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Started by Anastasia, May 30, 2013, 04:17:45 PM

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Anastasia

People who help you, fight with you or otherwise count as being the good guys.
<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

#1
Myann

Witch 9/Dragonslayer 1//Ranger 10 (Predator variant)

Size/Type: Medium Humanoid (Elf)
Hit Dice: 9d8+1d10+50+10+52 (154 hp)
Initiative: +3
Speed: 50ft
Armor Class: 24 (+3 dex, +9 armor, +2 dodge)
Base Attack/CMB/CMD: +10/+14/29
Attack: Crystal longsword+19 (1d8+11 plus +2/2d6 vs vermin and undead 19-20 x2)
Full Attack: Crystal longsword+19/+14 (1d8+11 plus +2/2d6 vs vermin and undead 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, favored enemy(fey+9, undead+7, dragon+5), shapeshift.
Special Qualities: Darkvision 60ft, toadstool blood, summon familiar, wild empathy, solitary hunting, resistance to cold 5, resistance to fire 10, aura of courage, damage bonus vs dragons(+1), fey eyes, woodland stride, swift tracker, evasion.
Saves: Fort +12, Ref +14, Will +12 (+3 vs enchantment, does not auto fail fort saves on a natural 1)(+2 will from gift, +4 competence to ref)
Abilities: Str 18, Dex 16, Con 21, Int 14, Wis 15, Cha 18
Skills: Appraise+13, Acrobatics+16, Climb+14, Handle Animal+16, Heal+14, Knowledge(Arcana)+15, Knowledge(Nature)+15, Perception+17, Profession(Cook)+9, Profession(Herbalist)+11, Ride+8, Spellcraft+17, Stealth+16, Survival+15, Swim+14 (+1 comp to K:A/cooking, +2 spellcraft, +1 intimidate)
Feats: Bane Magic(Magical Beasts)(B), Exotic Weapon Proficiency(Elven Courtblade)(B), Fey Bloodline(B), Heat Endurance(B), Improved Heat Endurance(B), Improved Sunder(B), Power Attack(B), Transdimensional Spell(B), Weapon Focus(Ranged Spell)(B), Dodge(1), Track(R1), Eschew Materials(W1), Toughness(3), Endurance(R3), Mighty Shapeshift(R4), Iron Will(6), Improved Favored Enemy(R8), Steadfast Determination(9)
Epic Feats: -
Alignment: Neutral

Myann uses her ranger side to determine saves and BAB.

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

1/day-rage, resurrection(material component required). Caster level 10th.

Toadstool Blood (Ex)

Myann is immune to poisons derived from mushrooms, toadstools and other fungi. This includes hallucinatory effects and anything she would deem as deleterious.

Fey Eyes (Su)

Myann constantly sees invisible creatures, as if by a see invisibility spell with a caster level equal to her hit dice.

+10ft bonus to land speed. Enhancement.

+1 competence to attack/damage vs shocker lizards.


Witch powers:
Spoiler: ShowHide


Myann casts as a 9th level witch(caster level 10th for healing spells, caster level 12th for mushroom magic). Her spell DCs are 15 + spell level. The save DCs include a +1 luck bonus. She now gets double mushrooms.

[12/day]0: Cure Minor Wounds, Dancing Lights, Detect Magic, Detect Poison, Light, Mending, Read Magic, Resistance, Virtue
[14/day]1: Appraising TouchSC, BlockadeCS, Comprehend Languages, Cure Light Wounds, Detect Secret DoorsFB, Spore FieldCS.
[14/day]2: Block ShotHome, Close WoundsSC. GlitterdustFB, Levitating BlockadeHome, Super MushroomHome
[14/day]3: Cure Serious Wounds, Fire MushroomHome, Jump BlockHome, Mass BlockadeFB, Home
[12/day]4: Block RainHome, Golden MushroomHome, Leaf MushroomFB, Home, Restoration
[6/day]5: SeemingFB, True Seeing.

CS - Complete Scoundrel.
Home - Homebrew.
FB - Bonus spell from fey bloodline.
SC - Spell Compendium


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Solitary Hunting (Ex)

Your favored enemy bonus also applies to your attack rolls.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.


