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Post by Deleted on Jul 10, 2018 18:18:44 GMT
Niv receives a request from one 'Aki' for a few castings of a permanencied (20th level) Greater Magic Fang (20th level).
Mikhaila provides three castings of greater magic fang (CL 20) to Aki's companion's bite and claws, and Leon makes each casting permanent with their permanency spell-like ability.
Niv receives 18,900 gp in total for services rendered.
New total: 119,954 gp 9 sp 8 cp.
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Post by Deleted on Jul 11, 2018 18:25:47 GMT
Niv upgrades a belt and headband for one Facsimile. Headband of Inspired Wisdom +6 -> Headband of Mental Prowess +6 [Wis, Int] (54,000 gp difference) CL 12 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 54,000 gp/day Owl's wisdom provided by Mikhaila; fox's cunning ignored via Spontaneous Generation. DC = 5+12(CL) = 17 Nivetya's Spellcraft Take 10 = 10+14+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 27000 gp + 1 Downtime Day) Belt of Physical Might (Dex, Con) +4->+6 (50,000 gp difference) CL 12 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 50,000 gp/day Bear's endurance, cat's grace provided by Mikhaila. DC = 5+12(CL) = 17 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 25000 gp + 1 Downtime Day) She charges 78,000 gp for the lot and makes 26,000 gp profit. New totals: 145,954 gp 9 sp 8 cp, 19 downtime days.
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Post by Deleted on Jul 12, 2018 15:25:57 GMT
Dropping a DM reward onto this girl. New totals: 147,354 gp 9 sp 8 cp, 24 downtime days.
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Post by Deleted on Jul 12, 2018 15:40:01 GMT
Oh, for fuck's sake, she also has 601,300 xp. --- Niv tries out the fighter life (retraining her two levels of antipaladin into fighter, taking 10 downtime days and costing 1,600 gp), but decides she much rather likes the power that she receives from contracts. She participates again in some unholy rituals (retraining those two levels back into antipaladin, this time taking the insinuator archetype; this costs her another 1,600 gp and takes another 10 downtime days). New totals: 144,154 gp 9 sp 8 cp, 4 downtime days. New sheet as of the start of her next adventure: drive.google.com/open?id=1q7YHchOZ33adsHpNd6bc7-rrIwMDTrjY
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1+4? = 17); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +29
Defense AC 38, touch 15, flat-footed 34 (+8 armour, +5 Dex, +12(+4) natural) hp 209 (18d10+90+20); regeneration 5 (chaotic) which apparently works??? Fort +16, Ref +10, Will +19 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +4 benevolent bastard sword +28/+23/+18/+13 (1d10+8/19–20), slam +19 (2d6+3) or unarmed strike +24/+19/+14/+9 (1d3+6) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +17) At will—discern lies (DC 19), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day—hold monster (DC 20), mark of justice 1/week—geas/quest
Contract Spellcasting (CL 20th; concentration +24) 1/day—breath of life, greater make whole, inflict critical wounds
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 18, Cha 20 (+4 from Mephistopheles boon) Base Atk +18; CMB +24; CMD 39 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Harrying Partners, Improved Unarmed Strike, Monkey Style, Outflank, Swift Aid; Overwhelm (ring bonus) Skills: Acrobatics +26 (+30 in Monkey Style), Climb +24, Diplomacy +24, Disguise +24 (+34 to look like a real kolyarut), Knowledge (planes) +15, Perception +29, Perform (dance) +15, Perform (percussion) +21, Sense Motive +29, Survival +25; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token, amulet of mighty fists (conductive), ring of tactical precision (imbued with Overwhelm)
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Monkey Style (feat) While using this style, Drovsky adds her Wisdom bonus on Acrobatics checks and take no penalty on melee attack rolls or to AC while prone. Further, she can crawl and stand up from lying prone without provoking attacks of opportunity, and can stand up as a swift action if she succeeds at a DC 20 Acrobatics check.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +30/+25/+20/+15 (1d10+16/19-20) or Lacruad +30/+25/+20/+15 (1d10+13/19–20), slam +21 (2d6+4) or 2 slams +26 (2d6+8)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Contract Spellcasting (CL 20th; concentration +23) 1/day—divine power, flame strike (15d6, DC 23), greater make whole
