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NPCs (Skaya)

Started by Anastasia, March 21, 2024, 11:28:20 AM

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Anastasia

First post reserved if needed.
<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
Sanda Weathers

Wizard 5/Frost Mage 1/Duskblade 6 (Needs 3 levels of Half-Water Elemental)

Size/Type: Medium Outsider (Human, Water)
Hit Dice: 5d8+18+6+3 (55 hp)
Initiative: +0
Speed: 40ft, swim 60ft
Armor Class: 21 (+1 dodge, +6 armor, +3 natural, +1 helmet)
Base Attack/CMB/CMD: +6/+9/20
Attack: Quarterstaff+14 (1d6+5)
Full Attack: Quarterstaff+14/+9 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks:  Spells, arcane channeling, quick cast 1/day, spell power+2.
Special Qualities: Immunity to critical hits, disease and water, resistance to cold 10, arcane attunement, armored mage (medium), improved lungs, swimstone, darkvision 60ft., water breathing.
Saves: Fort +8, Ref +7, Will +7 (+4 vs gas/bad air)
Abilities: Str 16, Dex 10, Con 17, Int 20, Wis 10, Cha 14   
Skills: Knowledge(Arcana)+14, Knowledge(A&E)+14, Knowledge(Dungeoneering)+14, Knowledge(Geography)+14, Knowledge(History)+14, Knowledge(Nature)+14, Knowledge(Local: Mellanics)+14, Knowledge(Planes)+14, Knowledge(Religion)+14, Profession(Herbalist)+9, Profession(Shopkeeper)+9, Spellcraft+14 
Feats: Toughness(1), Iron Will(H), Dodge(W1), Combat Casting(D2), Frozen Magic(3), Weapon Focus (Quarterstaff)(W5), Insightful Reflexes(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

1/day: fog cloud, obscuring mist, water breathing. Caster level 6th. The save DCs are 12 + spell level.

Unusual Talent (Ex)

Unlikely as it is, Sanda is a natural at martial pursuits. She gains a +2 bonus to weapon attack rolls.

Improved Lungs (Ex)

Triples the time you can hold your breath and grants a +10 bonus to any saving throws or checks against suffocation. Grants a +4 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air.

Swimstone (Su)

Once per day a swift action for a number of rounds equal to your Constitution modifier + 1, you can enter a special state called swimstone. In this state you can move through stone, dirt, unrefined metal and similar natural materials as if they were water. You can't breathe while within these materials, so you need to hold your breath. When this state ends, if you are still within solid material, you are violently ejected out, suffering 1d6 points of damage per 10ft of material gone through (minimum 1d6 damage). Your damage reduction, if any, does not apply.

Water Breathing (Ex)

Sanda can breathe water as easily as air.



Wizard powers:
Spoiler: ShowHide


Sanda casts as a 6th level wizard. All cold descriptor spells gain a +1 CL bonus if 40 degrees or below and +2 if -20 degrees or below. The save DCs are 14 + spell level.

[4/day]0: Detect Poison, Mending, Prestidigitation, Ray Of Frost
[4/day]1: Color Spray, Magic Missilex3, Mage Armor
[4/day]2: Acid Arrow, Knock, Resist Energyx2
[3/day]3: Greater Mage Armor, Vampiric Touchx2



Duskblade powers:
Spoiler: ShowHide


Sanda casts as a 6th level duskblade. All cold descriptor spells gain a +1 CL bonus if 40 degrees or below and +2 if -20 degrees or below. The save DCs are 14 + spell level.

