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Post by Deleted on Jun 21, 2018 19:49:53 GMT
Niv levelled up! Niv busy a circlet of persuasion tattoo for 9,000 gp, gets her staff of ablative barrier recharged by a magus for 160 gp, gets her staff of inflict pain recharged by an antipaladin sister for 640 gp, and gets her staff of boneshaker recharged by Mikhaila. New total: 143,956 gp 6 sp 5 cp. New sheet: drive.google.com/open?id=1y60XY3gQOzMAAGfdDqLZ5wHLHyUHjrEk
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Post by Deleted on Jun 22, 2018 8:00:54 GMT
Ah, it looks like that last game was more rewarding than expected. Niv's gold total is actually 157,956 gp 6 sp 5 cp. --- Niv has Mikhaila cast miracle to duplicate fabricate, and has her fabricate a masterwork Medium rifle. This will cost (5300/3 =) 1,766 gp 6 sp 7 cp in raw materials. Niv casts crafter's fortune on Mikhaila as she casts the spell, giving her a Craft (weapons) result of +9, and has her use her cyclops helm to roll a 20 on the die for a result of 29, which should be enough to craft the firearm. Once Niv has her shiny new toy, she's going to enchant it. +5 conductive shadowshooting enchantment (98,000 gp) CL 15 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 98,000 gp/day Spectral hand ignored via Spontaneous Generation. Insufficient Requirement Met: cannot cast shadow weapon, reloading hands; low CL = +15 DC DC = 5+15(CL)+15(prereqs) = 35 Nivetya's Spellcraft Take 10 = 10+16+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 36 minimum Item Complete! (Cost: 49000 gp + 1 Downtime Day) Niv also purchases a hunter's sight for 100 gp. Niv has 7 days left on her first Mammon's Mantle. New totals: 107,089 gp 9 sp 8 cp, 17 downtime days. New sheet: drive.google.com/open?id=1s6qG7beCAKCg0kN_sJFrJN9kVNYDVbcb
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1 = 13); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +22
Defense AC 36, touch 15, flat-footed 32 (+8 armour, +5 Dex, +12(+2) natural) hp 122 (12d10+36+20); regeneration 5 (chaotic) which apparently works??? Fort +11, Ref +10, Will +15 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +2 benevolent bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +15) At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch 3/day—hold monster (DC 18), mark of justice 1/week—geas/quest
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 17, Cha 16 Base Atk +12; CMB +18; CMD 33 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Lightning Reflexes, Swift Aid Skills: Acrobatics +20, Climb +18, Diplomacy +22, Disguise +22 (+32 to look like a real kolyarut), Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +28/+23/+18/+13 (1d10+13/19-20) or Lacruad +28/+23/+18/+13 (1d10+10/19–20), slam +19 (2d6+3) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Statistics Str 22, Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform(dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 43, touch 11, flat-footed 40 (+13 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. evil DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—4 slots (DC 27) 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) Permanent Spells: - Arcane Sight (CL 12th permanency) - Greater Magic Fang +5 (CL 20th permanency) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) Misc.: <iframe width="27.319999999999936" height="3.5600000000000023" style="position: absolute; width: 27.319999999999936px; height: 3.5600000000000023px; z-index: -9999; border-style: none;left: 5px; top: 133px;" id="MoatPxIOPT2_73307099" scrolling="no"></iframe> <iframe width="27.319999999999936" height="3.5600000000000023" style="position: absolute; width: 27.32px; height: 3.56px; z-index: -9999; border-style: none; left: 1293px; top: 133px;" id="MoatPxIOPT2_70427844" scrolling="no"></iframe> <iframe width="27.319999999999936" height="3.5600000000000023" style="position: absolute; width: 27.32px; height: 3.56px; z-index: -9999; border-style: none; left: 5px; top: 257px;" id="MoatPxIOPT2_58980320" scrolling="no"></iframe> <iframe width="27.319999999999936" height="3.5600000000000023" style="position: absolute; width: 27.32px; height: 3.56px; z-index: -9999; border-style: none; left: 1293px; top: 257px;" id="MoatPxIOPT2_17254509" scrolling="no"></iframe> - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jun 27, 2018 23:19:34 GMT
Blargh, actually, honestly speaking, the Mammon's Mantle isn't going to last indefinitely, I don't think? Not sure how that works. So we'll just assume it runs out whenever she crafts anything. Speaking of which... Niv strikes up a deal with a nice young woman named Arus, receiving a couple of commissions from her. First, she makes her a tasteful amulet. Amulet of Mighty Fists +4 (64,000 gp) CL 5 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 64,000 gp/day Greater Magic Fang provided by Mikhaila. Insufficient Requirement Met: caster level too low = +5 DC DC = 5+5(CL)+5(low CL) = 15 Nivetya's Spellcraft Take 10 = 10+14+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 34 minimum Item Complete! (Cost: 32000 gp + 1 Downtime Day) Then she paints an artful tattoo to be transferred. Amulet of Natural Armour +4 Tattoo (64,000 gp) CL 5 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 64,000 gp/day Barkskin provided by Mikhaila. Insufficient Requirement Met: caster level too low = +5 DC DC = 5+5(CL)+5(low CL) = 15 Nivetya's Spellcraft Take 10 = 10+14+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 34 minimum Item Complete! (Cost: 32000 gp + 1 Downtime Day) She charges 96,000 gp for the lot, but strikes a deal with Arus: she may pay 76,000 now, and 20,000 at a later date, as soon as possible. Arus agrees to sign a contract with these conditions (along with a bit of fine print that shouldn't come into effect). As such, she has made 32,000 gp profit, but only has 12,000 gp more in physical cash at the moment. New totals: 119,089 gp 9 sp 8 cp, 15 downtime days. Currently owed: 20,000 gp.