Statistics Str 26 (+4 from Mephistopheles boon), Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike; Outflank (ring bonus) Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform (dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token, ring of tactical precision (imbued with Outflank)
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but generally not used in sessions) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 48, touch 16, flat-footed 45 (+13 armor, +1 Dex, +1 dodge, +19 natural, +5 profane, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +28, Ref +9, Will +29; +4 vs. poison, +4 resistance vs. evil, +5 profane DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—1 slot (DC 27); 3 slots used for greater spellcasting contract 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Nocticula Trompe L'oeil (for that ascension and those SLAs) Nocty (CR 31) LE Medium construct Init +13; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +58 Aura seductive presence (180 ft., DC 43), unholy aura (DC 33)
Defense AC 48, touch 41, flat-footed 35 (+4 deflection, +13 Dex, +7 natural, +14 profane) hp 738 (36d10+540); regeneration 30 (deific or mythic) Fort +31, Ref +37, Will +35 Defensive Abilities: rejuvenation, freedom of movement DR 20/cold iron, epic, and lawful; Immune construct traits; ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
Offense Speed 60 ft., fly 90 ft. (good) Melee: 2 claws +48 (1d8+12 plus 1d4 Cha drain), 3 stings +48 (2d6+12/19–20 plus poison), 2 hooves +43 (1d4+6 plus 1d6 fire and burn), 2 wings +43 (1d4+6) Ranged: Shadowkiss +54/+49/+44/+39 (1d4+20/17–20 plus poison) Special Attacks: burn (3d6 fire, DC 44), cruel shot, domination, energy drain, poison, profane ascension, sneak attack +4d6
Spell-Like Abilities (CL 30th) Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 33) At will—astral projection, blasphemy (DC 32), chaos hammer (DC 29), deeper darkness, desecrate, greater dispel magic, greater teleport, power word blind, telekinesis (DC 30), shapechange, unhallow 3/day—finger of death (DC 32), quickened mass suggestion (DC 31), summon demons, symbol of death (DC 33) 1/day—soul bind (DC 34), time stop, wail of the banshee (DC 34)
Statistics Str 34, Dex 36, Con -, Int 35, Wis 32, Cha 40 Base Atk +36; CMB +48; CMD 89 Feats: Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Deadly Aim, Flyby Attack, Greater Feint, Improved Critical (hand crossbow), Improved Critical (sting), Improved Feint, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (mass suggestion), Rapid Reload (hand crossbow), Rapid Shot, Staggering Critical Skills: Acrobatics +52, Bluff +62 (+69 to pass off as the real Nocticula), Diplomacy +54, Disguise +51 (+61 to appear as the real Nocticula), Fly +56, Intimidate +51, Knowledge (arcana, local, nobility) +48, Knowledge (planes, religion) +51, Perception +58, Perform (dance) +51, Sense Motive +50, Sleight of Hand +49, Spellcraft +48, Stealth +52 (+57 to hide in paintings), Use Magic Device +54; Racial Modifiers +8 Bluff, +8 Perception, +10 Disguise to appear as base creature Languages: Abyssal, Celestial, Common, Draconic, Undercommon; telepathy 300 ft., tongues SQ: change shape (any humanoid; alter self; usually in her own shape minus any obvious demonic traits), swift transformation
Special Abilities Cruel Shot (Ex) Nocticula is adept at making ranged attacks to strike cruel shots that deal significant and humiliating damage. She adds her Charisma bonus to all damage dealt by ranged weapons.
Domination (Su) As a standard action, Nocticula can crush a foe’s will. The target must be visible to Nocticula and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Nocticula’s influence as dominate monster (CL 30th). If she uses domination against a humanoid creature, she may instead choose to use the ability as a swift action, and it functions as dominate person. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Nocticula.
