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Post by Deleted on Jul 17, 2017 23:41:15 GMT
Niv finds the store built somewhat lacking, so she pays to begin the process of upgrading her shop to make it a bit more impressive. (Buying (8 - 4 =) 4 Goods and (6 - 4 = 2 x 2 =) 4 Labour for 160 gp, and spending it towards upgrading the False Front to a Storefront and Storage combination which will cost (20 - 12 = 8/2 =) 4 construction days to finish.) Niv also travels home and buys the full Pathfinder Chronicle set - one Pathfinder chronicle for each Knowledge skill - for (500 x 0.9 =) 450 gp, as well as 20 standard spellbooks for (300 x 0.9 =) 270 gp. She pays to have her staff of inflict pain recharged by an antipaladin for (2 x 5 x 10 = 100 x 4 =) 400 gp. Niv also hires a few helping hands. (Buying 3 Goods, 2 Influence, 2 Labour and 8 Magic capital for 960 gp and spending it towards recruiting a Mage (3rd level wizard); also buying 3 Goods, 3 Influence, 3 Labour and 6 Magic for 810 gp and spending it towards recruiting a Priest (3rd level cleric of Urgathoa).) Niv pays for her new arcane assistant to copy every 1st level spell on the Wizard spell list from the Metzofitz Foundation (as on the Archives of Nethys page) into 3 of her purchased spellbooks, which she then stores in her Magical Repository in her cottage. This costs her a grand total of (226 x 10 =) 2,260 gp. The Mage (name to be determined) is free to prepare spells from these spellbooks as long as she works for Niv, and indeed is required to prepare any spells that Niv might require as part of her employment, such as for fulfilling prerequisites of crafting commissions. Niv's girls create a mute hag simulacrum, a winter hag simulacrum, and a storm hag simulacrum. The three new hags form another coven (CL 14th, 18 Cha, can cast simulacrum, sculpt simulacrum, call lightning storm, plague storm, quench, whirlwind). The second simulacrum coven creates a simulacrum of Shamira, which grants Niv a profane benediction (+4 Int); the succubus's profane gift is shifted over to her Wisdom. Niv also bestows succubus, lilitu, and Shamira boons upon her new employees (+4 Int +4 Cha +2 Con for the wizard, +4 Wis +4 Cha +2 Con for the cleric). New total: 49,788 gp 9 sp.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Nightprowler (CR 5? I guess? Appears as a skeletal champion panther; DC 24 to see through sculpting) CE Large undead (extraplanar, nightshade) simulacrum (normal entry here; please tell me if I fucked something up making this.) Init +5; Senses darksense 30 ft., darkvision 60 ft., detect magic, low-light vision, scent; Perception +13 Aura desecrating aura (30 ft.) DefenseAC 25, touch 15, flat-footed 19 (+5 Dex, +1 dodge, +10 natural, –1 size) hp 63 (6d8+36) Fort +6, Ref +7, Will +9 DR 10/good and silver; Immune: cold, undead traits; SR 21 Weaknesses: light aversion OffenseSpeed: 50 ft. Melee: bite +13 (3d6+10 plus creeping dark and grab), 2 claws +13 (1d8+10 plus creeping dark) Space 10 ft., Reach 10 ft. Special Attacks: channel negative energy (DC 23, 3d6, 7/day), creeping dark, rake (2 claws +13, 1d6+10), shadowpounce Spell-Like Abilities (CL 10th; concentration +14) Constant— detect magic, magic fangAt will— deeper darkness, unholy blight (DC 18) 3/day— dispel magic, contagion (DC 18), invisibility1/day— air walk, confusion (DC 18), cone of cold (DC 19), haste, hold monster (DC 19), summon (level 4, 2 shadows) StatisticsStr 25, Dex 20, Con —, Int 14, Wis 19, Cha 19 Base Atk +4; CMB +12; CMD 28 Feats: Combat Reflexes, Dodge, Power Attack Skills: Acrobatics +11, Climb +16, Knowledge (religion) +11, Perception +13, Stealth +10 (+18 in dim light and darkness), Survival +10; Racial Modifiers: +8 Stealth in dim light and darkness Languages: Abyssal, Common, Infernal; telepathy 100 ft. Special AbilitiesCreeping Dark (Su) The nightprowler’s natural attacks leave a stain of dark shadows that linger in and around the wounds, known as the creeping dark—this condition can be resisted with a successful DC 17 Fortitude save. If the victim fails, it becomes staggered for 1 round, after which the creeping dark affects the victim further by preventing healing and hampering vision. A character attempting to use magical healing on a creature damaged by the nightprowler’s creeping dark must succeed at a DC 26 caster level check, or the healing has no effect on the injured creature. As long as a creature suffers the creeping dark, its vision is obscured with shadows as well — all creatures gain a 20% miss chance from