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Post by Deleted on Jul 1, 2018 12:42:03 GMT
Niv decides she would quite like some fancy gloves. She crafts herself an exquisite, silken black fingerless glove. Glove of Storing (10,000 gp) CL 6 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 10,000 gp/day Shrink item ignored via Spontaneous Generation. DC = 5+6(CL) = 11 Nivetya's Spellcraft Take 10 = 10+14+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 34 minimum Item Complete! (Cost: 5000 gp + 1 Downtime Day) She can't wear two of these, though, so she has to cheat a little. She makes a very fancy black henna tattoo for her other hand. Glove of Storing - Tattoo (20,000 gp) CL 6 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 20,000 gp/day Shrink item ignored via Spontaneous Generation. DC = 5+6(CL) = 11 Nivetya's Spellcraft Take 10 = 10+14+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 34 minimum Item Complete! (Cost: 10000 gp + 1 Downtime Day) She stores her staff of inflict pain in her left hand and her staff of boneshaker in her right hand. New totals: 104,089 gp 9 sp 8 cp, 13 downtime days. Currently owed: 20,000 gp. New sheet at the start of her next adventure (coin of Mammon's Mantle ingested): drive.google.com/open?id=1MLvL6bkdn5R1pEHDc94nINNnS_92hpYR
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Post by Deleted on Jul 1, 2018 16:01:26 GMT
Niv decides to change herself a bit. Before this, though, she'll have her Polymorph Any Object removed by the Foundation. She has Mikhaila murder her and cast reincarnate upon her until she becomes either a gillman or an undine. For each casting, Mikhaila ignores the material component with her Bountiful Casting ability. Niv still has to have the negative levels removed, so each attempt costs her 6 vials of dragonblood oil (a total cost of 360 per attempt). This takes her 68 tries. It costs her a grand total of (68 * 360 =) 24,480 gp in dragon's blood baths. As an undine, Niv gains the following adjustments: - -2 Str, +2 Dex (replacing her +2 Dex but retaining her +2 Cha). - the Mostly Human alternate racial trait (altering type and subtype). - the Amphibious alternate racial trait (replacing the hydraulic push spell-like ability). - darkvision 60 ft. - the Hydrated Vitality alternate racial trait (replacing the water affinity racial trait). - the energy resistance racial trait (granting her cold resistance 5). New total: 79,609 gp 9 sp 8 cp. Currently owed: 20,000 gp. New sheet at the start of her next adventure (coin of Mammon's Mantle ingested): drive.google.com/open?id=1a20Qv8AYwBnW0z0HcpALzOHk_nlmsjTy
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Post by Deleted on Jul 2, 2018 17:59:30 GMT
... actually, no, wait, Niv doesn't have to worry about that at all, because Leon can use greater restoration right after each reincarnate is done each day. So her gold total is still 104,089 gp 9 sp 8 cp.
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Post by Deleted on Jul 2, 2018 23:13:43 GMT
bladeandbow.boards.net/thread/5288/king-dimitri-unseen-1Niv (NPC), Matthew (DragonZord), Nyna (Sliebum) and Zero (Bahamut) were asked to help Alucard on a quest, they gathered information in the town and conveyed it through a telepathic link. Their mission was to find Dimitri, who turned out to be the king of the region, somehow enter the castle and get him busy so Alucard could teleport through the magical defences laid around Dimitri, whom he called his friend. They managed to convince a noble who had a courtesan cousin inside the castle to give them access to part of the castle, not the throne room. They got in, fought a vampire guard and vampiric fire ooze, realizing the castle is guarded by both visible and invisible servants. They made their way through the barracks but they have yet to progress through the courtyard and find a way into the throne room even if they weren't given permission to get in. (This will happen in an ulterior game) Niv (NPC), Matthew (DragonZord), Nyna (Sliebum) and Zero (Bahamut) earn an individual amount of 36350xp and 35200gp as well as 5 downtime days. New totals: 255,750 xp, 139,279 gp 9 sp 8 cp, 18 downtime days.
