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Post by deanthelis on Jan 24, 2017 15:20:47 GMT
Metzofitz grants Fetch and Kyomi a Profane License, granting each of them a full Profane Gift from Vittorio, including each Profane Temptation. He is paid 8,000gp from each of them.
Metzofitz has 25650gp and 0 Downtime Days remaining.
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Post by deanthelis on Jan 24, 2017 22:44:27 GMT
Metzofitz purchases two Gauntlets and two Thorn Bracers for a total of 64gp. Metzofitz purchases spellbooks containing the following spells for a total of 8550gp: 1st (120gp): -Discern Next of Kin -Handy Grapnel -Heightened Awareness -Keep Watch -Magic Aura -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Unerring Weapon -Windy Escape 2nd (800gp): -Anti-Summoning Shield -Arcane Disruption -Bestow Insight -Blood Transcription -Carrion Compass -Create Treasure Map -Detect Thoughts -Endure Elements, Communal -Investigative Mind -Locate Object -Make Whole -Misdirection -Mount, Communal -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Spectral Hand -Splinter Spell Resistance -Track Ship 3rd (1710gp): -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Darkvision, Communal -Heart of the Metal -Invisibility Sphere -Keen Edge -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Sepia Snake Sigil -Spellsword -Spider Climb, Communal -Tongues -Wind Wall 4th (1920gp): -Calcific Touch -Charm Monster -Dimension Door -Globe of Invulnerability, Lesser -Illusory Wall -Magic Aura, Greater -Make Whole, Greater -Phantom Steed, Communal -Revenant Armor -Ride the Waves -Secure Shelter -Tongues, Communal 5th (4000gp): -Animal Growth -Break Enchantment -Charm Person, Mass -Contact Other Plane -Dismissal -Dominate Person -Echolocation -False Vision -Hungry Pit -Life Bubble -Mind Fog -Persistent Image -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal
Metzofitz has 17036gp and 0 Downtime Days remaining. Generic Crafting Template: Item Name CL # Cooperative Crafting + Rushed = 4000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 42 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wands: 1st: -*Lesser Restoration (CL 1) 50C -*Shield of Faith (CL 1) 49C -Erase (CL 1) 46C -Expeditious Retreat (CL 1) 48C -Infernal Healing (CL 1) 9C -Infernal Healing (CL 1) 50C -Magic Missile (CL 5) 23C -Shield (CL 1) 50C -Unseen Servant (CL 1) 49C
Scrolls: 1st (CL 1): -Air Bubble, x1 -Burning Hands, x1 -Comprehend Languages, x1 -Disguise Self, x1 -Endure Elements, x1 -Expeditious Construction, x2 -Expeditious Retreat, x1 -Feather Fall, x1 -Grease, x1 -Infernal Healing, x4 -Obscuring Mist, x1 -True Strike, x1
Potions/Oils: 1st (CL 1): -Abundant Ammunition, x2 -Enlarge Person, x3 -Magic Weapon, x4
Other Consumable Equipment: -Journals titled "Explosive Runes for Dummies": 36
Wondrous Items/Rings/Similar: -Amazing Tools of Manufacture (Craft (Painting)) -Armillary Amulet (Neck) -Cloak of Resistance +5 (Shoulders) -Cracked Pale Green Prism (Saves) Ioun Stone -Cyclops Helm (Head) -Dragonbane Divination Sticks -Handy Haversack -Headband of Vast Intelligence +6 (Escape Artist, Perception, Knowledge (Local)) (Headband) -Pearl of Power (1st), x2 -Ring of Counterspells (Ring 1)
Rods: -Metamagic Rod of Echoing Spell, Lesser -Metamagic Rod of Widen Spell, Lesser
Staves:
Permanent Spells: -Darkvision -See Invisibility -Comprehend Languages
Spellbook: 0th: -Acid Splash -Arcane Mark -Dancing Lights -Daze -Detect Magic -Detect Poison -Flare -Ghost Sound -Haunted Fey Aspect -Light -Mage Hand -Mending -Message -Open/Close -Prestidigitation -Ray of Frost -Read Magic -Resistance -Spark
1st: -Abundant Ammunition -Air Bubble -Alarm -Anticipate Peril -Blood Money -Burning Hands -Charm Person -Color Spray -Comprehend Languages -Crafter's Fortune -Dancing Darkness -Discern Next of Kin -Disguise Self -Endure Elements -Enlarge Person -Erase -Expeditious Construction -Expeditious Retreat -Feather Fall -Floating Disk -Gravity Bow -Grease -Handy Grapnel -Heightened Awareness -Hold Portal -Infernal Healing -Keep Watch -Liberating Command -Long Arm -Mage Armor -Magic Aura -Magic Missile -Magic Weapon -Mount -Obscuring Mist -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Secluded Grimoire -Shield -Silent Image -Sleep -True Strike -Unerring Weapon -Unseen Servant -Windy Escape 2nd: -Acid Arrow -Alter Self -Anti-Summoning Shield -Arcane Disruption -Arcane Lock -Bestow Insight -Blindness/Deafness -Blood Transcription -Carrion Compass -Cloud of Seasickness -Command Undead -Create Pit -Create Treasure Map -Darkvision -Detect Thoughts -Endure Elements, Communal -Euphoric Cloud -False Life -Force Sword -Glitterdust -Investigative Mind -Invisibility -Knock -Levitate -Locate Object -Make Whole -Mirror Image -Misdirection -Mount, Communal -Protection from Arrows -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Pyrotechnics -Resist Energy -Rope Trick -Scorching Ray -See Invisibility -Spectral Hand -Spider Climb -Splinter Spell Resistance -Summon Cacodaemon -Track Ship -Warding Weapon -Web 3rd: -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Clairaudience/Clairvoyance -Darkvision, Communal -Dispel Magic -Displacement -Explosive Runes -Fireball -Fly -Gaseous Form -Haste -Heart of the Metal -Heroism -Insect Scouts -Invisibility Sphere -Keen Edge -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Protection from Energy -Resist Energy, Communal -Sepia Snake Sigil -Shrink Item -Sleet Storm -Slow -Spellsword -Spider Climb, Communal -Spiked Pit -Stinking Cloud -Tongues -Wall of Nausea -Wind Wall 4th: -Acid Pit -Arcane Eye -Black Tentacles -Bloody Arrows -Calcific Touch -Charm Monster -Confusion -Detect Scrying -Dimension Door -Dimensional Anchor -Earth Glide -Globe of Invulnerability, Lesser -Greater Invisibility -Illusory Wall -Insect Spies -Lesser Geas -Magic Aura, Greater -Make Whole, Greater -Mirror Transport -Mnemonic Enhancer -Nondetection, Communal -Phantom Steed, Communal -Protection from Energy, Communal -Remove Curse -Revenant Armor -Ride the Waves -Scrying -Secure Shelter -Solid Fog -Stoneskin -Tongues, Communal -Wall of Blindness/Deafness 5th: -Animal Growth -Break Enchantment -Charm Person, Mass -Cone of Cold -Contact Other Plane -Dismissal -Dominate Person -Echolocation -Fabricate -False Vision -Feeblemind -Hungry Pit -Lesser Planar Binding -Life Bubble -Mage's Private Sanctum -Magic Jar -Mind Fog -Overland Flight -Permanency -Persistent Image -Planar Adaptation -Polymorph -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal -Telekinesis -Teleport -Trace Teleport -Transmute Mud to Rock -Transmute Rock to Mud -Wall of Force -Wall of Stone -Waves of Fatigue
Constructs: Babau Trompe L'oeil: Montresor CR 7 TN Medium construct Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
DEFENSE AC 24, touch 11, flat-footed 23 (+1 Dex, +8 natural, +5 armor (+1 chain shirt)) hp 76 (7d10+21+20) Fort +8, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18; construct traits
OFFENSE Speed 30 ft. Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or +2 guisarme +14/+9 (2d4+9/×3), bite +7 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 3, 1 babau at 40%)
STATISTICS Str 21, Dex 13, Con -, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +12; CMD 23 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +10, Climb +11, Disable Device +10, Escape Artist +10, Perception +19, Sense Motive +11, Sleight of Hand +10, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Venedaemon Trompe L'oeil: Battiato CR 6 TN Medium construct Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12
DEFENSE AC 23, touch 12, flat-footed 21 (+2 Dex, +7 natural, +4 armor (mage armor)) hp 85 (6d10+30+20) Fort +7, Ref +7, Will +8 DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 17, construct traits;
OFFENSE
Speed 30 ft., fly 30 ft. (average) Melee 2 tentacles +6 (1d6) or +1 guisarme +7/+2 (2d4+1) Special Attacks arcane soul-crush Spell-Like Abilities (CL 6th; concentration +11)
Constant—arcane sight 3/day—dimension door, dispel magic, slow (DC 18) 1/day—summon (level 3, 1 cacodaemon, 75%)
Spells Known (CL 6th; concentration +11) 3rd (4/day)—fly (DC 18) 2nd (6/day)—invisibility, create pit (DC 17) 1st (8/day)—snowball (DC 16), mage armor, magic missile, shield 0 (at will)—enhanced diplomacy, arcane mark, light, mage hand, prestidigitation, ray of frost (DC 15), read magic
STATISTICS Str 11, Dex 15, Con -, Int 22, Wis 16, Cha 21 Base Atk +6; CMB +6; CMD 18 Feats Combat Casting, Spell Focus (Use Magic Device), Improved Initiative, Magical Aptitude Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11, Use Magic Device +19 Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
SPECIAL ABILITIES Arcane Soul-Crush (Su) A venedaemon may consume a held soul gem as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Succubus Trompe L'oeil Vittorio CR 8 TN Medium construct Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE AC 27, touch 13, flat-footed 24 (+5 armor (+1 chain shirt), +2 shield (mwk. heavy steel shield), +3 Dex, +7 natural) hp 127 (8d10+64+20) Fort +10, Ref +9, Will +10 DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; construct traits;
OFFENSE Speed 30 ft., fly 50 ft. (average) Melee +2 kukri +13/+8 (1d4+3) (18-20/x2) Special Attacks energy drain, profane gift Spell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS Str 13, Dex 17, Con -, Int 18, Wis 14, Cha 27 Base Atk +8; CMB +11; CMD 22 Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft. SQ Change Shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save). The succubus's ability to grant a profane gift to those she encounters is one of her most subtle methods of influencing mortal actions. Yet the gift is only one such effect—some succubi have variant profane gifts that grant additional boons to the target.