Energy Drain (Su) Nocticula’s energy drain functions identically to that of a succubus (Pathfinder RPG Bestiary 68), except that she drains 2 levels when she uses this ability against mythic creatures, or 1d6+4 levels against non-mythic creatures.
Poison (Ex) Sting or hand crossbow—injury; save Fort DC 44; frequency 1/round for 6 rounds; effect 1d4 Wisdom drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. The save DC is Constitution-based.
Profane Ascension (Su) As a swift action while in an act of passion with a willing mortal, Nocticula may grant a profane ascension. The target’s name appears in glowing Abyssal runes on Nocticula’s wings, and a crimson mark manifests somewhere on the target’s body. The target immediately gains a +6 profane bonus to any one ability score of its choice, a +4 profane bonus to any other ability score of its choice, and the see in darkness ability. A single creature may have only one profane ascension in effect at any one time. As long as the effect persists, Nocticula can communicate telepathically with the target across any distance and may use any of her spell-like abilities through the target, manifesting them as if the target were using them. A profane ascension may be removed by a miracle or wish. Nocticula can remove it as a free action, dealing 4d6 points of Charisma drain and imparting 1d10+10 permanent negative levels to the victim.
Seductive Presence (Su) Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.
Shadowkiss Nocticula’s favored weapon is Shadowkiss, a +5 unholy hand crossbow that magically creates ammunition as it fires. Once a target is damaged by a bolt fired from Shadowkiss, the hand crossbow gains the bane weapon special ability against that target’s creature type on all further attacks. Shadowkiss may only have one bane effect in place at one time. Bolts fired from Shadowkiss gain the ghost touch ability (an effect not normally available to ranged weapons).
Swift Transformation (Ex) Nocticula can use her change shape ability as a free action.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) Permanent Spells: - Arcane Sight (CL 12th permanency) - Detect Good (Sp; CL 30th) - Freedom of Movement (Sp; CL 30th) - Greater Unhallowed Blows +5 (CL 20th permanency, unarmed strike) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) - True Seeing (Sp; CL 30th) - Unholy Aura (Sp; CL 30th, DC 33) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp; holding onto a penumbra tattoo until sold - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 13, 2018 10:29:01 GMT
Oh, hey, I've run 5 games. Niv receives 10 downtime days. New total: 14 downtime days.
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Post by Deleted on Jul 13, 2018 11:12:24 GMT
Ah, actually, I've also approved a thread. Niv gains 1 downtime day. New total: 15 downtime days. --------------- Niv has Mikhaila cast greater create demiplane to create a small relaxation and recovery plane for herself. This plane is essentially just large enough to act as an extravagant hot spring of sorts (so likely only 40 10ft cubes in size). More importantly, though, it acts as an area of high non-magical energy for if Niv is in danger of destruction. The Hot Springs has the following traits: - Portal: placed along one of the unoccupied walls in her bedroom; marked off by a door with a flame sign on it - Mildly evil-aligned - Fire-dominant - Minor negative energy dominant - Gravity: light - Shape: finite (walls represented by flames too solid to move through) - Structure: a large pool of lava surrounded by flaming ground; otherwise structured as a typical hot spring - Seasonal: always summer; constant natural sunlight - Time: Double normal time (2 hours in the plane is 1 hour on the Material Plane) Leon makes the plane permanent with their permanency spell-like ability. Niv solidifies a plan of emergency with Leon and Nocty. From now on, Leon is to prepare the following spells each day that Niv is on an adventure: plane shift (at least 3 times), word of recall (at least twice). If at any point Niv is brought to 0 hit points and is helpless while on an adventure (as notified to the Mephistopheles simulacrum by Ivan or Drovsky, or Nocty herself by Niv), Nocty will greater teleport herself and Leon to Niv's location (if necessary, Leon will first plane shift themself and Nocty to Niv's current plane). Upon returning to the Material Plane (or if they are already on the Material Plane), Leon will use word of recall to return the trio to Niv's bedroom, and Nocty will take Niv into the Hot Springs, allowing her to recover at her leisure. Naturally, Nocty shall remain to ensure that Niv is cared for during this time.