attacks by the victim. The creeping dark is a curse effect that lasts until removed or until all damage afflicting the victim is healed. The save DC is Charisma-based. Shadowpounce (Su) Nightprowlers have the pounce ability, and when they use this ability, they can also make rake attacks. Up to three times per day when a nightprowler pounces from an area of dim illumination, it generates a shimmering aura of false images that grants it a 50% miss chance, as if under the effects of a displacement spell, for 1d4 rounds. A nightprowler is 16 feet long from head to tail and weighs 8,000 pounds. Nightprowlers have all these nightshade traits, except that they have darksense out to only 30 feet. Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, just outside the border of Ar'Vahl. This is her primary residence; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository(Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures) as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams (to be statted out): 1 Mage (3rd level wizard), 1 Priest (3rd level cleric of Urgathoa).
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Post by Deleted on Jul 18, 2017 0:01:10 GMT
Fffffffff I forgot the actual updated sheet. Here it is. https://drive.google.com/open?id=0B8LjrLTxEO-Jd21WaF81a1B0X1k
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Nightprowler (CR 5? I guess? Appears as a skeletal champion panther; DC 24 to see through sculpting) CE Large undead (extraplanar, nightshade) simulacrum (normal entry here; please tell me if I fucked something up making this.) Init +5; Senses darksense 30 ft., darkvision 60 ft., detect magic, low-light vision, scent; Perception +13 Aura desecrating aura (30 ft.) DefenseAC 25, touch 15, flat-footed 19 (+5 Dex, +1 dodge, +10 natural, –1 size) hp 63 (6d8+36) Fort +6, Ref +7, Will +9 DR 10/good and silver; Immune: cold, undead traits; SR 21 Weaknesses: light aversion OffenseSpeed: 50 ft. Melee: bite +13 (3d6+10 plus creeping dark and grab), 2 claws +13 (1d8+10 plus creeping dark) Space 10 ft., Reach 10 ft. Special Attacks: channel negative energy (DC 23, 3d6, 7/day), creeping dark, rake (2 claws +13, 1d6+10), shadowpounce Spell-Like Abilities (CL 10th; concentration +14) Constant— detect magic, magic fangAt will— deeper darkness, unholy blight (DC 18) 3/day— dispel magic, contagion (DC 18), invisibility1/day— air walk, confusion (DC 18), cone of cold (DC 19), haste, hold monster (DC 19), summon (level 4, 2 shadows) StatisticsStr 25, Dex 20, Con —, Int 14, Wis 19, Cha 19 Base Atk +4; CMB +12; CMD 28 Feats: Combat Reflexes, Dodge, Power Attack Skills: Acrobatics +11, Climb +16, Knowledge (religion) +11, Perception +13, Stealth +10 (+18 in dim light and darkness), Survival +10; Racial Modifiers: +8 Stealth in dim light and darkness Languages: Abyssal, Common, Infernal; telepathy 100 ft. Special AbilitiesCreeping Dark (Su) The nightprowler’s natural attacks leave a stain of dark shadows that linger in and around the wounds, known as the creeping dark—this condition can be resisted with a successful DC 17 Fortitude save. If the victim fails, it becomes staggered for 1 round, after which the creeping dark affects the victim further by preventing healing and hampering vision. A character attempting to use magical healing on a creature damaged by the nightprowler’s creeping dark must succeed at a DC 26 caster level check, or the healing has no effect on the injured creature. As long as a creature suffers the creeping dark, its vision is obscured with shadows as well — all creatures gain a 20% miss chance from attacks by the victim. The creeping dark is a curse effect that lasts until removed or until all damage afflicting the victim is healed. The save DC is Charisma-based. Shadowpounce (Su) Nightprowlers have the pounce ability, and when they use this ability, they can also make rake attacks. Up to three times per day when a nightprowler pounces from an area of dim illumination, it generates a shimmering aura of false images that grants it a 50% miss chance, as if under the effects of a displacement spell, for 1d4 rounds. A nightprowler is 16 feet long from head to tail and weighs 8,000 pounds. Nightprowlers have all these nightshade traits, except that they have darksense out to only 30 feet. Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 2x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business; building & organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: 1 Mage (3rd level wizard), 1 Priest (3rd level cleric of Urgathoa).