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Post by Deleted on Jul 2, 2018 23:49:10 GMT
Ah, before that, though, going to drop a couple of DM rewards onto her (mostly for the downtime). With her new downtime, Niv retrains one of her wild talents (retraining Elemental Whispers into Air's Reach); this takes 5 downtime days and costs her (13 x 5 x 10 =) 650 gp. The most recent tablestats are applied after the DM rewards have been. As a note: Niv has 19 days left on her current coin. New totals: 258,650 xp, 142,229 gp 9 sp 8 cp, 23 downtime days.
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Post by Deleted on Jul 5, 2018 21:55:48 GMT
bladeandbow.boards.net/thread/5309/king-dimitri-unseen-finalNiv (NPC121), Zero (Bahamut), Shyva (Rayek) and Matthew (DragonZord) progressed through the castle, Nyna had to go because the castle was too evil for her . They found Shyva in jail and helped her become free. They progressed to the courtyard, where they met the head butler, Walter. They even met Dimitri, the King. It turns out this whole adventure was a trial orchestrated by Alucard to test Niv and Matthew to be his next apprentices. The final step of this test was a trial by combat against the king and Walter, in which the adventurers nearly died. They succeeded, and a single motion Alucard killed both of them. He imbued the corpses with his own magic, making them stand up without reviving them and giving them new powers. Niv and Matthew get the Stellar Vampire (CR+2) Template after fulfilling the requirements. Niv (NPC), Matthew (DragonZord), Shyva (Rayek) and Zero (Bahamut) earn an individual amount of 39500xp and 40800gp as well as 5 downtime days. MVP was Niv (NPC) who selected a Hero point as a reward. As part of her loot, Niv recovers the following: [10,000 gp] unfettered shirt [no external clues] [9,000 gp] pearl of power (3rd) [no external clues] [16,000 gp] pearl of power (4th) [no external clues] New totals: 298,150 xp, 165,529 gp 9 sp 8 cp, 28 downtime days. Niv has 18 days left on her coin, though I suspect I won't be getting to use those days any time soon. Updated sheet to follow.
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Post by Deleted on Jul 6, 2018 0:42:21 GMT
Niv levelled up! She gains the stellar vampire template! This sets her effective character level at 16th; her experience total is set to 600,000 xp, and she needs 850,000 xp to reach the next level. She replaces the Weapon Finesse feat she selected at 11 HD with Shield Focus, and purchases a darkwood buckler for 203 gp and has her masterwork spiked gauntlet enchanted with +1 training (Unhindering Shield) for 8,000 gp. She also reequips her flawed scarlet and blue ioun stone (granting ranks in Disguise and Aklo as a language). Niv will now have Mikhaila miracle-simulacrum up a Mephistopheles and a Shamira. She has them apply the following: - +4 Dex (Mephisto), +4 Int (Shamira) on herself - +4 Cha (Mephisto) on Drovsky - +4 Str (Mephisto) on Ivan She also has Mikhaila cast Greater Unhallowed Blows on her (CL 20th) and has Leon make it permanent with their permanency spell-like ability. Niv pays for Drovsky to do some retraining. (Drovsky retrains Lightning Reflexes into Outflank, costing 600 gp.) After that, she beefs Drovsky up a little bit. Kolyarut Trompe L'oeil advancement (+6 HD) (6,000 gp) CL 18 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 6,000 gp/day Enter painting, animate objects provided by Mikhaila. DC = 5+18(CL) = 23 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 6000 gp + 1 Downtime Day) Drovsky's 3 new feats from her HD are Harrying Partners, Improved Unarmed Strike and Monkey Style; her extra ability point goes into her Wisdom; she gains +2 enhancement to her natural armour and +2 enhancement to her sword, making it +4 benevolent. Also, rereading something makes me think I misread how construct advancement works, so we're going to subtract another 3,000 gp for when Ivan got beefed up. Niv purchases two rings of tactical precision for 22,000 gp and gives one to Ivan and one to Drovsky, enhancing their ability to work together. With all this done, Niv would have to ingest another Mammon's Mantle, which she will do at the beginning of her next adventure (this will be reflected in her sheet). New totals: 125,726 gp 9 sp 8 cp, 27 downtime days. New sheet as of the start of her next adventure: drive.google.com/open?id=1wczlll4duoOo8DkHccvJdi_cpleZWFml
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1+4? = 17); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +29
Defense AC 38, touch 15, flat-footed 34 (+8 armour, +5 Dex, +12(+4) natural) hp 209 (18d10+90+20); regeneration 5 (chaotic) which apparently works??? Fort +16, Ref +10, Will +19 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +4 benevolent bastard sword +28/+23/+18/+13 (1d10+8/19–20), slam +19 (2d6+3) or unarmed strike +24/+19/+14/+9 (1d3+6) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +17) At will—discern lies (DC 19), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day—hold monster (DC 20), mark of justice 1/week—geas/quest