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Post by Deleted on Jul 14, 2018 14:25:57 GMT
Niv receives some requests from a paladin (urgh) of Shelyn (hm) named Yuki. He's rather polite and striking at that, all things considered, and the requests are fairly simple, so she accepts them. She upgrades his belt and his headband Belt of Incredible Dexterity +2 -> +6 (32,000 gp difference) CL 8 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 32,000 gp/day Cat's grace provided by Mikhaila. DC = 5+8(CL) = 13 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 16000 gp + 1 Downtime Day) Headband of Alluring Charisma +2 -> +6 (32,000 gp difference) CL 8 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 32,000 gp/day Eagle's splendour provided by Mikhaila. DC = 5+8(CL) = 13 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 16000 gp + 1 Downtime Day) She charges 50,000 for the lot and makes a tidy 18,000 gp profit. New totals: 162,154 gp 9 sp 8 cp, 13 downtime days.
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Post by Deleted on Jul 18, 2018 14:26:37 GMT
Niv decides it's about high time she got that exceedingly fancy cloak she's had her eye on for a bit, especially since she now has ample free time. She gets to work making one for herself! Of course, it has to be made of the best fluffy material. And black with red designs instead of a plain forest-green - that just looks better. Cloak of the Diplomat (20,000 gp) CL 7 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 20,000 gp/day DC = 5+7(CL) = 12 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 10000 gp + 1 Downtime Day) She also gets a tattoo of muleback cords for 2,000 gp. New totals: 150,154 gp 9 sp 8 cp, 12 downtime days. New sheet: drive.google.com/open?id=158NaezyMswnKuHJKQXhH2GzjR4HMi64s
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Post by Deleted on Jul 18, 2018 19:03:16 GMT
Niv sells her headband to one Medic for 12,000 gp and makes another, better one for herself. Headband of Alluring Charisma +6 (36,000 gp) CL 8 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 36,000 gp/day Eagle's splendour provided by Mikhaila. DC = 5+8(CL) = 13 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 18000 gp + 1 Downtime Day) She saves 4,000 gp in this way. New totals: 144,154 gp 9 sp 8 cp, 11 downtime days. New sheet: drive.google.com/open?id=1jyCLVFjVY2wv0aN8_iE_0212Hk1evCC4
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Post by Deleted on Jul 24, 2018 12:57:29 GMT
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Post by Deleted on Jul 25, 2018 13:44:41 GMT
Niv provides a casting of greater create demiplane and permanency (CL 20th each) to one Inorim for a total 18,000 gp. The demiplane so created is 200 10ft cubes in size and has the following traits: - Gravity: normal - Time: timeless - Enhanced magic (spells of the evocation school) - Structure: morphic - Portal (placed wherever Inorim wishes) Niv also gets a few commissions from her friend Shyva. She gifts her the unfettered shirt she recovered recently, and also enchants a few items for her at a staggering discount. +1 Reflecting Determination enchant on mithral buckler (66,000 gp enchantment, 1,005 gp for buckler itself) Niv has Mikhaila miracle-fabricate a mithral buckler for (1005/3 =) 335 gp. CL 14 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 66,000 gp/day Breath of life provided by Mikhaila; spell turning ignored via Spontaneous Generation. DC = 5+14(CL) = 19 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 33000 gp + 335 gp for the buckler + 1 Downtime Day) +1 Mind Buttressing mithral breastplate -> +1 Mind Buttressing Determination mithral breastplate (30,000 gp difference) CL 10 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 30,000 gp/day Breath of life provided by Mikhaila. DC = 5+10(CL)+ = 15 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 15000 gp + 1 Downtime Day) Fleshwarped Scorpion's Tail (18,505 gp) CL 9 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 19,000 gp/day Beast shape III ignored via Spontaneous Generation; poison provided by Mikhaila. DC = 5+9(CL) = 14 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 9,505 gp + 1 Downtime Day) She agrees upon a set payment with Shyva: 59,000 to be paid now, and 11,000 to be paid as soon as possible. She makes 1,160 gp hard profit and 11,000 soft profit. New totals: 163,254 gp 9 sp 8 cp, 8 downtime days. Currently owed: 31,000 gp.