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Post by Deleted on Jul 18, 2017 0:02:35 GMT
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Post by Deleted on Jul 19, 2017 13:32:24 GMT
Mm, on second thought, the succubus boons will be applied to the NPCs' Dex instead of their Con. Now that the Mage is statted out, the costs of copying the spells is actually halved due to Cypher Script (so 1,130 gp, bringing the total up to 50,918 gp 9 sp).
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Nightprowler (CR 5? I guess? Appears as a skeletal champion panther; DC 24 to see through sculpting) CE Large undead (extraplanar, nightshade) simulacrum (normal entry here; please tell me if I fucked something up making this.) Init +5; Senses darksense 30 ft., darkvision 60 ft., detect magic, low-light vision, scent; Perception +13 Aura desecrating aura (30 ft.) DefenseAC 25, touch 15, flat-footed 19 (+5 Dex, +1 dodge, +10 natural, –1 size) hp 63 (6d8+36) Fort +6, Ref +7, Will +9 DR 10/good and silver; Immune: cold, undead traits; SR 21 Weaknesses: light aversion OffenseSpeed: 50 ft. Melee: bite +13 (3d6+10 plus creeping dark and grab), 2 claws +13 (1d8+10 plus creeping dark) Space 10 ft., Reach 10 ft. Special Attacks: channel negative energy (DC 23, 3d6, 7/day), creeping dark, rake (2 claws +13, 1d6+10), shadowpounce Spell-Like Abilities (CL 10th; concentration +14) Constant— detect magic, magic fangAt will— deeper darkness, unholy blight (DC 18) 3/day— dispel magic, contagion (DC 18), invisibility1/day— air walk, confusion (DC 18), cone of cold (DC 19), haste, hold monster (DC 19), summon (level 4, 2 shadows) StatisticsStr 25, Dex 20, Con —, Int 14, Wis 19, Cha 19 Base Atk +4; CMB +12; CMD 28 Feats: Combat Reflexes, Dodge, Power Attack Skills: Acrobatics +11, Climb +16, Knowledge (religion) +11, Perception +13, Stealth +10 (+18 in dim light and darkness), Survival +10; Racial Modifiers: +8 Stealth in dim light and darkness Languages: Abyssal, Common, Infernal; telepathy 100 ft. Special AbilitiesCreeping Dark (Su) The nightprowler’s natural attacks leave a stain of dark shadows that linger in and around the wounds, known as the creeping dark—this condition can be resisted with a successful DC 17 Fortitude save. If the victim fails, it becomes staggered for 1 round, after which the creeping dark affects the victim further by preventing healing and hampering vision. A character attempting to use magical healing on a creature damaged by the nightprowler’s creeping dark must succeed at a DC 26 caster level check, or the healing has no effect on the injured creature. As long as a creature suffers the creeping dark, its vision is obscured with shadows as well — all creatures gain a 20% miss chance from attacks by the victim. The creeping dark is a curse effect that lasts until removed or until all damage afflicting the victim is healed. The save DC is Charisma-based. Shadowpounce (Su) Nightprowlers have the pounce ability, and when they use this ability, they can also make rake attacks. Up to three times per day when a nightprowler pounces from an area of dim illumination, it generates a shimmering aura of false images that grants it a 50% miss chance, as if under the effects of a displacement spell, for 1d4 rounds. A nightprowler is 16 feet long from head to tail and weighs 8,000 pounds. Nightprowlers have all these nightshade traits, except that they have darksense out to only 30 feet. Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 2x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures) as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa). Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 19, 2017 22:24:15 GMT
