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Post by Paladin Queen on Jul 26, 2017 12:39:01 GMT
Concordia gives Sevekovich 2,000gp for the Pearl of Power
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Post by Deleted on Jul 26, 2017 18:50:23 GMT
Niv travels and sells the second staff that Arya sold to her for (16,300 x 1.1 =) 17,930 gp. She also receives her overdue payment from Concordia. (Brings the total to 32,798 gp 1 sp 5 cp). She also has Mikhaila create another, smaller demiplane with the Greater Create Demiplane spell (portal: door in her Altar; aligned: evil; light: dim; energy: negative-aligned; structure: ball room; magic: enhanced [charm, compulsion, death, evil], impeded [healing or curing using positive energy, good, chaos]; time: flowing, 1 day to 365 days). The solar simulacrum uses its permanency spell-like ability to make this plane permanent. She then has her trompe coven go in and create 99 vampire simulacra - essentially, a backup of a backup, of sorts.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13) LE Medium construct Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 28, touch 14, flat-footed 24 (+4 Dex, +12(+2) natural) hp 122 (12d10+36+20); regeneration 5 (chaotic) nullified by lack of Con score Fort +11, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive 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, quickened suggestion (DC 16) 1/week—geas/quest
Statistics Str 22, Dex 19, Con -, Int 10, Wis 17, Cha 16 Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion) Skills: Diplomacy +22, Disguise +22 (+32 to looks 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
Special Abilities 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 Spells Prepared (CL 20th; concentration +28; can be changed) 9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection 8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26) 7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25) 6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall 5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague 4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison 3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk 2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration 1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con 31, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, 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 (+43 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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) 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 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 False Front (being upgraded to a Storefront/Storage). 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 +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 27, 2017 0:30:37 GMT
While we're at it, what we're actually going to do is be smart about this and craft Mikhaila (the veranallia trompe) before everything else Niv has currently crafted since her last adventure, and have the crafting demiplane be made, stocked, and permanencied before anything else. This will allow us to do a couple of things far more efficiently. First, the belt of incredible dexterity would only take 1 downtime day to make (which refunds us one downtime day). Second, Ivan (the kolyarut trompe) will be animated, which will still take only 1 day, but now we can add on a Rune-Carved (Rune of Shielding) modification as part of his creation. Kolyarut Trompe L'oeil with Rune-Carved modification: Rune of Shielding (13,200 gp + 2,000 gp material component) CL 12 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 14,000 gp/day Animate objects, enter image provided by Mikhaila. Insufficient Requirement Met: cannot cast shield (ignored with Spontaneous Generation) = +0 DC DC = 5+12(CL) = 27 Nivetya's Craft(painting) Take 10 = 10+24+5(Crafter's Fortune)+2(Badevan's Coop. Crafting) = 41 minimum Item Complete! (Cost: 6,600 + 2,000 = 8,600 gp + 1 Downtime Day) Then she buys all the items that get her permanencied see invisibility and a permanencied telepathic link with Mikhaila, Ivan, and her winter witch trompe. Niv will also pay for Ivan to retrain two of his feats (Quicken SLA: suggestion and Improved Initiative into Power Attack and Step Up), which costs (12 x 10 x 10 =) 1,200 gp. New totals: 30,998 gp 1 sp 5 cp, 2 downtime days.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'5" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 28, touch 14, flat-footed 24 (+4 Dex, +12(+2) natural) hp 122 (12d10+36+20); regeneration 5 (chaotic) nullified by lack of Con score Fort +11, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive 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, +19 defensive casting or grappled) At will—discern lies (DC 17), disguise self, enervation (55 ft, 1d4), fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch (6d6) 3/day—hold monster (DC 18), mark of justice 1/week—geas/quest
Statistics Str 22, Dex 19, Con -, Int 10, Wis 17, Cha 16 Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +22, Disguise +22 (+32 to looks 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 SQ: Rune of Shielding (+4 shield AC after first time attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day)
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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 Spells Prepared (CL 20th; concentration +28; can be changed) 9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection 8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26) 7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25) 6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall 5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague 4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison 3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk 2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration 1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con 31, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, 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 (+43 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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) 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, 1x Staff of Incredible Crafting), 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 False Front (being upgraded to a Storefront/Storage). 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 +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 27, 2017 18:58:52 GMT
Niv travels and buys two scrolls of rapid repair (CL 12) for (5 x 12 x 25 = 1,500 x 0.9 = 1,350 x 2 =) 2,700 gp.
