Pathfinder: Epic 22th level game. Needing players.

Started by Zaer Darkwail, February 03, 2012, 10:07:54 AM

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Zaer Darkwail

Shortly speaking rejuvinating a old game which died out because I grew too busy to update and trusted co-GM handle it....and in end did not handle it :P. Anyways we got 2-3 players left and we need some more peeps round up the party. Do not feel rush, you unlikely join on present chapter 2 adventure but join in to chapter 3 adventure together as new group (if you cannot think viable reason why your char is stuck in negative energy plane in a epic powerful vampire's mansion).

Links
OOC Chat
Charsheet thread
Chapter 1
Chapter 2

Now, char creation rules are following;

Level: Start at 22th level
Gold: Egual to 22th char gold (if not in pathfinder then use 3.5 edition EPH amount)
Ability Scores: Epic Fantasy (25 point buy)

Also note we use GUCK/Book of Erotic Fantasy sex rules, not sure what mix we had but we do have perform:sexual techniques in use to determine DC how someone orgasms or not and also have in use a sexual oriented spells.

Bloody Rose


Zaer Darkwail

You mean catfolk? Well, I am fine with them. Seen their stats somewhere.

Bloody Rose

a lot of books did not noticed they were already made. Mmmm nevermind I will think of something. Can you tell me what you have already in terms of class?

Zaer Darkwail

My GMPC is 20 level infernal sorcerer with 2 levels in Archmage (yes, 3.5 PrC but what else to take after 20th level as sorc :P). One is someform weird celestial which is homebrew race. Rest I cannot tell as I am not sure who all guys are still present but we had epic bard (human) and azurin warlock/cleric and half-celestial drow monk/sorceress.

Bloody Rose

Sounds to me you need either a thief/rogue or a warrior/berserker (Close combat guys or girls)

Zaer Darkwail

Around so yeah. I did though IC wise kidnap and mind broke a 20th level female half-elf ranger which now works as guard and sex slave in my inter-planar mansion which is filled with advanced unseen servant harem girls :P.

But stealth or direct melee monster would be good. As we got quite a fill in casters already.

Bloody Rose

Okay have a idea what to do, barbarian coming your way

Callie Del Noire

#8
Catfolk are in the Bestiary 3 (and I THINK they are on the SRD too)

And.... here is my initial effort..

Rogue 5/Wiz 7 (Shadow)/Arcane Trickster 10

Female Half-Elf Arcane Trickster 10 Rogue 5 Wizard 7
CG Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +27
--------------------
DEFENSE
--------------------
AC 24, touch 17, flat-footed 20. . (+7 armor, +4 Dex, +3 deflection)
hp 161 (5d8+17d6+44)
Fort +8, Ref +15, Will +15
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; Resist Elven Immunities
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OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +15/+10/+5 (1d3+1/20/x2)
Special Attacks Blinding Darkness (2r), Sneak Attack +8d6
Wizard Spells Known (CL 17, 12 melee touch, 15 ranged touch):
9 (1/day) Shades (DC 25), Time Stop (DC 25)
8 (2/day) Shout, Greater (DC 24), Shadow Evocation, Greater (DC 24), Spell Absorption, Greater (DC 24)
7 (3/day) Teleport, Greater, Phantasmal Revenge (DC 23), Phantasmal Revenge (DC 23), Walkthrough Space (DC 23)
6 (4/day) Globe of Invulnerability, Shadow Walk (DC 22), Antimagic Field, Enemy Hammer (DC 22), Getaway
5 (4/day) Mirage Arcana (DC 21), Sonic Thrust (x2), Spell Absorption (DC 21), Spell Absorption (DC 21)
4 (6/day) Shout (x2) (DC 20), Dimension Door (x2), Dragon's Breath (DC 20), Shadow Step, Shocking Image
3 (7/day) Invisibility Sphere (DC 19), Nondetection (DC 19), Haste (DC 19), Dispel Magic (x2), Major Image (DC 19), Fly (DC 19), Battering Blast (DC 19)
2 (8/day) Knock (x2), Cat's Grace (DC 18), Mirror Image (x2) (DC 18), Blur (DC 18), Blur (DC 18), Web (DC 18), Fire Breath (DC 18)
1 (6/day) Magic Missile (x2), Mage Armor (DC 17), Hydraulic Push, Grease (DC 17), Vanish (DC 17), Vanish (DC 17)
0 (at will) Read Magic (DC 16), Detect Magic, Prestidigitation (DC 16), Scrivener's Chant
--------------------
STATISTICS
--------------------
Str 13, Dex 19, Con 15, Int 23, Wis 14, Cha 14
Base Atk +11; CMB +12; CMD 29
Feats Arcane Armor Training, Arcane Blast (Su), Arcane Shield, Arcane Strike, Craft Magic Arms & Armor, Craft Wondrous Item, Improved Two-weapon Fighting, Rogue Weapon Proficiencies, Scribe Scroll, Split Slot (4 -> 2 x 2), Split Slot (5 -> 2 x 3), Split Slot (6 -> 2 x 4), Two-weapon Fighting, Weapon Finesse, Wizard Weapon Proficiencies
Skills Acrobatics +32, Bluff +10, Climb +24, Diplomacy +10, Disable Device +29, Disguise +15, Escape Artist +17, Fly +11, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +19, Knowledge (History) +19, Knowledge (Local) +19, Knowledge (Planes) +19, Knowledge (Religion) +19, Linguistics +12, Perception +27, Sense Motive +10, Sleight of Hand +11, Spellcraft +28, Stealth +36, Use Magic Device +19
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Orc, Sylvan, Undercommon
SQ Bonded Object: -Choose- (1/day) (Sp), Elf Blood, Enchantment, Extended Illusions (+3r) (Su), Fast Stealth (Ex), Impromptu Sneak Attack (2/day) (Ex), Invisible Thief (10 rounds/day) (Su), Necromancy, Ranged Legerdemain (Su), Ring of Mind Shielding, Shadow, Surprise Spells, Trap Spotter (Ex), Trapfinding +2, Tricky Spells (5/day) (Su)
Combat Gear +3 Shadow, Improved Mithral Chain Shirt; Other Gear Boots of Elvenkind, Cloak of Elvenkind, Ring of Mind Shielding, Ring of Protection, +3
--------------------
SPECIAL ABILITIES
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Shield Convert a level 1+ spell into + Spell Level deflection bonus to AC for 1r.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blinding Darkness (2r) (Sp) Ranged Touch attack entangles target and grants them concealment.
Bonded Object: -Choose- (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+3r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Invisible Thief (10 rounds/day) (Su) You can use greater invisibility as a free action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Disable Device, Sleight of Hand from 30 feet away.
Ring of Mind Shielding This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
Shadow Associated School: Illusion
Sneak Attack +8d6 +8d6 damage if you flank your target or your target is flat-footed.
Split Slot (4 -> 2 x 2)
Split Slot (5 -> 2 x 3)
Split Slot (6 -> 2 x 4)
Surprise Spells You can add your sneak attack damage to spells against flat-footed targets.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 +2 to find or disable traps.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Or...