Niv makes herself a few things. First she improves the inlay of her headband. Headband of Alluring Charisma +2 -> +6 (32,000 gp difference) CL 8 Rushed + 5x Cooperative Crafting (Badevan + 4 duplicate familiars, 8 hrs) = 12,000 gp/day Rushed = +5 DC Insufficient Requirement Met: cannot cast eagle's splendour (ignored with Spontaneous Generation) = +0 DC DC = 5+8(CL)+5(rushed) = 18 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 16,000 gp + 3 Downtime Days) Then she makes herself a very nice belt. Belt of Incredible Dexterity +6 (36,000 gp) CL 8 Rushed + 5x Cooperative Crafting (Badevan + 4 duplicate familiars, 8 hrs) = 12,000 gp/day Rushed = +5 DC Insufficient Requirement Met: cannot cast cat's grace (ignored with Spontaneous Generation) = +0 DC DC = 5+8(CL)+5(rushed) = 18 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 18,000 gp + 3 Downtime Days) This costs her a grand total of 34,000 gp in raw materials and takes her 6 days. New totals: 16,918 gp 9 sp, 1 downtime day. drive.google.com/open?id=0B8LjrLTxEO-JcndESzA5S3dtejA
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Post by Deleted on Jul 21, 2017 10:44:34 GMT
Right, so since I'm not sure if I will be able to do this after the next 18 or so hours, I'm just going to get it over with now. Niv's girls make a simulacrum of Arcanotheign, which uses its CL 17th Limited Wish to cast simulacrum, making a simulacrum of Fafnheir. The Fafnheir's CL 20th Limited Wish is used to cast simulacrum to make a simulacrum of Mephistopheles. The Mephistopheles simulacrum grants Niv his profane gift (+4 to Dex). Fafnheir also creates simulacra of a Solar and the Spirit of Adoration. drive.google.com/open?id=0B8LjrLTxEO-Jd0JvV3NERkltRk0
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 2x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0 Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init +0; Senses Perception +5 Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 21, 2017 12:53:33 GMT
Niv also travels and sells her +1 corrosive bastard sword for (4,167.5 x 1.1 =) 4,584 gp 2 sp 5 cp, as well as her +1 seeking composite shortbow for (4,187.5 x 1.1 =) 4,606 gp 2 sp 5 cp, her divine scroll of barkskin at CL 6 for (150 x 1.1 =) 165 gp and her arcane scroll of fly for (187.5 x 1.1 =) 206 gp 2 sp 5 cp (bringing her total up to 26,480 gp 6 sp 5 cp). She then buys a staff of ablative barrier (CL 10, 2 charges) from an alchemist for 8,000 gp, as well as five spring-loaded scroll cases for (25 x 0.9 =) 22 gp 5 sp, three arcane scrolls of bestow insight at CL 3 for (450 x 0.9 =) 405 gp, and three scrolls of enervation at CL 12 for (3,600 x 0.9 =) 3,240 gp (bringing the total down to 14,813 gp 1 sp 5 cp). drive.google.com/open?id=0B8LjrLTxEO-JdFV4aTd6RXNsZEk
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Post by Deleted on Jul 21, 2017 13:35:00 GMT
Reconsideration - Niv's belt is just going to be a Belt of Incredible Dexterity +4, which would only take 2 days and 8,000 gp to make (bringing totals up to 2 downtime days and 24,813 gp 1 sp 5 cp). With this, she is going to animate a Solar Trompe L'oeil. Solar Trompe L'oeil (22,000 gp + 3,000 for the material component) CL 22 Rushed + 5x Cooperative Crafting (Badevan + 4 duplicate familiars, 8 hrs) = 12,000 gp/day Rushed = +5 DC Insufficient Requirement Met: cannot cast enter image, animate objects (1 ignored with Spontaneous Generation) = +5 DC DC = 5+22(CL)+5(rushed)+5(prereqs) = 37 Nivetya's Craft(painting) Take 10 = 10+24+5(Crafter's Fortune cast on self)+2(Badevan's Coop. Crafting) = 41 minimum Item Complete! (Cost: 11,000 + 3,000 = 14,000 gp + 2 Downtime Days) This brings her totals to 10,813 gp 1 sp 5 cp and 0 downtime days. drive.google.com/open?id=0B8LjrLTxEO-JRlhrSXZBTWl3djA
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Solar Trompe L'oeil (LE Large construct, CR 24; not going to be statted out yet because I'm not using it in sessions yet because I'm not an idiot) Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 2x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Deleted
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Post by Deleted on Jul 21, 2017 19:45:31 GMT