New total: 28,298 gp 1 sp 5 cp.
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Post by Deleted on Jul 27, 2017 22:17:43 GMT
Upon reconsideration, Ivan will also have an ability score modification (+2 Cha) as part of his creation, which will cost an extra 5,000 gp (bringing the total down to 23,298 gp 1 sp 5 cp).
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'5" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 28, touch 14, flat-footed 24 (+4 Dex, +12(+2) natural) hp 134 (12d10+48+20); regeneration 5 (chaotic) nullified by lack of Con score Fort +12, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive 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 +16, +20 defensive casting or grappled) 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 19, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +23, Disguise +23 (+33 to looks 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 SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile)
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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 Spells Prepared (CL 20th; concentration +28; can be changed) 9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection 8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26) 7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25) 6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall 5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague 4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison 3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk 2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration 1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con 31, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, 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 (+43 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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) 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 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 False Front (being upgraded to a Storefront/Storage). 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 +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 27, 2017 22:37:38 GMT
Niv buys a scroll of permanency (CL 12th, arcane sight) for 9,000 gp. She casts the scroll of arcane sight she gained from her adventure (autopassing with a +25 UMD against a DC of 25), and then casts the scroll of permanency on herself (autopassing with a +25 UMD +10 from her wand key ring for a +35 total against a DC of 32).
New total: 14,298 gp 1 sp 5 cp.
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Post by Deleted on Jul 29, 2017 15:18:25 GMT
Niv makes another purchase from the Metzofitz Foundation. . -------------------------------------------------------------------------- Metzofitz Foundation Purchase Order
Date: 29JUL2017 Character Name: Nivetya Sevekovich Foundation Provider(s): Metzofitz the Magnificent -------------------------------------------------------------------------- Mundane Items 1. Mithral Shirt, x2: 1650gp
Market Price: 2200gp Foundation Price: 1650gp Total Savings: 550gp -------------------------------------------------------------------------- Internal Fee Value: N/A
. She equips Ivan with a mithral shirt. New total: 12,648 gp 1 sp 5 cp.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'4" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 32, touch 14, flat-footed 28 (+4 Dex, +4 armour, +12(+2) natural) hp 134 (12d10+48+20); regeneration 5 (chaotic) nullified by lack of Con score Fort +12, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive 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 +16, +20 defensive casting or grappled) 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 19, Con -, Int 10, Wis 17, Cha 18 (+2 from modification) Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +23, Disguise +23 (+33 to looks 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 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
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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 31, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, 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 (+43 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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Permanent Spells: - Arcane Sight (CL 12th permanency) - Telepathic Bond (Ivan, Mikhaila, winter witch trompe; CL 20th permanency) - See Invisibility (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 False Front (being upgraded to a Storefront/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 +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 Aug 17, 2017 11:15:26 GMT
bladeandbow.boards.net/thread/3997/land-fleshlingVyse, Intempas, Arya, Niv, and Samson were all contacted by the mighty Captain Pinkbeard to clear out some tree-hugging squatters in his Arrrrrboretum. They went in, picked a fight with the kindly Guardian Trees (and Guardian Mushroom) of the forest, then tracked down the actual squatters and kicked their butts, despite getting bitten by spiders and a hangry, hangry hippo. Everyone gets 12,480 XP Everyone gets 10,280 GP Everyone gets 5 DTD All heroes receive 4,375 GP from Arya spending a hero point for wealth Arya is voted PotG and takes the hero point Arya also captures the Noteworthy Soul of the Bog Nixie Sorceress in a soul gem Brings totals to 180,480 xp, 22,928 gp 1 sp 5 cp, and 7 downtime days(!). As part of her loot, Niv recovers the following: [150 gp] arcane scroll of mirror image (CL 3) [300 gp] potion/oil of slipstream (CL 3) [300 gp] potion/oil of bull's strength (CL 3) [1,125 gp] divine scroll of blessing of the salamander (CL 9) (937 gp 5 sp, bringing the total down to 21,990 gp 6 sp 5 cp.) Niv has her staff of ablative barrier recharged by a magus for (4 x 2 x 10 x 4 =) 320 gp. New total: 21,670 gp 6 sp 5 cp.