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Post by Deleted on Aug 17, 2018 15:39:20 GMT
Niv receives several requests for spellcasting services. She provides the following: - a casting of Greater Magic Fang and Permanency (CL 20th) to one 'Cross' for 6,800 gp - a casting of Greater Magic Fang and Permanency (CL 20th) to one 'Elo' for 6,800 gp - a casting of Enlarge Person and Permanency (CL 20th) to one, ah... 'Gnaaargh'? for 2,600 gp - a casting of Greater Magic Fang and Permanency (CL 20th) to one 'Levy' for 6,800 gp - two castings of Greater Magic Fang and Permanency (CL 20th) to Aki for 13,600 gp
Niv has received 36,600 gp in total for services rendered.
New totals: 199,854 gp 9 sp 8 cp. Currently owed: 31,000 gp.
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Post by Deleted on Aug 19, 2018 15:16:08 GMT
Niv receives a commission from one 'Vek'. She enchants his armour with some protection and shadowy energies. +1 greater shadow armour enchantment (34,750 gp) CL 15 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 35,000 gp/day Invisibility ignored via Spontaneous Generation. Insufficient Requirement Met: cannot cast silence = +5 DC DC = 5+15(CL)+5(silence) = 25 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 17,375 gp + 1 Downtime Day) She also convinces Vek to partake of a profane gift from one of her darlings. (Profane gift of recovery, +2 to Intelligence.) She charges 29,000 gp for the lot and makes 11,625 gp profit in total. An additional 500 gp will be paid as soon as possible. New totals: 211,479 gp 9 sp 8 cp, 7 downtime days. Currently owed: 31,500 gp.
Constructs: Kolyarut Trompes L'oeil (bodyguards, enforcers) Drovsky, the Rook (CR 12+1+4? = 17); female appearance, 5'11" LE Medium construct Init +5; Senses darkvision 60ft., low-light vision; Perception +29
Defense AC 38, touch 15, flat-footed 34 (+8 armour, +5 Dex, +12(+4) natural) hp 209 (18d10+90+20); regeneration 5 (chaotic) which apparently works??? Fort +16, Ref +10, Will +19 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lingfahl, +4 benevolent bastard sword +28/+23/+18/+13 (1d10+8/19–20), slam +19 (2d6+3) or unarmed strike +24/+19/+14/+9 (1d3+6) or 2 slams +24 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +17) At will—discern lies (DC 19), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day—hold monster (DC 20), mark of justice 1/week—geas/quest
Contract Spellcasting (CL 20th; concentration +24) 1/day—breath of life, greater make whole, inflict critical wounds
Statistics Str 22, Dex 21 (+2 modification), Con -, Int 14 (+4 modification), Wis 18, Cha 20 (+4 from Mephistopheles boon) Base Atk +18; CMB +24; CMD 39 Feats: Alertness, Bodyguard, Combat Expertise, Combat Reflexes, Harrying Partners, Improved Unarmed Strike, Monkey Style, Outflank, Swift Aid; Overwhelm (ring bonus) Skills: Acrobatics +26 (+30 in Monkey Style), Climb +24, Diplomacy +24, Disguise +24 (+34 to look like a real kolyarut), Knowledge (planes) +15, Perception +29, Perform (dance) +15, Perform (percussion) +21, Sense Motive +29, Survival +25; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech Gear: +4 benevolent mithral shirt, adoration inspiration token, amulet of mighty fists (conductive), ring of tactical precision (imbued with Overwhelm)
Special Abilities Swift Aid (feat) Drovsky can attempt to aid an ally's attacks or AC as a swift action, granting a +1 bonus (before modifiers).