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 18, Cha 20 (+4 from Mephistopheles boon) Base Atk +18; CMB +24; CMD 39 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Harrying Partners, Improved Unarmed Strike, Monkey Style, Outflank, Swift Aid; Overwhelm (ring bonus) Skills: Acrobatics +26 (+30 in Monkey Style), Climb +24, Diplomacy +24, Disguise +24 (+34 to look like a real kolyarut), Knowledge (planes) +15, Perception +29, Perform (dance) +15, Perform (percussion) +21, Sense Motive +29, Survival +25; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token, ring of tactical precision (imbued with Overwhelm)
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Monkey Style (feat) While using this style, Drovsky adds her Wisdom bonus on Acrobatics checks and take no penalty on melee attack rolls or to AC while prone. Further, she can crawl and stand up from lying prone without provoking attacks of opportunity, and can stand up as a swift action if she succeeds at a DC 20 Acrobatics check.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +30/+25/+20/+15 (1d10+16/19-20) or Lacruad +30/+25/+20/+15 (1d10+13/19–20), slam +21 (2d6+4) or 2 slams +26 (2d6+8)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Statistics Str 26 (+4 from Mephistopheles boon), Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike; Outflank (ring bonus) Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform (dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token, ring of tactical precision (imbued with Outflank)
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 43, touch 11, flat-footed 40 (+13 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. evil DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—4 slots (DC 27) 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) Permanent Spells: - Arcane Sight (CL 12th permanency) - Greater Unhallowed Blows +5 (CL 20th permanency, unarmed strike) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp; holding onto a penumbra tattoo until sold - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 6, 2018 1:30:28 GMT
... correction, apparently darkwood bucklers are not actually bucklers, so she just purchases a masterwork buckler instead for 155 gp.
New total: 125,774 gp 9 sp 8 cp.
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Post by Deleted on Jul 6, 2018 15:07:33 GMT
Actually, I've decided against taking a level in psychic (which grants her mostly static bonuses but otherwise makes little sense for her and has a lot of vestigial parts) in favour of taking a level in occultist! (Which still mostly grants static bonuses, but the flavour of the archetype being chosen is markedly better, and I'm more likely to use everything from the class.) In fact, she will be retraining one of her kineticist levels into an occultist level (taking 5 downtime days and costing 800 gp). She will be taking the silksworn archetype; as such, she will in fact have to get a mithral buckler to avoid that nasty 5% spell failure chance (which will cost 1,005 gp instead of 155 gp, so she loses another 850 gp, boo). She sells her potion of slipstream for 150 gp and buys a pair of sleeves of many garments for 200 gp as well as a pair of stylish black and red hollow-heeled boots for 20 gp. New totals: 124,054 gp 9 sp 8 cp, 22 downtime days. New, correct sheet as of the start of her next adventure: drive.google.com/open?id=1l-5kn5v2KF1CwtTqNSWQw3q80iKOwWV5
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Post by Deleted on Jul 7, 2018 15:55:38 GMT
Niv passes her conductive amulet of mighty fists to Drovsky and purchases an agile amulet of mighty fists for 4,000 gp. New total: 120,054 gp 9 sp 8 cp. New sheet as of the start of her next adventure: drive.google.com/open?id=1aErUECxbA3Zo6mtfRBx1IXSGif8PbO3B
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1+4? = 17); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +29
Defense AC 38, touch 15, flat-footed 34 (+8 armour, +5 Dex, +12(+4) natural) hp 209 (18d10+90+20); regeneration 5 (chaotic) which apparently works??? Fort +16, Ref +10, Will +19 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +4 benevolent bastard sword +28/+23/+18/+13 (1d10+8/19–20), slam +19 (2d6+3) or unarmed strike +24/+19/+14/+9 (1d3+6) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +17) At will—discern lies (DC 19), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day—hold monster (DC 20), mark of justice 1/week—geas/quest
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 18, Cha 20 (+4 from Mephistopheles boon) Base Atk +18; CMB +24; CMD 39 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Harrying Partners, Improved Unarmed Strike, Monkey Style, Outflank, Swift Aid; Overwhelm (ring bonus) Skills: Acrobatics +26 (+30 in Monkey Style), Climb +24, Diplomacy +24, Disguise +24 (+34 to look like a real kolyarut), Knowledge (planes) +15, Perception +29, Perform (dance) +15, Perform (percussion) +21, Sense Motive +29, Survival +25; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token, amulet of mighty fists (conductive), ring of tactical precision (imbued with Overwhelm)
