Temple of Luminescence (High lvl Pathfinder Recruitment)

Started by indarkestknight, October 08, 2018, 05:59:13 PM

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Callie Del Noire

Quote from: Ixy on November 01, 2018, 03:07:41 PM
You know, a lot of good people can be motivated by vengeance.  And when it comes to the end of the world?  Hell, who wouldn't hire the Suicide Squad?  (No, we're not the Suicide Squad, I know.  I'm juuuuuust saying.)

One idea was she recruited folks like in the dirty dozen because her team was killed while she wasn’t there. But like I said. Stepping on folks stories

Phaia

okay i am almost done sorry for the delay
No Longer a UNC rogue or the spear thingy

Warprietess/Magus VMC [Variant Multiclass] of Calistra

@idk
My Hit dice rolls
Summary: At 2018-11-02 18:02:59, Phaia (uid: 3337) rolls: 15d8 Result: 67

Full Result: Phaia rolled: 15d8
Comment: hit dice
Result: 2, 4, 8, 3, 2, 8, 2, 7, 4, 8, 4, 4, 8, 2, 1,
Total: 67

I believe this is what she will look like
Spoiler: Click to Show/Hide



Roleplay Frog

*chuckles* that looks like a weapon you need a few character levels in to use efficently...

Phaia

Okay ...it took me a week but Life got in the way and I have never did a high level PF character so please check everything for me.
That being said meet the War Priestess of Calistra!





Miranda del'Shora War Priestess of Calistria
Being the daughter of a whore can be a rough life. Miranda never knew who her father was but from him she got his blue eyes and lean build. Her mother was a blonde with curves that tended to expand as she got older. Her mother was a prostitute that worked the docks of a large seaport. Then when she was worn and heavy took a job as a cleaner at the temple of Calistria, dragging along her half-wild but worldly young daughter.

Miranda found out, when still a child, that she had been named for a sea wind that could blow up harsh and fierce. She had taken that to heart and by the time she ended up with her mother at the temple she was fierce and hard and not a virgin in any sense. It was there though that a priestess took an interest in the budding young teenager. maybe seeing the beauty that was just blooming. By the time Miranda was 16 she was a full member of the temple of Calistria and sent off to be a priestess. There they realized she was harder and tougher and able to handle more strife then the others and so she was trained in combat as well. Mira took to the whip the true symbol of her goddess, ignoring pleads for weapons like a sword or a bow. There she also found a trace of the arcane in her and when she finally left the training temple she was more then just a war priestess in that she showed flashes of the famed blade dancers.

Miranda used her skills and spells to right wrongs through out many lands. These were wrongs done to women. Good nor evil made a difference to her nor did things like laws. She took lovers, mostly male but a few females as well and moved on when she felt like it.

Calistria called her to many places and in one she found a weapon that seemed made for a follower of the goddess of lust and revenge. A glorious whip that seemed to meld to her hand.

Now though the Sun has been pulled from its place by a misguided high Priest and Calistria is very displeased and her best war priestess has been called to help stop this madness.



Miranda del'Shora
Human Warpriest/Magus VMC 15  CN
HP 159 /  Speed 30ft Init 7
AC 26 Fort 19 Ref 20 Will 23
CMB +18/+13/+8 BAB +11/+6/+1
+3 Lucky Whip of Love and Death +22/+17/+12 (2d6+10+1d8+3, x2)
Dagger +19/+14/+9 (2d6+7, 19-20/x2)
Str 13 (1) Dex 24 (7) Con 16 (3) Wis 24 (7) Int 14 (2) Cha 12 (1)
Skills Climb +4, Diplomacy +9, Heal +11, Intimidate +9, Know[Engineering] +7, Know[Religion] +10, Perception +24, Ride +9,
Sense Motive +18, Spellcraft +10, Stealth +15, Survival +11, UMD +15
Race:Human

+2 bonus to one ability [Wis]
Speed 30ft
Languages: Common, Elven, Draconic
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled
Skills: Perception, Stealth
Druid Spells: Urban
0-Level Detect Poison 1/day
0-Level Light 1/day
0-Level Detect Magic 1/day
1st-Level Entangle 1/day
Traits

Traits:
Two-World Magic: [Magic] Add 0-level Brand to spell list
Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Fate's Favored: [Faith]
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Feats

Feats
WP- Warpriest
WP BF Warpriest Bonus combat Feat
VMC Magus VMC


Goddess Calistra Favored Weapon -- Whip
L1 Feat -- Weapon Finesse
L1 WP -- Weapon Focus -- Whip +1 to hit [2d6 +dex damage]
L1 WP -- Scared Weapon -- Whip --
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon. Weapon Feature(s): finesse, reach. Note: Wielding a whip in two hands does not add 1-1/2 times your Strength modifier to damage rolls as with other weapons (UE update).