Gift of Transformation: The succubus's profane gift also allows the target to use the succubus's change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target's saving throws against this or the succubus's suggestion ability take a –4 penalty. Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours. Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Young Time Dragon Trompe L'oeil Massimo CR 12 TN Large construct Init +9; Senses detect magic, dragon senses, see in darkness; Perception +18
DEFENSE AC 33, touch 11, flat-footed 31 (+12 (+3 full plate), +2 Dex, +10 natural, –1 size) hp 126 (13d10+26+30) Fort +11, Ref +10, Will +10 Immune cold, paralysis, sleep, staggered, construct traits;
OFFENSE Speed 50 ft., fly 200 ft. (poor) Melee bite +19 (2d6+10), 2 claws +19 (1d8+7), 2 wings +17 (1d6+3), tail slap +17 (1d8+10) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (40-ft. cone, 6d10 electricity, DC 20)
Spell-Like Abilities (CL 11th; concentration +13) Constant—detect magic At will—share memory Sorcerer Spells Known (CL 1st; concentration +3) 1st (4/day)—erase, mage armor 0 (at will)—mage hand, message, read magic, resistance
STATISTICS Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15 Base Atk +13; CMB +21; CMD 33 (37 vs. trip) Feats Cleave, Improved Initiative, Multiattack, Power Attack, Skill Focus (Knowledge [history]), Ability Focus (breath weapon, alien presence) Skills Diplomacy +18, Fly +12, Knowledge (arcana, planes, religion) +18, Knowledge (history) +24, Perception +18, Spellcraft +18 Languages Common, Draconic, Elven SQ immortal, no breath, read the threads, starflight
SPECIAL ABILITIES
Immortal (Ex) Time dragons age, but don't die from old age.
Read the Threads (Su) A time dragon gains a racial bonus on initiative checks equal to its age category. In addition, a time dragon is immune to the staggered condition.
Alien Presence (Su) A creature that fails its saving throw against a time dragon's alien presence is staggered for 5d6 rounds (or stunned if it has 4 Hit Dice or fewer).
Starflight (Su) In outer space, an outer dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
No Breath (Ex) Outer dragons don't need to breathe and are immune to inhaled poisons, suffocation, and drowning. See the universal monster rules for more information.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
drive.google.com/open?id=0B-hjEJ5zeyIrdk1tUFBpVHhVcUk
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Post by deanthelis on Jan 26, 2017 16:54:03 GMT
bladeandbow.boards.net/thread/2600/names-hard-thing-rememberMetzofitz has 60536gp and 0 Downtime Days remaining. Metzofitz uses Permanency on Arcane Sight, Aura Sight and Tongues on himself for a total of 22500gp. Metzofitz has 38036gp. Metzofitz advanced twice in level and obtains the following spells for free: 6th: -Antimagic Field -Dispel Magic, Greater -Globe of Invulnerability -Guards and Wards
He then purchases spellbooks containing the following spells for a total of 7920gp: 6th: -Acid Fog -Chain Lightning -Chains of Light -Circle of Death -Contingency -Disintegrate -Flesh to Stone -Geas-Quest -Heroism, Greater -Legend Lore -Mage's Decree -Mage's Lucubration -Permanent Image -Planar Binding -Programmed Image -Repulsion -Shadow Enchantment, Greater -Sirocco -Transfer Familiar -True Seeing -Undeath Ward -Undeath to Death
Metzofitz has 30116gp. Metzofitz crafts a construct. Marut Trompe L'oeil CL 16 Cooperative Crafting + Rushed = 4000gp/day Rushed = +5 DC Insufficient Requirement Met: Animate Objects, Enter Image = +10 DC DC = 31 Metzofitz Spellcraft Take 10 = 44 Item Complete - Cost: 9500gp + 3 Day Downtime
Metzofitz has 20616gp and 2 Downtime Days remaining. Generic Crafting Template: Item Name CL # Cooperative Crafting + Rushed = 4000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 42 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wands: 1st: -*Lesser Restoration (CL 1) 50C -*Shield of Faith (CL 1) 49C -Erase (CL 1) 46C -Expeditious Retreat (CL 1) 48C -Infernal Healing (CL 1) 9C -Infernal Healing (CL 1) 50C -Magic Missile (CL 5) 23C -Shield (CL 1) 50C -Unseen Servant (CL 1) 49C
Scrolls: 1st (CL 1): -Air Bubble, x1 -Burning Hands, x1 -Comprehend Languages, x1 -Disguise Self, x1 -Endure Elements, x1 -Expeditious Construction, x2 -Expeditious Retreat, x1 -Feather Fall, x1 -Grease, x1 -Infernal Healing, x4 -Obscuring Mist, x1 -True Strike, x1
Potions/Oils: 1st (CL 1): -Abundant Ammunition, x2 -Enlarge Person, x3 -Magic Weapon, x4
Wondrous Items/Rings/Similar: -Amazing Tools of Manufacture (Craft (Painting)) -Armillary Amulet (Neck) -Cloak of Resistance +5 (Shoulders) -Cracked Pale Green Prism (Saves) Ioun Stone -Cyclops Helm (Head) -Dragonbane Divination Sticks -Handy Haversack -Headband of Vast Intelligence +6 (Escape Artist, Perception, Knowledge (Local)) (Headband) -Pearl of Power (1st), x2 -Ring of Counterspells (Ring 1)
Rods: -Metamagic Rod of Echoing Spell, Lesser -Metamagic Rod of Widen Spell, Lesser -Metamagic Rod of Reach Spell, Lesser
Staves:
Permanent Spells: -Darkvision -See Invisibility -Comprehend Languages
Spellbook: 0th: -Acid Splash -Arcane Mark -Dancing Lights -Daze -Detect Magic -Detect Poison -Flare -Ghost Sound -Haunted Fey Aspect -Light -Mage Hand -Mending -Message -Open/Close -Prestidigitation -Ray of Frost -Read Magic -Resistance -Spark
1st: -Abundant Ammunition -Air Bubble -Alarm -Anticipate Peril -Blood Money -Burning Hands -Charm Person -Color Spray -Comprehend Languages -Crafter's Fortune -Dancing Darkness -Discern Next of Kin -Disguise Self -Endure Elements -Enlarge Person -Erase -Expeditious Construction -Expeditious Retreat -Feather Fall -Floating Disk -Gravity Bow -Grease -Handy Grapnel -Heightened Awareness -Hold Portal -Infernal Healing -Keep Watch -Liberating Command -Long Arm -Mage Armor -Magic Aura -Magic Missile -Magic Weapon -Mount -Obscuring Mist -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Secluded Grimoire -Shield -Silent Image -Sleep -True Strike -Unerring Weapon -Unseen Servant -Windy Escape 2nd: -Acid Arrow -Alter Self -Anti-Summoning Shield -Arcane Disruption -Arcane Lock -Bestow Insight -Blindness/Deafness -Blood Transcription -Carrion Compass -Cloud of Seasickness -Command Undead -Create Pit -Create Treasure Map -Darkvision -Detect Thoughts -Endure Elements, Communal -Euphoric Cloud -False Life -Force Sword -Glitterdust -Investigative Mind -Invisibility -Knock -Levitate -Locate Object -Make Whole -Mirror Image -Misdirection -Mount, Communal -Protection from Arrows -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Pyrotechnics -Resist Energy -Rope Trick -Scorching Ray -See Invisibility -Spectral Hand -Spider Climb -Splinter Spell Resistance -Summon Cacodaemon -Track Ship -Warding Weapon -Web 3rd: -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Clairaudience/Clairvoyance -Darkvision, Communal -Dispel Magic -Displacement -Explosive Runes -Fireball -Fly -Gaseous Form -Haste -Heart of the Metal -Heroism -Insect Scouts -Invisibility Sphere -Keen Edge -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Protection from Energy -Resist Energy, Communal -Sepia Snake Sigil -Shrink Item -Sleet Storm -Slow -Spellsword -Spider Climb, Communal -Spiked Pit -Stinking Cloud -Tongues -Wall of Nausea -Wind Wall 4th: -Acid Pit -Arcane Eye -Black Tentacles -Bloody Arrows -Calcific Touch -Charm Monster -Confusion -Detect Scrying -Dimension Door -Dimensional Anchor -Earth Glide -Globe of Invulnerability, Lesser -Greater Invisibility -Illusory Wall -Insect Spies -Lesser Geas -Magic Aura, Greater -Make Whole, Greater -Mirror Transport -Mnemonic Enhancer -Nondetection, Communal -Phantom Steed, Communal -Protection from Energy, Communal -Remove Curse -Revenant Armor -Ride the Waves -Scrying -Secure Shelter -Solid Fog -Stoneskin -Tongues, Communal -Wall of Blindness/Deafness 5th: -Animal Growth -Break Enchantment -Charm Person, Mass -Cone of Cold -Contact Other Plane -Dismissal -Dominate Person -Echolocation -Fabricate -False Vision -Feeblemind -Hungry Pit -Lesser Planar Binding -Life Bubble -Mage's Private Sanctum -Magic Jar -Mind Fog -Overland Flight -Permanency -Persistent Image -Planar Adaptation -Polymorph -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal -Telekinesis -Teleport -Trace Teleport -Transmute Mud to Rock -Transmute Rock to Mud -Wall of Force -Wall of Stone -Waves of Fatigue
6th: -Acid Fog -Antimagic Field -Chain Lightning -Chains of Light -Circle of Death -Contingency -Disintegrate -Dispel Magic, Greater -Flesh to Stone -Geas-Quest -Globe of Invulnerability -Guards and Wards -Heroism, Greater -Legend Lore -Mage's Decree -Mage's Lucubration -Permanent Image -Planar Binding -Programmed Image -Repulsion -Shadow Enchantment, Greater -Sirocco -Transfer Familiar -True Seeing -Undeath Ward -Undeath to Death
Constructs: Babau Trompe L'oeil: Montresor CR 7 TN Medium construct Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
DEFENSE AC 24, touch 11, flat-footed 23 (+1 Dex, +8 natural, +5 armor (+1 chain shirt)) hp 76 (7d10+21+20) Fort +8, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18; construct traits
OFFENSE Speed 30 ft. Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or +2 guisarme +14/+9 (2d4+9/×3), bite +7 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 3, 1 babau at 40%)
STATISTICS Str 21, Dex 13, Con -, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +12; CMD 23 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +10, Climb +11, Disable Device +10, Escape Artist +10, Perception +19, Sense Motive +11, Sleight of Hand +10, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Venedaemon Trompe L'oeil: Battiato CR 6 TN Medium construct Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12
DEFENSE AC 23, touch 12, flat-footed 21 (+2 Dex, +7 natural, +4 armor (mage armor)) hp 85 (6d10+30+20) Fort +7, Ref +7, Will +8 DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 17, construct traits;
OFFENSE
Speed 30 ft., fly 30 ft. (average) Melee 2 tentacles +6 (1d6) or +1 guisarme +7/+2 (2d4+1) Special Attacks arcane soul-crush Spell-Like Abilities (CL 6th; concentration +11)
Constant—arcane sight 3/day—dimension door, dispel magic, slow (DC 18) 1/day—summon (level 3, 1 cacodaemon, 75%)
Spells Known (CL 6th; concentration +11) 3rd (4/day)—fly (DC 18) 2nd (6/day)—invisibility, create pit (DC 17) 1st (8/day)—snowball (DC 16), mage armor, magic missile, shield 0 (at will)—enhanced diplomacy, arcane mark, light, mage hand, prestidigitation, ray of frost (DC 15), read magic
STATISTICS Str 11, Dex 15, Con -, Int 22, Wis 16, Cha 21 Base Atk +6; CMB +6; CMD 18 Feats Combat Casting, Spell Focus (Use Magic Device), Improved Initiative, Magical Aptitude Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11, Use Magic Device +19 Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
SPECIAL ABILITIES Arcane Soul-Crush (Su) A venedaemon may consume a held soul gem as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Succubus Trompe L'oeil Vittorio CR 8 TN Medium construct Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE AC 27, touch 13, flat-footed 24 (+5 armor (+1 chain shirt), +2 shield (mwk. heavy steel shield), +3 Dex, +7 natural) hp 127 (8d10+64+20) Fort +10, Ref +9, Will +10 DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; construct traits;
OFFENSE Speed 30 ft., fly 50 ft. (average) Melee +2 kukri +13/+8 (1d4+3) (18-20/x2) Special Attacks energy drain, profane gift Spell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS Str 13, Dex 17, Con -, Int 18, Wis 14, Cha 27 Base Atk +8; CMB +11; CMD 22 Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft. SQ Change Shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save). The succubus's ability to grant a profane gift to those she encounters is one of her most subtle methods of influencing mortal actions. Yet the gift is only one such effect—some succubi have variant profane gifts that grant additional boons to the target.