Monkey Style (feat) While using this style, Drovsky adds her Wisdom bonus on Acrobatics checks and take no penalty on melee attack rolls or to AC while prone. Further, she can crawl and stand up from lying prone without provoking attacks of opportunity, and can stand up as a swift action if she succeeds at a DC 20 Acrobatics check.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Ivan, the Heavy (CR 12+1+4? = 17); male appearance, 6'4" LE Medium construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +28
Defense AC 35, touch 15, flat-footed 30 (+5 Dex, +4 armour, +12(+4) natural) hp 191 (18d10+72+20); regeneration 5 (chaotic) which apparently works??? Fort +15, Ref +11, Will +18 (+4 insight from token) Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: Lacruad, +4 conductive bastard sword +30/+25/+20/+15 (1d10+16/19-20) or Lacruad +30/+25/+20/+15 (1d10+13/19–20), slam +21 (2d6+4) or 2 slams +26 (2d6+8)
Spell-Like Abilities (CL 12th; concentration +18) At will—discern lies (DC 18), disguise self, enervation (55 ft, 1d4), fear (DC 18), hold person (DC 17), invisibility (self only), locate creature, suggestion (DC 17), vampiric touch (6d6) 3/day—hold monster (DC 19), mark of justice 1/week—geas/quest
Contract Spellcasting (CL 20th; concentration +23) 1/day—divine power, flame strike (15d6, DC 23), greater make whole
Statistics Str 26 (+4 from Mephistopheles boon), Dex 20, Con -, Int 10, Wis 17, Cha 18 (+2 modification) Base Atk +18; CMB +26; CMD 41 Feats: Alertness, Bodyguard, Combat Reflexes, Following Step, Harrying Partners, Overwhelm, Power Attack, Step Up, Step Up And Strike; Outflank (ring bonus) Skills: Diplomacy +29, Disguise +23 (+33 to look like a real kolyarut), Knowledge (planes) +21, Perception +28, Perform (dance) +20, Sense Motive +28, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech SQ: Rune of Shielding (+4 shield AC after being attacked by melee attack, ranged attack, or magic missile; lasts 3 minutes; 1/day) Gear: mithral shirt, tunic of careful casting, adoration inspiration token, ring of tactical precision (imbued with Outflank)
Special Abilities Step Up, Following Step & Step Up and Strike (feats) Whenever an adjacent foe attempts to take a 5-foot step away from Ivan, he may move up to 10 feet as an immediate action and make a single attack at his highest base attack bonus against the foe that triggered this ability (this attack counts as one of his attacks of opportunity for the round). He must end up adjacent to the foe that triggered the ability. Ivan may still take a 5-foot step during his next turn, and any movement he makes using these feats does not subtract any distance from his movement during his next turn.
Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but generally not used in sessions) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spell Slots for Preparation (CL 20th; concentration +28) 9th— 4 slots (DCs 27) 8th— 5 slots (DCs 26) 7th— 5 slots (DCs 25) 6th— 5 slots (DCs 24) 5th— 6 slots (DCs 23) 4th— 6 slots (DCs 22) 3rd— 6 slots (DCs 21) 2nd— 6 slots (DCs 20) 1st— 6 slots (DCs 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con -, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) Feats: Combat Expertise, Critical Focus, Eschew Materials, Extend Spell, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+41 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ: bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (same deal as veranallia) Leon (CR 24) LE Large construct Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33 Aura: protective aura
Defense AC 48, touch 16, flat-footed 45 (+13 armor, +1 Dex, +1 dodge, +19 natural, +5 profane, –1 size; +4 deflection vs. evil) hp 327 (22d10+154+22+30); regeneration 15 (evil artifacts, effects, and spells) which apparently works??? Fort +28, Ref +9, Will +29; +4 vs. poison, +4 resistance vs. evil, +5 profane DR 15/epic and evil; Immune: acid, cold, petrification, construct traits; Resist electricity 10, fire 10; SR 34
