News:

You have made a powerful enemy today, stop sign.

Main Menu

Mini naggings

Started by Anastasia, February 17, 2022, 09:32:56 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Anastasia

Sanda reaches level 6.

- Retraining Insightful Reflexes to Frozen Magic for her 3rd level feat. She'll retake Insightful Reflexes at 6 so this isn't a big deal.
- Frost Mage 1 and Duskblade 6.
- 7 on a d8 for a total of 10 hit points and a grand total of 49 hit points.
- +1 BAB for a total of +6.
- +1 bonus to natural armor. Always a nice upgrade.
- Gains spell power+2. This is strictly okay.
- Gains a new 2nd and 3rd level wizard spell slots. For now they're Acid Arrow and another Vampiric Touch.
- Gains another 1st and 2nd level duskblade spell per day.
- Gains a new duskblade spell known. Sanda goes with See Invisibility.
- +1 all saves.
- Skills go up as normal.
- Insightful Reflexes(6) as Sanda's (not) new feat.

Decent level. More on her template in the next post.
<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

Sanda goes half-water elemental, it's just too big an opportunity.


- Type changes to outsider.
- Gains darkvision 60ft. A useful pickup.
- No longer needs to eat, drink or sleep. Breathing's somewhat optional for Balmuria outsiders, this is something outsiders shed sooner or later, and stronger ones never need to in the first place. Sanda will probably be slowest on this, but she does get to breathe underwater.
- Gains the water subtype.
- Gains the ability to breathe underwater. One of those abilities you really need when you need it.
- Gains a swim speed of 60ft.
- +1 natural armor, more AC is always nice.
- +2 Str. Obviously a useful gain for her.
- +2 Int. Sanda's new skill is Knowledge(A&E). This is also an extra 1st level spell per day/known for both classes.
- +2 Wis. This helps fix a weakness of Sanda's and overall gives her a lot more insight.
- +2 Con. Obviously huge for her and helping her catch up on HP.
- +2 Cha. Not important for Sanda as of now.
- Immunity to disease. No one complains about this after that plague.
- Immunity to water. Niche pickup but it doesn't hurt.
- Gains the following SLAs 1/day: Obscuring Mist, Fog Cloud, Water Breathing.
<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

Additionally, Sanda no longer has the Limp special quality, due to an increase in Constitution and the template added to her.
<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

I think Skaya will replace Kung Fu Genius (lvl1 feat) with the custom Cunning Ascetic feat since it basically does all that but better.

And now the actual build. Factotum 6//Monk 6, let's just stay the course here.

21:47 <Skaya> roll 1d8 hp lvl6
21:47 <Kobot> Skaya rolled 1d8 hp lvl6 --> [ 1d8=5 ]{5}

Bastia's Belt means that Skaya's AC bonus, unarmed damage and speed boost are treated as a monk of five levels higher, so that means Monk 11. AC bonus is 2+Int, unarmed damage is 1d10, speed bonus is +30. Not much changes here.

Fort, Ref and Will all gain +1 from Monk 6, BAB raises by 1, Skaya also gains a new Monk feat (she'll go with Improved Trip). Monk 6 also provides her with Slow Fall 30ft.

Factotum 6... gives nothing. Cunning Knowledge rises from +5 to +6, that's it.

Now let's put the half-Air Elemental template on top of this, and see if the wings combine with the innate flight!

Copied from Anne's post:

- Type changes to outsider.
- Gains darkvision 60ft.
- No longer needs to eat, drink, sleep or breathe.
- Gains the air subtype.
- Gains a fly speed of 60ft (perfect).
- +1 natural armor.
- +2 Dex.
- +2 Int.
- +2 Wis.
- +2 Con.
- +2 Cha.
- Immunity to disease.
- Immunity to cold.
- Gains the following SLAs 1/day: Obscuring Mist, Wind Wall, Gaseous Form.
<Steph> I might have made a terrible mistake

Anastasia

Give me a fort save, Skaya. It isn't bad if you fail it.
<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

22:34 <Skaya> roll 1d20+9+7 fort
22:34 <Kobot> Skaya rolled 1d20+9+7 fort --> [ 1d20=7 ]{23}
<Steph> I might have made a terrible mistake

Anastasia

The wings Skaya have evolve and strengthen. They support her flight, which increases the speed of it to 90ft.
<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

Awesome! Does Monk's Fast Movement work on flight?
<Steph> I might have made a terrible mistake

Anastasia

Monk's fast movement applies to all modes of movement.
<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

Half-Lightning Elemental

Creating a Half-Lightning Elemental

"Half-lightning elemental" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

Size and Type

The base creature's type changes to outsider with the air subtype. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.

Armor Class

Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks

A half-lightning elemental retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities (Sp)

The base creature gains the following spell-like abilities depending on its total hit dice. Previous levels stack, so a half-lightning elemental with 3 hit dice gains both shocking grasp and lightning arrow. All spell-like abilities may be used once per day. The save DCs are Charisma based.

1-2 hit dice: Shocking grasp.
3-4 hit dice: Lightning arrow (as acid arrow, but electricity damage).
5-6 hit dice Call lightning.
7-8 hit dice: Lightning bolt.
9-10 hit dice: Call lightning storm.
11-12 hit dice: Chain lightning.
13-14 hit dice: Control weather.
15-16 hit dice: Lightning fog (as acid fog, but electricity damage).
17-18 hit dice: Elemental swarm (lightning quasi-elementals only).
19+ hit dice: Plane shift.

Special Qualities

A half-lightning elemental has all the special qualities of the base creature, plus the following special qualities.

- Immunity to electricity and disease.

Abilities

Increase from the base creature as follows: Dex +2, Con +2, Int +2, Wis +2, Cha +2.

Level Adjustment

+3

---

As for the air subtype gains, that'll be the same as what Anne and Skaya got (not counting Skaya's wings, which are a separate enhancement).
<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?

Nephrite

Just noting it here that Devar is using the amulet to get his wings back and is hopeful to combine them with his newfound air elemental stuff too!

[18:19] <Devar> roll 1d20+24 fort save
[18:19] <Kobot> Devar rolled 1d20+24 fort save --> [ 1d20=2 ]{26}

Anastasia

That roll works out for you, same speed boost as Skaya got to your fly speed.
<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?

Nephrite

Perfect! Okay, so here's the official level up to 6:

There was a bunch of recalculations that happened on the back end, his new spread is the following: Paladin 2/Monk 2/Half Lightning Elemental 1//Wizard 5(Abjuration Specialist)
 
Devar reaches level 6!

He's buying off his second level of Half Lightning Elemental here and getting his first level of Abjurant Champion on the other side. Next level with be the third level of the Lightning Elemental, then after that Knight.

2 on a d8 for a total of 33 base hit points. With the con bonuses and toughness, this equates to a grand total of 78 hit points.

BAB goes up by 1
Saves go up by 1 at this level
Due to the bonuses from intelligence he gets a new skill, he's going to take Climb on the incredibly insane off-chance he can't fly again. He learned his lesson.

Due to the recombobulating, he's gained third level Wizard spells, which he's just putting into Dispel Magic for the time being. If Sanda has any suggestions he's happy to take them.

Abjurant Champion gives +1 bonus to all the armor-granting spells and also Extended Spell to them.