Gift of Transformation: The succubus's profane gift also allows the target to use the succubus's change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target's saving throws against this or the succubus's suggestion ability take a –4 penalty. Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours. Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Young Time Dragon Trompe L'oeil Massimo CR 12 TN Large construct Init +9; Senses detect magic, dragon senses, see in darkness; Perception +18
DEFENSE AC 33, touch 11, flat-footed 31 (+12 (+3 full plate), +2 Dex, +10 natural, –1 size) hp 126 (13d10+26+30) Fort +11, Ref +10, Will +10 Immune cold, paralysis, sleep, staggered, construct traits;
OFFENSE Speed 50 ft., fly 200 ft. (poor) Melee bite +19 (2d6+10), 2 claws +19 (1d8+7), 2 wings +17 (1d6+3), tail slap +17 (1d8+10) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (40-ft. cone, 6d10 electricity, DC 20)
Spell-Like Abilities (CL 11th; concentration +13) Constant—detect magic At will—share memory Sorcerer Spells Known (CL 1st; concentration +3) 1st (4/day)—erase, mage armor 0 (at will)—mage hand, message, read magic, resistance
STATISTICS Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15 Base Atk +13; CMB +21; CMD 33 (37 vs. trip) Feats Cleave, Improved Initiative, Multiattack, Power Attack, Skill Focus (Knowledge [history]), Ability Focus (breath weapon, alien presence) Skills Diplomacy +18, Fly +12, Knowledge (arcana, planes, religion) +18, Knowledge (history) +24, Perception +18, Spellcraft +18 Languages Common, Draconic, Elven SQ immortal, no breath, read the threads, starflight
SPECIAL ABILITIES
Immortal (Ex) Time dragons age, but don't die from old age.
Read the Threads (Su) A time dragon gains a racial bonus on initiative checks equal to its age category. In addition, a time dragon is immune to the staggered condition.
Alien Presence (Su) A creature that fails its saving throw against a time dragon's alien presence is staggered for 5d6 rounds (or stunned if it has 4 Hit Dice or fewer).
Starflight (Su) In outer space, an outer dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
No Breath (Ex) Outer dragons don't need to breathe and are immune to inhaled poisons, suffocation, and drowning. See the universal monster rules for more information.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Marut Trompe L'oeil Orazio CR 16
TN Large construct Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26
DEFENSE AC 40, touch 12, flat-footed 38 (+2 Dex, +12 armor, +17 natural, –1 size) hp 230 (16d10+112+30); regeneration 10 (chaotic) Fort +17, Ref +8, Will +13 Defensive Abilities constructed; DR 15/chaotic; SR 26; construct traits
OFFENSE Speed 30 ft. Melee 2 slams +22 (3d6+22 plus 3d6 electricity or sonic and blindness or deafness) Space 10 ft.; Reach 10 ft. Special Attacks fists of lightning and thunder Spell-Like Abilities (CL 16th; concentration +23)
Constant—air walk, true seeing At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature 1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force 1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)
STATISTICS Str 35, Dex 16, Con -, Int 12, Wis 17, Cha 24 Base Atk +16; CMB +29; CMD 43 Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Improved Natural Attack (Slam), Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception Languages truespeech
SPECIAL ABILITIES
Fists of Lightning and Thunder (Su) A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 27 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 27 negates the deafness). The save DCs are Charisma-based.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
drive.google.com/open?id=0B-hjEJ5zeyIrN0hwMDBSNkNOd1k
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Post by deanthelis on Jan 31, 2017 2:40:13 GMT
Metzofitz purchases a spellbook containing Create Mindscape and Mindscape Door for 410gp. Spellbook: 0th: -Acid Splash -Arcane Mark -Dancing Lights -Daze -Detect Magic -Detect Poison -Flare -Ghost Sound -Haunted Fey Aspect -Light -Mage Hand -Mending -Message -Open/Close -Prestidigitation -Ray of Frost -Read Magic -Resistance -Spark
1st: -Abundant Ammunition -Air Bubble -Alarm -Anticipate Peril -Blood Money -Burning Hands -Charm Person -Color Spray -Comprehend Languages -Crafter's Fortune -Dancing Darkness -Discern Next of Kin -Disguise Self -Endure Elements -Enlarge Person -Erase -Expeditious Construction -Expeditious Retreat -Feather Fall -Floating Disk -Gravity Bow -Grease -Handy Grapnel -Heightened Awareness -Hold Portal -Infernal Healing -Keep Watch -Liberating Command -Long Arm -Mage Armor -Magic Aura -Magic Missile -Magic Weapon -Mount -Obscuring Mist -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Secluded Grimoire -Shield -Silent Image -Sleep -True Strike -Unerring Weapon -Unseen Servant -Windy Escape 2nd: -Acid Arrow -Alter Self -Anti-Summoning Shield -Arcane Disruption -Arcane Lock -Bestow Insight -Blindness/Deafness -Blood Transcription -Carrion Compass -Cloud of Seasickness -Command Undead -Create Pit -Create Treasure Map -Darkvision -Detect Thoughts -Endure Elements, Communal -Euphoric Cloud -False Life -Force Sword -Glitterdust -Investigative Mind -Invisibility -Knock -Levitate -Locate Object -Make Whole -Mirror Image -Misdirection -Mount, Communal -Protection from Arrows -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Pyrotechnics -Resist Energy -Rope Trick -Scorching Ray -See Invisibility -Spectral Hand -Spider Climb -Splinter Spell Resistance -Summon Cacodaemon -Track Ship -Warding Weapon -Web 3rd: -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Clairaudience/Clairvoyance -Darkvision, Communal -Dispel Magic -Displacement -Explosive Runes -Fireball -Fly -Gaseous Form -Haste -Heart of the Metal -Heroism -Insect Scouts -Invisibility Sphere -Keen Edge -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Protection from Energy -Resist Energy, Communal -Sepia Snake Sigil -Shrink Item -Sleet Storm -Slow -Spellsword -Spider Climb, Communal -Spiked Pit -Stinking Cloud -Tongues -Wall of Nausea -Wind Wall 4th: -Acid Pit -Arcane Eye -Black Tentacles -Bloody Arrows -Calcific Touch -Charm Monster -Confusion -Detect Scrying -Dimension Door -Dimensional Anchor -Earth Glide -Globe of Invulnerability, Lesser -Greater Invisibility -Illusory Wall -Insect Spies -Lesser Geas -Magic Aura, Greater -Make Whole, Greater -Mindscape Door -Mirror Transport -Mnemonic Enhancer -Nondetection, Communal -Phantom Steed, Communal -Protection from Energy, Communal -Remove Curse -Revenant Armor -Ride the Waves -Scrying -Secure Shelter -Solid Fog -Stoneskin -Tongues, Communal -Wall of Blindness/Deafness 5th: -Animal Growth -Break Enchantment -Charm Person, Mass -Cone of Cold -Contact Other Plane -Create Mindscape -Dismissal -Dominate Person -Echolocation -Fabricate -False Vision -Feeblemind -Hungry Pit -Lesser Planar Binding -Life Bubble -Mage's Private Sanctum -Magic Jar -Mind Fog -Overland Flight -Permanency -Persistent Image -Planar Adaptation -Polymorph -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal -Telekinesis -Teleport -Trace Teleport -Transmute Mud to Rock -Transmute Rock to Mud -Wall of Force -Wall of Stone -Waves of Fatigue
6th: -Acid Fog -Antimagic Field -Chain Lightning -Chains of Light -Circle of Death -Contingency -Disintegrate -Dispel Magic, Greater -Flesh to Stone -Geas-Quest -Globe of Invulnerability -Guards and Wards -Heroism, Greater -Legend Lore -Mage's Decree -Mage's Lucubration -Permanent Image -Planar Binding -Programmed Image -Repulsion -Shadow Enchantment, Greater -Sirocco -Transfer Familiar -True Seeing -Undeath Ward -Undeath to Death
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Post by deanthelis on Feb 8, 2017 5:31:16 GMT
Metzofitz purchased a Metamagic Rod of Piercing Spell for 11000gp and four pinches of Dweomer's Essence for 2000gp.