Wizard 20/Loremaster 2

MORAI IARTY    
Female Tiefling Loremaster 2 Wizard 20
NE Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +25
--------------------
DEFENSE
--------------------
AC 27, touch 18, flat-footed 24. . (+5 armor, +3 Dex, +4 natural, +4 deflection)
hp 112 (22d6+22)
Fort +14, Ref +14, Will +20
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +4 Defending Dagger +15/+10/+5 (1d4+4/19-20/x2) and
. . Unarmed Strike +11/+6/+1 (1d3/20/x2)
Ranged +2 Crossbow, Light +16/+11/+6 (1d8+2/19-20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Known (CL 22, 11 melee touch, 14 ranged touch):
9 (5/day) Lightning Bolt, Disrup, Pierce, Quick (DC 22)
8 (5/day) Shout, Quick (DC 23)
7 (5/day) Fireball, Quick (DC 22)
6 (5/day) Magic Missile, Disrup, Quick
5 (6/day) Cone of Cold (DC 24)
4 (6/day) Dragon's Breath (DC 23)
3 (6/day) Fireball (DC 22)
2 (6/day) Scorching Ray
1 (7/day) Magic Missile
0 (at will) Acid Splash, Flare (DC 19), Detect Poison, Prestidigitation (DC 19)
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 27/29, Wis 14/16, Cha 11/13
Base Atk +11; CMB +11; CMD 29
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Disruptive Spell, Extend Spell, Immortality, Lingering Spell, Piercing Spell, Quicken Spell, Scribe Scroll, Selective Spell, Skill Focus: Knowledge (Arcana), Spell Penetration, Split Slot (2 -> 2 x 0), Split Slot (2 -> 2 x 0), Widen Spell, Wizard Weapon Proficiencies
Traits Augmented Disguise, Focused Mind
Skills Appraise +22, Bluff +3, Craft (Armor) +28, Craft (Sculpture) +28, Craft (Weapons) +28, Diplomacy +14, Disguise +11, Fly +16, Heal +16, Knowledge (Arcana) +35, Knowledge (Dungeoneering) +29, Knowledge (Engineering) +29, Knowledge (Local) +29, Knowledge (Planes) +29, Linguistics +24, Perception +25, Ride +9, Sense Motive +13, Spellcraft +34, Stealth +10
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Sphinx, Sylvan, Terran, Undercommon
SQ Bonded Object: Ring of Protection, +4 (1/day) (Sp), Cloak of the Bat, Elemental Wall (20 rounds/day) (Sp), Evocation, Force Missile (12/day) (Sp), Illusion, Intense Spells +10 (Su), Ioun Torch, Lore +1 (Ex), Necromancy, Ring of Sustenance
Combat Gear +2 Crossbow, Light, +4 Defending Dagger; Other Gear Amulet of Natural Armor +4, Cloak of the Bat, Headband of Mental Superiority, +2: Spellcraft, Ioun Stone, Dusty Rose Prism, Ioun Torch, Ring of Protection, +4, Ring of Sustenance, Robe of the Archmagi, Black, Scroll: Break, Stone Fist, Magic Aura, Floating Disk, Arcane Lock, Comprehend Languages, Sleep, Endu, Scroll: Contingency, Wall of Iron, Geas/Quest, Form of the Dragon I, Guards and Wards, Forceful Hand, Scroll: Elemental Speech, Burning Gaze, Owl's Wisdom, See Invisibility (CL 3), Hypnotic Pattern, Mak, Scroll: Locate Object, Cloak of Winds, Elemental Aura, Pain Strike, Magic Weapon, Greater, Explosive, Scroll: Minor Creation, Elemental Body I, Detect Scrying, Geyser, Stoneskin, Black Tentacles, Balefu, Scroll: Polymorph Any Object, Incendiary Cloud, Trap the Soul, Telekinetic Sphere, Polar Ray, Tempor, Scroll: Polymorph, Greater, Teleport, Greater, Spell Turning, Form of the Dragon II, Forcecage, Limi, Scroll: Stoneskin, Dismissal, Elemental Body II, Wall of Stone, Overland Flight, Dominate Person, Be, Staff, Tome of Clear Thought, +2
--------------------
SPECIAL ABILITIES
--------------------
Bonded Object: Ring of Protection, +4 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Cloak of the Bat Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling, like a bat.

By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.

Moderate transmutation; CL 7th; Craft Wondrous Item, fly, polymorph; Price 26,000 gp; Weight 1 lb.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.
Elemental Wall (20 rounds/day) (Sp) Create wall of energy for 1 round / level / day.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Force Missile (12/day) (Sp) Magic Missile hits for 1d4+10
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to sel
Intense Spells +10 (Su) + 1/2 wizard level to spell damage (minimum +1).
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lingering Spell You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly  providing concealment.
Lore +1 (Ex) Add + 1 to all knowledge skill checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Split Slot (2 -> 2 x 0) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Split Slot (2 -> 2 x 0) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.

