Post by Deleted on Nov 3, 2017 0:48:12 GMT
Niv has Mikhaila cast miracle to duplicate telepathic bond, including herself, Niv, Ivan and Drovsky in the casting.
Leon makes each of the bonds between Niv and her darlings permanent with their permanency spell-like ability.
Constructs:
Simulacra:
Boons Provided:
Permanent Spells:
Misc.:
Leon makes each of the bonds between Niv and her darlings permanent with their permanency spell-like ability.
Constructs:
Kolyarut Trompes L'oeil (bodyguards, enforcers)
Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot)
Solar Trompe L'oeil (same deal as veranallia)
Drovsky, the Rook (CR 12+1 = 13); female appearance, 5'11"
LE Medium construct
Init +5; Senses darkvision 60ft., low-light vision; Perception +22
Defense
AC 32, touch 15, flat-footed 28 (+4 armour, +5 Dex, +12(+2) natural)
hp 122 (12d10+36+20); regeneration 5 (chaotic) which apparently works???
Fort +11, Ref +10, Will +15 (+4 insight from token)
Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense
Speed 30 ft.
Melee: Lingfahl, +2 benevolent bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +15)
At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch
3/day—hold monster (DC 18), mark of justice
1/week—geas/quest
Statistics
Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 17, Cha 16
Base Atk +12; CMB +18; CMD 33
Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Lightning Reflexes, Swift Aid
Skills: Acrobatics +20, Climb +18, Diplomacy +22, Disguise +22 (+32 to look like a real kolyarut), Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature
Languages: truespeech
Gear: mithral shirt, adoration inspiration token
Special Abilities
Swift Aid (feat)
Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Truespeech (Su)
An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
LE Medium construct
Init +5; Senses darkvision 60ft., low-light vision; Perception +22
Defense
AC 32, touch 15, flat-footed 28 (+4 armour, +5 Dex, +12(+2) natural)
hp 122 (12d10+36+20); regeneration 5 (chaotic) which apparently works???
Fort +11, Ref +10, Will +15 (+4 insight from token)
Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense
Speed 30 ft.
Melee: Lingfahl, +2 benevolent bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +15)
At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch
3/day—hold monster (DC 18), mark of justice
1/week—geas/quest
Statistics
Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 17, Cha 16
Base Atk +12; CMB +18; CMD 33
Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Lightning Reflexes, Swift Aid
Skills: Acrobatics +20, Climb +18, Diplomacy +22, Disguise +22 (+32 to look like a real kolyarut), Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature
Languages: truespeech
Gear: mithral shirt, adoration inspiration token
Special Abilities
Swift Aid (feat)
Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Truespeech (Su)
An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4"
LE Medium construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense
AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural)
hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works???
Fort +15, Ref +11, Will +18 (+4 insight from token)
Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense
Speed 30 ft.
Melee: Lacruad, +4 conductive bastard sword +28/+23/+18/+13 (1d10+13/19-20) or Lacruad +28/+23/+18/+13 (1d10+10/19–20), slam +19 (2d6+3) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +18)
At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6)
3/day—hold monster (DC 19), mark of justice
1/week—geas/quest
Statistics
Str 22, Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification)
Base Atk +18; CMB +26; CMD 41
Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike
Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform(dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature
Languages: truespeech
SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day)
Gear: mithral shirt, tunic of careful casting, adoration inspiration token
Special Abilities
Step Up, Following Step & Step Up and Strike (feats)
Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su)
An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
LE Medium construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense
AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural)
hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works???
Fort +15, Ref +11, Will +18 (+4 insight from token)
Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense
Speed 30 ft.