Another reconsideration - Niv's headband is only going to be upgraded to the +4 version. Headband of Alluring Charisma +2 -> +4 (12,000 gp difference) CL 8 Rushed + 5x Cooperative Crafting (Badevan + 4 duplicate familiars, 8 hrs) = 12,000 gp/day Rushed = +5 DC Insufficient Requirement Met: cannot cast eagle's splendour (ignored with Spontaneous Generation) = +0 DC DC = 5+8(CL)+5(rushed) = 18 Nivetya's Spellcraft Take 10 = 10+20+4(arcane family workbook)+4(magical repository)+2(Badevan's Coop. Crafting) = 40 minimum Item Complete! (Cost: 6,000 gp + 1 Downtime Day) This raises her totals to 20,813 gp 1 sp 5 cp and 2 downtime days. She will then animate a painting of a Kolyarut. Kolyarut Trompe L'oeil (12,000 gp + 2,000 for the material component) CL 12 Rushed + 5x Cooperative Crafting (Badevan + 4 duplicate familiars, 8 hrs) = 12,000 gp/day Rushed = +5 DC Insufficient Requirement Met: cannot cast animate objects or enter image (1 ignored with Spontaneous Generation) = +5 DC DC = 5+12(CL)+5(rushed)+5(prereqs) = 27 Nivetya's Craft(painting) Take 10 = 10+24+5(Crafter's Fortune)+2(Badevan's Coop. Crafting) = 41 minimum Item Complete! (Cost: 6,000 + 2,000 = 8,000 gp + 1 Downtime Day) This brings her totals down to 12,813 gp 1 sp 5 cp and 1 downtime day. drive.google.com/open?id=0B8LjrLTxEO-JZmRXcVR2M3lxdTg
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13) LE Medium construct Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 28, touch 14, flat-footed 24 (+4 Dex, +12(+2) natural) hp 122 (12d10+36+20); regeneration 5 (chaotic) Fort +11, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +15) At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch 3/day—hold monster (DC 18), mark of justice, quickened suggestion (DC 16) 1/week—geas/quest
Statistics Str 22, Dex 19, Con -, Int 10, Wis 17, Cha 16 Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion) Skills: Diplomacy +22, Disguise +22 (+32 to looks like a real kolyarut), Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech
Special Abilities Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Solar Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot) Mikhail (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 41 (+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) Fort +22, Ref +14, Will +23; +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 dancing 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
Spells Prepared (CL 20th, can be changed) 9th—etherealness, mass heal, miracle, storm of vengeance (DC 27) 8th—fire storm (DC 26), holy aura (2) (DC 26), mass cure critical wounds (2) 7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerate 6th—banishment (DC 24), heroes’ feast, mass cure moderate wounds, undeath to death (DC 24), word of recall 5th—break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23) 4th—cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22) 3rd—cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall 2nd—align weapon, bear’s endurance, bull’s strength, consecrate, cure moderate wounds (2), eagle’s splendor 1st—bless, cure light wounds (3), divine favor, entropic shield, shield of faith 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 (painting) +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: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 2x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Deleted
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Post by Deleted on Jul 22, 2017 15:30:00 GMT
A third reconsideration - Niv is not going to animate a Solar Trompe (refunding her 14,000 gp and 2 downtime days). Instead she is going to animate a painting of a veranallia. Veranallia Trompe L'oeil (24,000 gp + 3,000 for material component) CL 24 Rushed + 5x Cooperative Crafting (Badevan + 4 duplicate familiars, 8 hrs) = 12,000 gp/day Rushed = +5 DC Insufficient Requirement Met: cannot cast enter image, animate objects (1 ignored with Spontaneous Generation) = +5 DC DC = 5+24(CL)+5(rushed)+5(prereqs) = 39 Nivetya's Craft(painting) Take 10 = 10+24+5(Crafter's Fortune cast on self)+2(Badevan's Coop. Crafting) = 41 minimum Item Complete! (Cost: 12,000 + 3,000 = 15,000 gp + 2 Downtime Days) This brings her totals down to 11,813 gp 1 sp 5 cp and 1 downtime day.