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Post by Deleted on Aug 18, 2017 1:47:26 GMT
As part of her loot, Niv also recovers a cloak of displacement, minor (12,000 gp, bringing 9,670 gp 6 sp 5 cp).
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Post by Deleted on Aug 18, 2017 2:17:52 GMT
ALSO, Niv's store is finally finished! (6/6 construction days)
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Post by Deleted on Aug 18, 2017 3:39:58 GMT
bladeandbow.boards.net/thread/3999/dream-world-1Rayek, NPC121, Solomon, SteveG, Topher's characters got pulled into a dream world and meet a kid with a skull hat and capture the moon with a pokeball. They also chase after a mysterious dude who came out of a nightmare orb. TBC... Everyone feels a bit more experienced from the dream and wake up to find a check in the mail from a Mr.Shine as well as coupons from the local market place on items... Experience: 15,000 Gold: 15,000GP Down Time Days: 5 Brings totals to 195,480 xp, 24,670 gp 6 sp 5 cp, and 12 downtime days.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'4" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 32, touch 14, flat-footed 28 (+4 Dex, +4 armour, +12(+2) natural) hp 134 (12d10+48+20); regeneration 5 (chaotic) nullified by lack of Con score Fort +12, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +2 conductive 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 +16, +20 defensive casting or grappled) 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 19, Con -, Int 10, Wis 17, Cha 18 (+2 from modification) Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +23, Disguise +23 (+33 to looks 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 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
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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 Casting, Combat Expertise, Critical Focus, Eschew Materials, 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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Permanent Spells: - Arcane Sight (CL 12th permanency) - Telepathic Bond (Ivan, Mikhaila, winter witch trompe; CL 20th permanency) - See Invisibility (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 +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 Aug 19, 2017 12:17:34 GMT
Niv pays for Mikhaila to learn some neat tricks. (Mikhaila retrains Combat Casting into Extend Spell, costing 1,200 gp.) New total: 23,470 gp 6 sp 5 cp.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'4" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 32, touch 14, flat-footed 28 (+4 Dex, +4 armour, +12(+2) natural) hp 134 (12d10+48+20); regeneration 5 (chaotic) which apparently works??? Fort +12, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +2 conductive 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 +16, +20 defensive casting or grappled) 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 19, Con -, Int 10, Wis 17, Cha 18 (+2 from modification) Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +23, Disguise +23 (+33 to looks 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 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
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Permanent Spells: - Arcane Sight (CL 12th permanency) - Telepathic Bond (Ivan, Mikhaila, winter witch trompe; CL 20th permanency) - See Invisibility (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 13, touch 13, flat-footed 10 (+3 Dex); AC 17, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 Aug 21, 2017 18:50:54 GMT
Niv upgrades the scythe of one Sken. +2 scythe -> +5 Scythe (42,000 gp difference) CL 15 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 42,000 gp/day Insufficient Requirement Met: CL not normally high enough = +5 DC DC = 5+15(CL)+5(rushed)+5(low CL) = 30 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 21000 gp + 1 Downtime Day) She charges 31,500 gp and makes 10,500 gp profit. New total: 34,970 gp 6 sp 5 cp, 11 downtime days.
