Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2017 8:23:50 GMT
bladeandbow.boards.net/thread/3001/thoriel-odirel-fenriel-lokirelGorm, Faunra and Idarr get each 250,000 xp and 145,000gp. Krush'gul gets 250,000 xp and 160,000gp. Krush Gul has gnome statues. Everybody gets 5 Downtime day. The eldrazi returned to their world for now. Brings totals to 1,517,600 xp, 153,560 gp, and 5 downtime days. Updated sheet to follow.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 12, 2017 23:40:01 GMT
Gorm rewards Val for proving herself in their latest adventure with the following: - a headband of alluring charisma +4 (16,000 gp)
- a belt of giant strength +4 (16,000 gp)
- a cloak of resistance +3 (9,000 gp)
- a ring of counterspells for 4,000 gp (Greater Dispel Magic cast into it for 660 gp)
- upgrades her breastplate from a +2 to a +3 (5,000 gp)
- gives her the war lance to keep and has a Rune of Durability put upon it (150 gp)
Following this, he sells her +2 returning spear for 9,151 gp. Gorm also buys Cassie and Val one handy haversack each for 4,000 gp total, buys Cassie 105 vials of draconic perfume (52 of sulphur & honeycomb, 53 of rosewood & myrrh) for 7,875 gp, buys 5 potions of ablative barrier (CL 10) from an alchemist for 5,000 gp, buys three more unguents of revivification for 900 gp, and purchases a belt of the weasel for Rikkorgan for 10,000 gp. (Brings total down to 84,826 gp.) drive.google.com/open?id=0B8LjrLTxEO-JSTVQOEVUM25JeDA
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 28, 2017 15:27:11 GMT
Gorm pays for Val and Rikkorgan to do some training. (Retraining Trample, Vital Strike and Weapon Focus (spear) into Trick Riding, Mounted Blade and Weapon Focus (lance) on Val for (15 x 16 x 10 =) 2,400 gp, and retraining Lightning Reflexes into Diehard on Rikkorgan for (5 x 14 x 10 =) 700 gp.) Also rescinding the upgrade to Val's breastplate (regaining 5,000 gp) - instead, Gorm is going to sell her old +2 breastplate for 2,175 gp and buy her a +3 mithral breastplate as replacement for 13,200 gp. New total: 64,476 gp.
Forces: 'Cassie' (Geassed Lilitu) CE Medium outsider (chaotic, demon, evil, extraplanar) Init +9; Senses darkvision 60 ft., true seeing; Perception +34
DEFENSE AC 34, touch 24, flat-footed 28 (+4 deflection, +5 Dex, +1 dodge, +10 natural, +4 profane) hp 263 (17d10+170) Fort +19, Ref +23, Will +20 Defensive Abilities: evasion, profane grace; DR 10/cold iron and good; Immune: electricity, poison; Resist acid 10, cold 10, fire 10; SR 28
OFFENSE Speed 60 ft., fly 60 ft. (good) Melee 4 claws +25 (2d8+8), tail slap +20 touch (1d6+4 plus branding) Special Attacks: create husk, husk link, profane pact, swift claws
Spell-Like Abilities (CL 17th; concentration +30) Constant—fly, tongues, true seeing, unholy aura (DC 28) At will—charm monster (DC 25), detect thoughts (DC 22), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 24), telekinesis 3/day—quickened charm monster (DC 25), persistent image (DC 25), seeming (DC 25) 1/day—demand (DC 29), dominate monster (DC 30), project image (DC 27) 1/week—binding (DC 29), wish (granted to a mortal humanoid only)
STATISTICS Str 27, Dex 20, Con 34, Int 21, Wis 23, Cha 30 Base Atk +17; CMB +25; CMD 49 Feats: Critical Focus, Deceitful, Dodge, Flyby Attack, Greater Spell Focus: Enchantment, Mobility, Quicken Spell-Like Ability (charm monster), Spell Focus: Enchantment, Staggering Critical Skills: Acrobatics +25, Bluff +42, Diplomacy +30, Disguise +31, Fly +37, Intimidate +27, Knowledge (local) +25, Knowledge (nobility) +25, Knowledge (religion) +22, Perception +34, Sense Motive +26; Racial Modifiers: +8 Bluff, +8 Perception Languages: Abyssal, Celestial, Draconic; telepathy 100 ft. SQ: change shape (alter self, Small or Medium humanoid), profane wishcraft Gear: rod of splendour, draconic perfume (sulfur and honeycomb, 55 vials; rosewood and myrrh, 55 vials), ring of counterspells (greater dispel magic)
SPECIAL ABILITIES Branding (Su) Each time a lilitu damages a living creature with her tail slap, the wound leaves an angry and permanent red brand. In addition, the creature struck becomes staggered for 1 round from the pain. A successful DC 26 Will save negates the staggered condition and reduces the duration of the brand from permanent to 1 hour. The save DC is Charisma-based. Removing brands is difficult—each casting of restoration, dispel chaos, or dispel evil removes 1 brand. Heal removes 1d4+4 brands. Greater restoration removes a number of brands equal to the spell’s caster level. Miracle and wish can remove all brands at once. The number of brands a creature gains in this manner has a cumulative series of effects, as summarized below.
Number of Brands: Effect 1–3: The lilitu can affect the branded creature with its create husk, husk link, and profane pact abilities. 4–6: The branded creature takes a –2 penalty on all Will saves made against a lilitu’s spells, spell-like abilities, and supernatural abilities. The branded creature’s aura now radiates chaos and evil. 7–9: The branded creature’s Wisdom score is reduced by 4. A chaotic evil creature is immune to this effect. 10+: The penalties to the creature’s Will saves and Wisdom score listed above double. In addition, the branded creature automatically fails all Will saves made against a lilitu’s spells, spell-like abilities, and supernatural abilities. A chaotic evil creature is immune to this effect.
