 dex, +6 cool breastplate +1, +2 small shield +1), touch 9, flat-footed 17
or 11 (-1 dex, +1 wis, +1 monk), touch 11, flat-footed 11
combat expertise can increase this by up to 5
Base Attack/Grapple: +6/+8
Attack: unarmed (monk) +8 melee (1d8+2, -, light, bludgeoning)
or +1 scimitar +10 melee (1d6+2, 18-20/x2, 2 lb., one-handed, slashing)
or +1 spiked light steel shield +9 melee (1d4+1, 9 lb., light, piercing)
Full Attack: unarmed (monk) +8/+3 melee (1d8+2, -, light, bludgeoning)
or +1 scimitar +10/+5 melee (1d6+2, 18-20/x2, 2 lb., one-handed, slashing)
Space/Reach: 5 ft/5 ft
Special Attacks: horn of the loyal sands
Special Qualities: heat endurance
Saves: Fort +2, Ref +1, Will +7
+2 bonus on saving throws against fire effects
Abilities: Str 14, Dex 8, Con 10, Int 15, Wis 13, Cha 17
Skills: bluff +6, diplomacy +18, gather information +5, intimidate +5, knowledge (geography) +4, knowledge (history) +7, knowledge (local) +7, knowledge (nature) +5, knowledge (nobility)+ 13, knowledge (religion) +7, perform (oratory) +8, perform (woodwinds) +4, profession (sailor) +2, ride +4, sense motive +8, swim +7
Feats: combat expertise,expertise, negotiator, heat endurance, weapon focus: scimitar
Gear: amulet of unaging (removes physical effects of age), monk's belt,belt, +1 spiked +1 light bronze shield, +1 scimitar, +1 cool breastplate, horn of the loyal sands
Alignment: Neutral Good
Languages: Common, Catfolk, Gnome
Horn of the Loyal Sands
Once a day while in the Kaprelan desert, this horn may be sounded to summon 1d4+2 level four dustform human fighters armed with great scimitars, as specified below, for ten minutes. These summoned constructs appear from the nearest patch of sand large enough to emerge from. They understand Common and obey the horn-blower's commands.
Dustform Human Fighter 4Size/Type: Medium ConstructHit Dice: 4d10 (22 hp)Initiative: -1 (-1 dex)Speed: 30 ft. (6 squares)Armor Class: 14 (-1 dex, +5 natural), touch 9, flat-footed 14Base Attack/Grapple: +4/+6Attack: great scimitar +7 (1d8+4, 18-20/x2) or slam +6 (1d6+2)Full Attack: great scimitar +7 (1d8+4, 18-20/x2) and slam +1 (1d6+2)Space/Reach: 5 ft/5 ftSpecial Attacks: breath weapon, power attack, cleaveSpecial Qualities: blindsight, construct traits, bludgeoning weakness, damage reduction 5/magicSaves: Fort +2, Ref +1, Will +7Abilities: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 10Skills: intimidate +7, jump +6, climb +5 +8 to hide in sandy environmentsFeats: Exotic Weapon Proficiency (Great Scimitar), Power Attack, Cleave, Weapon Focus (Great Scimitar), Weapon Specialization (Great Scimitar)Alignment: Lawful NeutralLanguages: CommonBreath Weapon (Su): As a standard action every 2d4 rounds, this dustform fighter can spew out a 10-foot cone of dust and sand. The cone deals 2d6 points of damage, and creatures within the area can make DC12 Reflex saves for half damage.
Blindsight (Ex): Dustform creatures are blind, but they can sense all creatures within 60 feet as a sighted creature would by defecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.
Construct Traits: Constructs have immunity to poison, sleep, paralysis, stunning, and mind-affecting spells and abilities. They are not subject to extra damage from critical hits or flanking. In addition, a dustform creature cannot be polymorphed into a nondustform creature.
Damage Reduction (Su): Dustform creatures have damage reduction 5/magic. A dustform creature's own natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Dustform creatures have one fatal weakness. A critical hit with a bludgeoning weapon forces the dustform creature to make a Will save to remain cohesive; otherwise it dissolves into lifeless dust again. The DC for the Will save is equal to 10 + damage dealt.