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Started by Anastasia, December 10, 2009, 03:24:53 AM

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Anastasia

#75
Jessica Reynes

Rogue 10/Hellbreaker 5

Size/Type: Medium Outsider(Native)
Hit Dice: 15d6+105 (158 HP)
Initiative: +13
Speed: 30ft, fly 60ft (good)
Armor Class: 33 (+9 dex, +5 armor, +1 deflection, +4 natural, +4 shield)
Base Attack/Grapple: +10/+12
Attack: Third Resort+23 (1d4+6+3d6+3d6)
Full Attack: Third Resort+23/+18
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack +6d6, penetrating strike, crippling strike, steal spell like ability, neutralize spell-like ability.
Special Qualities: Magic circle against evil, evasion, improved uncanny dodge, mantle of darkness, telepathic static, stowaway.
Saves: Fort +11, Ref +19, Will +9 (+4 vs poison)
Abilities: Str 14, Dex 29, Con 24, Int 15, Wis 16, Cha 14
Skills: Bluff+20, Disable Device+21, Escape Artist+27, Hide+27, Knowledge: Planes+12, Move Silently+27, Open Lock+23, Listen+21, Search+20, Sense Motive+21, Spot+27, Tumble+23.
Feats: Weapon Finesse(H), Combat Expertise(1), Improved Feint(3), Undo Resistance(6), Sacred Strike(9), Improved Initiative(12), Darkstalker(15).
Alignment: Neutral Good

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: At will-Greater Plane Shift(Between Balmuria and Dweomerheart only), detect magic, dispel magic, calm emotions. 3/day- Greater Invisibility, Bless Weapon. Caster level 15th.

Magic Circle Against Evil(Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn.


Rogue powers:
Spoiler: ShowHide


Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex)

Whenever you flank a creature that is iummne to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. The use divination magic, a caster must succeed on a spellcraft check (DC + the level of the spell). If the check fails the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action(you do not need to damage a willing target).

This spell-like ability can originate from teh target's class, race, template or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must hav eat least one such use left, or you can't steal the ability. If the target can't use its ability(Such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes(caster level, save DC and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-lik ability within 1 minute of acquiring it, or it is lost. Unitl you use the ability(or until 1 minute elapses), the target cannot use the stolen ability. If you have a similiar ability, such as the spellthief's steal spell-like ability, you can steal two spell-lik eabilities at once, but each is subject to its respective spell leve restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration(teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear whereever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-like Ability (Su)

Beginning at 5th level, youc an the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.


Other/misc:
Spoiler: ShowHide


Jessica was a human before becoming a half celestial. Thus she has a human bonus feat and retains the human skill point.
Darkstalker: Cannot be detected by blindsense, blindsight, tremorsense and other unusual means of detection.


Gear:
Spoiler: ShowHide


The Third Resort: Dagger+4, +3d6 lightning and +3d6 fire damage each hit. It can inflict critical hits on any creature, no matter it's type or immunity.
Elven Chain+1, nimbelness: +5 armor bonus. Nimbleness: Raises the dex cap of the armor by 2.
Darkwood Buckler+3: +4 shield bonus.
Amulet of Health+4: +4 enhancement bonus to constitution.
Ring of Protection+1: +1 deflection bonus to armor class.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Potion of Invisibility
900 GP.


Notes:
Spoiler: ShowHide


Perception:

Spot+27
Listen+21

Common Attack Bonuses:

+2 flanking
+1 flying

Common Damage Bonuses:

+3d6 fire on dagger hits
+3d6 lightning on dagger hits
+6d6 sneak attack on normal foes
+6d8 sneak attack on evil normal foes
+3d6 sneak attack on immune, flanked foes
+3d8 sneak attack on immune, flanked, evil foes.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#76
Syala wasn't ever meant to see the light of day past a fight and maybe a few cameos after that. She has boss syndrome a bit and breaks some rules so I've reworked her. I made her an integrated druid with 19 HD instead of an Astral Deva with 7 levels of druid. Does it matter? Not much except reducing ability bloat. I boosted her scores to compensate.

I'm tossing her in here for now.