Metzofitz has 7206gp remaining.
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Post by deanthelis on Feb 8, 2017 22:21:48 GMT
bladeandbow.boards.net/thread/2722/alright-comms?page=1&scrollTo=13352Metzofitz has 17706gp and 7 Downtime Days remaining. Metzofitz spends 2 Downtime Days scribing 16 7th-level spells into his spellbook, borrowed from Billmarg and Groth. This costs 7840gp. Metzofitz has 5 Downtime Days and 9866gp. Metzofitz casts Simulacrum, creating a Lilitu, for 8500gp. He accepts one brand and the Profane Pact to Intelligence, and the Succubus Trompe changes its Profane Gift over to Dexterity and Constitution. Metzofitz has 5 Downtime Days and 1366gp. Generic Crafting Template: Item Name CL # Cooperative Crafting + Rushed = 4000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 42 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wands: 1st: -*Lesser Restoration (CL 1) 49C -*Shield of Faith (CL 1) 49C -Erase (CL 1) 46C -Expeditious Retreat (CL 1) 47C -Infernal Healing (CL 1) 11C -Magic Missile (CL 5) 21C -Shield (CL 1) 50C -Unseen Servant (CL 1) 49C
Scrolls: 1st (CL 1): -Burning Hands, x1 -Comprehend Languages, x1 -Disguise Self, x1 -Endure Elements, x1 -Expeditious Construction, x2 -Expeditious Retreat, x1 -Feather Fall, x1 -Grease, x1 -Infernal Healing, x4 -Obscuring Mist, x1 -True Strike, x1
Potions/Oils: 1st (CL 1): -Abundant Ammunition, x2 -Enlarge Person, x2 -Magic Weapon, x4
Wondrous Items/Rings/Similar: Slots: Armor: Belts: Body: Chest: Eyes: Feet: Hands: Head: Cyclops Helm Headband: Headband of Vast Intelligence +6 (Escape Artist, Perception, Knowledge (Local)) Neck: Armillary Amulet Ring 1: Ring of Counterspells (Dispel Magic) Ring 2: Shield: Shoulders: Cloak of Resistance +5 Wrists:
Slotless: -Amazing Tools of Manufacture (Craft (Painting)) -Cracked Pale Green Prism (Saves) Ioun Stone -Dragonbane Divination Sticks -Handy Haversack -Pearl of Power (1st), x2 -Dweomer's Essence, x3
Rods: -Metamagic Rod of Echoing Spell, Lesser -Metamagic Rod of Empower Spell, Lesser -Metamagic Rod of Piercing Spell, Lesser -Metamagic Rod of Reach Spell, Lesser -Metamagic Rod of Widen Spell, Lesser
-Metamagic Rod of Piercing Spell
Staves:
Permanent Spells: -Arcane Sight -Aura Sight -Comprehend Languages -Darkvision -See Invisibility -Tongues
Spellbook: 0th: -Acid Splash -Arcane Mark -Dancing Lights -Daze -Detect Magic -Detect Poison -Flare -Ghost Sound -Haunted Fey Aspect -Light -Mage Hand -Mending -Message -Open/Close -Prestidigitation -Ray of Frost -Read Magic -Resistance -Spark
1st: -Abundant Ammunition -Air Bubble -Alarm -Anticipate Peril -Blood Money -Burning Hands -Charm Person -Color Spray -Comprehend Languages -Crafter's Fortune -Dancing Darkness -Discern Next of Kin -Disguise Self -Endure Elements -Enlarge Person -Erase -Expeditious Construction -Expeditious Retreat -Feather Fall -Floating Disk -Gravity Bow -Grease -Handy Grapnel -Heightened Awareness -Hold Portal -Infernal Healing -Keep Watch -Liberating Command -Long Arm -Mage Armor -Magic Aura -Magic Missile -Magic Weapon -Mount -Obscuring Mist -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Secluded Grimoire -Shield -Silent Image -Sleep -True Strike -Unerring Weapon -Unseen Servant -Windy Escape 2nd: -Acid Arrow -Alter Self -Anti-Summoning Shield -Arcane Disruption -Arcane Lock -Bestow Insight -Blindness/Deafness -Blood Transcription -Carrion Compass -Cloud of Seasickness -Command Undead -Create Pit -Create Treasure Map -Darkvision -Detect Thoughts -Endure Elements, Communal -Euphoric Cloud -False Life -Force Sword -Glitterdust -Investigative Mind -Invisibility -Knock -Levitate -Locate Object -Make Whole -Mirror Image -Misdirection -Mount, Communal -Protection from Arrows -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Pyrotechnics -Resist Energy -Rope Trick -Scorching Ray -See Invisibility -Spectral Hand -Spider Climb -Splinter Spell Resistance -Summon Cacodaemon -Track Ship -Warding Weapon -Web 3rd: -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Clairaudience/Clairvoyance -Darkvision, Communal -Dispel Magic -Displacement -Explosive Runes -Fireball -Fly -Gaseous Form -Haste -Heart of the Metal -Heroism -Insect Scouts -Invisibility Sphere -Keen Edge -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Protection from Energy -Resist Energy, Communal -Sepia Snake Sigil -Shrink Item -Sleet Storm -Slow -Spellsword -Spider Climb, Communal -Spiked Pit -Stinking Cloud -Tongues -Wall of Nausea -Wind Wall 4th: -Acid Pit -Arcane Eye -Black Tentacles -Bloody Arrows -Calcific Touch -Charm Monster -Confusion -Detect Scrying -Dimension Door -Dimensional Anchor -Earth Glide -Globe of Invulnerability, Lesser -Greater Invisibility -Illusory Wall -Insect Spies -Lesser Geas -Magic Aura, Greater -Make Whole, Greater -Mindscape Door -Mirror Transport -Mnemonic Enhancer -Nondetection, Communal -Phantom Steed, Communal -Protection from Energy, Communal -Remove Curse -Revenant Armor -Ride the Waves -Scrying -Secure Shelter -Solid Fog -Stoneskin -Tongues, Communal -Wall of Blindness/Deafness 5th: -Animal Growth -Break Enchantment -Charm Person, Mass -Cone of Cold -Contact Other Plane -Create Mindscape -Dismissal -Dominate Person -Echolocation -Fabricate -False Vision -Feeblemind -Hungry Pit -Lesser Planar Binding -Life Bubble -Mage's Private Sanctum -Magic Jar -Mind Fog -Overland Flight -Permanency -Persistent Image -Planar Adaptation -Polymorph -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal -Telekinesis -Teleport -Trace Teleport -Transmute Mud to Rock -Transmute Rock to Mud -Wall of Force -Wall of Stone -Waves of Fatigue
6th: -Acid Fog -Antimagic Field -Chain Lightning -Chains of Light -Circle of Death -Contingency -Disintegrate -Dispel Magic, Greater -Flesh to Stone -Geas-Quest -Globe of Invulnerability -Guards and Wards -Heroism, Greater -Legend Lore -Mage's Decree -Mage's Lucubration -Permanent Image -Planar Binding -Programmed Image -Repulsion -Shadow Enchantment, Greater -Sirocco -Transfer Familiar -True Seeing -Undeath Ward -Undeath to Death
7th: -Arcane Sight, Greater -Control Undead -Finger of Death -Forcecage -Instant Summons -Limited Wish -Mage's Magnificent Mansion -Planar Adaptation, Mass -Plane Shift -Prismatic Spray -Project Image -Scrying, Greater -Shadow Conjuration, Greater -Simulacrum -Spell Turning -Symbol of Weakness -Temporary Resurrection -Vision
Constructs: Babau Trompe L'oeil: Montresor CR 7 TN Medium construct Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
DEFENSE AC 24, touch 11, flat-footed 23 (+1 Dex, +8 natural, +5 armor (+1 chain shirt)) hp 76 (7d10+21+20) Fort +8, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18; construct traits
OFFENSE Speed 30 ft. Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or +2 guisarme +14/+9 (2d4+9/×3), bite +7 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 3, 1 babau at 40%)
STATISTICS Str 21, Dex 13, Con -, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +12; CMD 23 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +10, Climb +11, Disable Device +10, Escape Artist +10, Perception +19, Sense Motive +11, Sleight of Hand +10, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Venedaemon Trompe L'oeil: Battiato CR 6 TN Medium construct Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12
DEFENSE AC 23, touch 12, flat-footed 21 (+2 Dex, +7 natural, +4 armor (mage armor)) hp 85 (6d10+30+20) Fort +7, Ref +7, Will +8 DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 17, construct traits;
OFFENSE
Speed 30 ft., fly 30 ft. (average) Melee 2 tentacles +6 (1d6) or +1 guisarme +7/+2 (2d4+1) Special Attacks arcane soul-crush Spell-Like Abilities (CL 6th; concentration +11)
Constant—arcane sight 3/day—dimension door, dispel magic, slow (DC 18) 1/day—summon (level 3, 1 cacodaemon, 75%)
Spells Known (CL 6th; concentration +11) 3rd (4/day)—fly (DC 18) 2nd (6/day)—invisibility, create pit (DC 17) 1st (8/day)—snowball (DC 16), mage armor, magic missile, shield 0 (at will)—enhanced diplomacy, arcane mark, light, mage hand, prestidigitation, ray of frost (DC 15), read magic
STATISTICS Str 11, Dex 15, Con -, Int 22, Wis 16, Cha 21 Base Atk +6; CMB +6; CMD 18 Feats Combat Casting, Spell Focus (Use Magic Device), Improved Initiative, Magical Aptitude Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11, Use Magic Device +19 Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
SPECIAL ABILITIES Arcane Soul-Crush (Su) A venedaemon may consume a held soul gem as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Succubus Trompe L'oeil Vittorio CR 8 TN Medium construct Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE AC 27, touch 13, flat-footed 24 (+5 armor (+1 chain shirt), +2 shield (mwk. heavy steel shield), +3 Dex, +7 natural) hp 127 (8d10+64+20) Fort +10, Ref +9, Will +10 DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; construct traits;
OFFENSE Speed 30 ft., fly 50 ft. (average) Melee +2 kukri +13/+8 (1d4+3) (18-20/x2) Special Attacks energy drain, profane gift Spell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS Str 13, Dex 17, Con -, Int 18, Wis 14, Cha 27 Base Atk +8; CMB +11; CMD 22 Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft. SQ Change Shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save). The succubus's ability to grant a profane gift to those she encounters is one of her most subtle methods of influencing mortal actions. Yet the gift is only one such effect—some succubi have variant profane gifts that grant additional boons to the target.