or

Mad Alchemy based Jeckal/Hyde Monster! Muahahahah

NEVIN "9 FINGERS' NEBLIN    CR 21
Male Gnome Alchemist 10 Fighter 2 Master Chymist 10
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +28
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DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 246 (12d10+10d8+88)
Fort +19, Ref +14, Will +7
Defensive Abilities Bravery +1; Immune poison
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +24/+19/+14/+9 (1d2+4/20/x2)
Ranged Bomb +23/+18/+13/+8 (10d6+4 Fire) and
. . Force Bomb +23/+18/+13/+8 (10d4+4 Force) and
. . Shock Bomb +23/+18/+13/+8 (10d6+4 Elec.)
Special Attacks Bomb 10d6+4 (24/day) (DC 19), Force Bomb, Shock Bomb
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist Spells Known (CL 17, 24 melee touch, 22 ranged touch):
6 (2/day) Form of the Dragon I (DC 20), Giant Form I (DC 20)
5 (4/day) Overland Flight (DC 19), Delayed Consumption (DC 19), Dust Form (DC 19), Resurgent Transformation (DC 19)
4 (5/day) Stoneskin (DC 18), Cure Critical Wounds (x2) (DC 18), Freedom of Movement (DC 18), Neutralize Poison (DC 18)
3 (6/day) Cure Serious Wounds (DC 17), Haste (DC 17), Fly (DC 17), Amplify Elixir (DC 17), Burrow (DC 17), Burst of Speed (DC 17)
2 (6/day) Bear's Endurance (DC 16), Cure Moderate Wounds (x2) (DC 16), Bull's Strength (x2) (DC 16), Protection from Arrows (DC 16)
1 (6/day) Enlarge Person (DC 15), Endure Elements (DC 15), True Strike (DC 15), Jump (DC 15), Disguise Self (DC 16), Cure Light Wounds (DC 15)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 12
Base Atk +19; CMB +22 (+26 Bull Rushing+26 Sundering+24 Tripping); CMD 34 (36 vs. Bull Rush36 vs. Sunder36 vs. Trip)
Feats Brew Potion, Cleave, Combat Expertise +/-5, Exotic Weapon Proficiency: Crossbow, Repeating Heavy, Extra Discovery, Extra Discovery, Great Cleave, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Sunder, Improved Trip, Intimidating Prowess, Power Attack -5/+10, Throw Anything
Traits Animal Friend, Brastlewark Businessman
Skills Craft (Alchemy) +29, Craft (Weapons) +23, Fly +4, Handle Animal +19, Heal +16, Intimidate +28, Knowledge (Arcana) +14, Knowledge (Engineering) +15, Perception +28, Ride +8, Sense Motive +20, Sleight of Hand +7, Spellcraft +19, Stealth +6, Use Magic Device +14 Modifiers Alchemy +10
Languages Common, Draconic, Dwarven, Gnome, Goblin, Orc, Sylvan
SQ Alchemical Simulacrum, Brutality (+6), Extend Potion (4/day), Fast Poisoning (Swift Action) (Ex), Feral Mutagen (Su), Gnome Magic, Grand Feral Mutate: Phys Attr +8, +6, +4, Mental Attr -2, +6 Nat AC. (5/day) (Su), Grand Mutagen (Su), Greater Mutagen (Su), Growth Mutagen (Su), Illusion Resistance, Infuse Mutagen (Su), Master Tinker, Mutagenic Form: Chaotic Good (Ex), Persistent Mutagen (DC 19) (Su), Poison Use, Spontaneous Healing (25/day), Swift Alchemy (Ex)
Other Gear Feral Mutagen: STR+8, CON+6, DEX+4, Mental Attr -2, +6 Nat AC., Feral Mutagen: STR+8, CON+6, DEX+4, Mental Attr -2, +6 Nat AC.
--------------------
SPECIAL ABILITIES
--------------------
Alchemical Simulacrum The alchemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum* spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh r
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Bomb 10d6+4 (24/day) (DC 19) (Su) Thrown Splash Weapon deals 10d6+4 fire damage.
Bravery +1 (Ex) +1 Will save vs. Fear
Brutality (+6) At 3rd level, a master chymistís taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her mutagenic form deals +2 damage when attacking with simple weapons and natural
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Extend Potion (4/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemistís full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Grand Feral Mutate: Phys Attr +8, +6, +4, Mental Attr -2, +6 Nat AC. (5/day) (Su) At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her
Grand Mutagen (Su) The alchemistís mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ab
Greater Bull Rush +2 to Bull Rush, opponent's movement provokes AoO from your allies.
Greater Mutagen (Su) The alchemistís mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a ñ2 penalty on
Greater Sunder +2 to Sunder, excess damage is transferred to the wielder.
Growth Mutagen (Su) When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know t
Illusion Resistance +2 racial bonus to saves against illusions.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Infuse Mutagen (Su) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.
Mutagenic Form: Chaotic Good (Ex) A master chymistís mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memo
Persistent Mutagen (DC 19) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 1 hour/level.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spontaneous Healing (25/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons.  +1 to hit with thrown splash weapons.

Bloody Rose

Question for HP. Do we roll each lv or just assume you give us the max amount aviable per class. Example 1d8+ (2 of Cons) each lv?

avorae

Quote from: Zaer Darkwail on February 03, 2012, 11:56:21 AM
My GMPC is 20 level infernal sorcerer with 2 levels in Archmage (yes, 3.5 PrC but what else to take after 20th level as sorc :P). One is someform weird celestial which is homebrew race. Rest I cannot tell as I am not sure who all guys are still present but we had epic bard (human) and azurin warlock/cleric and half-celestial drow monk/sorceress.

Actually I am a Half-Celestial Drow[Noble] Monk 3/Rogue 5/Shadow Dancer 10/Priestess 2
Life is a hard game but the rewards are sweet if you know where to look.

avorae

Quote from: Zarazel on February 03, 2012, 02:40:53 PM
Question for HP. Do we roll each lv or just assume you give us the max amount aviable per class. Example 1d8+ (2 of Cons) each lv?

I think most of us just rolled but I am not sure how Zaer actually wants it done....

Oh and Welcome back Zar...
Life is a hard game but the rewards are sweet if you know where to look.

kongming

#12
Oh my, Epic! I would very much like to join, if there is space. Maybe the Pathfinder Dragon Disciple (so, can cast spells, but is really a close combat warrior), or a monster race (Yuan-ti Inquisitor/Cultist perhaps Yuan-ti don't seem to exist in PF, or a Silver Great Wyrm (level 22, can take on a humanoid form for fun times). Or even a Nymph (Druid) or Succubus (Rogue or similar) who specifically wants to aid her allies (both through boosting their abilities in battle, and aiding them in bed). Or a Marilith Fighter-type to really dig into the front lines, but still has that exotic sexy demonic charm to her.

Do any of those seem particularly appealing?
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

Muse

  *Chuckles*  May I join?  I don't even need to play a monster.  :P 

  (Though I always wanted to play a storm giant paladin...) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Zaer Darkwail

Oh my, lots of questions :P.

Quote from: Callie Del Noire on February 03, 2012, 01:07:52 PM
Catfolk are in the Bestiary 3 (and I THINK they are on the SRD too)

And.... here is my initial effort..