L3 WP BF -- Whip Mastery:
Prerequisite: Weapon Focus (whip), base attack bonus +2. Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
L3 VMC -- Arcane Pool:
At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2. [7+ 2]

L5 Feat -- Deadly Agility
Prerequisite(s): Weapon Finesse --Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.

L6 WP BF -- Quick Draw
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

L7 VMC -- Magus Arcana: Gains one magus arcana. He treats his character level as his effective magus level when determining whether or not he can select an arcana.
Animate Weapon (Su): Benefit: The magus can expend 1 point from her arcane pool as a swift action to imbue a single weapon she touches with the ability to fight on its own for a number of rounds equal to her magus class level. The weapon deals its standard damage, including any bonuses and abilities it gains from magical enchantments. It strikes with a base attack bonus equal to her magus class level + her Intelligence modifier. If the base attack bonus is high, enough it can gain multiple attacks. The weapon never gains a flanking bonus, nor does it provide one for another attacker, and her feats do not aid its attacks. It acts on her initiative count. The weapon can influence at a speed of 30 feet with perfect maneuverability (using her class level + her intelligence modifier for any influence skill checks). It must remain within 100 feet of her. She can direct it to attack a foe as a free action when she first uses this ability to animate the weapon, but on subsequent rounds, she must use a move action to set it against a new foe. If its current foe is defeated, the weapon automatically moves to attack the closest enemy. The weapon never willingly attempts to move farther than 100 feet from the magus. The weapon’s Armor Class, hit points, and hardness are as normal for its size. It does not gain attacks of opportunity, nor does it provoke them, unless an opponent tries to grapple it. In that case, it gains an attack of opportunity against any would-be grapplers. The weapon can only make one attack of opportunity each round. The weapons CMB and CMD are equal to its base attack bonus and size modified only by her Intelligence Modifier. It gains no Strength/Dexterity bonus or penalty. The magus can attempt to animate an attended weapon as a swift action she need only make a successful disarm combat maneuver to affect the weapon, resolve the disarm attempt as normal.

L8 GM Feat -- Vital Strike

L9 WP BF -- Improved Whip Mastery:
Prerequisite: Weapon Focus (whip), Whip Mastery, base attack bonus +5. Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.

L9 Feat -- Extra Magus Arcana
Broad Study (Ex): Prerequisite: Magus 6, levels in another spellcasting class: Benefit: The magus selects another one of his spellcasting classes. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components.

L11 VMC -- Spellstrike: At 11th level, he gains the spellstrike class feature, but he can use it only with spells that are on the magus spell list, even though he can cast them using another class’s spell slots.

L12 WP BF -- Combat Reflexes
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

L13 Feat -- Minor Spell Expertise: cast Protection from Evil 2/day SLA DC 12

L15 GM Feat -- Improved Vital Strike
L15 WP BF -- Weapon Focus: Dagger+1 to hit [2d6 + dex damage]
L15 VMC -- Improved Arcana: At 15th level, Gains one additional magus arcana.
Pool Strike (Su) Benefit: The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Blessings

Blessings (Su) 11 uses DC 25
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Unless otherwise noted, using a blessing is a standard action.
Luck
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends. Once used, the effect ends.
Unlucky Enemy (major): At 10th level, as an immediate action you can force an adjacent opponent to reroll an attack, saving throw, or skill or ability check it just attempted; it must take the lower of the two rolls. You must declare this after the roll is made but before the result is revealed.
Chaos
Anarchic Strike (minor): At 1st level, you can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon glows yellow or purple and deals an additional 1d6 points of damage against lawful creatures. During this time, it’s treated as chaotic for the purposes of overcoming damage reduction. This blessing’s additional damage doesn’t stack with the additional damage from the anarchic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a chaotic outsider or an animal with the entropic creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). [summon monster VI] 
Sacred Weapon& Armor/Arcana Pool