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Post by Deleted on Aug 22, 2017 17:05:20 GMT
Niv's girls make another nymph that grants Ivan a token of inspiration. Niv purchases four flawed mossy disk ioun stones (granting their bonuses to Kn(arcana, local, planes, nature)) for a total 6,400 gp. New total: 28,570 gp 6 sp 5 cp. drive.google.com/open?id=0B8LjrLTxEO-JVlp1eUk0bFRWM3M
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'4" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 32, touch 14, flat-footed 28 (+4 Dex, +4 armour, +12(+2) natural) hp 134 (12d10+48+20); regeneration 5 (chaotic) which apparently works??? Fort +12, Ref +10, Will +15 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +2 conductive 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 +16, +20 defensive casting or grappled) 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 19, Con -, Int 10, Wis 17, Cha 18 (+2 from modification) Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +23, Disguise +23 (+33 to looks 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 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, nymph inspiration token
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Vampire x 99 Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Permanent Spells: - Arcane Sight (CL 12th permanency) - Telepathic Bond (Ivan, Mikhaila, winter witch trompe; CL 20th permanency) - See Invisibility (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 13, touch 13, flat-footed 10 (+3 Dex); AC 17, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 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 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) 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 +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) 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 Aug 30, 2017 13:25:55 GMT
Mm. Alright, damage control time. Because Niv got her template and all her profane boons from simulacra created via a simulacrum spell-like ability, she now loses them. This sets her experience to a newly-levelled 10th level character (meaning she has 71,000 xp and needs 105,000 to level), among other things. This will all be accounted for in the sheet, the title of which is fairly apt, I would think. She does not get the flawed ioun stones (because they would actually kill her and she also doesn't have the ranks to have those knowledge skills trained any more), which brings her total gold back up to 34,970 gp 6 sp 5 cp. Sheet at this point: drive.google.com/open?id=0B8LjrLTxEO-JajBER2FaY2F4ZVEFirst things first. The crafting demiplane is pretty damn important, so Niv has to keep that permanencied. She animates a painting of a solar. Solar Trompe L'oeil (22,000 gp + 3,000 gp for the painting itself) CL 22 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 22,000 gp/day Animate objects, enter image provided by Mikhaila. DC = 5+22(CL) = 27 Nivetya's Craft(painting) Take 10 = 10+15+5(Crafter's Fortune on self)+2(Badevan's Coop. Crafting) = 32 minimum Item Complete! (Cost: 11,000 gp + 3,000 gp for painting + 1 Downtime Day) This brings her total to 20,970 gp 6 sp 5 cp and 10 downtime days. The solar (who shall be named Leon) applies their permanency spell-like ability to the crafting demiplane as well as the other demiplane so that Mikhaila doesn't have to continuously burn 9th level spell slots every 20 days to keep them active. One good thing about being mortal again is that Niv can now get a permanent Greater Magic Fang (CL 20th) on herself, courtesy of Mikhaila and Leon. So that's... some measure of compensation, I suppose. New sheet after all is said and done. drive.google.com/open?id=0B8LjrLTxEO-JM3I4UUliUmIyWGs
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13); male appearance, 6'4" LE Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 32, touch 14, flat-footed 28 (+4 Dex, +4 armour, +12(+2) natural) hp 134 (12d10+48+20); regeneration 5 (chaotic) which apparently works??? Fort +12, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +2 conductive 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 +16, +20 defensive casting or grappled) 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 19, Con -, Int 10, Wis 17, Cha 18 (+2 from modification) Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Lightning Reflexes, Power Attack, Step Up Skills: Diplomacy +23, Disguise +23 (+33 to looks 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 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, nymph inspiration token
Special Abilities Step Up (feat) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may take a 5-foot step as an immediate action so long as he ends up adjacent to the foe that triggered this ability. If he takes this step, Ivan cannot take a 5-foot step during his next turn; if he moves during his next turn, he subtracts 5 feet from his total movement.
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 23+1+4? = 28) 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 398 (33d10+154+33+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 +46/+41/+36/+31(/+26/+21/+16?) (3d6+18) or slam +41 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +42/+37/+32/+27(/+22/+17/+12?) (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 24, Wis 28, Cha 26 Base Atk +33; CMB +43; CMD 58 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness, Point-Blank Shot, Precise Shot, 4 more feats Skills: Craft (painting) +43, Diplomacy +44, Fly +32, Knowledge (history) +43, Knowledge (nature) +43, Knowledge (planes) +43, Knowledge (religion) +43, Perception +45, Sense Motive +45, Spellcraft +32, Stealth +32, Survival +32, 33 extra from Intelligence, 33 extra from elsewhere 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: None for the moment. All previous ones melted into useless puddles at this point. Boons Provided: All boons rescinded for the moment. Permanent Spells: - Arcane Sight (CL 12th permanency) - Greater Magic Fang +5 (CL 20th permanency) - See Invisibility (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 - 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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