Rogue 5/Wiz 7 (Shadow)/Arcane Trickster 10

Female Half-Elf Arcane Trickster 10 Rogue 5 Wizard 7
CG Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +27
--------------------
DEFENSE
--------------------
AC 24, touch 17, flat-footed 20. . (+7 armor, +4 Dex, +3 deflection)
hp 161 (5d8+17d6+44)
Fort +8, Ref +15, Will +15
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +15/+10/+5 (1d3+1/20/x2)
Special Attacks Blinding Darkness (2r), Sneak Attack +8d6
Wizard Spells Known (CL 17, 12 melee touch, 15 ranged touch):
9 (1/day) Shades (DC 25), Time Stop (DC 25)
8 (2/day) Shout, Greater (DC 24), Shadow Evocation, Greater (DC 24), Spell Absorption, Greater (DC 24)
7 (3/day) Teleport, Greater, Phantasmal Revenge (DC 23), Phantasmal Revenge (DC 23), Walkthrough Space (DC 23)
6 (4/day) Globe of Invulnerability, Shadow Walk (DC 22), Antimagic Field, Enemy Hammer (DC 22), Getaway
5 (4/day) Mirage Arcana (DC 21), Sonic Thrust (x2), Spell Absorption (DC 21), Spell Absorption (DC 21)
4 (6/day) Shout (x2) (DC 20), Dimension Door (x2), Dragon's Breath (DC 20), Shadow Step, Shocking Image
3 (7/day) Invisibility Sphere (DC 19), Nondetection (DC 19), Haste (DC 19), Dispel Magic (x2), Major Image (DC 19), Fly (DC 19), Battering Blast (DC 19)
2 (8/day) Knock (x2), Cat's Grace (DC 18), Mirror Image (x2) (DC 18), Blur (DC 18), Blur (DC 18), Web (DC 18), Fire Breath (DC 18)
1 (6/day) Magic Missile (x2), Mage Armor (DC 17), Hydraulic Push, Grease (DC 17), Vanish (DC 17), Vanish (DC 17)
0 (at will) Read Magic (DC 16), Detect Magic, Prestidigitation (DC 16), Scrivener's Chant
--------------------
STATISTICS
--------------------
Str 13, Dex 19, Con 15, Int 23, Wis 14, Cha 14
Base Atk +11; CMB +12; CMD 29
Feats Arcane Armor Training, Arcane Blast (Su), Arcane Shield, Arcane Strike, Craft Magic Arms & Armor, Craft Wondrous Item, Improved Two-weapon Fighting, Rogue Weapon Proficiencies, Scribe Scroll, Split Slot (4 -> 2 x 2), Split Slot (5 -> 2 x 3), Split Slot (6 -> 2 x 4), Two-weapon Fighting, Weapon Finesse, Wizard Weapon Proficiencies
Skills Acrobatics +32, Bluff +10, Climb +24, Diplomacy +10, Disable Device +29, Disguise +15, Escape Artist +17, Fly +11, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +19, Knowledge (History) +19, Knowledge (Local) +19, Knowledge (Planes) +19, Knowledge (Religion) +19, Linguistics +12, Perception +27, Sense Motive +10, Sleight of Hand +11, Spellcraft +28, Stealth +36, Use Magic Device +19
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Orc, Sylvan, Undercommon
SQ Bonded Object: -Choose- (1/day) (Sp), Elf Blood, Enchantment, Extended Illusions (+3r) (Su), Fast Stealth (Ex), Impromptu Sneak Attack (2/day) (Ex), Invisible Thief (10 rounds/day) (Su), Necromancy, Ranged Legerdemain (Su), Ring of Mind Shielding, Shadow, Surprise Spells, Trap Spotter (Ex), Trapfinding +2, Tricky Spells (5/day) (Su)
Combat Gear +3 Shadow, Improved Mithral Chain Shirt; Other Gear Boots of Elvenkind, Cloak of Elvenkind, Ring of Mind Shielding, Ring of Protection, +3
--------------------
SPECIAL ABILITIES
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Shield Convert a level 1+ spell into + Spell Level deflection bonus to AC for 1r.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blinding Darkness (2r) (Sp) Ranged Touch attack entangles target and grants them concealment.
Bonded Object: -Choose- (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+3r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Invisible Thief (10 rounds/day) (Su) You can use greater invisibility as a free action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Disable Device, Sleight of Hand from 30 feet away.
Ring of Mind Shielding This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
Shadow Associated School: Illusion
Sneak Attack +8d6 +8d6 damage if you flank your target or your target is flat-footed.
Split Slot (4 -> 2 x 2)
Split Slot (5 -> 2 x 3)
Split Slot (6 -> 2 x 4)
Surprise Spells You can add your sneak attack damage to spells against flat-footed targets.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 +2 to find or disable traps.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Or...

Wizard 20/Loremaster 2

MORAI IARTY    
Female Tiefling Loremaster 2 Wizard 20
NE Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +25
--------------------
DEFENSE
--------------------
AC 27, touch 18, flat-footed 24. . (+5 armor, +3 Dex, +4 natural, +4 deflection)
hp 112 (22d6+22)
Fort +14, Ref +14, Will +20
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +4 Defending Dagger +15/+10/+5 (1d4+4/19-20/x2) and
. . Unarmed Strike +11/+6/+1 (1d3/20/x2)
Ranged +2 Crossbow, Light +16/+11/+6 (1d8+2/19-20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Known (CL 22, 11 melee touch, 14 ranged touch):
9 (5/day) Lightning Bolt, Disrup, Pierce, Quick (DC 22)
8 (5/day) Shout, Quick (DC 23)
7 (5/day) Fireball, Quick (DC 22)
6 (5/day) Magic Missile, Disrup, Quick
5 (6/day) Cone of Cold (DC 24)
4 (6/day) Dragon's Breath (DC 23)
3 (6/day) Fireball (DC 22)
2 (6/day) Scorching Ray
1 (7/day) Magic Missile
0 (at will) Acid Splash, Flare (DC 19), Detect Poison, Prestidigitation (DC 19)
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 27/29, Wis 14/16, Cha 11/13
Base Atk +11; CMB +11; CMD 29
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Disruptive Spell, Extend Spell, Immortality, Lingering Spell, Piercing Spell, Quicken Spell, Scribe Scroll, Selective Spell, Skill Focus: Knowledge (Arcana), Spell Penetration, Split Slot (2 -> 2 x 0), Split Slot (2 -> 2 x 0), Widen Spell, Wizard Weapon Proficiencies
Traits Augmented Disguise, Focused Mind
Skills Appraise +22, Bluff +3, Craft (Armor) +28, Craft (Sculpture) +28, Craft (Weapons) +28, Diplomacy +14, Disguise +11, Fly +16, Heal +16, Knowledge (Arcana) +35, Knowledge (Dungeoneering) +29, Knowledge (Engineering) +29, Knowledge (Local) +29, Knowledge (Planes) +29, Linguistics +24, Perception +25, Ride +9, Sense Motive +13, Spellcraft +34, Stealth +10
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Sphinx, Sylvan, Terran, Undercommon
SQ Bonded Object: Ring of Protection, +4 (1/day) (Sp), Cloak of the Bat, Elemental Wall (20 rounds/day) (Sp), Evocation, Force Missile (12/day) (Sp), Illusion, Intense Spells +10 (Su), Ioun Torch, Lore +1 (Ex), Necromancy, Ring of Sustenance
Combat Gear +2 Crossbow, Light, +4 Defending Dagger; Other Gear Amulet of Natural Armor +4, Cloak of the Bat, Headband of Mental Superiority, +2: Spellcraft, Ioun Stone, Dusty Rose Prism, Ioun Torch, Ring of Protection, +4, Ring of Sustenance, Robe of the Archmagi, Black, Scroll: Break, Stone Fist, Magic Aura, Floating Disk, Arcane Lock, Comprehend Languages, Sleep, Endu, Scroll: Contingency, Wall of Iron, Geas/Quest, Form of the Dragon I, Guards and Wards, Forceful Hand, Scroll: Elemental Speech, Burning Gaze, Owl's Wisdom, See Invisibility (CL 3), Hypnotic Pattern, Mak, Scroll: Locate Object, Cloak of Winds, Elemental Aura, Pain Strike, Magic Weapon, Greater, Explosive, Scroll: Minor Creation, Elemental Body I, Detect Scrying, Geyser, Stoneskin, Black Tentacles, Balefu, Scroll: Polymorph Any Object, Incendiary Cloud, Trap the Soul, Telekinetic Sphere, Polar Ray, Tempor, Scroll: Polymorph, Greater, Teleport, Greater, Spell Turning, Form of the Dragon II, Forcecage, Limi, Scroll: Stoneskin, Dismissal, Elemental Body II, Wall of Stone, Overland Flight, Dominate Person, Be, Staff, Tome of Clear Thought, +2
--------------------
SPECIAL ABILITIES
--------------------
Bonded Object: Ring of Protection, +4 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Cloak of the Bat Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling, like a bat.