Sacred Weapon +3
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

Sacred Armor (Su) +3
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Arcane Pool +4
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Magic Items and Stuff

63700
Lucky Whip of Life and Death
  damage 2d6+10+1d8+3
Weight 2 lbs.
This +3 whip is constructed out of incredibly thin, interwoven strands of mithral and adamantine. When it is used to attack, it makes an unnerving buzzing sound not unlike a cloud of startled flies taking flight from a ripe corpse. When a whip of life and death strikes a creature, the creature suffers an additional 1d8+3 points of negative energy damage (if the target is alive) or 1d8+3 points of positive energy damage (if the target is undead). This additional damage harms anyone struck by the whip, regardless of their armor or natural armor bonus (the normal nonlethal damage caused by the whip is still blocked by an armor bonus of +1 or higher or +3 natural armor bonus).

A whip of life and death can draw positive and negative energy directed at its wielder into itself, storing it for later release. The whip can store such energy from one attack at a time, and the wielder is unaffected by any such attack that is absorbed by the whip. The whip releases this stored energy the next time it strikes a target, causing triple the normal energy damage (3d8+9) for that attack. Until this energy is discharged, the whip cannot absorb further energy. If the carrier of the whip is subjected to an opposing energy attack while the whip contains energy, both energy types cancel each other out in a burning flash of energy. This causes 2d8+6 points of damage to the wielder (positive or negative, whichever would damage the target more). A character who can channel positive or negative energy can, as a standard action, charge a whip of life and death by using one of his channel energy uses for the day.

The wielder of a whip of life and death gains a +2 bonus to all saving throws against attacks utilizing positive or negative energy.
Spoiler: Click to Show/Hide
Whips normally provoke attacks of opportunity, the same way firing a crossbow would. Whip mastery means you don't suffer AoOs for using the whip, but you still can't make AoOs using the whip until you get IWM, and then you threaten 10 ft, not 20 ft. Basically, you threaten the same area someone with a reach weapon like a glaive would, but when you are spending actions to attack, like making an attack action or a spellstrike or a full attack routine, you can hit enemies up to 15 ft away. IWM's utility stuff can be done at a range of up to 15 ft, not 20 ft.

Luck benifit [+1 luck to all saves/ reroll one roll that she just made, before the results are revealed]




22400gp Celestial Armor
This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Total =22400gp


Feet Slot
8000
Boots of Escape

These sturdy Black leather boots have straps at the ankles and calves to ensure a snug fit.
Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell. A gnome wearing these boots may instead transfer herself up to 400 feet away.

Neck Slot
8500
Talismans
0600gp   Pentacle Talisman: The five-pointed star carved on this round silver talisman glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
00900gp   Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds.
03500gp Talisman of Life’s Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life.
3 worn on gold chain
03500gp Talisman of life's breath [carried]

hands Slot
2200
Apprentice’s Cheating Gloves

These black fingerless gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility.
The wearer of these gloves can employ mage hand and prestidigitation at will.

Belt Slot
16000
Belt of incredible Dexterity +4

Headband
36000
Headband of Inspired wisdom +6

Shoulders
16000
Cloak of the Resistance +4
This garment offers magic protection in the form of a +4 resistance bonus on all saving throws (Fortitude, Reflex, and Will).





08500     
Wayfinder with Pink Rhomboid (Ioun Stone)

Wayfinder
A small magical device patterned off ancient relics of a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
Pink Rhomboid (Ioun Stone)
This stone grants the wearer a +2 enhancement bonus to Constitution.
Resonant Powers (Method 1)
Pink rhomboid: +1 bonus on Reflex saves.

003600   Talisman of the Summoned Steed
00500gp Whip Feather Token
00500gp Whip Feather Token
02000gp Handy Haversack

02000 --
Blood Reservoir of Physical Prowess

Description
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer’s blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.

The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer’s next turn.

The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highestcharged reservoir intact. A reservoir has no effect if not charged with the wearer’s blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.