[6/day]0: Acid Splash, Disrupt Undead, Ray Of Frost, Touch Of Fatigue
[8/day]1: Burning Hands, Chill Touch, Shocking Grasp, Swift Expeditious Retreat, True Strike
[4/day]2: Dimension Hop, See Invisibility



Gear:
Spoiler: ShowHide


[Weapon]Quarterstaff+2
[Reserve Weapon]Masterwork Quarterstaff

[Head]Laremy's Helmet: An ancient full face helmet once owned by the royal family of Laremy. Grants a +1 bonus to armor class when worn, as well immunity to critical hits. However, the design of the helmet heavily restricts vision, which inflicts a -4 penalty to any skill checks that directly involve sight, such as some Perception checks.
[Necklace]Icewind Tear: This blue tear shaped gemstone is intensely cold, enough to cause frostbite with only minutes of exposure to bare skin. However, when worn around the neck as part of a pendant or necklace, it grants resistance to cold 10 and a +2 competence bonus to attack and weapon damage rolls versus dragons.
[Feet]Boots Of Striding And Springing: +10 enhancement movement speed, +5 competence Acrobatics.

Todo: Sort out the below item.

Tome of Great Might

This large, heavy book was once a special tome to permanently increase Strength. It was converted into a blessed book, with the most curious results. It functions as a blessed book with 100 pages and all pages empty. Any spell, no matter how complex, only takes one page in this book. Additionally, spells in this book gain various special properties.

All Spells: The caster may use their Strength modifier in place of their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 5th Spell: The caster may use their BAB in place of caster level. Any bonuses to caster level still apply.
Every 10th Spell: The caster may add their Strength modifier in addition to their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 25th Spell: On inscribing this spell, the caster may choose to sacrifice one point of Intelligence, Wisdom or Charisma. They gain a +1 bonus to Strength if they do. This loss and gain is permanent, and reversing the loss negates the gain.
Every 50th Spell: The spell may be delivered as if it were a touch spell that affects a single target. How this interacts with spells not suited to this varies wildly from spell to spell.
Every 100th Spell: For filling the entire book, the caster gains a +1 bonus to Strength. If the caster has sacrificed one or more points of Intelligence, Wisdom and Charisma, they gain an additional +1 Strength.

A scribed spell gains all benefits it counts for. The 10th spell in the book counts as every 5th and 10th spell, for example.

31517.56 gold.

<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

#2
Anne

Cleric 5/Lifespark 1//Fighter 4/Paladin 2 (Needs 3 levels of Half-Air Elemental)

Size/Type: Medium Outsider (Air, Human)
Hit Dice: 6d10+24+3 (77 hp)
Initiative: +4
Speed: 30ft, fly 60ft (perfect)
Armor Class: 27 (+1 dex, +9 armor, +4 shield, +2 natural, +1 deflection)
Base Attack/CMB/CMD: +6/+9/25
Attack: Heavy Redoubt+11 (1d8+4)
Full Attack: Heavy Redoubt+11/+6 (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Spells, channel energy 11/day (3d6*1.5; DC 17, move action, spend two turns to use as free action, +10ft radius), smite evil 1/day, favored enemy (undead+2).
Special Qualities: Immunity to cold, disease, domains, eldritch grace (evasion), improved lungs, aura of good, detect evil, improved radius (10ft), divine grace, darkvision 60ft.
Saves: Fort +19, Ref +12, Will +14 (+4 vs gas/bad air)(evasion, partial, see eldritch grace)
Abilities: Str 17, Dex 18, Con 20, Int 15, Wis 22, Cha 18
Skills: Acrobatics+13, Diplomacy+15, Heal+15, Intimidate+13, Knowledge(Arcana)+11, Knowledge(Planes)+11, Knowledge(Religion)+11, Profession(Matron)+15, Spellcraft+11, Swim+12
Feats: Extra Turning(1),  Quicken Turning(H), Shield Specialization(F1), Shield Ward(F2), Empower Turning(3), Touch Of Healing(6)
Epic Feats: -
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

1/day- gaseous form, obscuring mist, wind wall. Caster level 6th. The save DCs are 14 + spell level.

Improved Lungs (Ex)

Triples the time you can hold your breath and grants a +10 bonus to any saving throws or checks against suffocation. Grants a +4 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air.