Dragonslayer powers:
Spoiler: ShowHide


Aura of Courage (Su)

At 1st level, a dragonslayer gains immunity to fear (magical or otherwise). Allies within 10 feet of the dragonslayer gain a +4 morale bonus on saving throws against fear effects.

Damage Bonus (Ex)

A dragonslayer gains a bonus on weapon damage rolls against dragons equal to his class level.


Gear:
Spoiler: ShowHide


[Weapon]Mundane Crystal Longsword+5, verminbane and undeadbane.
[Reserve Weapon]Cold Iron Pin. Functions as a dagger.
[Armor]Zygraat Silk Armor+6: +5 armor bonus, 1 ACP, +8 max dex.
[Ring 1]Ring of Mushrooms: Second free mushroom when a mushroom spell is cast.
[Ring 2]Ring of Mushroom Wizardry: Doubles all spell charges for all levels.
[Ioun Stone]Dull Grey Ioun Stone

[Misc]Silver ring: 20 gold.
[Misc]Silver ring - Silver and mithril ring. 280 gold.
[Misc]Silver necklace with blue gemstones: 300 gold.
[Misc]Platinum wedding ring with green stone: 300 gold

[Scroll]Scroll of Awaken
[Scroll]Scroll of Wall of Force
[Scroll]Scroll of Transmute Mud to Rock

[Component]300 gold worth of diamond dust, for restorations.

The following is kept at home (beyond a token amount of traveling money)

52 gold, 12 silver, 64 copper.

[Treasure Chest]A large treasure chest decorated with gold and mushroom designs. 400 gold. Myann uses this to keep loose coins in.

[Reserve Weapon]Longsword
[Reserve Weapons]11 long cold iron pins. Function as daggers.
[Reserve Weapon]Dagger.
[Reserve Weapon]Trident
[Reserve Weapons]10 darts
[Reserve Weapons]10 shiruken
[Reserve Weapon]Morningstar
[Reserve Weapon]Longbow and 10 arrows
[Reserve Weapon]Dwarvencraft shortsword
[Reserve Weapon]Dwarvencraft heavy mace
[Reserve Armor]Chain Mail
[Reserve Armor]Heavy Steel Shield
[Reserve Shoes]Dream Slippers: Indestructible, +4 to saves vs sleep/dream magic.
[Reserve Supplies]10x caltrops
[Misc]Ally, the giant spiked turtle plushie. Comes to life when exposed to fire (does not burn).
[Misc]50ft silk rope

[Misc]Silver pendant - Silver-plated pendant. 10 gold.
[Misc]Silver chain - Silverlink chain. 45 gold.
[Misc]Butterfly pin wrought of gold - Fake gold butterfly pin.  2 gold.
[Misc]Ceremonial silver dagger: Not suitable to be a weapon, 50 gold.
[Misc]Red quartz: 15 gold.
[Misc]Agate: 5 gold.
[Misc]Bright red almandine: 135 gold.
[Misc]10 of the fake gold coins, to keep as a novelty. (1 sp in actual value)
[Misc]Silver and amber earrings: 100 gold.
[Misc]Iron choker set with a large moss green opal: 350 gold.
[Misc]Stone figurine of a mushroom and pixie: 20 gold.
[Misc]Stone figurine of a bear: 20 gold.
[Misc]Stone figurine of a panther: 20 gold.
[Misc]Stone figurine of a dragon: 20 gold.
[Misc]Amber and gold earrings: 99 gold.
[Misc]Silver knife with an emerald pommel stone: 518 gold.
[Misc]Electrum belt buckle: 20 gold.
[Misc]A talisman of beaten gold: 140 gold.
[Misc]Dark green lazulite: 36 gold.
[Misc]Orange spinel: 739 gold.
[Misc]Strawberry red quartz: 50 gold.
[Misc]Ceremonial dagger, inlaid with chrysoprase: 300 gold
[Misc]10x gold bars: 3000 gold.
[Misc]10x silver bars: 1000 gold.
[Misc]84 rustless steel coins. While this currency has no value in the Vastwoods, the metal is worth about 65 gold if brought up and melted down. Note that these were found in one cache and nowhere else: 65 gold.

Misc possessions and supplies.