By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.

Moderate transmutation; CL 7th; Craft Wondrous Item, fly, polymorph; Price 26,000 gp; Weight 1 lb.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.
Elemental Wall (20 rounds/day) (Sp) Create wall of energy for 1 round / level / day.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Force Missile (12/day) (Sp) Magic Missile hits for 1d4+10
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to sel
Intense Spells +10 (Su) + 1/2 wizard level to spell damage (minimum +1).
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lingering Spell You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly  providing concealment.
Lore +1 (Ex) Add + 1 to all knowledge skill checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Split Slot (2 -> 2 x 0) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Split Slot (2 -> 2 x 0) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.

or

Mad Alchemy based Jeckal/Hyde Monster! Muahahahah

NEVIN "9 FINGERS' NEBLIN    CR 21
Male Gnome Alchemist 10 Fighter 2 Master Chymist 10
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +28
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 246 (12d10+10d8+88)
Fort +19, Ref +14, Will +7
Defensive Abilities Bravery +1; Immune poison
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +24/+19/+14/+9 (1d2+4/20/x2)
Ranged Bomb +23/+18/+13/+8 (10d6+4 Fire) and
. . Force Bomb +23/+18/+13/+8 (10d4+4 Force) and
. . Shock Bomb +23/+18/+13/+8 (10d6+4 Elec.)
Special Attacks Bomb 10d6+4 (24/day) (DC 19), Force Bomb, Shock Bomb
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist Spells Known (CL 17, 24 melee touch, 22 ranged touch):
6 (2/day) Form of the Dragon I (DC 20), Giant Form I (DC 20)
5 (4/day) Overland Flight (DC 19), Delayed Consumption (DC 19), Dust Form (DC 19), Resurgent Transformation (DC 19)
4 (5/day) Stoneskin (DC 18), Cure Critical Wounds (x2) (DC 18), Freedom of Movement (DC 18), Neutralize Poison (DC 18)
3 (6/day) Cure Serious Wounds (DC 17), Haste (DC 17), Fly (DC 17), Amplify Elixir (DC 17), Burrow (DC 17), Burst of Speed (DC 17)
2 (6/day) Bear's Endurance (DC 16), Cure Moderate Wounds (x2) (DC 16), Bull's Strength (x2) (DC 16), Protection from Arrows (DC 16)
1 (6/day) Enlarge Person (DC 15), Endure Elements (DC 15), True Strike (DC 15), Jump (DC 15), Disguise Self (DC 16), Cure Light Wounds (DC 15)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 12
Base Atk +19; CMB +22 (+26 Bull Rushing+26 Sundering+24 Tripping); CMD 34 (36 vs. Bull Rush36 vs. Sunder36 vs. Trip)
Feats Brew Potion, Cleave, Combat Expertise +/-5, Exotic Weapon Proficiency: Crossbow, Repeating Heavy, Extra Discovery, Extra Discovery, Great Cleave, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Sunder, Improved Trip, Intimidating Prowess, Power Attack -5/+10, Throw Anything
Traits Animal Friend, Brastlewark Businessman
Skills Craft (Alchemy) +29, Craft (Weapons) +23, Fly +4, Handle Animal +19, Heal +16, Intimidate +28, Knowledge (Arcana) +14, Knowledge (Engineering) +15, Perception +28, Ride +8, Sense Motive +20, Sleight of Hand +7, Spellcraft +19, Stealth +6, Use Magic Device +14 Modifiers Alchemy +10
Languages Common, Draconic, Dwarven, Gnome, Goblin, Orc, Sylvan
SQ Alchemical Simulacrum, Brutality (+6), Extend Potion (4/day), Fast Poisoning (Swift Action) (Ex), Feral Mutagen (Su), Gnome Magic, Grand Feral Mutate: Phys Attr +8, +6, +4, Mental Attr -2, +6 Nat AC. (5/day) (Su), Grand Mutagen (Su), Greater Mutagen (Su), Growth Mutagen (Su), Illusion Resistance, Infuse Mutagen (Su), Master Tinker, Mutagenic Form: Chaotic Good (Ex), Persistent Mutagen (DC 19) (Su), Poison Use, Spontaneous Healing (25/day), Swift Alchemy (Ex)
Other Gear Feral Mutagen: STR+8, CON+6, DEX+4, Mental Attr -2, +6 Nat AC., Feral Mutagen: STR+8, CON+6, DEX+4, Mental Attr -2, +6 Nat AC.
--------------------
SPECIAL ABILITIES
--------------------
Alchemical Simulacrum The alchemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum* spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh r
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Bomb 10d6+4 (24/day) (DC 19) (Su) Thrown Splash Weapon deals 10d6+4 fire damage.
Bravery +1 (Ex) +1 Will save vs. Fear
Brutality (+6) At 3rd level, a master chymistís taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her mutagenic form deals +2 damage when attacking with simple weapons and natural
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Extend Potion (4/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemistís full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Grand Feral Mutate: Phys Attr +8, +6, +4, Mental Attr -2, +6 Nat AC. (5/day) (Su) At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her
Grand Mutagen (Su) The alchemistís mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ab
Greater Bull Rush +2 to Bull Rush, opponent's movement provokes AoO from your allies.
Greater Mutagen (Su) The alchemistís mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a ñ2 penalty on
Greater Sunder +2 to Sunder, excess damage is transferred to the wielder.
Growth Mutagen (Su) When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know t
Illusion Resistance +2 racial bonus to saves against illusions.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Infuse Mutagen (Su) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.
Mutagenic Form: Chaotic Good (Ex) A master chymistís mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memo
Persistent Mutagen (DC 19) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 1 hour/level.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spontaneous Healing (25/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons.  +1 to hit with thrown splash weapons.

I would vote for either tiefling loremaster or the half-elf arcane trickster. Would not mind a sneaky type into the game but a loremaster tiefling would be interesting addition (as most casters are spontaneous sort).

Quote from: Zarazel on February 03, 2012, 02:40:53 PM
Question for HP. Do we roll each lv or just assume you give us the max amount aviable per class. Example 1d8+ (2 of Cons) each lv?

I remember we did roll for HP, re-roll nat 1 or was it to take average of each roll after 1st level? I remember it was likely the later.