Create Husk (Su) Once per day as a swift action, when a lilitu deals enough damage with a weapon, spell, or spell-like ability to kill a humanoid within 30 feet, she can instead opt to transform that slain humanoid into a husk. A successful DC 26 Fortitude save negates this effect, allowing the victim to die normally. A humanoid transformed into a husk withers away into an immobile and desiccated corpse, but does not actually die—in this state, the creature remains aware of its surroundings but can take no actions at all. A husk is essentially treated as an object with hardness 15 and 60 hit points. If a husk is destroyed, the effect ends and the body dies. This is a curse effect— removing this curse restores the victim to life at a number of negative hit points equal to the creature’s Constitution –1; a husk restored to life in this way has 1 round to stabilize or be saved before it dies. A lilitu can maintain a number of husks simultaneously equal to her Charisma modifier (10 husks for Cassie); if she creates one too many husks, a previously created husk is released and immediately dies. Lilitus hide their husk collections in very safe places. The save DC is Charisma-based.
Husk Link (Su) By spending a minute in blasphemous contact with a husk she created, a lilitu can establish a supernatural link to that husk. As long as she and that husk remain on the same plane, divination spells reveal the linked husk’s alignment to be the same as the lilitu’s alignment (chaotic evil). The husk link allows a lilitu to use her change self ability to assume a husk’s original form—when she does, she gains a +20 bonus on Disguise checks made to impersonate that person. If a lilitu with an active husk link ever takes enough damage to be slain, the husk takes the killing-blow’s damage instead and is destroyed, instantly severing the active husk link; if the lilitu is disguised in the husk’s original form, she instantly reverts to her true form.
Profane Grace (Su) A lilitu gains a +4 profane bonus to AC and on Initiative checks and Reflex saves.
Profane Pact (Su) Once per day as a full-round action, a lilitu may forge a profane pact with a willing humanoid creature bearing at least one lilitu brand by touching the creature for 1 full round. A single creature may have no more than one profane pact from a lilitu at one time. This functions identically to a succubus’s profane gift ability, save that it grants a +4 profane bonus to an ability score of the humanoid’s choice, and it does not grant a telepathic link to the target.
Profane Wishcraft (Su) A creature that accepts a wish from a lilitu immediately becomes chaotic evil unless it makes a successful DC 26 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 24 hours, followed by the effects of crushing despair for 1d6 days (these spell effects function at CL 17th). The save DC is Charisma-based.
Swift Claws (Ex) When a lilitu makes a full-round attack action, she can attack twice with each of her claws, for a total of four attacks a round. 'Val' (Geassed Valkyrie) CN Medium outsider (extraplanar) Init +3; Senses darkvision 60 ft., deathwatch; Perception +24
DEFENSE AC 30, touch 21, flat-footed 27 (+9 armor, +8 deflection, +3 Dex) hp 168 (16d10+80) Fort +13, Ref +16, Will +18 DR 10/cold iron and lawful; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 23
OFFENSE Speed 30 ft., fly 100 ft. (perfect) Melee war lance +26/+21/+16/+11 (1d8+12/x3) or war lance charge +28/+23/+18/+13 (3d8+36/x3) Ranged none
Spell-Like Abilities (CL 12th; concentration +20) Constant—deathwatch, tongues At will—aid, death ward, gentle repose, plane shift (self and mount only) 3/day—call lightning storm (DC 23), divine power, geas/quest 1/day—breath of life, heal, summon (level 8, 1 sleipnir 100%)
STATISTICS Str 22, Dex 17, Con 20, Int 13, Wis 20, Cha 27 Base Atk +16; CMB +22; CMD 41 Feats: Mounted Blade, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trick Riding, Weapon Focus (lance) Skills: Fly +29, Handle Animal +27, Heal +24, Knowledge (planes) +20, Perception +24, Ride +28, Sense Motive +24 Languages: Celestial, Common; tongues SQ: battle trained, choose the slain, holy zeal Gear: +3 mithral breastplate, war lance, handy haversack, explorer's outfit, ring of counterspells (greater dispel magic), belt of giant strength +4, headband of alluring charisma +4, cloak of resistance +3
SPECIAL ABILITIES Battle Trained (Ex) A valkyrie is proficient with all armor. Armor never impacts a valkyrie’s speed, nor does a valkyrie take armor check penalties on Ride checks.
Choose the Slain (Su) A valkyrie can draw the soul from a newly dead body and store it in her spear for transport to the Outer Planes. This functions as soul bind, but the dead creature must be willing to have its soul taken. If the creature is unwilling, this ability has no effect.
Holy Zeal (Su) A valkyrie adds her Charisma modifier as a deflection bonus to her Armor Class. Rikkorgan (Val's sleipnir mount) N Large magical beast Init +4; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size) hp 147 (14d10+70) Fort +14, Ref +14, Will +9 Immune electricity; Resist cold 10
OFFENSE Speed 80 ft.; air walk Melee bite +19 (1d8+6), 4 hooves +18 (1d8+3) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (DC 22), powerful charge (hooves, 2d8+12), trample (1d8+9, DC 23)
Spell-Like Abilities (CL 11th; concentration +12) Constant—air walk
STATISTICS Str 22, Dex 20, Con 21, Int 10, Wis 17, Cha 13 Base Atk +14; CMB +21; CMD 36 (48 vs. trip) Feats: Diehard, Endurance, Flyby Attack, Iron Will, Multiattack, Power Attack, Run Skills: Acrobatics +18 (+38 when jumping), Perception +16, Swim +16 Languages: Auran (cannot speak) Gear: belt of the weasel
SPECIAL ABILITIES Breath Weapon (Su) As a standard action, a sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.
|
|