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Monkey Style (feat) While using this style, Drovsky adds her Wisdom bonus on Acrobatics checks and take no penalty on melee attack rolls or to AC while prone. Further, she can crawl and stand up from lying prone without provoking attacks of opportunity, and can stand up as a swift action if she succeeds at a DC 20 Acrobatics check.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +30/+25/+20/+15 (1d10+16/19-20) or Lacruad +30/+25/+20/+15 (1d10+13/19–20), slam +21 (2d6+4) or 2 slams +26 (2d6+8)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Statistics Str 26 (+4 from Mephistopheles boon), Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike; Outflank (ring bonus) Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform (dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token, ring of tactical precision (imbued with Outflank)
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 43, touch 11, flat-footed 40 (+13 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. evil DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—4 slots (DC 27) 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) Permanent Spells: - Arcane Sight (CL 12th permanency) - Greater Unhallowed Blows +5 (CL 20th permanency, unarmed strike) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp; holding onto a penumbra tattoo until sold - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 9, 2018 0:42:04 GMT
Actually, shit, it's time for the Big One, I think. Niv is going to enchant a painting of the Queen of Succubi, Nocticula. Nocticula Trompe L'oeil (36,000 gp plus 1,000 gp for the painting itself) CL 36 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 36,000 gp/day Animate objects, enter image provided by Mikhaila. DC = 5+36(CL) = 41 Nivetya's Craft(painting) Take 10 = 10+29+2(Badevan's Coop. Crafting) = 41 minimum Item Complete! (Cost: 18000 gp + 1 Downtime Day + 1000 gp for the painting itself) After quite a bit of fun, she has Nocticula bestow upon her a profane ascension, gaining +6 Cha, +4 Str, and the see in darkness universal ability. After a bit of rearranging, her total profane bonuses are: +6 Cha +4 Wis +4 Int +4 Dex +4 Str (+2 Wis which does not stack with the +4 but does retain her connection to her succubus). Nocty will manifest the following spell-like abilities through Niv unless otherwise noted: detect good, freedom of movement, true seeing, unholy aura. New totals: 101,054 gp 9 sp 8 cp, 21 downtime days. New sheet as of the start of her next adventure: drive.google.com/open?id=1f33HUj3nNkTps3xp-XpeCTSI4eQiLshZ
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1+4? = 17); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +29
Defense AC 38, touch 15, flat-footed 34 (+8 armour, +5 Dex, +12(+4) natural) hp 209 (18d10+90+20); regeneration 5 (chaotic) which apparently works??? Fort +16, Ref +10, Will +19 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +4 benevolent bastard sword +28/+23/+18/+13 (1d10+8/19–20), slam +19 (2d6+3) or unarmed strike +24/+19/+14/+9 (1d3+6) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +17) At will—discern lies (DC 19), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day—hold monster (DC 20), mark of justice 1/week—geas/quest
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 18, Cha 20 (+4 from Mephistopheles boon) Base Atk +18; CMB +24; CMD 39 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Harrying Partners, Improved Unarmed Strike, Monkey Style, Outflank, Swift Aid; Overwhelm (ring bonus) Skills: Acrobatics +26 (+30 in Monkey Style), Climb +24, Diplomacy +24, Disguise +24 (+34 to look like a real kolyarut), Knowledge (planes) +15, Perception +29, Perform (dance) +15, Perform (percussion) +21, Sense Motive +29, Survival +25; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token, amulet of mighty fists (conductive), ring of tactical precision (imbued with Overwhelm)
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Monkey Style (feat) While using this style, Drovsky adds her Wisdom bonus on Acrobatics checks and take no penalty on melee attack rolls or to AC while prone. Further, she can crawl and stand up from lying prone without provoking attacks of opportunity, and can stand up as a swift action if she succeeds at a DC 20 Acrobatics check.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +30/+25/+20/+15 (1d10+16/19-20) or Lacruad +30/+25/+20/+15 (1d10+13/19–20), slam +21 (2d6+4) or 2 slams +26 (2d6+8)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Statistics Str 26 (+4 from Mephistopheles boon), Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike; Outflank (ring bonus) Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform (dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token, ring of tactical precision (imbued with Outflank)
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but generally not used in sessions) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 43, touch 11, flat-footed 40 (+13 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. evil DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—4 slots (DC 27) 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Nocticula Trompe L'oeil (for that ascension and those SLAs) Nocty (CR 31) LE Medium construct Init +13; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +58 Aura seductive presence (180 ft., DC 43), unholy aura (DC 33)