Shapeshift:
Spoiler: ShowHide


Predator form: Bite+17 (1d6+8 plus 1d6 cold), +6 str, AC 16 (+2 dex, +4 natural), movement 70ft, mobility as bonus feat.
Aerial form: Talon+16 (1d6+7 plus 1d6 cold), +4 str, AC 14 (+2 dex, +2 natural), movement fly 40ft(good), +2 bonus on ref saves, flyby attack as a bonus feat.
Slayer form: Bite+19 (1d8+10 plus 1d6 cold 19-20) 2 claws+14 (1d6+6 plus 1d6 cold 19-20) +8 str, AC 22, movement speed 60ft, +4 bonus to fort saves.


Myann's Mushroom Magic Memo: [spoiler]

Block Shot
Conjuration (Creation)
Level: Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Short (30ft + 5ft 2/levels)
Effect: 1 5ft cube of wood
Duration: Instantaneous
Saving Throw: Ref partial; see text
Spell Resistance: No

This spell conjures a huge block of wood, much like a blockade spell. This block of wood appears and flies at the target, requiring a ranged touch roll to hit. A creature struck by the block takes 5d6 points of damage and must make a Reflex save or be knocked prone.

Improved Blockade
Conjuration (Creation)
Level: Drd 2, Rgr 2, Sor/Wiz 2
Range: Short (30ft + 5ft 2/levels)
Duration: 5 rounds

This spell functions as blockade, except that the block may appear anywhere within the range of the spell. The surface it appears on must be able to support it.

Levitating Blockade
Conjuration (Creation)
Level: Drd 2, Rgr 2, Sor/Wiz 2
Range: Short (30ft + 5ft 2/levels)
Duration: 5 rounds

This spell functions as blockade, except that the block may appear anywhere within the range of the spell. This block floats and may be positioned anywhere the caster chooses. The block can support up to one ton of weight. Any more and the block falls.

Super Mushroom
Transmutation
Level: Sor/Wiz 2
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell creates a red and white dotted mushroom that falls on the head of the target, imbuing them with growth magic. This spell functions as enlarge person except as noted here. Whenever the target next takes damage, the damage is negated and this spell ends.

Special

This spell can only be cast by a creature that has a bond to mushrooms, such as a fey mantle relating to mushrooms.

Fire Mushroom
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No

For the duration of this spell, the target can emit orbs of fire as a standard action. These orbs require a ranged touch attack and have a range of 50ft. A successful hit deals 4d6 points of fire damage. Whenever the target next takes damage, the damage is negated and this spell ends.

If the target is under the effects of the Super Mushroom and Fire Mushroom spells at the same time, he loses the benefits of this spell first.

Special

This spell can only be cast by a creature that has a bond to mushrooms, such as a fey mantle relating to mushrooms.

Mass Blockade
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Effect: 1 5ft cube of wood/level
Duration: 7 rounds

This spell functions as improved blockade, except that it conjures one block per caster level. Blocks may appear stacked on one another.

Block Rain
Conjuration (Creation)
Level: Drd 4, Rgr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Short (30ft + 5ft 2/levels)
Effect: Rain of 5ft cubes of wood in a 30ft radius
Duration: Instantaneous
Saving Throw: Ref partial
Spell Resistance: No

This spell conjures a rain of cubes of wood, much like a blockade spell. Creatures within the radius of this spell suffer 10d6 points of damage and are knocked prone. A successful Reflex save halves the damage and negates being knocked prone.

Leaf Mushroom
Transmutation
Level: Sor/Wiz 4
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5/2 levels)
Target: One creature
Duration: 10 min/level (D)
Saving Throw: None
Spell Resistance: No

For the duration of this spell, the target can fly as if affected by a fly spell.

This spell causes the creature to manifest a raccoon's tail and ears. The ears are cosmetic, while the tail can be used as a secondary natural weapon to deal 1d4 plus your Strength modifier points of damage.

Special

This spell can only be cast by a creature that has a bond to mushrooms, such as a fey mantle relating to mushrooms.

Jump Block
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Duration: 7 rounds

This spell functions as levitating blockade. In addition, this block is extremely bouncy. If leaped on as part of a jump check, it grants a +30 bonus to that check.

Golden Mushroom
Evocation/Transmutation [Fire]
Level: Sor/Wiz 4
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as fire mushroom, except as noted here. The target emits golden fireballs that do 5d6 points of damage. In addition, when powerful enemies are defeated with that fireball, gold coins appear.
<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?