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13) LE Medium construct Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 28, touch 14, flat-footed 24 (+4 Dex, +12(+2) natural) hp 122 (12d10+36+20); regeneration 5 (chaotic) Fort +11, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +15) At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch 3/day—hold monster (DC 18), mark of justice, quickened suggestion (DC 16) 1/week—geas/quest
Statistics Str 22, Dex 19, Con -, Int 10, Wis 17, Cha 16 Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion) Skills: Diplomacy +22, Disguise +22 (+32 to looks like a real kolyarut), Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech
Special Abilities Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spells Prepared (CL 20th; concentration +28; can be changed) 9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection 8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26) 7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25) 6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall 5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague 4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison 3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk 2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration 1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con 31, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) FeatsL Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36, Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth+31, Use Magic Device +36 Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 2x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door), 1 Altar (to Urgathoa; built underground, outside of Ar'Vahl's borders; voidstick installed). - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 22, 2017 18:22:04 GMT
Niv purchases a forked metal rod suitable for serving as a focus component for the spell Create Greater Demiplane for 500 gp (bringing the total to 11,313 gp 1 sp 5 cp).
Mikhaila promptly casts the spell at CL 20th using the newly purchased focus, and creates a demiplane with the following traits: Morphic Aligned: Evil Portal: gate put in her Secret Room of her cottage, with a door built around it. Structure: Large, fully-stocked gothic mansion with a large garden; the spell will be cast as many times as necessary to accommodate this size (probably just once or twice). Bountiful: garden is self-sustaining and self-preserving, always in immaculate condition. Shape: mansion is placed at the centre; wandering away eventually leads one to the mansion after a good few minutes. Time: Timeless.
The Solar simulacrum then uses his permanency spell-like ability to make the demiplane permanent.
Once this is done, Niv is going to go into the demiplane and casts Duplicate Familiar from her staves many, many, many, many times. Enough times that she can effectively make any magic item in one downtime day.
She then sells one of the staves that Arya sold to her for 10,150 gp.
New totals: 21,263 gp 1 sp 5 cp, 1 downtime day.
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Post by Deleted on Jul 22, 2017 18:26:17 GMT
Mm, actually, she would travel and sell the staff for (10,150 x 1.1 =) 11,165 gp (bringing the total to 22,278 gp 1 sp 5 cp).
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Post by Deleted on Jul 22, 2017 18:44:44 GMT
... er, wait.
Apparently the selling price of these things (50%) is actually 16,300, so she will sell them for (16300 x 1.1 =) 17,930 gp (bringing the total up to 29,243 gp 1 sp 5 cp).