20000gp Ring of Invisibility
02500gp Ring of Sustenance
01000gp Pathfinder Pouch
02000gp Pearl of Power [1st] x2
02000     Wasp nest of swarming x2
01000     Bead of Newt prevention
Total 35100
-----------------

scrolls/ wand == 19600
00150 L3 Aboleth's Lung
00375 L3 Remove Curse
00375 L3 Remove Curse
00700 L4 Blessing of Fervor
01125 L5 Angelic Aspect
01125 L5 Disrupting Weapon
01125 L5 Breath of Life
01125 L5 Breath of Life
01125 L5 Summon Monster V
01125 L5 Wall of Stone

00750 --
Wand of Blood Money

Casting Time 1 swift action
Components V, S
Effect
Range 0 ft.
Effect 1 material component
Duration Instantaneous
Description
You cast blood money just before casting another spell. As part of this spell’s casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component’s value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.
For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process.  UMD=20

00750 wand cure light wounds
00750 wand cure light wounds
00750 wand Detect Undead
00750 wand Recharge Innate Magic
04500 wand L2 [cl3] Ironskin
04500 wand L2 [cl3] Lesser Restoration
--------------

00016 -- Warpriest's kit [31lbs]
00130 -- Deluxe Dungeoneering Kit [15lbs]
00005 -- Gear Maintenace Kit [2lbs]
00001 -- Grooming Kit [2lbs]
00050 -- Master Work Survival Kit [5lbs]
00010 -- Courtesan's Kit [5lbs]
00012 daggers x6
00100 Masterwork Thieves’ Tools: Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
total 224
--------------
238324 total
Gold left = 1676





Spells

SLA
MSE [Feat] Protection from Evil 2/day SLA DC 12 CL 15
Urban
Detect Poison 1/day CL 15
Light 1/day  CL 15
Detect Magic 1/day CL 15
Entangle 1/day CL 15

Spells Memorized:
Orisons
Brand, Enhanced Diplomacy, Mending, Stabilize, Bleed

Level 1
Barbed Chains, Divine Favor, Protection from Evil, Shield of Faith, Touch of Bloodletting, Hedging Weapons, Endure Elements

Level 2
Status; Protection from Evil, Communal; Hold Person x2; Ironskin, Brust of radiance, darkness

Level 3
Channel Vigor, Chain of Perdition, Dispel Magic x2, Deadly Juggernaut, Protection from Energy, Bestow Curse

Level 4
Blessing of Fervor, Divine Power, Crusade's Edge, Freedom of Movement, Hallucinogenic Smoke

Level 5
Cleanse, Break Enchantment, Breath of Life, True Seeing
Jiggly Bits

Arcane Pool Points =9
Fervor Pool Points =14
Favorite class = 15 hp
Reroll-- Luck on whip

Saves:
Saves
base + Mod + Magic + racial + other
fort  9 + 2 + 4 + 1 +2 Luck = +18
ref  5 + 7 +4 +1 +2  = +19
will  9 +7 +4 +1 +2 = +23

BAB +dex +WF +magic
Whip [+11/+6/+1] +7 +1 +3 = +22/+17/+12  dam 2d6+10  reach 20'
dagger [+11/+6/+1] +7 +1 = +19/+14/+9 dam 2d6+7

+3 Whip Trip CMB +14 +7 = +21
+3 Whip Disarm CMB +14 +7 = +21
CMD 10 +11 +1 +7 = 29

Rolled Attributes
12,13,13,14,16,18

   base+Race+Level+magic = Total
Str   13+0+0+0 =13
Dex  18+0+2+4 =24
Con  14+0+0+0 =14
Int   13+0+1+0 =14
Wis  16+2+0+6 =24
Cha  12+0+0+0 =12




Phaia

 :o  :o :P
I just realized that Ixy's tiefling is also one of Calistra's!   O:) >:)

I had not planned that at all... Should be fun though.  ;D ;D
After all let the Goddess of lust and revenge send the RIGHT people to handle this problem!
While all the gods and goddess's of this or that run around trying to get their paladins or whatever in place...Calistra is dealing with it!!  :P

Phaia

Callie Del Noire

#155
Nissa the Emerald-eyed

Human Thassalonian Wizard (Lust) 5/Enchanting Courtesan 10  TN
HP 107 /  Speed 30ft Init +3
AC 21/16/18 Fort +11  Ref +10  Wil +12l
CMB/CMD +6/22 BAB +7
Melee +2 dagger +8/+3 (1d4+1/19-20) or
   quarterstaff +6/+1 (1d6-1)
Ranged light crossbow +10 (1d8/19-20)