Size/Type: Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 19d8+84 (164 hp)
Initiative: +8
Speed: 50 ft, fly 100 ft. (good)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +19/+25
Attack: +3 heavy mace of disruption +29 melee (1d8+13 plus stun) or slam +26 melee (2d6+10)
Full Attack: +3 heavy mace of disruption +29/+24/+19/+14 melee (1d8+13 plus stun) or slam +26 melee (2d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun, spells.
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 37, tongues, uncanny dodge
Saves:    Fort +19 (+23 against poison), Ref +14, Will +18
Abilities: Str 24, Dex 18, Con 18, Int 18, Wis 20, Cha 20
Skills: Concentration +26, Knowledge(Local: Ysgard) +26, Profession: Artist+26, Knowledge: Planes+26, Diplomacy +28, Escape Artist +26, Hide +26, Intimidate +27, Listen +30, Move Silently +26, Sense Motive +26, Spot +30, Use Rope +11 (+13 with bindings, +15 with bindings and Alicia.), Survival+27, Spellcraft+26, Knowledge: Nature+14.
Feats: Alertness, Great Fortitude, Improved Initiative, Power Attack, Eschew Materials, Nimbus of Light, Improved Natural Attack(Slam)

Spells:

Syala casts as a 7th level druid.

Spell slots: 6/6/4/3/2

0: Detect Magic, Detect Poison, Guidance, Know Direction, Purify Food and Drink.
1: Detect Animals and Plants, Entangle, Obscuring Mist, Summon Nature's Ally 1, Speak with Animals, Jump.
2: Barkskin, Bear's Endurancex2, Spider Climb.
3: Sleet Storm, Summon Nature's Allyx2
4: Freedom of Movement, Summon Nature's Ally 4.

Spell-Like Abilities

At will— continual flame, charm animal, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade barrier (DC 21), heal (DC 21). Caster level 19th. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any Small or Medium humanoid or any small or medium animal.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 23th level. It can flank characters with the uncanny dodge ability as if she were a 19th-level rogue.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

You've given her 6 feats but she should have 7. Also, no wild shape? (even lacking that, you could just add 'small or medium animals' to her Change Shape to emulate the theme and account for her initial foxiness without having to worry about the clusterfuck of stat changes wild shape causes)

Anastasia

She already has that, read her change shape again. As for the feat, d'oh. Miscounted.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added Improved Natural Attack. Oh, and I'm surprised I didn't get killed for the Use Rope quip.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Suggested spells for Syala during the ordeal:

0: Know Direction, Purify Food and Drink x4
1: Detect Animals and Plants x3, Goodberry, Produce Flame x2
2: One With the Land x2 (p149 SpC), Spider Climb, Flame Blade
3: Neutralize Poison x2, Plant Growth
4: Freedom of Movement, Repel Vermin

One With the Land is 1hr/level and grants +2 to handle animal, hide, move silently, search, survival, and wild empathy

Anastasia

1. Remind me tomorrow to start converting more character sheets to the new NPC topic, the last few days have not been cooperative.

2. I was scanning your sheet and I noticed things like the dwarven puzzle box and The Garden aren't on there, Alicia. Where do you keep track of them?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Okay, there's a coming timeskip. When it happens I'm probably gonna take at least a few days off. I'm due for one of those breaks I take from Balmuria every so often. I'm not at raw burnout but it's a good time to take one, so why waste it?

We'll get to this in anywhere from a few days to a week depending on how long the last of the pre-timeskip stuff takes.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I hate selecting spells for anything, especially when designing around a narrow theme. I don't know how you two do it sometimes.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Themed spell sets are fun! I really enjoyed picking out appropriate spells for Marjorie in S&S to fluff up her sorc spellcasting as ghostly powers, and the Fungal Nymph's nature/rot spell set in City of the Spider Queen.

Anastasia

I usually find there aren't enough spells that do what I want to do. Then again, I have that problem with a lot of things: I want exactly what I want, not something I twist or refluff or squint sideways at.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Ko note: Oberuth is next, then Amaryl, then port people over and level them. Include Polly and Syala.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

How would Split Ray (complete arcane p83, according to google) and Twin Spell (complete arcane p85) stack? If I first apply Split Ray to my enervation and then apply Twin Spell to the result, would I end up with four enervations?
<Steph> I might have made a terrible mistake

Anastasia

I believe so but I'd have to open up the books to check.

I toyed with Esthan abusing metamagic a little more like that, but I think I chose not to since 4d4 negative levels a shot is a bit excessive.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Okay! I won't be restarting Balmuria until at least this Thursday or Friday, it not a little longer. This break is doing me a lot of good! My batteries and imagination are recharging, plus I'm having a chance to do a lot of prep work. In the meantime, the timeskip.

I was thinking until mid-late summer, in the realm of 3-5 months at the minimum. We could do more if you two care to, that's just a starting figure. My questions are:

1. What will you primarily be doing during this time?
2. Who will you be doing it with?
3. Where will you be doing it?
4. How will you be doing it?
5. Why will you be doing it?
6. What will you be keeping your eye on during the timeskip?
7. What will you be looking at once it ends?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?