Defense AC 48, touch 41, flat-footed 35 (+4 deflection, +13 Dex, +7 natural, +14 profane) hp 738 (36d10+540); regeneration 30 (deific or mythic) Fort +31, Ref +37, Will +35 Defensive Abilities: rejuvenation; freedom of movement DR 20/cold iron, epic, and lawful; Immune construct traits; ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
Offense Speed 60 ft., fly 90 ft. (good) Melee: 2 claws +48 (1d8+12 plus 1d4 Cha drain), 3 stings +48 (2d6+12/19–20 plus poison), 2 hooves +43 (1d4+6 plus 1d6 fire and burn), 2 wings +43 (1d4+6) Ranged: Shadowkiss +54/+49/+44/+39 (1d4+20/17–20 plus poison) Special Attacks: burn (3d6 fire, DC 44), cruel shot, domination, energy drain, poison, profane ascension, sneak attack +4d6
Spell-Like Abilities (CL 30th) Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 33) At will—astral projection, blasphemy (DC 32), chaos hammer (DC 29), deeper darkness, desecrate, greater dispel magic, greater teleport, power word blind, telekinesis (DC 30), shapechange, unhallow 3/day—finger of death (DC 32), quickened mass suggestion (DC 31), summon demons, symbol of death (DC 33) 1/day—soul bind (DC 34), time stop, wail of the banshee (DC 34)
Statistics Str 34, Dex 36, Con -, Int 35, Wis 32, Cha 40 Base Atk +36; CMB +48; CMD 89 Feats: Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Deadly Aim, Flyby Attack, Greater Feint, Improved Critical (hand crossbow), Improved Critical (sting), Improved Feint, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (mass suggestion), Rapid Reload (hand crossbow), Rapid Shot, Staggering Critical Skills: Acrobatics +52, Bluff +62 (+69 to pass off as the real Nocticula), Diplomacy +54, Disguise +51 (+61 to appear as the real Nocticula), Fly +56, Intimidate +51, Knowledge (arcana, local, nobility) +48, Knowledge (planes, religion) +51, Perception +58, Perform (dance) +51, Sense Motive +50, Sleight of Hand +49, Spellcraft +48, Stealth +52 (+57 to hide in paintings), Use Magic Device +54; Racial Modifiers +8 Bluff, +8 Perception, +10 Disguise to appear as base creature Languages: Abyssal, Celestial, Common, Draconic, Undercommon; telepathy 300 ft., tongues SQ: change shape (any humanoid; alter self; usually in her own shape minus any obvious demonic traits), swift transformation
Special Abilities Cruel Shot (Ex) Nocticula is adept at making ranged attacks to strike cruel shots that deal significant and humiliating damage. She adds her Charisma bonus to all damage dealt by ranged weapons.
Domination (Su) As a standard action, Nocticula can crush a foe’s will. The target must be visible to Nocticula and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Nocticula’s influence as dominate monster (CL 30th). If she uses domination against a humanoid creature, she may instead choose to use the ability as a swift action, and it functions as dominate person. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Nocticula.
Energy Drain (Su) Nocticula’s energy drain functions identically to that of a succubus (Pathfinder RPG Bestiary 68), except that she drains 2 levels when she uses this ability against mythic creatures or 1d6+4 levels against non-mythic creatures.
Poison (Ex) Sting or hand crossbow—injury; save Fort DC 44; frequency 1/round for 6 rounds; effect 1d4 Wisdom drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. The save DC is Constitution-based.
Profane Ascension (Su) As a swift action while in an act of passion with a willing mortal, Nocticula may grant a profane ascension. The target’s name appears in glowing Abyssal runes on Nocticula’s wings, and a crimson mark manifests somewhere on the target’s body. The target immediately gains a +6 profane bonus to any one ability score of its choice, a +4 profane bonus to any other ability score of its choice, and the see in darkness ability. A single creature may have only one profane ascension in effect at any one time. As long as the effect persists, Nocticula can communicate telepathically with the target across any distance and may use any of her spell-like abilities through the target, manifesting them as if the target were using them. A profane ascension may be removed by a miracle or wish. Nocticula can remove it as a free action, dealing 4d6 points of Charisma drain and imparting 1d10+10 permanent negative levels to the victim.
Seductive Presence (Su) Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.
Shadowkiss Nocticula’s favoured weapon is Shadowkiss, a +5 unholy hand crossbow that magically creates ammunition as it fires. Once a target is damaged by a bolt fired from Shadowkiss, the hand crossbow gains the bane weapon special ability against that target’s creature type on all further attacks. Shadowkiss may only have one bane effect in place at one time. Bolts fired from Shadowkiss gain the ghost touch ability (an effect not normally available to ranged weapons).