Str 9 (-1) Dex 14/16 (3) Con 12/14 (2) Int 24/30 (10) Wis 10 (0) Cha 14 (2)
Skills  Acrobatics +3/6, Appraise +1/14 (+16 for small or highly detailed items when using a magnifying glass), Bluff +15/29, Craft (alchemy) +15/28 (+33 when working with poison), Diplomacy +15/41, Disguise +6/11, Escape Artist* +15/18, Fly +7/13, Intimidate +5/14, Knowledge (arcana) +15/28, Knowledge (dungeoneering) +2/15, Knowledge (engineering) +15, Knowledge (geography) +2/15, Knowledge (history) +2/15, Knowledge (local) +4/17, Knowledge (nature) +2/15, Knowledge (nobility) +2/15, Knowledge (planes) +15/28, Knowledge (religion) +3/16, Linguistics +15/28, Perception +15, Perform (act) +4/9, Profession (courtesan) +10/13, Sense Motive +15/23, Sleight of Hand +15/26, Spellcraft +15/28, Stealth* +15/21, Survival +0 (+2 to avoid becoming lost), Swim* +15/14, Use Magic Device +15/25
* are skills from the Headband of Vast Intelligence +6
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Ettin, First Speech, Ghol-gan, Giant, Hallit, Ignan, Infernal, Kelish, Osiriani, Polyglot, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Varisian

Officially the Pathfinder has three 'Masters' at the Grand Lodge in Abaslon, the Master of Blades, Scrolls and Lore. That isn't quite true, there is a fourth master..the Master of Shadows. Nissa is the latest Master of Shadows, the true spymaster and assassin of the Society. She was recruited by the Decivarate, also known as the Circle of Ten, as their latest Shadow. She is the one who moves thru the courts of the world, looking for threats to the Society and ways to expand their exploration and discovery of lost lore and history. She tangled with the Whispering Way, Golden League, and of course the Aspsis Consortium over the years. She helped track down the cult that tried to awaken the Runelord Krune and killed him in his crypt.

More than a few of the Society's foes have died by her action, direct or indirect; she has aided the Taldan Empress and played the game of thrones in Chelliax, plotting one side against the other so that the Society could gain allies (willing or not) to overcome the ban there. Her efforts in Numeria, at the Worldwound and other locations moved the Society forward. Most of the time she plays spymaster to move those goals forward, other times she assists some of the other 'Shadow Pathfinders' in some way or another. She missed the formation of the Shadow Lodge and nearly died when rogue Venture Captain Adril Hestrim ambushed her with his cadre of followers in an attempt to find the names of the ten hidden leaders of the Society. She recovered in time to find out that another group had tracked down and unmasked Hestrim in time to kill him before he killed another member of the Ten. She was a step behind Grandmaster Torch when he turned himself in and just as close when he turned on the Society. The hunt for him was just winding down when the Ten discovered the impending disaster and sent her to look for a way into the Temple.