Gift of Transformation: The succubus's profane gift also allows the target to use the succubus's change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target's saving throws against this or the succubus's suggestion ability take a –4 penalty. Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours. Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Young Time Dragon Trompe L'oeil Massimo CR 12 TN Large construct Init +9; Senses detect magic, dragon senses, see in darkness; Perception +18
DEFENSE AC 33, touch 11, flat-footed 31 (+12 (+3 full plate), +2 Dex, +10 natural, –1 size) hp 126 (13d10+26+30) Fort +11, Ref +10, Will +10 Immune cold, paralysis, sleep, staggered, construct traits;
OFFENSE Speed 50 ft., fly 200 ft. (poor) Melee bite +19 (2d6+10), 2 claws +19 (1d8+7), 2 wings +17 (1d6+3), tail slap +17 (1d8+10) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (40-ft. cone, 6d10 electricity, DC 20)
Spell-Like Abilities (CL 11th; concentration +13) Constant—detect magic At will—share memory Sorcerer Spells Known (CL 1st; concentration +3) 1st (4/day)—erase, mage armor 0 (at will)—mage hand, message, read magic, resistance
STATISTICS Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15 Base Atk +13; CMB +21; CMD 33 (37 vs. trip) Feats Cleave, Improved Initiative, Multiattack, Power Attack, Skill Focus (Knowledge [history]), Ability Focus (breath weapon, alien presence) Skills Diplomacy +18, Fly +12, Knowledge (arcana, planes, religion) +18, Knowledge (history) +24, Perception +18, Spellcraft +18 Languages Common, Draconic, Elven SQ immortal, no breath, read the threads, starflight
SPECIAL ABILITIES
Immortal (Ex) Time dragons age, but don't die from old age.
Read the Threads (Su) A time dragon gains a racial bonus on initiative checks equal to its age category. In addition, a time dragon is immune to the staggered condition.
Alien Presence (Su) A creature that fails its saving throw against a time dragon's alien presence is staggered for 5d6 rounds (or stunned if it has 4 Hit Dice or fewer).
Starflight (Su) In outer space, an outer dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
No Breath (Ex) Outer dragons don't need to breathe and are immune to inhaled poisons, suffocation, and drowning. See the universal monster rules for more information.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Marut Trompe L'oeil Orazio CR 16
TN Large construct Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26
DEFENSE AC 40, touch 12, flat-footed 38 (+2 Dex, +12 armor, +17 natural, –1 size) hp 230 (16d10+112+30); regeneration 10 (chaotic) Fort +17, Ref +8, Will +13 Defensive Abilities constructed; DR 15/chaotic; SR 26; construct traits
OFFENSE Speed 30 ft. Melee 2 slams +22 (3d6+22 plus 3d6 electricity or sonic and blindness or deafness) Space 10 ft.; Reach 10 ft. Special Attacks fists of lightning and thunder Spell-Like Abilities (CL 16th; concentration +23)
Constant—air walk, true seeing At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature 1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force 1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)
STATISTICS Str 35, Dex 16, Con -, Int 12, Wis 17, Cha 24 Base Atk +16; CMB +29; CMD 43 Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Improved Natural Attack (Slam), Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception Languages truespeech
SPECIAL ABILITIES
Fists of Lightning and Thunder (Su) A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 27 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 27 negates the deafness). The save DCs are Charisma-based.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
drive.google.com/open?id=0B-hjEJ5zeyIrRks1REFvdk1pT3M
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Post by deanthelis on Feb 9, 2017 4:03:54 GMT
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Post by deanthelis on Feb 9, 2017 5:11:39 GMT
Metzofitz is hired by Azrael to upgrade a +2 Belt of Physical Might to +4. He is paid 22500gp and makes 7500gp in profit. Belt of Physical Might +2 -> +4 CL 12 Cooperative Crafting + Rushed + Dwarf FCB (2400) + Arcane Builder (Wondrous) = 17000gp/day Rushed = +5 DC Insufficient Requirement Met: bear's endurance, bull's strength = +10 DC DC = 27 Metzofitz Spellcraft Take 10 = 50 Item Complete - Cost: 15000gp + 2 Day Downtime --------------------------------------------------------------------------
Metzofitz has 11441gp and 8 Downtime Days remaining.
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Post by deanthelis on Feb 9, 2017 5:37:25 GMT
Metzofitz is hired by Drae'themar to craft a +4 Belt of Incredible Dexterity. He is paid 12000gp and makes 4000gp in profit. Belt of Incredible Dexterity +4 CL 8 Cooperative Crafting + Rushed + Dwarf FCB (2400) + Arcane Builder (Wondrous) = 17000gp/day Rushed = +5 DC Insufficient Requirement Met: cat's grace = +5 DC DC = 23 Metzofitz Spellcraft Take 10 = 50 Item Complete - Cost: 8000gp + 1 Day Downtime --------------------------------------------------------------------------
Metzofitz has 15441gp and 7 Downtime Days remaining.
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Post by deanthelis on Feb 10, 2017 2:52:57 GMT
bladeandbow.boards.net/thread/2740/wild-empathy +31000gp/5 DTD Metzofitz is paid 32000gp each by Fetch and Artanador to grant his Lilitu's Profane Pact to them. Metzofitz has 110441gp and 12 Downtime Days remaining. Metzofitz advances in level. He selects Greater Create Mindscape and Greater Teleport as his new 7th-level spells known. Metzofitz casts Simulacrum twice, creating two Nymph simulacra, for 4000gp. The Nymphs apply Inspiration to Metzofitz and Vittorio. Metzofitz crafts a Belt of Physical Might (Dexterity/Constitution) +6. Belt of Physical Might (Dexterity/Constitution) +6 CL 12 Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: Bear's Endurance, Cat's Grace = +10 DC DC = 32 Metzofitz Spellcraft Take 10 = 51 Item Complete - Cost: 45000gp + 5 Day Downtime --------------------------------------------------------------------------
Metzofitz has 61441gp and 7 Downtime Days remaining. Metzofitz upgrades his Headband of Vast Intelligence to a Headband of Mental Prowess (Intelligence/Wisdom) +6. Headband of Mental Prowess (Intelligence (Escape Artist, Perception, Knowledge (Local))/Wisdom) +6 CL 12 Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: Fox's Cunning, Owl's Wisdom = +10 DC DC = 32 Metzofitz Spellcraft Take 10 = 51 Item Complete - Cost: 27000gp + 3 Day Downtime --------------------------------------------------------------------------
Metzofitz has 34441gp and 4 Downtime Days remaining. Blessed Book CL 7 Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: 0 = +0 DC DC = 17 Metzofitz Spellcraft Take 10 = 51 Item Complete - Cost: 6250gp + 1 Day Downtime --------------------------------------------------------------------------
Metzofitz has 28191gp and 3 Downtime Days remaining. Metzofitz crafts an Orange Prism Ioun Stone. Orange Prism Ioun Stone CL 12 Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: 0 = +0 DC DC = 22 Metzofitz Spellcraft Take 10 = 51 Item Complete - Cost: 15000gp + 2 Day Downtime --------------------------------------------------------------------------
Metzofitz has 13191gp and 1 Downtime Day remaining. Metzofitz purchases a lab suitable for casting the Clone spell for 500gp. He also fabricates an ivory statue of himself worth 1500gp for Contingency purposes. Groth casts Clone on Metzofitz's behalf. This costs Metzofitz 1000gp. Metzofitz purchases two new CL 1 Wands of Infernal Healing for 1500gp. Metzofitz sells his Armillary Amulet for 1250gp. Metzofitz crafts Gloves of Elvenkind. Gloves of Elvenkind CL 8 Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: Be an elf = +5 DC DC = 23 Metzofitz Spellcraft Take 10 = 51 Item Complete - Cost: 3750gp + 1 Day Downtime --------------------------------------------------------------------------
Metzofitz purchases a Cracked Dusty Rose Prism Ioun Stone for 500gp. Metzofitz has 6191gp and 0 Downtime Days remaining. Crafting Templates: Generic Crafting Template: Item Name CL # Cooperative Crafting + Rushed = 4000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 43 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wondrous Item Crafting Template: Item Name CL # Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 51 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wands: 1st: -*Lesser Restoration (CL 1) 48C -*Shield of Faith (CL 1) 49C -Erase (CL 1) 46C -Expeditious Retreat (CL 1) 47C -Infernal Healing (CL 1) 110C -Magic Missile (CL 5) 21C -Shield (CL 1) 50C -Unseen Servant (CL 1) 49C
Scrolls: 1st (CL 1): -Burning Hands, x1 -Comprehend Languages, x1 -Disguise Self, x1 -Endure Elements, x1 -Expeditious Construction, x2 -Expeditious Retreat, x1 -Feather Fall, x1 -Grease, x1 -Infernal Healing, x4 -Obscuring Mist, x1 -True Strike, x1
Potions/Oils: 1st (CL 1): -Abundant Ammunition, x2 -Enlarge Person, x2 -Magic Weapon, x4
Wondrous Items/Rings/Similar: Slots: Armor: Belt: Belt of Physical Might (Dexterity/Constitution) +6 Body: Chest: Eyes: Feet: Hands: Gloves of Elvenkind Head: Cyclops Helm Headband: Headband of Mental Prowess +6 (Intelligence(Escape Artist, Perception, Knowledge (Local))/Wisdom) Neck: Ring 1: Ring of Counterspells (Dispel Magic) Ring 2: Ring of Evasion Shield: Shoulders: Cloak of Resistance +5 Wrists:
Slotless: -Amazing Tools of Manufacture (Craft (Painting)) -Cracked Pale Green Prism (Saves) Ioun Stone -Orange Prism Ioun Stone -Cracked Dusty Rose Prism -Dragonbane Divination Sticks -Handy Haversack -Pearl of Power (1st), x2 -Dweomer's Essence, x3 -Blessed Book, x1