Swift Transformation (Ex) Nocticula can use her change shape ability as a free action.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) Permanent Spells: - Arcane Sight (CL 12th permanency) - Detect Good (Sp; CL 30th) - Freedom of Movement (Sp; CL 30th) - Greater Unhallowed Blows +5 (CL 20th permanency, unarmed strike) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) - True Seeing (Sp; CL 30th) - Unholy Aura (Sp; CL 30th, DC 33) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp; holding onto a penumbra tattoo until sold - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Deleted
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Post by Deleted on Jul 9, 2018 16:35:34 GMT
Niv has Leon cast greater spellcasting contract on herself, Ivan, and Drovsky (yes, this does establish that the solar worships Asmodeus, oh, the delicious irony). Niv's contract grants her the ability to cast the following spells: blessing of fervour x2, boneshatter. Ivan's contract grants him the ability to cast the following spells: divine power, flame strike, greater make whole. Drovsky's contract grants her the ability to cast the following spells: breath of life, greater make whole, inflict critical wounds. The contract attached to each casting grants Niv, Ivan and Drovsky the ability to cast the spells that they select indefinitely. The spells so imbued cannot be used to harm or inconvenience Niv in any way (including indirectly, such as using the spells on an entity that would then harm or inconvenience Niv) with the exception of Ivan's flame strike, whose area can include Niv if it proves tactically advantageous to her (for instance, if she is surrounded by enemies). The contract terminates if the recipient nullifies the contract of their own free will, or if the recipient attempts to harm Niv in any way, of their own volition or otherwise, with the intent to kill; a tactically advantageous flame strike does not count as such. Having done this, Leon benefits from a +5 profane bonus to AC, saves, and checks while the contracts are active.
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1+4? = 17); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +29
Defense AC 38, touch 15, flat-footed 34 (+8 armour, +5 Dex, +12(+4) natural) hp 209 (18d10+90+20); regeneration 5 (chaotic) which apparently works??? Fort +16, Ref +10, Will +19 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +4 benevolent bastard sword +28/+23/+18/+13 (1d10+8/19–20), slam +19 (2d6+3) or unarmed strike +24/+19/+14/+9 (1d3+6) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +17) At will—discern lies (DC 19), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day—hold monster (DC 20), mark of justice 1/week—geas/quest
Contract Spellcasting (CL 20th; concentration +27) 1/day—breath of life, greater make whole, inflict critical wounds
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 18, Cha 20 (+4 from Mephistopheles boon) Base Atk +18; CMB +24; CMD 39 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Harrying Partners, Improved Unarmed Strike, Monkey Style, Outflank, Swift Aid; Overwhelm (ring bonus) Skills: Acrobatics +26 (+30 in Monkey Style), Climb +24, Diplomacy +24, Disguise +24 (+34 to look like a real kolyarut), Knowledge (planes) +15, Perception +29, Perform (dance) +15, Perform (percussion) +21, Sense Motive +29, Survival +25; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token, amulet of mighty fists (conductive), ring of tactical precision (imbued with Overwhelm)
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Monkey Style (feat) While using this style, Drovsky adds her Wisdom bonus on Acrobatics checks and take no penalty on melee attack rolls or to AC while prone. Further, she can crawl and stand up from lying prone without provoking attacks of opportunity, and can stand up as a swift action if she succeeds at a DC 20 Acrobatics check.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +30/+25/+20/+15 (1d10+16/19-20) or Lacruad +30/+25/+20/+15 (1d10+13/19–20), slam +21 (2d6+4) or 2 slams +26 (2d6+8)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Contract Spellcasting (CL 20th; concentration +27) 1/day—divine power, flame strike (15d6, DC 23), greater make whole
Statistics Str 26 (+4 from Mephistopheles boon), Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike; Outflank (ring bonus) Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform (dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token, ring of tactical precision (imbued with Outflank)
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but generally not used in sessions) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 48, touch 16, flat-footed 45 (+13 armor, +1 Dex, +1 dodge, +19 natural, +5 profane, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +28, Ref +9, Will +29; +4 vs. poison, +4 resistance vs. evil, +5 profane DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—1 slot (DC 27); 3 slots used for greater spellcasting contract 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Nocticula Trompe L'oeil (for that ascension and those SLAs) Nocty (CR 31) LE Medium construct Init +13; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +58 Aura seductive presence (180 ft., DC 43), unholy aura (DC 33)