Quote from: kongming on February 03, 2012, 11:13:28 PM
Oh my, Epic! I would very much like to join, if there is space. Maybe the Pathfinder Dragon Disciple (so, can cast spells, but is really a close combat warrior), or a monster race (Yuan-ti Inquisitor/Cultist perhaps Yuan-ti don't seem to exist in PF, or a Silver Great Wyrm (level 22, can take on a humanoid form for fun times). Or even a Nymph (Druid) or Succubus (Rogue or similar) who specifically wants to aid her allies (both through boosting their abilities in battle, and aiding them in bed). Or a Marilith Fighter-type to really dig into the front lines, but still has that exotic sexy demonic charm to her.

Do any of those seem particularly appealing?

Just decide what is most fun and roll up the char then :). We do lack 'melee muscle' so to speak so dragon disciple would be fun idea.

Quote from: Muse on February 04, 2012, 01:12:32 AM
  *Chuckles*  May I join?  I don't even need to play a monster.  :P 

  (Though I always wanted to play a storm giant paladin...) 


There is room to join :). More the merrier.

Anyways short info for everyone; You must be okay to work with a infernal sorcerer who is not aligned with hell directly but has grand ambittions and he is rich/powerful enough to grant you almost anything (wish spell and able adjust his feats/spells on fly for any crafting tasks or summon efreeti to grant wishes which he cannot grant). Also game will have lots of hedonistic feel in his mansion between the missions. So while blood chalice is going on you may have been invited by Brandi and as good hostess she keeps up the mansion party going until Gabriel and rest of group returns from trip to negative energy plane.

avorae

Quote from: Zaer Darkwail on February 04, 2012, 05:24:44 AM
I would vote for either Tiefling loremaster or the half-elf arcane trickster. Would not mind a sneaky type into the game but a loremaster Tiefling would be interesting addition (as most casters are spontaneous sort).
I could always use a backup rogue to help me out but I am with Zaer on this one about the Tiefling Loremaster.

Quote from: Zaer Darkwail on February 04, 2012, 05:24:44 AM
I remember we did roll for HP, re-roll nat 1 or was it to take average of each roll after 1st level? I remember it was likely the later.
Yea now that I think about it we did take the average of the HP per level after the first

Also for those looking to join we not only need front line fighters but we can also use a cleric or cleric style character as well. As I doubt my two little levels are going to be of much use in the long run.
Life is a hard game but the rewards are sweet if you know where to look.

Muse

  For a little bit of healing backup, I'm offering a Hedge Witch.  (We can spontaneously heal off of the Witch's healing spell list.) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Callie Del Noire


kongming

I believe the standard for a level 22 character is 1.2 million gold. For the record, that's 24,000 pounds of the stuff.
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

kongming

#19
Name: Auna Warden
Race: Human
Sex: Female
Age: 20
Height and Weight: 5'9, 165lbs
Orientation: Lesbian
Alignment: Neutral Good
Deity: (I don't know the PF pantheon >.<)
Class & Level: Sorceress 12 (Mixed Heritage variant: Green Dragon/Serpentine)/Green Dragon Disciple 10


Ability:Score:Mod:Temp:Temp Mod:
Strength26(+8)32(+11)
Dexterity14(+2)20(+5)
Constitution16(+3)22(+6)
Intelligence14(+2)14(+2)
Wisdom7(-2)7(-2)
Charisma27(+8)35(+12)

Initiative: +10
Speed: 30' (30'), 60' Flight
Hit Points: 261/261 (0 non-lethal, 0 temporary, 0 vile, 0 frostburn)
Immunities: Sleep Spells, Paralysis Spells, Acid damage/effects
Resistances: +4 vs Poison

BAB: +13/+8/+3
CMB: +24
CMD: 44
Melee Attacks: +27/+22/+17
Ranged Attacks: +21/+16/+11
Typical Routine:
*2 Claws +32 (1d6+19 plus 1d6 Acid)
*Bite  +32 (1d6+24 plus 1d6 Acid)
*Tail  +32 (1d8+24)
(Can take a -4 penalty to add +8 damage, or +12 for Bite and Tail)

Armour Class: 47 (+6 Dex +10 Natural +4 Mage Armour +12 Charisma +5 Deflection)
Flat Footed: 41
Touch Attacks: 33
-Foes attracted to me suffer -12 to hit


Saves:BaseAbilityMiscTotal
Fort:+9+6+7+22
Ref:+7+5+5+17
Will:+13-2+3+14

Languages Spoken:
Common
Draconic
Abyssal

Proficiencies:
Simple Weapons
Natural Weapons

Feats:
H: Dragon Tail
Skill Focus: Knowledge (Planes)
Eldritch Heritage (Abyssal)
Quicken Spell
Bulletproof Beauty
Sex Appeal
Arcane Strike
Improved Eldritch Heritage
Greater Eldritch Heritage
Toughness
Body to Die For (DC 22)
B: Silent Spell
B: Power Attack
B: Great Fortitude
B: Improved Initiative
E: Spell Knowledge

Traits:
Charming: +1 Bluff and Diplomacy on those that could be attracted to her, +1 Save DC on [Language-Dependent] against same
Magical Knack: Sorcery (born with the gift, she's just that little bit talented, so has +2CL to make up for lost CL - never more than HD)

Skills:

Knowledge: Arcana+27
Knowledge: Planes+12
Fly+30
Sexual Prowess+38
Escape Artist+34
Prowess is +40 if target is actually attracted to me (+1 more for each climax in a "session", up to +9 total for +47/+49)
Bluff and Diplomacy (normally +12) become +15 for those attracted to me

Special Attacks:
Spellcasting (CL 21, actual casting of 19th level)
Serpentine: Den of Vipers 1/day (Creeping Doom, snake swarms instead of bugs)
Abyssal: Abyssal Claws (15 rounds/day, 2 Claws 1d6+13 plus 1d6 Fire)
Draconic: Claws (15 rounds/day, 2 Claws 1d6+13 plus 1d6 Acid and Bite 1d6+17 plus 1d6 Acid)
Dragon Bite
Breath Weapon 3/day (30' Cone of Acid, 22d6 Ref 1/2 DC 33)

Special Qualities:
Green Dragon Arcana: +1 Damage per die on [Acid] spells
Serpentine Arcana: [Mind Affecting] and [Language-Dependent] spells affects Animals, Magibeasts and Monstrous Humanoids as if Humanoid
Abyssal: Strength of the Abyss (+6 Innate bonus to Strength)
Abyssal: Added Summonings (+1 creature when Summoning CE Fiends or Fiendish creatures)
Draconic: Draconic Resistances (+4 natural armour)
Serpentine: Snakeskin (+4 vs Poison, +4 to Escape Artist, +3 natural armour)
Draconic: Power of Wyrms (Blindsight 60', Immune to Sleep, Paralysis, Acid)
Eschew Materials
Blood of Dragons
Natural Armour Increase +3
Ability Increases
Blindsense 30'
Dragon Form 2/day
Wings with 60' Flight