Statblock

Nissa the Emerald-eyed(E Version)
Female human (Azlanti) enchanting courtesan 10/enchanter 5
N Medium humanoid (human)
Init +3; Senses Perception +15
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Defense
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AC 21, touch 16, flat-footed 18 (+5 armor, +3 deflection, +3 Dex)
hp 122 (15d6+60)
Fort +11, Ref +10, Will +12
DR 2/bludgeoning
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Offense
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Speed 30 ft.
Melee +2 dagger +8/+3 (1d4+1/19-20)
Ranged light crossbow +10 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 15th; concentration +25)
   13/day—dazing touch
Enchanter Spells Prepared (CL 15th; concentration +25)
   8th—mass charm monster (DC 30), irresistible dance (DC 30), summon monster VIII
   7th—limited wish, power word blind, prismatic spray (DC 27), summon monster VII
   6th—heightened charm monster (2, DC 28), getaway[APG], greater heroism, serenity[UM] (DC 28), sign of wrath (DC 26)
   5th—dominate person (DC 27), intensified dragon's breath[APG] (DC 24), feeblemind (DC 27), hold monster (DC 27), mind fog (DC 27), overland flight
   4th—akashic communion, intensified fireball (DC 23), greater invisibility, intensified lightning bolt (2, DC 23), phantasmal killer (DC 24), terrible remorse[UM] (DC 26)
   3rd—battering blast (DC 23), fly, heroism, hold person (2, DC 25), communal resist energy[UC]
   2nd—heightened charm person (DC 24), false life, hidden presence[UI] (DC 24), hideous laughter (DC 24), river whip[ACG], scorching ray, see invisibility
   1st—aphasia[UI] (DC 23), endure elements, fastidiousness, icicle dagger[UM], mage armor, magic missile (2), unseen servant
   0 (at will)—dancing lights, detect magic, prestidigitation, read magic
   Opposition Schools Necromancy, Transmutation
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Statistics
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Str 9, Dex 16, Con 14, Int 30, Wis 10, Cha 18
Base Atk +7; CMB +6; CMD 22
Feats Additional Traits, Cunning, Fast Learner[ARG], Favored Prestige Class, Greater Spell Focus (enchantment), Heighten Spell, Intensified Spell[APG], Prestigious Spellcaster, Scribe Scroll, Spell Focus (enchantment), Toughness, Vital Strike
Traits accidental clone, clever wordplay, extremely fashionable, pragmatic activator
Skills Acrobatics +9, Appraise +14 (+16 for small or highly detailed items when using a magnifying glass), Bluff +31, Craft (alchemy) +28 (+33 when working with poison), Diplomacy +41, Disguise +13, Escape Artist +18, Fly +13, Intimidate +16, Knowledge (arcana) +28, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +17, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +28, Knowledge (religion) +16, Linguistics +28, Perception +15, Perform (act) +11, Profession (courtesan) +13, Sense Motive +23, Sleight of Hand +26, Spellcraft +28, Stealth +21, Survival +0 (+2 to avoid becoming lost), Swim +14, Use Magic Device +25
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Ettin, Ghol-gan, Giant, Hallit, Ignan, Infernal, Kelish, Osiriani, Polyglot, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Varisian
SQ arcane bond (ring of protection +3), contact poison wielder, covert spells, enchanting smile, enchanting touch, hidden spell, informative liasons, master poisoner, overwhelming touch, poison use, seducer's leverage, seductive intuition, touch of ecstasy
Combat Gear pearl of power (1st level) (2), pearl of power (2nd level), scroll of comprehend languages (2), scroll of detect secret doors, scroll of glitterdust, scroll of identify (2), scroll of mount, scroll of rope trick, wand of mage armor (16 charges), acid (2), thunderstone; Other Gear +4 burdenless comfort glamered sunsilk silken ceremonial armor[UC], +2 dagger, crossbow bolts (10), light crossbow, belt of physical might +2 (Dex, Con), cloak of resistance +3, first aid gloves, headband of mental prowess +6 (Int, Cha), ioun torch ioun stone[APG], pathfinder pouch, ring of protection +3, secure paypack, tome of clear thought +1, wayfinder[ISWG], bedroll, belt pouch, belt pouch, candle (5), chalk (5), flint and steel, ink, inkpen, journal[UE], magnifying glass, mess kit[UE], pot, scroll box[UE], silk rope (50 ft.), soap, spell component pouch, spellbook, spellbook, spellbook, spellbook, torch (10), trail rations (10), waterskin (2), wizard starting spellbook, 12,990 gp, 3 sp
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Special Abilities
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Arcane Bond (Ring of protection +3) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Contact Poison Wielder (Ex) Wield a dose of contact poison as a melee weapon, concealing it with Sleight of Hand.
Covert Spells (Su) Cast divination and enchantment spells covetly, but must make Bluff/Sleight of Hand checks.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Dazing Touch (13/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.
Enchanting Touch (Su) If a creature lets you touch it, you can deliver a divination or enchantment spell.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Hidden Spell +3/+2 (Su) Bonus to spell DC vs. foes unaware of you or considering you an ally.
Informative Liasons (1/week) (Ex) Take 20 to gather information with no time increase if you've spent a month in a settlement.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Master Poisoner +5 (Ex) Use Craft (alchemy) for 1 hr to change poison type (failure ruins). +5 Craft (Alchemy) for poisons.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Overwhelming Touch (Su) Targets of enchanting touch must roll twice and ttace worse result.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Seducer's Leverage (3 edges, 1/day) (Ex) Consult nework of informants to determine individual's influence with organization or individual.
Seductive Intuition (Su) Use Sense Motive in place of Diplomacy or Sleight of Hand vs. targets attracted to you.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Touch of Ecstasy (DC 20) (Ex) Touch attack fills target with ecstatic pleasure, stunning it for 1d4 rounds. (Fort partial).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Vital Strike Standard action: x2 weapon damage dice.
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Spellbook