Defense AC 48, touch 41, flat-footed 35 (+4 deflection, +13 Dex, +7 natural, +14 profane) hp 738 (36d10+540); regeneration 30 (deific or mythic) Fort +31, Ref +37, Will +35 Defensive Abilities: rejuvenation, freedom of movement DR 20/cold iron, epic, and lawful; Immune construct traits; ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
Offense Speed 60 ft., fly 90 ft. (good) Melee: 2 claws +48 (1d8+12 plus 1d4 Cha drain), 3 stings +48 (2d6+12/19–20 plus poison), 2 hooves +43 (1d4+6 plus 1d6 fire and burn), 2 wings +43 (1d4+6) Ranged: Shadowkiss +54/+49/+44/+39 (1d4+20/17–20 plus poison) Special Attacks: burn (3d6 fire, DC 44), cruel shot, domination, energy drain, poison, profane ascension, sneak attack +4d6
Spell-Like Abilities (CL 30th) Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 33) At will—astral projection, blasphemy (DC 32), chaos hammer (DC 29), deeper darkness, desecrate, greater dispel magic, greater teleport, power word blind, telekinesis (DC 30), shapechange, unhallow 3/day—finger of death (DC 32), quickened mass suggestion (DC 31), summon demons, symbol of death (DC 33) 1/day—soul bind (DC 34), time stop, wail of the banshee (DC 34)
Statistics Str 34, Dex 36, Con -, Int 35, Wis 32, Cha 40 Base Atk +36; CMB +48; CMD 89 Feats: Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Deadly Aim, Flyby Attack, Greater Feint, Improved Critical (hand crossbow), Improved Critical (sting), Improved Feint, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (mass suggestion), Rapid Reload (hand crossbow), Rapid Shot, Staggering Critical Skills: Acrobatics +52, Bluff +62 (+69 to pass off as the real Nocticula), Diplomacy +54, Disguise +51 (+61 to appear as the real Nocticula), Fly +56, Intimidate +51, Knowledge (arcana, local, nobility) +48, Knowledge (planes, religion) +51, Perception +58, Perform (dance) +51, Sense Motive +50, Sleight of Hand +49, Spellcraft +48, Stealth +52 (+57 to hide in paintings), Use Magic Device +54; Racial Modifiers +8 Bluff, +8 Perception, +10 Disguise to appear as base creature Languages: Abyssal, Celestial, Common, Draconic, Undercommon; telepathy 300 ft., tongues SQ: change shape (any humanoid; alter self; usually in her own shape minus any obvious demonic traits), swift transformation
Special Abilities Cruel Shot (Ex) Nocticula is adept at making ranged attacks to strike cruel shots that deal significant and humiliating damage. She adds her Charisma bonus to all damage dealt by ranged weapons.
Domination (Su) As a standard action, Nocticula can crush a foe’s will. The target must be visible to Nocticula and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Nocticula’s influence as dominate monster (CL 30th). If she uses domination against a humanoid creature, she may instead choose to use the ability as a swift action, and it functions as dominate person. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Nocticula.
Energy Drain (Su) Nocticula’s energy drain functions identically to that of a succubus (Pathfinder RPG Bestiary 68), except that she drains 2 levels when she uses this ability against mythic creatures, or 1d6+4 levels against non-mythic creatures.
Poison (Ex) Sting or hand crossbow—injury; save Fort DC 44; frequency 1/round for 6 rounds; effect 1d4 Wisdom drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. The save DC is Constitution-based.
Profane Ascension (Su) As a swift action while in an act of passion with a willing mortal, Nocticula may grant a profane ascension. The target’s name appears in glowing Abyssal runes on Nocticula’s wings, and a crimson mark manifests somewhere on the target’s body. The target immediately gains a +6 profane bonus to any one ability score of its choice, a +4 profane bonus to any other ability score of its choice, and the see in darkness ability. A single creature may have only one profane ascension in effect at any one time. As long as the effect persists, Nocticula can communicate telepathically with the target across any distance and may use any of her spell-like abilities through the target, manifesting them as if the target were using them. A profane ascension may be removed by a miracle or wish. Nocticula can remove it as a free action, dealing 4d6 points of Charisma drain and imparting 1d10+10 permanent negative levels to the victim.
Seductive Presence (Su) Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.
Shadowkiss Nocticula’s favored weapon is Shadowkiss, a +5 unholy hand crossbow that magically creates ammunition as it fires. Once a target is damaged by a bolt fired from Shadowkiss, the hand crossbow gains the bane weapon special ability against that target’s creature type on all further attacks. Shadowkiss may only have one bane effect in place at one time. Bolts fired from Shadowkiss gain the ghost touch ability (an effect not normally available to ranged weapons).
Swift Transformation (Ex) Nocticula can use her change shape ability as a free action.
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.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) Permanent Spells: - Arcane Sight (CL 12th permanency) - Detect Good (Sp; CL 30th) - Freedom of Movement (Sp; CL 30th) - Greater Unhallowed Blows +5 (CL 20th permanency, unarmed strike) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) - True Seeing (Sp; CL 30th) - Unholy Aura (Sp; CL 30th, DC 33) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp; holding onto a penumbra tattoo until sold - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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