Spellcasting: Actual Spellcasting 19th level, Caster Level 21
Cantrips: at will, DC 22
-Acid Splash, Drench, Detect Magic, Mage Slap, Breeze,
-Dancing Lights, Mage Hand, Flavour, Spark, Haunted Fey Aspect, Prestidigitation
1st Level: 9/day, DC 23 [X][  ][  ][  ][  ][  ][  ][  ][  ] (cast Mage Armour every morning)
-Shock Shield, Air Bubble, Enlarge Person,
-True Strike, Bungle, Moment of Greatness, +Mage Armour
2nd Level: 9/day, DC 24 [  ][  ][  ][  ][  ][  ][  ][  ][  ]
-Acid Arrow, Brow Gasher, Mirror Image,
-Blur, Unnatural Lust, Haunting Mists +Delay Poison
3rd Level: 9/day, DC 25 [  ][  ][  ][  ][  ][  ][  ][  ][  ]
-Heroism, Draconic Reservoir, Rain of Frogs, Elemental Aura, Haste +Fly
4th Level: 9/day, DC 26 [  ][  ][  ][  ][  ][  ][  ][  ][  ]
-Black Tentacles, Charm Monster, Overwhelming Grief, Vitriolic Mist, Boneshatter +Poison
5th Level: 8/day, DC 27 [  ][  ][  ][  ][  ][  ][  ][  ]
-Rose Armour, Phantasmal Web, Wall of Sound, Corrosive Consumption, Geyser +Hold Monster
6th Level: 8/day, DC 28 [  ][  ][  ][  ][  ][  ][  ][  ]
-Acid Fog, Cloak of Dreams, Mislead, Wall of Roses +Mass Suggestion
7th Level: 8/day, DC 29 [  ][  ][  ][  ][  ][  ][  ][  ]
-Magnificent Mansion, Brilliant Aura, Caustic Eruption, Waves of Ecstasy +Form of the Dragon II
8th Level: 8/day, DC 30 [  ][  ][  ][  ][  ][  ][  ][  ]
-Summon Monster VIII, Wall of Lava, Greater Shadow Evocation, Frightful Aspect +Form of the Dragon III
9th Level: 5/day, DC 31 [  ][  ][  ][  ][  ]
-Power Word: Kill, Breath weapon Admixture, Wrathful Castigation +Dominate Monster

Equipment:
Epic Golden Circlet of Charisma +8 (Crown/Brow slot)
Belt of Physical Perfection +6 (Waist slot)
Ring of Deflection +5 (Left Ring slot)
Gloves of Resistance +5 (Hands slot, +50% price)
Book of Influence and Persuasion +5 (stowed away, already read)
Amulet of Mighty Fists +5 (Amulet slot)
Heward's Handy Haversack (Backpack)
Curing Charm (cost 4,000GP, a prayer sheet/purity seal stuck to me, not taking an item slot, allows casting of CL 1 Cure Light Wounds at will)
Favoured Ring (cost 27,000GP, Right Ring slot, Constant CL 9 Divine Favour effect)
800 Platinum Pieces (in Haversack)

Background:
Seemingly from simple origins, Auna didn't know of the strangeness in her ancestry. Specifically, both of her parents came from less than usual bloodlines, the results of dabbling in abnormal things. Her mother was in fact a Yuan-ti tainted one, and her father carried trace amounts of green dragon blood. It turned out that this was just enough to, combined with the innate magical gift she had, result in her not appearing fully human.

Despite being strange of appearance, Auna quickly made friends, going out of her way to befriend others and perform kind deeds. But it wasn't long before she outgrew her home town and left to find adventure out in the wider world. She was already developing stronger magic, and found more scales forming, in thicker patches, on her body, so it was obvious that she was supposed to fight evil.

The next few years were practically a blur, as she roamed the forests, cities, deserts and mountains in search of good deeds to do, evil to vanquish, and loot to claim for herself. She worked with several groups over the time, often getting in casual relationships with her female allies, and had many run-ins with exotic creatures as well. Indeed, having clashed with a succubus, they both left with something from the other. For while the fiend carried part of Auna's lifeforce with her - something soon regenerated - Auna somehow gained the taint of the demon on her. Her hair became streaked with black and red, as did her scales, and she felt... different. Changed.

Determined not to let malevolence affect her though, Auna stayed on the path of good. Yes, she was growing more and more draconic, and demonic as well, transforming into something other than human, but nevertheless, she welcomed the change, using these things to help others. The fact that she has been drawing upon abyssal power to do good deeds is not lost on her, but as of yet, it has not come back to haunt her.

Appearance:


Kinks, Frets, and Sexual Proficiencies:
Proficiencies:
-Caress: Breasts
-Caress: Erotic Massage
-Caress: Stroking
-Exotic Receiver: Anus
-Exotic Giver: Anus
-Exotic Giver: Thighs
-Masturbation: Female
-Oral: Cunnilingus
-Oral: Analingus
-Toys: Dildos
-Toys: Wands
-Toys: Handles (brushes, mirrors)
-Penetrative: Frontal
-Penetrative: Inverted
-Penetrative: Rear
-Penetrative: Riding
-Penetrative: Standing
-Rubbing/Scissoring/Grinding
-DSM: Domination
-DSM: Submission
-Bondage: Tying
-Bondage: Blindfolds
-DSM: Spanking
-Exotic Dance: Striptease
-Exotic Dance: Lap-dance
Kinks:
-Sadism/Spanking 3
-Masochism/Being spanked 2
-Giving oral 2
-Receiving oral 2
-Fey 2
-Devils 2
-Humans 1
-Fiery creatures 3
-Anal sex 3
-Priests/nuns/clerics/shamans/druids 1
Frets:
-Slimy things 1
-Undead (corpses and skeletons) 2
-Dwarves 1
-Rodentkind 1
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

Callie Del Noire

What I got so far....