Rods: -Metamagic Rod of Echoing Spell, Lesser -Metamagic Rod of Empower Spell, Lesser -Metamagic Rod of Piercing Spell, Lesser -Metamagic Rod of Reach Spell, Lesser -Metamagic Rod of Widen Spell, Lesser
-Metamagic Rod of Piercing Spell
Staves:
Permanent Spells: -Arcane Sight -Aura Sight -Comprehend Languages -Darkvision -See Invisibility -Tongues
Expensive Spell Foci: -10gp teeny shovel (Pit spells) -1000gp silver mirror (Scrying) -500gp cloning lab (Clone) -1500gp ivory statuette of Metzofitz (Contingency)
Spellbook: 0th: -Acid Splash -Arcane Mark -Dancing Lights -Daze -Detect Magic -Detect Poison -Flare -Ghost Sound -Haunted Fey Aspect -Light -Mage Hand -Mending -Message -Open/Close -Prestidigitation -Ray of Frost -Read Magic -Resistance -Spark
1st: -Abundant Ammunition -Air Bubble -Alarm -Anticipate Peril -Blood Money -Burning Hands -Charm Person -Color Spray -Comprehend Languages -Crafter's Fortune -Dancing Darkness -Discern Next of Kin -Disguise Self -Endure Elements -Enlarge Person -Erase -Expeditious Construction -Expeditious Retreat -Feather Fall -Floating Disk -Gravity Bow -Grease -Handy Grapnel -Heightened Awareness -Hold Portal -Infernal Healing -Keep Watch -Liberating Command -Long Arm -Mage Armor -Magic Aura -Magic Missile -Magic Weapon -Mount -Obscuring Mist -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Secluded Grimoire -Shield -Silent Image -Sleep -True Strike -Unerring Weapon -Unseen Servant -Windy Escape 2nd: -Acid Arrow -Alter Self -Anti-Summoning Shield -Arcane Disruption -Arcane Lock -Bestow Insight -Blindness/Deafness -Blood Transcription -Carrion Compass -Cloud of Seasickness -Command Undead -Create Pit -Create Treasure Map -Darkvision -Detect Thoughts -Endure Elements, Communal -Euphoric Cloud -False Life -Force Sword -Glitterdust -Investigative Mind -Invisibility -Knock -Levitate -Locate Object -Make Whole -Mirror Image -Misdirection -Mount, Communal -Protection from Arrows -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Pyrotechnics -Resist Energy -Rope Trick -Scorching Ray -See Invisibility -Spectral Hand -Spider Climb -Splinter Spell Resistance -Summon Cacodaemon -Track Ship -Warding Weapon -Web 3rd: -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Clairaudience/Clairvoyance -Darkvision, Communal -Dispel Magic -Displacement -Explosive Runes -Fireball -Fly -Gaseous Form -Haste -Heart of the Metal -Heroism -Insect Scouts -Invisibility Sphere -Keen Edge -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Protection from Energy -Resist Energy, Communal -Sepia Snake Sigil -Shrink Item -Sleet Storm -Slow -Spellsword -Spider Climb, Communal -Spiked Pit -Stinking Cloud -Tongues -Wall of Nausea -Wind Wall 4th: -Acid Pit -Arcane Eye -Black Tentacles -Bloody Arrows -Calcific Touch -Charm Monster -Confusion -Detect Scrying -Dimension Door -Dimensional Anchor -Earth Glide -Globe of Invulnerability, Lesser -Greater Invisibility -Illusory Wall -Insect Spies -Lesser Geas -Magic Aura, Greater -Make Whole, Greater -Mindscape Door -Mirror Transport -Mnemonic Enhancer -Nondetection, Communal -Phantom Steed, Communal -Protection from Energy, Communal -Remove Curse -Revenant Armor -Ride the Waves -Scrying -Secure Shelter -Solid Fog -Stoneskin -Tongues, Communal -Wall of Blindness/Deafness 5th: -Animal Growth -Break Enchantment -Charm Person, Mass -Cone of Cold -Contact Other Plane -Create Mindscape -Dismissal -Dominate Person -Echolocation -Fabricate -False Vision -Feeblemind -Hungry Pit -Lesser Planar Binding -Life Bubble -Mage's Private Sanctum -Magic Jar -Mind Fog -Overland Flight -Permanency -Persistent Image -Planar Adaptation -Polymorph -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal -Telekinesis -Teleport -Trace Teleport -Transmute Mud to Rock -Transmute Rock to Mud -Wall of Force -Wall of Stone -Waves of Fatigue
6th: -Acid Fog -Antimagic Field -Chain Lightning -Chains of Light -Circle of Death -Contingency -Disintegrate -Dispel Magic, Greater -Flesh to Stone -Geas-Quest -Globe of Invulnerability -Guards and Wards -Heroism, Greater -Legend Lore -Mage's Decree -Mage's Lucubration -Permanent Image -Planar Binding -Programmed Image -Repulsion -Shadow Enchantment, Greater -Sirocco -Transfer Familiar -True Seeing -Undeath Ward -Undeath to Death
7th: -Arcane Sight, Greater -Create Mindscape, Greater -Control Undead -Finger of Death -Forcecage -Instant Summons -Limited Wish -Mage's Magnificent Mansion -Planar Adaptation, Mass -Plane Shift -Prismatic Spray -Project Image -Scrying, Greater -Shadow Conjuration, Greater -Simulacrum -Spell Turning -Symbol of Weakness -Teleport, Greater -Temporary Resurrection -Vision
Constructs: Babau Trompe L'oeil: Montresor CR 7 TN Medium construct Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
DEFENSE AC 24, touch 11, flat-footed 23 (+1 Dex, +8 natural, +5 armor (+1 chain shirt)) hp 76 (7d10+21+20) Fort +8, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18; construct traits
OFFENSE Speed 30 ft. Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or +2 guisarme +14/+9 (2d4+9/×3), bite +7 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 3, 1 babau at 40%)
STATISTICS Str 21, Dex 13, Con -, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +12; CMD 23 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +10, Climb +11, Disable Device +10, Escape Artist +10, Perception +19, Sense Motive +11, Sleight of Hand +10, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Venedaemon Trompe L'oeil: Battiato CR 6 TN Medium construct Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12
DEFENSE AC 23, touch 12, flat-footed 21 (+2 Dex, +7 natural, +4 armor (mage armor)) hp 85 (6d10+30+20) Fort +7, Ref +7, Will +8 DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 17, construct traits;
OFFENSE
Speed 30 ft., fly 30 ft. (average) Melee 2 tentacles +6 (1d6) or +1 guisarme +7/+2 (2d4+1) Special Attacks arcane soul-crush Spell-Like Abilities (CL 6th; concentration +11)
Constant—arcane sight 3/day—dimension door, dispel magic, slow (DC 18) 1/day—summon (level 3, 1 cacodaemon, 75%)
Spells Known (CL 6th; concentration +11) 3rd (4/day)—fly (DC 18) 2nd (6/day)—invisibility, create pit (DC 17) 1st (8/day)—snowball (DC 16), mage armor, magic missile, shield 0 (at will)—enhanced diplomacy, arcane mark, light, mage hand, prestidigitation, ray of frost (DC 15), read magic
STATISTICS Str 11, Dex 15, Con -, Int 22, Wis 16, Cha 21 Base Atk +6; CMB +6; CMD 18 Feats Combat Casting, Spell Focus (Use Magic Device), Improved Initiative, Magical Aptitude Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11, Use Magic Device +19 Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
SPECIAL ABILITIES Arcane Soul-Crush (Su) A venedaemon may consume a held soul gem as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Succubus Trompe L'oeil Vittorio CR 8 TN Medium construct Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE AC 27, touch 13, flat-footed 24 (+5 armor (+1 chain shirt), +2 shield (mwk. heavy steel shield), +3 Dex, +7 natural) hp 127 (8d10+64+20) Fort +10, Ref +9, Will +10 DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; construct traits;
OFFENSE Speed 30 ft., fly 50 ft. (average) Melee +2 kukri +13/+8 (1d4+3) (18-20/x2) Special Attacks energy drain, profane gift Spell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS Str 13, Dex 17, Con -, Int 18, Wis 14, Cha 27 Base Atk +8; CMB +11; CMD 22 Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft. SQ Change Shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save). The succubus's ability to grant a profane gift to those she encounters is one of her most subtle methods of influencing mortal actions. Yet the gift is only one such effect—some succubi have variant profane gifts that grant additional boons to the target.
Gift of Transformation: The succubus's profane gift also allows the target to use the succubus's change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target's saving throws against this or the succubus's suggestion ability take a –4 penalty. Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours. Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Young Time Dragon Trompe L'oeil Massimo CR 12 TN Large construct Init +9; Senses detect magic, dragon senses, see in darkness; Perception +18
DEFENSE AC 33, touch 11, flat-footed 31 (+12 (+3 full plate), +2 Dex, +10 natural, –1 size) hp 126 (13d10+26+30) Fort +11, Ref +10, Will +10 Immune cold, paralysis, sleep, staggered, construct traits;
OFFENSE Speed 50 ft., fly 200 ft. (poor) Melee bite +19 (2d6+10), 2 claws +19 (1d8+7), 2 wings +17 (1d6+3), tail slap +17 (1d8+10) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (40-ft. cone, 6d10 electricity, DC 20)
Spell-Like Abilities (CL 11th; concentration +13) Constant—detect magic At will—share memory Sorcerer Spells Known (CL 1st; concentration +3) 1st (4/day)—erase, mage armor 0 (at will)—mage hand, message, read magic, resistance
STATISTICS Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15 Base Atk +13; CMB +21; CMD 33 (37 vs. trip) Feats Cleave, Improved Initiative, Multiattack, Power Attack, Skill Focus (Knowledge [history]), Ability Focus (breath weapon, alien presence) Skills Diplomacy +18, Fly +12, Knowledge (arcana, planes, religion) +18, Knowledge (history) +24, Perception +18, Spellcraft +18 Languages Common, Draconic, Elven SQ immortal, no breath, read the threads, starflight
SPECIAL ABILITIES
Immortal (Ex) Time dragons age, but don't die from old age.
Read the Threads (Su) A time dragon gains a racial bonus on initiative checks equal to its age category. In addition, a time dragon is immune to the staggered condition.