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Post by Deleted on Jul 22, 2017 21:53:16 GMT
Niv buys a Cyclops Helm for 5,600 gp, a wand key ring for permanency for 3,000 gp, a scroll of see invisibility for 150 gp, a scroll of telepathic bond for 1,125 gp, and a scroll of permanency (CL 12th, see invisibility) for (5,000 + 1,500 =) 6,500 gp (bringing the total down to 12,868 gp 1 sp 5 cp). She uses the scroll of see invisibility on herself (autopassing it with her +23 UMD bonus against a DC of 23) and uses the scroll of permanency on the round after (also autopassing that with her +23 UMD +10 insight from the wand key ring for +33 total against a DC of 32). She also uses her Cyclops Helm to use the scroll of telepathic bond (with a UMD check of 43 against a DC of 29), including herself, Ivan, Mikhaila, and her winter witch trompe l'oeil in the casting. Her Solar simulacrum then makes the bonds permanent with three castings of its permanency spell-like ability. drive.google.com/open?id=0B8LjrLTxEO-JcDN3RDNycFRLcUU
Constructs: Winter Hag Trompe L'oeil (LE Medium construct, CR 8) 2x Sea Hag Trompe L'oeil (LE Medium construct, CR 5) Kolyarut Trompe L'oeil (bodyguard, enforcer) Ivan (CR 13) LE Medium construct Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
Defense AC 28, touch 14, flat-footed 24 (+4 Dex, +12(+2) natural) hp 122 (12d10+36+20); regeneration 5 (chaotic) nullified by lack of Con score Fort +11, Ref +10, Will +11 Defensive Abilities: construct traits; DR 10/chaotic; SR 23
Offense Speed 30 ft. Melee: +2 conductive bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 (2d6+3) or 2 slams +18 (2d6+6)
Spell-Like Abilities (CL 12th; concentration +15) At will—discern lies (DC 17), disguise self, enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch 3/day—hold monster (DC 18), mark of justice, quickened suggestion (DC 16) 1/week—geas/quest
Statistics Str 22, Dex 19, Con -, Int 10, Wis 17, Cha 16 Base Atk +12; CMB +18; CMD 32 Feats: Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion) Skills: Diplomacy +22, Disguise +22 (+32 to looks like a real kolyarut), Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers: +4 Diplomacy, +4 Disguise; +10 Disguise to look like base creature Languages: truespeech
Special Abilities Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Veranallia Trompe L'oeil (statted out for transparency's sake, but not using it in sessions because I'm not an idiot) Mikhaila (CR 21) LE Large construct Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception+35 Aura: holy aura (DC 27)
Defense AC 40, touch 21, flat-footed 32 (+4 deflection, +8 Dex, +15(+4) natural, –1 size) hp 378 (24d10+216+30) Fort +28, Ref +20, Will +26 DR 15/cold iron and evil; Immune electricity, petrification, construct traits; Resist cold 10, fire 10; SR 31
Offense Speed 50 ft., air walk Melee: +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab) Space 10 ft.; Reach 5 ft. (10 ft. with vines) Special Attacks: autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29) Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth 3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spells Prepared (CL 20th; concentration +28; can be changed) 9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection 8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26) 7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25) 6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall 5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague 4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison 3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk 2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration 1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19) 0—create water, detect poison, light, purify food and drink
Statistics Str 28, Dex 26, Con 31, Int 18, Wis 27, Cha 29 Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped) FeatsL Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical Skills: Bluff +36 (+43 to pretend to be real venarallia), Climb +33, Diplomacy +36, Heal +35, Knowledge(nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31 (+36 to appear as part of a painting), Use Magic Device +36; Racial Modifiers: +10 Disguise to look like base creature Languages: Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech SQ bounteous caster, rebirth
Special Abilities Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells: Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
Rejuvenation (Su) When a trompe l’oeil is destroyed, it reforms 2d4 days later on its original canvas. The only way to permanently destroy a trompe l’oeil is to destroy the original canvas before the creature reforms.
Autotelic (Ex) A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Enter Painting (Su) As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.