NEVIN "9 FINGERS' NEBLIN    CR 21
Male Gnome Alchemist 10 Fighter 2 Master Chymist 10
NG Medium Humanoid (Gnome)
Init +5; Senses Low-Light Vision; Perception +30
--------------------
DEFENSE
--------------------
AC 33, touch 15, flat-footed 31. . (+13 armor, +2 Dex, +5 natural, +5 deflection)
hp 356 (12d10+10d8+198)
Fort +24, Ref +17, Will +10
Defensive Abilities Bravery +1; Immune poison
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Gauntlet (from Armor) +29/+24/+19/+14 (1d3+10/20/x2) and
. . Nevin's Nifty Omni-Weapon +34/+29/+24/+19 (1d10+20/20/x2) and
. . Unarmed Strike +29/+24/+19/+14 (1d3+10/20/x2)
Ranged Bomb +25/+20/+15/+10 (10d6+7 Fire) and
. . Force Bomb +25/+20/+15/+10 (10d4+7 Force) and
. . Shock Bomb +25/+20/+15/+10 (10d6+7 Elec.)
Special Attacks Bomb 10d6+7 (27/day) (DC 22), Force Bomb, Shock Bomb
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist Spells Known (CL 17, 29 melee touch, 24 ranged touch):
6 (3/day) Form of the Dragon I (DC 23), Heal (DC 23), Giant Form I (DC 23)
5 (5/day) Overland Flight (DC 22), Delayed Consumption (DC 22), Dust Form (DC 22), Planar Adaptation (DC 22), Resurgent Transformation (DC 22)
4 (5/day) Stoneskin (DC 21), Cure Critical Wounds (x2) (DC 21), Freedom of Movement (DC 21), Neutralize Poison (DC 21)
3 (7/day) Cure Serious Wounds (x2) (DC 20), Haste (DC 20), Fly (DC 20), Amplify Elixir (DC 20), Burst of Speed (x2) (DC 20)
2 (7/day) Bear's Endurance (DC 19), Cure Moderate Wounds (x2) (DC 19), Bull's Strength (x2) (DC 19), Alchemical Allocation (DC 19), Protection from Arrows (DC 19)
1 (7/day) Shield (DC 18), Enlarge Person (DC 18), Endure Elements (DC 18), True Strike (DC 18), Jump (DC 18), Disguise Self (DC 19), Cure Light Wounds (DC 18)
--------------------
STATISTICS
--------------------
Str 20/30, Dex 16/20, Con 20/28, Int 20/24, Wis 13/17, Cha 12/16
Base Atk +19; CMB +29 (+33 Bull Rushing+33 Sundering+31 Tripping); CMD 44 (46 vs. Bull Rush46 vs. Sunder46 vs. Trip)
Feats Brew Potion, Cleave, Combat Expertise +/-5, Exotic Weapon Proficiency: Crossbow, Repeating Heavy, Extra Discovery, Extra Discovery, Great Cleave, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Sunder, Improved Trip, Intimidating Prowess, Power Attack -5/+10, Throw Anything
Traits Animal Friend, Brastlewark Businessman
Skills Acrobatics +2, Craft (Alchemy) +34, Craft (Weapons) +26, Escape Artist +2, Fly +2, Handle Animal +21, Heal +20, Intimidate +36, Knowledge (Arcana) +20, Knowledge (Engineering) +21, Perception +30, Ride +8, Sense Motive +22, Sleight of Hand +7, Spellcraft +32, Stealth +2, Swim +7, Use Magic Device +22 Modifiers Alchemy +10
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan
SQ Alchemical Simulacrum, Brutality (+6), Extend Potion (7/day), Fast Poisoning (Swift Action) (Ex), Feral Mutagen (Su), Gnome Magic, Grand Feral Mutate: Phys Attr +8, +6, +4, Mental Attr -2, +6 Nat AC. (5/day) (Su), Grand Mutagen (Su), Greater Mutagen (Su), Growth Mutagen (Su), Illusion Resistance, Infuse Mutagen (Su), Master Tinker, Mutagenic Form: Chaotic Good (Ex), Persistent Mutagen (DC 22) (Su), Poison Use, Ring of Freedom of Movement, Spontaneous Healing (25/day), Swift Alchemy (Ex)
Combat Gear +5 Comfort, Fortification, Moderate Mithral Agile Half Plate, Nevin's Nifty Omni-Weapon; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Efficient Quiver (empty), Feral Mutagen: STR+8, CON+6, DEX+4, Mental Attr -2, +6 Nat AC., Feral Mutagen: STR+8, CON+6, DEX+4, Mental Attr -2, +6 Nat AC., Handy Haversack (empty), Headband of Mental Superiority, +4: Craft (Alchemy), Spellcraft, Manual of Bodily Health, +2, Manual of Gainful Exercise, +2, Manual of Quickness of Action, +2, Ring of Freedom of Movement, Ring of Protection, +5, Tome of Clear Thought, +2
--------------------
SPECIAL ABILITIES
--------------------
Alchemical Simulacrum The alchemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum* spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh r
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Bomb 10d6+7 (27/day) (DC 22) (Su) Thrown Splash Weapon deals 10d6+7 fire damage.
Bravery +1 (Ex) +1 Will save vs. Fear
Brutality (+6) At 3rd level, a master chymistís taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her mutagenic form deals +2 damage when attacking with simple weapons and natural
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Extend Potion (7/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemistís full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Grand Feral Mutate: Phys Attr +8, +6, +4, Mental Attr -2, +6 Nat AC. (5/day) (Su) At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her
Grand Mutagen (Su) The alchemistís mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ab
Greater Bull Rush +2 to Bull Rush, opponent's movement provokes AoO from your allies.
Greater Mutagen (Su) The alchemistís mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a ñ2 penalty on
Greater Sunder +2 to Sunder, excess damage is transferred to the wielder.
Growth Mutagen (Su) When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know t
Illusion Resistance +2 racial bonus to saves against illusions.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Infuse Mutagen (Su) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.
Mutagenic Form: Chaotic Good (Ex) A master chymistís mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memo
Persistent Mutagen (DC 22) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 1 hour/level.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Shock Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spontaneous Healing (25/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons.  +1 to hit with thrown splash weapons.


ulthakptah

Quote from: Zaer Darkwail on February 03, 2012, 11:56:21 AM
My GMPC is 20 level infernal sorcerer with 2 levels in Archmage (yes, 3.5 PrC but what else to take after 20th level as sorc :P). One is someform weird celestial which is homebrew race. Rest I cannot tell as I am not sure who all guys are still present but we had epic bard (human) and azurin warlock/cleric and half-celestial drow monk/sorceress.
Well when we made our characters there wasn't as much to pick from in pathfinder as there is now, so lots of the characters had some 3.5 in them. Mine is mostly 3.5 converted to pathfinder. Personally I like 3.5 more because it has so much more source books than pathfinder. I'm the warlock.

Kimera


Shadowsteel

Still looking for more players? I've worked with pathfinder a fair bit, and managed to find some very fun things that you can do to overpower characters.

...especially because they broke the hell out of paladins.

my favorite story ever - half silver dragon paladin, effective level 12 slew an ancient elder red dragon in 2 rounds.

I havent ever worked with the book of erotic fantasy much, but I do have a copy of it around somewhere, and I am interested.
Sworn to the Oath of Drake

Shadowsteel's theory on the transitive property of handcuffs - through association, especially by physical contact such as hug-piles - legitimate reason is given if you have reasonable reason to apply handcuffs to one particpant, you have reason (excuse) to apply handcuffs to all of them.

OOC's Beware! Because really, when is it not
an acceptable time for handcuffs?

Zaer Darkwail

There is still room folks :).

Anyways Callie Del Noire and kongming your both chars are approved and feel free post them in charsheet thread. Altough kongming; I wonder some of the profincies your gal haves. I take it she had tried everything as 'straight' before she became full time lesbian or is she part time or is she simply able whore herself if need be but not form any emotional relationship with men?

Just wonder what is your definition what being lesbian means (as from 22th level char point of view).