Alien Presence (Su) A creature that fails its saving throw against a time dragon's alien presence is staggered for 5d6 rounds (or stunned if it has 4 Hit Dice or fewer).
Starflight (Su) In outer space, an outer dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
No Breath (Ex) Outer dragons don't need to breathe and are immune to inhaled poisons, suffocation, and drowning. See the universal monster rules for more information.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Marut Trompe L'oeil Orazio CR 16
TN Large construct Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26
DEFENSE AC 40, touch 12, flat-footed 38 (+2 Dex, +12 armor, +17 natural, –1 size) hp 230 (16d10+112+30); regeneration 10 (chaotic) Fort +17, Ref +8, Will +13 Defensive Abilities constructed; DR 15/chaotic; SR 26; construct traits
OFFENSE Speed 30 ft. Melee 2 slams +22 (3d6+22 plus 3d6 electricity or sonic and blindness or deafness) Space 10 ft.; Reach 10 ft. Special Attacks fists of lightning and thunder Spell-Like Abilities (CL 16th; concentration +23)
Constant—air walk, true seeing At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature 1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force 1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)
STATISTICS Str 35, Dex 16, Con -, Int 12, Wis 17, Cha 24 Base Atk +16; CMB +29; CMD 43 Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Improved Natural Attack (Slam), Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception Languages truespeech
SPECIAL ABILITIES
Fists of Lightning and Thunder (Su) A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 27 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 27 negates the deafness). The save DCs are Charisma-based.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
drive.google.com/open?id=0B-hjEJ5zeyIrQWxwOXJKWXlGWlE
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Post by deanthelis on Feb 14, 2017 18:13:12 GMT
Metzofitz is hired by Azniir, OrcBow and Lowyn to cast Simulacrum on their behalf, creating Nymphs that grant their Inspiration to them. Metzofitz is paid 24000gp in total and makes 22500gp in profit.
Additionally, Quin pays Metzofitz for Vittorio's Profane Gift. Metzofitz receives 8000gp.
Metzofitz has 36691gp and 0 Downtime Days remaining.
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Post by deanthelis on Feb 14, 2017 19:20:33 GMT
Metzofitz is additionally hired by Dendelle to cast Simulacrum for another Nymph's Inspiration. Total nymph count is now six. He is paid 8000gp and makes 7500gp in profit.
Metzofitz has 44191gp and 0 Downtime Days remaining.
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Post by deanthelis on Feb 15, 2017 7:52:49 GMT
Metzofitz casts Greater Create Mindscape, and follows up with Permanency for 17500gp. The Greater Mindscape will eventually have its own thread, but it has the following traits: -Overt -Harmful for Others, Harmless to Self -Normal Time -Subjective Gravity -Normal Alignment -Infinite Shape and Size -Enhanced Magic (All Spells) Metzofitz then Fabricates some Aether for 7gp, Plane Shifts himself and all his possessions, simulacra, etc. into his Demiplane, uses a Blood Money copy of Limited Wish to duplicate Delay Disease, and promptly snorts the Aether. Metzofitz then uses a Limited Wish (again via blood money, though only for 1500gp of the cost) to create a Simulacrum of Nocticula for 9000gp. The Cyclops Helm is used to ignore the negative effects of Aether. Metzofitz's Nocticula grants him her Profane Ascension, and then the Lilitu Simulacrum and Succubus Trompe rearrange their profane bonuses a bit as well. The next day, Metzofitz uses the Cyclops Helm to ignore the save against Aether addiction. Metzofitz has 17684gp and 0 Downtime Days remaining. drive.google.com/open?id=0B-hjEJ5zeyIrNDhRc25XbkU3ekU
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Post by deanthelis on Feb 16, 2017 21:01:52 GMT
Metzofitz sells a Profane Gift to Shyro Kane for 8000gp.
Metzofitz has 25684gp and 0 Downtime Days remaining.
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Post by deanthelis on Feb 19, 2017 1:31:36 GMT
bladeandbow.boards.net/thread/2835/time-travel?page=1&scrollTo=13910Metzofitz has 35656gp and 15 Downtime Days remaining. Metzofitz spends 3 Downtime days scribing 20 spells into his spellbook. He copies the following spells from the prior session, Groth, and Billmarg: 7th: -Firebrand -Fly, Mass -Legendary Proportions -Mydriatic Spontaneity, Mass -Teleport Object
8th: -Clone -Demand -Discern Location -Mind Blank -Planar Binding, Greater -Polymorph Any Object -Protection from Spells -Prying Eyes, Greater -Scintillating Pattern -Shadow Evocation, Greater -Temporal Stasis -Trap the Soul
9th: -Foresight -Freedom
Metzofitz has 35656gp and 12 Downtime Days remaining. Crafting Templates: Generic Crafting Template: Item Name CL # Cooperative Crafting + Rushed = 4000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 44 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wondrous Item Crafting Template: Item Name CL # Cooperative Crafting + Rushed + Dwarf FCB (2600) + Arcane Builder (Wondrous) = 18000gp/day Rushed = +5 DC Insufficient Requirement Met: # = +# DC DC = # Metzofitz Spellcraft Take 10 = 52 Item Complete - Cost: #gp + # Day Downtime --------------------------------------------------------------------------
Wands: 1st: -*Lesser Restoration (CL 1) 48C -*Shield of Faith (CL 1) 49C -Erase (CL 1) 46C -Expeditious Retreat (CL 1) 47C -Infernal Healing (CL 1) 110C -Magic Missile (CL 5) 21C -Shield (CL 1) 50C -Unseen Servant (CL 1) 49C
Scrolls: 1st (CL 1): -Burning Hands, x1 -Comprehend Languages, x1 -Disguise Self, x1 -Endure Elements, x1 -Expeditious Construction, x2 -Expeditious Retreat, x1 -Feather Fall, x1 -Grease, x1 -Infernal Healing, x4 -Obscuring Mist, x1 -True Strike, x1
Potions/Oils: 1st (CL 1): -Abundant Ammunition, x2 -Enlarge Person, x2 -Magic Weapon, x4
Wondrous Items/Rings/Similar: Slots: Armor: Belt: Belt of Physical Might (Dexterity/Constitution) +6 Body: Chest: Eyes: Feet: Hands: Gloves of Elvenkind Head: Cyclops Helm Headband: Headband of Mental Prowess +6 (Intelligence(Escape Artist, Perception, Knowledge (Local))/Wisdom) Neck: Ring 1: Ring of Counterspells (Dispel Magic) Ring 2: Ring of Evasion Shield: Shoulders: Cloak of Resistance +5 Wrists:
Slotless: -Amazing Tools of Manufacture (Craft (Painting)) -Cracked Pale Green Prism (Saves) Ioun Stone -Orange Prism Ioun Stone -Cracked Dusty Rose Prism -Dragonbane Divination Sticks -Handy Haversack -Pearl of Power (1st), x2 -Dweomer's Essence, x3 -Blessed Book, x1
Rods: -Metamagic Rod of Echoing Spell, Lesser -Metamagic Rod of Empower Spell, Lesser -Metamagic Rod of Lingering Spell, Lesser -Metamagic Rod of Piercing Spell, Lesser -Metamagic Rod of Reach Spell, Lesser -Metamagic Rod of Widen Spell, Lesser
-Metamagic Rod of Piercing Spell
Staves:
Permanent Spells: -Arcane Sight -Aura Sight -Comprehend Languages -Darkvision -See Invisibility -Tongues
Expensive Spell Foci: -10gp teeny shovel (Pit spells) -1000gp silver mirror (Scrying) -500gp cloning lab (Clone) -1500gp ivory statuette of Metzofitz (Contingency)
Spellbook: 0th: -Acid Splash -Arcane Mark -Dancing Lights -Daze -Detect Magic -Detect Poison -Flare -Ghost Sound -Haunted Fey Aspect -Light -Mage Hand -Mending -Message -Open/Close -Prestidigitation -Ray of Frost -Read Magic -Resistance -Spark
1st: -Abundant Ammunition -Air Bubble -Alarm -Anticipate Peril -Blood Money -Burning Hands -Charm Person -Color Spray -Comprehend Languages -Crafter's Fortune -Dancing Darkness -Detect Secret Doors -Detect Undead -Discern Next of Kin -Disguise Self -Endure Elements -Enlarge Person -Erase -Expeditious Construction -Expeditious Retreat -Feather Fall -Floating Disk -Gravity Bow -Grease -Handy Grapnel -Heightened Awareness -Hold Portal -Infernal Healing -Keep Watch -Liberating Command -Long Arm -Mage Armor -Magic Aura -Magic Missile -Magic Weapon -Mount -Obscuring Mist -Protection from Chaos -Protection from Evil -Protection from Good -Protection from Law -Restore Corpse -Secluded Grimoire -Shadow Blade -Shield -Silent Image -Sleep -Shocking Grasp -Touch of Gracelessness -True Strike -Unerring Weapon -Unseen Servant -Windy Escape 2nd: -Acid Arrow -Alter Self -Anti-Summoning Shield -Arcane Disruption -Arcane Lock -Bestow Insight -Blindness/Deafness -Blood Transcription -Carrion Compass -Cloud of Seasickness -Command Undead -Create Pit -Create Treasure Map -Cushioning Bands -Darkvision -Detect Thoughts -Endure Elements, Communal -Euphoric Cloud -False Life -Force Sword -Glitterdust -Investigative Mind -Invisibility -Knock -Levitate -Locate Object -Make Whole -Mirror Image -Misdirection -Mount, Communal -Protection from Arrows -Protection from Chaos, Communal -Protection from Evil, Communal -Protection from Good, Communal -Protection from Law, Communal -Pyrotechnics -Resist Energy -Rope Trick -Scorching Ray -See Invisibility -Spectral Hand -Spider Climb -Splinter Spell Resistance -Summon Cacodaemon -Track Ship -Warding Weapon -Web -Whispering Wind 3rd: -Arcane Sight -Aura Sight -Blood Biography -Burdened Thoughts -Clairaudience/Clairvoyance -Cloak of Winds -Darkvision, Communal -Daylight -Dispel Magic -Displacement -Enter Image -Explosive Runes -Fireball -Fly -Gaseous Form -Haste -Heart of the Metal -Heroism -Insect Scouts -Invisibility Sphere -Keen Edge -Lightning Bolt -Magic Circle against Chaos -Magic Circle against Evil -Magic Circle against Good -Magic Circle against Law -Magic Weapon, Greater -Nondetection -Protection from Energy -Resist Energy, Communal -Sepia Snake Sigil -Shrink Item -Sleet Storm -Slow -Spellsword -Spider Climb, Communal -Spiked Pit -Stinking Cloud -Tongues -Wall of Nausea -Water Breathing -Wind Wall 4th: -Acid Pit -Arcane Eye -Black Tentacles -Bloody Arrows -Calcific Touch -Charm Monster -Confusion -Detect Scrying -Dimension Door -Dimensional Anchor -Earth Glide -Enlarge Person, Mass -Fire Trap -Globe of Invulnerability, Lesser -Greater Invisibility -Illusory Wall -Insect Spies -Lesser Geas -Magic Aura, Greater -Make Whole, Greater -Mindscape Door -Mirror Transport -Mnemonic Enhancer -Nondetection, Communal -Phantom Steed, Communal -Protection from Energy, Communal -Remove Curse -Revenant Armor -Ride the Waves -Scrying -Secure Shelter -Solid Fog -Stoneskin -Tongues, Communal -True Form -Wall of Blindness/Deafness 5th: -Animal Growth -Break Enchantment -Charm Person, Mass -Cone of Cold -Contact Other Plane -Create Mindscape -Dismissal -Dominate Person -Echolocation -Fabricate -False Vision -Feeblemind -Hungry Pit -Lesser Planar Binding -Life Bubble -Mage's Private Sanctum -Magic Jar -Mind Fog -Overland Flight -Permanency -Persistent Image -Planar Adaptation -Polymorph -Possess Object -Red Hand of the Killer -Roaming Pit -Stoneskin, Communal -Summon Monster V -Telekinesis -Teleport -Trace Teleport -Transmute Mud to Rock -Transmute Rock to Mud -Wall of Force -Wall of Stone -Waves of Fatigue