Offense Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor Melee: +5 greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow) Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing At Will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue 3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spell Slots for Preparation (CL 20th) 9th—1 slot (DC 27); 3 slots used for greater spellcasting contract 8th—5 slots (DC 26) 7th—5 slots (DC 25) 6th—5 slots (DC 24) 5th—6 slots (DC 23) 4th—7 slots (DC 22) 3rd—7 slots (DC 21) 2nd—7 slots (DC 20) 1st—7 slots (DC 19) 0 (at will)—detect magic, purify food and drink, stabilize, virtue
Statistics Str 28, Dex 20, Con -, Int 23, Wis 27, Cha 25 Base Atk +22; CMB +32; CMD 47 Feats: Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness Skills: Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31 Languages: Celestial, Draconic, Infernal; truespeech SQ change shape (alter self); usually in the form of an androgynous human
Special Abilities Spells: Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Nocticula Trompe L'oeil (for that ascension and those SLAs) Nocty (CR 31) LE Medium construct Init +13; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +58 Aura seductive presence (180 ft., DC 43), unholy aura (DC 33)
Defense AC 48, touch 41, flat-footed 35 (+4 deflection, +13 Dex, +7 natural, +14 profane) hp 738 (36d10+540); regeneration 30 (deific or mythic) Fort +31, Ref +37, Will +35 Defensive Abilities: rejuvenation, freedom of movement DR 20/cold iron, epic, and lawful; Immune construct traits; ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
Offense Speed 60 ft., fly 90 ft. (good) Melee: 2 claws +48 (1d8+12 plus 1d4 Cha drain), 3 stings +48 (2d6+12/19–20 plus poison), 2 hooves +43 (1d4+6 plus 1d6 fire and burn), 2 wings +43 (1d4+6) Ranged: Shadowkiss +54/+49/+44/+39 (1d4+20/17–20 plus poison) Special Attacks: burn (3d6 fire, DC 44), cruel shot, domination, energy drain, poison, profane ascension, sneak attack +4d6
Spell-Like Abilities (CL 30th) Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 33) At will—astral projection, blasphemy (DC 32), chaos hammer (DC 29), deeper darkness, desecrate, greater dispel magic, greater teleport, power word blind, telekinesis (DC 30), shapechange, unhallow 3/day—finger of death (DC 32), quickened mass suggestion (DC 31), summon demons, symbol of death (DC 33) 1/day—soul bind (DC 34), time stop, wail of the banshee (DC 34)
Statistics Str 34, Dex 36, Con -, Int 35, Wis 32, Cha 40 Base Atk +36; CMB +48; CMD 89 Feats: Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Deadly Aim, Flyby Attack, Greater Feint, Improved Critical (hand crossbow), Improved Critical (sting), Improved Feint, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (mass suggestion), Rapid Reload (hand crossbow), Rapid Shot, Staggering Critical Skills: Acrobatics +52, Bluff +62 (+69 to pass off as the real Nocticula), Diplomacy +54, Disguise +51 (+61 to appear as the real Nocticula), Fly +56, Intimidate +51, Knowledge (arcana, local, nobility) +48, Knowledge (planes, religion) +51, Perception +58, Perform (dance) +51, Sense Motive +50, Sleight of Hand +49, Spellcraft +48, Stealth +52 (+57 to hide in paintings), Use Magic Device +54; Racial Modifiers +8 Bluff, +8 Perception, +10 Disguise to appear as base creature Languages: Abyssal, Celestial, Common, Draconic, Undercommon; telepathy 300 ft., tongues SQ: change shape (any humanoid; alter self; usually in her own shape minus any obvious demonic traits), swift transformation
Special Abilities Cruel Shot (Ex) Nocticula is adept at making ranged attacks to strike cruel shots that deal significant and humiliating damage. She adds her Charisma bonus to all damage dealt by ranged weapons.
Domination (Su) As a standard action, Nocticula can crush a foe’s will. The target must be visible to Nocticula and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Nocticula’s influence as dominate monster (CL 30th). If she uses domination against a humanoid creature, she may instead choose to use the ability as a swift action, and it functions as dominate person. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Nocticula.
Energy Drain (Su) Nocticula’s energy drain functions identically to that of a succubus (Pathfinder RPG Bestiary 68), except that she drains 2 levels when she uses this ability against mythic creatures, or 1d6+4 levels against non-mythic creatures.
Poison (Ex) Sting or hand crossbow—injury; save Fort DC 44; frequency 1/round for 6 rounds; effect 1d4 Wisdom drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. The save DC is Constitution-based.