Additionally, each of you get something dependent on your roll.


Cleric powers:
Spoiler: ShowHide


Domains

Community: Use calm emotions as a spell-like ability once per day. Gain a +2 bonus on Diplomacy checks.
Hope: Grants a +4 to any one attack roll, skill check or saving throw once per day as the domain power. This must be declared before you make the roll.

Spells

Anne casts as a 6th level cleric (caster level 7th for healing spells) with access to the Community and Hope domains. The save DCs are 16 + spell level.

[5/day]0: Create Water, Cure Minor Woundsx2, Detect Magic, Mending
[5+1/day]1: (Bless), Cure Light Wounds, Divine Favorx2, Endure Elements, Shield Of Faith
[5+1/day]2: (Aid), Bear's Endurancex2, Cure Moderate Wounds, Lesser Restorationx2
[3+1/day]3: (Heroism), Cure Serious Wounds, Remove Diseasex2

As long as Anne has a 2nd level or higher level conjuration (healing) spell available to cast, can heal HP equal to 3*level of the highest level conjuration (healing) spell. Can only use on a creature at or below 1/2 hit points.



Gear:
Spoiler: ShowHide


[Weapon]Heavy Redoubt: Cold iron mace+1 that grants a +1 deflection bonus to armor class and a +3 resistance bonus to saving throws.
[Reserve Weapon]Masterwork heavy mace

[Armor]Armor of Purity: Armor purified of a wretched taint of disease and Ooze, this armor protects the wearer's purity.  It is full plate armor+1 that grants immunity to diseases and poisons of all kind, as well as a +4 bonus to saving throws against curses. Once per day as an immediate action when the wearer dips below 50% hit points, and automatically if reduced to 0 or less hit points, the armor can cast a cure critical wounds spell (caster level 10th). This can prevent death if it heals sufficiently. Finally, any tainted food or water the wearer touches is purified and safe for consumption.
[Shield]Heavy steel shield+1

[Necklace]Bearheart Pendant: A silver, heart shaped locket with the image of a bear within. Grants a +2 enhancement bonus to Constitution. If the wearer is a spellcaster who has Bear's Endurance prepared (if a prepared caster such as a wizard or cleric) or known (if a spontaneous caster such as a sorcerer or favored soul), grants an additional +2 enhancement bonus to Strength and Dexterity.

[Ioun Stone]Incandescent Blue Ioun Stone: +2 enhancement bonus wisdom.

[Wand]Wand of Lesser Vigor, 50 charges

[Potion]Potion of Cure Light Wounds
[Potion]Potion of Cure Moderate Wounds

[Reserve Gauntlets]Gauntlets Of Ogre Power+2: +2 strength.

Holy symbol

930 gold.

Orphan's Fund (From direct loot, not counting donations and other guilt trips charismatic convincings)

54623.56 gold.



Vow:
Spoiler: ShowHide


Anne has taken a vow to tend to the poor. While she is not under a vow of poverty, she has promised to use her skills to provide for the lowest in society. She must uphold this whenever possible and spend at least 50% of her income on support for the poor. Likewise, she honors this vow by serving at an orphanage.  Through this vow she spreads hope in a better tomorrow for those who otherwise would have none.

Additionally, Anne has taken a vow of chastity until marriage. Should she marry and start her own family, she is eligible to have her vows reviewed and changed. Anne has no plans to marry as of now, though the option is left open for the future.

These vows provides Anne relatively few restrictions on her behavior, but in exchange is a large drain on her finances.

Ruling One: When selling things previously purchased from funds already reduced by donations, Anne is not obligated to give 50% of those funds to the poor. It's to prevent situations where she's double taxed on the same income. She may still in some cases as she sees fit. This ruling may be revised if it comes to violate the spirit of Anne's vow or otherwise be detrimental to it.
Ruling Two: Obvious but to be clear, this is only tallied post adventure and in downtime.