Melee: Lacruad, +4 conductive bastard sword +28/+23/+18/+13 (1d10+13/19-20) or Lacruad +28/+23/+18/+13 (1d10+10/19–20), slam +19 (2d6+3) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +18)
At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6)
3/day—hold monster (DC 19), mark of justice
1/week—geas/quest
Statistics
Str 22, Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification)
Base Atk +18; CMB +26; CMD 41
Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike
Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform(dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature
Languages: truespeech
SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day)
Gear: mithral shirt, tunic of careful casting, adoration inspiration token
Special Abilities
Step Up, Following Step & Step Up and Strike (feats)
Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su)
An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot)
Mikhaila (CR 21)
LE Large construct
Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35
Aura: holy aura (DC 27)
Defense
AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size)
hp 378 (24d10+216+30)
Fort +28, Ref +20, Will +26
DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense
Speed 50 ft., air walk
Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29)
Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing
At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth
3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns
1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28)
9th— 4 slots (DCs 27)
8th— 5 slots (DCs 26)
7th— 5 slots (DCs 25)
6th— 5 slots (DCs 24)
5th— 6 slots (DCs 23)
4th— 6 slots (DCs 22)
3rd— 6 slots (DCs 21)
2nd— 6 slots (DCs 20)
1st— 6 slots (DCs 19)
0—create water, detect poison, light, purify food and drink
Statistics
Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped)
Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical
Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature
Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech
SQ: bounteous caster, rebirth
Special Abilities
Autumnal Embrace (Su)
At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su)
Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su)
Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside.
Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex)
At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
LE Large construct
Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35
Aura: holy aura (DC 27)
Defense
AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size)
hp 378 (24d10+216+30)
Fort +28, Ref +20, Will +26
DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense
Speed 50 ft., air walk
Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29)
Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing
At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth
3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns
1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28)
9th— 4 slots (DCs 27)
8th— 5 slots (DCs 26)
7th— 5 slots (DCs 25)
6th— 5 slots (DCs 24)
5th— 6 slots (DCs 23)
4th— 6 slots (DCs 22)
3rd— 6 slots (DCs 21)
2nd— 6 slots (DCs 20)
1st— 6 slots (DCs 19)
0—create water, detect poison, light, purify food and drink
Statistics
Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped)
Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical
Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature
Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech
SQ: bounteous caster, rebirth
Special Abilities
Autumnal Embrace (Su)
At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su)
Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su)
Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside.
Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex)
At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
Solar Trompe L'oeil (same deal as veranallia)
Leon (CR 24)
LE Large construct
Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33
Aura: protective aura
Defense
AC 43, touch 11, flat-footed 40 (+13 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil)
hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works???
Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. evil
DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense
Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor
Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)
Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th)
Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th)
9th—4 slots (DC 27)
8th—5 slots (DC 26)
7th—5 slots (DC 25)
6th—5 slots (DC 24)
5th—6 slots (DC 23)
4th—7 slots (DC 22)
3rd—7 slots (DC 21)
2nd—7 slots (DC 20)
1st—7 slots (DC 19)
0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics
Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25
Base Atk +22; CMB +32; CMD 47
Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31
Languages: Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities
Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su)
A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
LE Large construct
Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33
Aura: protective aura
Defense
AC 43, touch 11, flat-footed 40 (+13 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil)
hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works???
Fort +23, Ref +14, Will +24; +4 vs. poison, +4 resistance vs. evil
DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense
Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor
Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)
Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th)
Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th)
9th—4 slots (DC 27)
8th—5 slots (DC 26)
7th—5 slots (DC 25)
6th—5 slots (DC 24)
5th—6 slots (DC 23)
4th—7 slots (DC 22)
3rd—7 slots (DC 21)
2nd—7 slots (DC 20)
1st—7 slots (DC 19)
0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics
Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25
Base Atk +22; CMB +32; CMD 47
Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31
Languages: Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities
Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su)
A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
Rejuvenation (Su)
When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting.
Simulacra:
- Enlightened Vampire
- Green Hag x3
- Lilitu
- Spirit of Adoration (3/6 tokens)
- Succubus x3
- Green Hag x3
- Lilitu
- Spirit of Adoration (3/6 tokens)
- Succubus x3
Boons Provided:
- Shyva (profane gift, +2 Str)
Permanent Spells:
- Arcane Sight (CL 12th permanency)
- Greater Magic Fang +5 (CL 20th permanency)
- See Invisibility (CL 12th permanency)
- Telepathic Bond (Mikhaila, Ivan, Drovsky; CL 20th permanency)
- Tongues (CL 12th permanency)
- Greater Magic Fang +5 (CL 20th permanency)
- See Invisibility (CL 12th permanency)
- Telepathic Bond (Mikhaila, Ivan, Drovsky; CL 20th permanency)
- Tongues (CL 12th permanency)
Misc.:
- Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week.
Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed).
- 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)
- 1 Priest (Damon Nyverra, 3rd level cleric of Urgathoa)
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.
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
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
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