Profane Ascension (Su) As a swift action while in an act of passion with a willing mortal, Nocticula may grant a profane ascension. The target’s name appears in glowing Abyssal runes on Nocticula’s wings, and a crimson mark manifests somewhere on the target’s body. The target immediately gains a +6 profane bonus to any one ability score of its choice, a +4 profane bonus to any other ability score of its choice, and the see in darkness ability. A single creature may have only one profane ascension in effect at any one time. As long as the effect persists, Nocticula can communicate telepathically with the target across any distance and may use any of her spell-like abilities through the target, manifesting them as if the target were using them. A profane ascension may be removed by a miracle or wish. Nocticula can remove it as a free action, dealing 4d6 points of Charisma drain and imparting 1d10+10 permanent negative levels to the victim.
Seductive Presence (Su) Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.
Shadowkiss Nocticula’s favored weapon is Shadowkiss, a +5 unholy hand crossbow that magically creates ammunition as it fires. Once a target is damaged by a bolt fired from Shadowkiss, the hand crossbow gains the bane weapon special ability against that target’s creature type on all further attacks. Shadowkiss may only have one bane effect in place at one time. Bolts fired from Shadowkiss gain the ghost touch ability (an effect not normally available to ranged weapons).
Swift Transformation (Ex) Nocticula can use her change shape ability as a free action.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: - Green Hag x3 - Lilitu - Mephistopheles - Shamira - Spirit of Adoration (3/6 tokens) - Succubus x3 Boons Provided: - Shyva (profane gift, +2 Str) - Vek (profane gift, +2 Int, gift of recovery) Permanent Spells: - Arcane Sight (CL 12th permanency) - Detect Good (Sp; CL 30th) - Freedom of Movement (Sp; CL 30th) - Greater Unhallowed Blows +5 (CL 20th permanency, unarmed strike) - See Invisibility (CL 12th permanency) - Telepathic Bond (Mikhaila, Ivan, Drovsky, Leon; CL 20th permanency) - Tongues (CL 12th permanency) - True Seeing (Sp; CL 30th) - Unholy Aura (Sp; CL 30th, DC 33) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1 teleportation circle to inside her shop in DS), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). She has a permanent Timeless demiplane in her home: a beautiful garden that extends as far as the eye can see, populated by countless adorable white bunnies. A large gothic mansion rests at the centre; no matter how far you walk away from it in any direction, you always seem to return to it after a few minutes. The sky is always shaded at early evening level. She has another demiplane, but that one should not be stumbled upon. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 Storefront, 1 Storage (contains 1 teleportation circle to the front door of her cottage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +3, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (6/day)
Wizard Spells Available (CL 3rd; concentration +6) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 3 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +1; CMB +0; CMD 12 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +8, Knowledge (arcana, planes) +12, Knowledge (dungeoneering, engineering, history) +12, Linguistics +10, Spellcraft +10 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven SQ: arcane bond (thrush) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp; holding onto a penumbra tattoo until sold - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init -1; Senses Perception +4
Defense AC 14, touch 9, flat-footed 14 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +0, Will +6
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 3rd; concentration +6) 6/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +6) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 3 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +8, Heal +7, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Deleted
Deleted Member
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Post by Deleted on Aug 22, 2018 17:23:09 GMT
Niv receives a commision! She upgrades the headband of a fellow mistress of the night named Phyliss. (A nosferatu, but still.) Headband of Mental Superiority +2 -> +4 (new skill Knowledge (planes); 48,000 gp difference) CL 16 A shitton of Cooperative Crafting (Badevan + many duplicate familiars) = 48,000 gp/day Eagle's splendour, owl's wisdom provided by Mikhaila; fox's cunning ignored via Spontaneous Generation. DC = 5+16(CL) = 21 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 24000 gp + 1 Downtime Day) She charges 32,000 gp for the upgrade and makes 8,000 gp profit. New totals: 219,479 gp 9 sp 8 cp, 6 downtime days. Currently owed: 31,500 gp.
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