6th: -Acid Fog -Analyze Dweomer -Antimagic Field -Chain Lightning -Chains of Light -Circle of Death -Contingency -Disintegrate -Dispel Magic, Greater -Flesh to Stone -Geas-Quest -Globe of Invulnerability -Guards and Wards -Heroism, Greater -Legend Lore -Mage's Decree -Mage's Lucubration -Permanent Image -Planar Binding -Programmed Image -Repulsion -Shadow Enchantment, Greater -Sirocco -Transfer Familiar -True Seeing -Undeath Ward -Undeath to Death
7th: -Arcane Sight, Greater -Banishment -Control Undead -Create Mindscape, Greater -Delayed Blast Fireball -Expend -Finger of Death -Firebrand -Fly, Mass -Forcecage -Form of the Dragon II -Grasping Hand -Instant Summons -Legendary Proportions -Limited Wish -Mage's Magnificent Mansion -Mydriatic Spontaneity, Mass -Planar Adaptation, Mass -Plane Shift -Prismatic Spray -Project Image -Scrying, Greater -Shadow Conjuration, Greater -Simulacrum -Spell Turning -Symbol of Weakness -Teleport Object -Teleport, Greater -Temporary Resurrection -Vision
8th: -Binding -Clone -Demand -Discern Location -Maze -Mind Blank -Planar Binding, Greater -Polymorph Any Object -Protection from Spells -Protection from Spells -Prying Eyes, Greater -Scintillating Pattern -Shadow Evocation, Greater -Temporal Stasis -Trap the Soul
9th: -Foresight -Freedom
Constructs: Babau Trompe L'oeil: Montresor CR 7 TN Medium construct Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
DEFENSE AC 24, touch 11, flat-footed 23 (+1 Dex, +8 natural, +5 armor (+1 chain shirt)) hp 76 (7d10+21+20) Fort +8, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18; construct traits
OFFENSE Speed 30 ft. Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or +2 guisarme +14/+9 (2d4+9/×3), bite +7 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 3, 1 babau at 40%)
STATISTICS Str 21, Dex 13, Con -, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +12; CMD 23 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +10, Climb +11, Disable Device +10, Escape Artist +10, Perception +19, Sense Motive +11, Sleight of Hand +10, Stealth +21; Racial Modifiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Venedaemon Trompe L'oeil: Battiato CR 6 TN Medium construct Init +6; Senses arcane sight, darkvision 60 ft.; Perception +12
DEFENSE AC 23, touch 12, flat-footed 21 (+2 Dex, +7 natural, +4 armor (mage armor)) hp 85 (6d10+30+20) Fort +7, Ref +7, Will +8 DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 17, construct traits;
OFFENSE
Speed 30 ft., fly 30 ft. (average) Melee 2 tentacles +6 (1d6) or +1 guisarme +7/+2 (2d4+1) Special Attacks arcane soul-crush Spell-Like Abilities (CL 6th; concentration +11)
Constant—arcane sight 3/day—dimension door, dispel magic, slow (DC 18) 1/day—summon (level 3, 1 cacodaemon, 75%)
Spells Known (CL 6th; concentration +11) 3rd (4/day)—fly (DC 18) 2nd (6/day)—invisibility, create pit (DC 17) 1st (8/day)—snowball (DC 16), mage armor, magic missile, shield 0 (at will)—enhanced diplomacy, arcane mark, light, mage hand, prestidigitation, ray of frost (DC 15), read magic
STATISTICS Str 11, Dex 15, Con -, Int 22, Wis 16, Cha 21 Base Atk +6; CMB +6; CMD 18 Feats Combat Casting, Spell Focus (Use Magic Device), Improved Initiative, Magical Aptitude Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11, Use Magic Device +19 Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
SPECIAL ABILITIES Arcane Soul-Crush (Su) A venedaemon may consume a held soul gem as a swift action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Succubus Trompe L'oeil Vittorio CR 8 TN Medium construct Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE AC 27, touch 13, flat-footed 24 (+5 armor (+1 chain shirt), +2 shield (mwk. heavy steel shield), +3 Dex, +7 natural) hp 127 (8d10+64+20) Fort +10, Ref +9, Will +10 DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; construct traits;
OFFENSE Speed 30 ft., fly 50 ft. (average) Melee +2 kukri +13/+8 (1d4+3) (18-20/x2) Special Attacks energy drain, profane gift Spell-Like Abilities (CL 12th) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS Str 13, Dex 17, Con -, Int 18, Wis 14, Cha 27 Base Atk +8; CMB +11; CMD 22 Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft. SQ Change Shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save). The succubus's ability to grant a profane gift to those she encounters is one of her most subtle methods of influencing mortal actions. Yet the gift is only one such effect—some succubi have variant profane gifts that grant additional boons to the target.
Gift of Transformation: The succubus's profane gift also allows the target to use the succubus's change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target's saving throws against this or the succubus's suggestion ability take a –4 penalty. Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours. Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Young Time Dragon Trompe L'oeil Massimo CR 12 TN Large construct Init +9; Senses detect magic, dragon senses, see in darkness; Perception +18
DEFENSE AC 33, touch 11, flat-footed 31 (+12 (+3 full plate), +2 Dex, +10 natural, –1 size) hp 126 (13d10+26+30) Fort +11, Ref +10, Will +10 Immune cold, paralysis, sleep, staggered, construct traits;
OFFENSE Speed 50 ft., fly 200 ft. (poor) Melee bite +19 (2d6+10), 2 claws +19 (1d8+7), 2 wings +17 (1d6+3), tail slap +17 (1d8+10) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (40-ft. cone, 6d10 electricity, DC 20)
Spell-Like Abilities (CL 11th; concentration +13) Constant—detect magic At will—share memory Sorcerer Spells Known (CL 1st; concentration +3) 1st (4/day)—erase, mage armor 0 (at will)—mage hand, message, read magic, resistance
STATISTICS Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15 Base Atk +13; CMB +21; CMD 33 (37 vs. trip) Feats Cleave, Improved Initiative, Multiattack, Power Attack, Skill Focus (Knowledge [history]), Ability Focus (breath weapon, alien presence) Skills Diplomacy +18, Fly +12, Knowledge (arcana, planes, religion) +18, Knowledge (history) +24, Perception +18, Spellcraft +18 Languages Common, Draconic, Elven SQ immortal, no breath, read the threads, starflight
SPECIAL ABILITIES
Immortal (Ex) Time dragons age, but don't die from old age.
Read the Threads (Su) A time dragon gains a racial bonus on initiative checks equal to its age category. In addition, a time dragon is immune to the staggered condition.
Alien Presence (Su) A creature that fails its saving throw against a time dragon's alien presence is staggered for 5d6 rounds (or stunned if it has 4 Hit Dice or fewer).
Starflight (Su) In outer space, an outer dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
No Breath (Ex) Outer dragons don't need to breathe and are immune to inhaled poisons, suffocation, and drowning. See the universal monster rules for more information.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
Marut Trompe L'oeil Orazio CR 16
TN Large construct Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +26
DEFENSE AC 40, touch 12, flat-footed 38 (+2 Dex, +12 armor, +17 natural, –1 size) hp 230 (16d10+112+30); regeneration 10 (chaotic) Fort +17, Ref +8, Will +13 Defensive Abilities constructed; DR 15/chaotic; SR 26; construct traits
OFFENSE Speed 30 ft. Melee 2 slams +22 (3d6+22 plus 3d6 electricity or sonic and blindness or deafness) Space 10 ft.; Reach 10 ft. Special Attacks fists of lightning and thunder Spell-Like Abilities (CL 16th; concentration +23)
Constant—air walk, true seeing At will—dimension door, fear (DC 21), greater command (DC 22), greater dispel magic, mass inflict light wounds (DC 22), locate creature 1/day—chain lightning (DC 23), circle of death (DC 23), mark of justice, wall of force 1/week—earthquake (DC 25), geas/quest, plane shift (DC 22)
STATISTICS Str 35, Dex 16, Con -, Int 12, Wis 17, Cha 24 Base Atk +16; CMB +29; CMD 43 Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Combat Casting, Improved Natural Attack (Slam), Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike Skills Diplomacy +26, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +20, Perception +26, Sense Motive +22, Survival +22; Racial modifiers +4 Perception Languages truespeech
SPECIAL ABILITIES
Fists of Lightning and Thunder (Su) A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 27 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 27 negates the deafness). The save DCs are Charisma-based.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting. The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
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