A trompe l’oeil gains a +10 racial bonus on Disguise checks to appear as the base creature. It also receives a +5 bonus on Bluff checks to pretend to be the base creature and a +5 bonus on Stealth checks to appear as part of a painting. Simulacra: Succubus x3 Nymph x1 Lilitu x1 Shamira x1 Mephistopheles x1 Arcanotheign x1 Spirit of Adoration x1 Solar x1 Fafnheir x1 Green Hag x3 (form of three attractive young maidens; travel coven) Winter Hag x1, Mute Hag x1, Storm Hag x1 (CL 14th coven) Boons Provided: - Vyse: 1 succubus profane gift (+2 Wis) - Shyva: 1 succubus profane gift (+2 Str, gift of transformation) Misc.: - Niv's cottage (private building): a cozy and surprisingly luxurious cottage by the Lampback River just outside the Churlwood Forest, situated just outside the southwest section of Ar'Vahl's borders. There is an Arcane Lock on the front door (CL 3). This is her primary residence, as well as where all her crafting takes place; she commutes to DweomerStar during the work week. Rooms: 1 Bedroom, 1 Bath, 1 Lavatory, 1 Kitchen, 1 Book Repository (Religion), 1 Magical Repository (containing 3 spellbooks with all 1st level wizard spells, 1x Staff of Incredible Crafting), 1 Secret Room (passage; one secret door, one well-hidden secret door, one normal 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-styled 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. - Niv's (business, building+organisation): a shop in the magic sector of DweomerStar proper providing a variety of high-quality products (mainly recovered from adventures), as well as commission work for various types of magic items crafted by Niv herself. Other services are also available. Rooms: 1 False Front (being upgraded to a Storefront/Storage). Teams: - 1 Mage ( Myra Talundera, 3rd level wizard) Female human wizard 3 LN Medium humanoid (human) Init +2; Senses Perception +0
Defense AC 12, touch 12, flat-footed 10 (+2 Dex); AC 16, flat-footed 14 with mage armour hp 13 (3d6+3) Fort +2, Ref +4, Will +3
Offense Speed: 30 ft. Melee: quarterstaff +0 (1d6-1) Special Attacks: hand of the apprentice (8/day)
Wizard Spells Available (CL 3rd; concentration +8) 2nd - false life, resist energy (can prepare 2 per day) 1st - every 1st level wizard spell (can prepare 4 per day) 0 - every wizard cantrip (can prepare 4 per day); always prepares detect magic, read magic unless something else is needed by her employer.
Statistics Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 17 Base Atk +1; CMB +0; CMD 13 Feats: Cypher Script, Dilettante, Scholar (arcana, planes), Scribe Scroll Skills: Diplomacy +9, Knowledge (arcana, planes) +15, Knowledge (dungeoneering, engineering, history) +13, Linguistics +11, Spellcraft +11 Languages: Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal SQ: arcane bond (thrush), has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Int) Gear: quarterstaff, spellbook, traveller's outfit, backpack, 2,398 gp - 1 Priest ( Damon Nyverra, 3rd level cleric of Urgathoa) Male human cleric of Urgathoa 3 NE Medium humanoid (human) Init +0; Senses Perception +5
Defense AC 15, touch 10, flat-footed 15 (+5 armour) hp 20 (3d8+6) Fort +5, Ref +1, Will +8
Offense Speed: 30 ft. Melee: scythe +4 (2d4+1/x4) Special Attacks: channel negative energy 6/day (DC 14, 2d6), hand of the acolyte (8/day)
Spell-Like Abilities (CL 3rd; concentration +8) 8/day - bleeding touch (1 round)
Cleric Spells Available (CL 3rd; concentration +8) 2nd - all; can prepare 2 per day + either death knell or magic mouth 1st - all; can prepare 4 per day + either cause fear or identify 0 - all; can prepare 4 per day Domains: Death, Magic
Statistics Str 12, Dex 10, Con 14, Int 10, Wis 21, Cha 17 Base Atk +2; CMB +3; CMD 13 Feats: Command Undead, Selective Channelling, Spell Focus (Necromancy) Skills: Diplomacy +9, Heal +9, Knowledge (religion) +6, Linguistics +5 Languages: Abyssal, Common, Necril SQ: aura, has a profane gift (+2 Dex), has a profane pact (+4 Cha), has a profane benediction (+4 Wis) Combat Gear: +1 chain shirt, masterwork scythe; Other Gear: traveller's outfit, masterwork backpack, bone unholy symbol, 782 gp
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Post by Deleted on Jul 24, 2017 13:12:09 GMT
Niv has a couple of teleportation circles created by the Metzofitz Foundation. The first one is created in her cottage in her magical repository, the destination being inside her shop in DStar; the second is in her shop and the destination is in front of her cottage door. She has her Solar simulacrum use its permanency spell like ability to make both circles permanent.
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