<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

#3
Rina

Monk 2/Fighter 3/Half Fire Elemental 1//Scout 6 (Needs 3 total levels of Half-Fire Elemental)

Size/Type: Medium Outsider (Fire, Human)
Hit Dice: 3d8+3d10+30+6+3 (73 hp)
Initiative: +13
Speed: 40ft
Armor Class: 25 (+8 dex, +3 wis, +1 dodge, +2 natural, +1 deflection)(+4 vs AoOs)
Base Attack/CMB/CMD: +6/+8/31
Attack: Yuki Onna's Sword+16 (1d6+3 plus 2d6 skirmish 19-20 x2)(skirmish on crit)(bypasses miss chance from concealment and some spells)
Full Attack: Yuki Onna's Sword+14/+14/+9 (1d6+3 plus 2d6 skirmish 19-20 x2)(skirmish on crit)
Space/Reach: 5ft/5ft
Special Attacks: Flurry of blows, skirmish (+2d6/+1 AC).
Special Qualities: Immunity to disease and fire, resistance to cold 10, vulnerability to cold, Improved evasion, battle fortitude+1, uncanny dodge, trackless step, flawless stride, swimstone, darkvision 60ft.
Saves: Fort +14, Ref +14, Will +9 (+8 vs gas)
Abilities: Str 14, Dex 26, Con 20, Int 15, Wis 16, Cha 14
Skills: Acrobatics+17, Diplomacy+11, Escape Artist+17, Handle Animal+11, Heal+14, Intimidate+11, Knowledge(Dungeoneering)+11, Knowledge(Geography)+11, Knowledge(Nature)+11, Perception+12, Ride+17, Sense Motive+12, Stealth+17, Survival+14, Swim+11
Feats: Weapon Finesse(1), Toughness(H), Weapon Focus(Short Sword)(M1), Dodge(M1), Self-Sufficient(S1), Mobility(M2), Telling Blow(3), Improved Initiative(F1), Combat Expertise(F2), Spring Attack(S4), Darkstalker(6)
Epic Feats: -
Alignment:  Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

2/day: burning hands, flaming sphere, produce flame. Caster level 6th. The save DCs are 12 + spell level. (Gains new SLAs every even level.)

Improved Lungs (Ex)

Sextuples the time you can hold your breath and grants a +20 bonus to any saving throws or checks against suffocation. Grants a +8 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air. These bonuses have been doubled thanks to Rina's consumption of a mysterious blue gemstone's magical essence.

Swimstone (Su)

Once per day a swift action for a number of rounds equal to your Constitution modifier + 1, you can enter a special state called swimstone. In this state you can move through stone, dirt, unrefined metal and similar natural materials as if they were water. You can't breathe while within these materials, so you need to hold your breath. When this state ends, if you are still within solid material, you are violently ejected out, suffering 1d6 points of damage per 10ft of material gone through (minimum 1d6 damage). Your damage reduction, if any, does not apply.


Gear:
Spoiler: ShowHide


[Weapon]Yuki Onna's Sword: Cold iron short sword+1, frost. The extra damage from frost repeats the following round at the start of a damaged creature's turn. This counts for any other cold damage the weapon deals. The wielder also gains resistance to cold 10 as long as it's on their person.
[Weapon]Short Sword+1, keen
[Reserve Weapon]Short Sword
[Reserve Weapon]Dagger
[Reserve Weapon]Darts
[Reserve Weapons]Dusk And Dawn: Sword swords+1, give perfect darkvision 120ft, see it in color.

[Hands]Gloves Of Dexterity +2: +2 Dexterity.
[Ring 1]Ring Of Protection+1: +1 deflection to armor class.
[Ring 2]Ring Of Sure Strikes: This ring negates the miss chance from concealment, including total, as well as invisibility, mirror image, blur and even blink.

30906.56 gold

<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?