Cantrips:
Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance,Touch of Fatigue

1st
Air Bubble, Aphasia Burning Hands Charm Person, Comprehend Language, Corrosive Touch, Cultural Adaptation, Dancing Darkness,Dazzling Blade, Disguise Self, Ears of the City, Ear-Piercing Scream, Endure Elements  Fastidiousness Hydraulic Push Hypnotism Ice Dagger, Implant Urge, Incendiary Rune,  Kreighton’s Perusual, Mage Armor, Magic Missile, Protection from Evil, Secluded Grimoire, Shield, Thunderstomp, Touch of Combustion, Unseen Servant, Vanish

2nd
Bestow Weapon Prof, Covetous Urge, False Life, Glitterdust Hidden Presence, Hideous Laughter, Investigative Mind, Heroism, Hold Person, Invisibility, River Whip, Scorching Ray, Searching Shadows, See Invisibility, Sonic Scream, Summon Monster II

3rd
Battering Blast, Fireball, Fly, Force Anchor, Halt Undead, Heroism, Hold Person, Lightning Bolt, Loathsome Veil, Resist Energy (Communal), Slave to Sin, Summon Monster III

4th
Akashic Communion, Amnesia, Charm Monster, Crushing Despair, Darkvision (Greater), Dimension Door, Dragon’s Breath, Fair is Foul, Firefall, Hurricane Blast, Invisibility (Greater), Mindwipe, Mnemonic Enhancer, Obsidian Flow, Overwhelming Grief, Phantasmal Killer, Shout, Stoneskin, Summon Monster IV, Terrible Remorse, Vitriolic Mist

5th
Apathy, Break Enchantment, Burst of Force, Caustic Blood, Cold Iron Fetters, Cone of Cold, Contagious Suggestions, Dismissal, Dominate Person, Feeblemind, Hold Monster, Hungry Pit, Mind Fog, Overland Flight, Permanecy, Stoneskin (Communal), Summon Monster V, Sun’s Disdain (Mass), Teleport,

6th
Chains of Fire, Cloak of Dreams, Contingency, Disintergrate, Dispel Magic (Greater), Forceful Hand, Getaway, Heroism (Greater), Phantasmal Putrefaction, Planar Binding, Serenity, Shadow Walk, Sign of Wrath, Sirocco, Summon Monster VI, Veil

7th
Caustic Eruption, Crime Wave, Elemental Body IV, Grasping Hand, Limited Wish, Power Word (Blind), Prismatic Spary, Project Image, Summon Monster VII

8th Charm Monster (Mass), Incendiary Cloud, Irresistible Dance, Summon Monster VIII

Phaia

Callie, Nice character she should be another Calistra. Heck maybe we can convince all the female characters to be followers of Calistra and come up with a  reason none of the followers of other deities have sent anyone to deal with this Temple!

Callie Del Noire

Quote from: Phaia on November 05, 2018, 08:36:13 PM
Callie, Nice character she should be another Calistra. Heck maybe we can convince all the female characters to be followers of Calistra and come up with a  reason none of the followers of other deities have sent anyone to deal with this Temple!

Well I was going to go with the 'secret clone of a rune lord created by the Ten to be their 'Littlefinger' idea

I do see her having crossed blades and paths with the others more so than the Venture Captain idea.. a Spymaster would be more suitable. :D

Zaer Darkwail

Starting to work on revamp for my char now, sorry for delays.

Zaer Darkwail

#159
Here my char reworked/revamp.



Disguised as mortal 'Taliash' (using daily use of change shape monster ability)

True form (Fiendskin+Tempting Flesh)

Talion ('Taliash') Duskwhisper, Prince Consort, Lord of Shadows
Lvl 15 Chaotic Evil Elf Bard (Brazen Deceiver) 5/Evangelist 10

Prince Consort Talion Duskwhisper hails from mysterious Mordant Spires, a ancient elven land which is shrouded in ancient customs and oaths, arrogance, secrecy and paranoia. Centuries ago he ventured forth from the island, to seek ancient relics from other elven sites, tracking them down to Westcrown and discovered some ancient era relics, some dangerous, were on auction. With usual haughty elf manner he simply did not buy or request returned; he outright stole them from warehouse which was under Council of Thieves protection. Now normally policy for such is outright assassination and council definitely tried that route; but they failed. Then when Talion was cornered in battle against multiple assassins, the artifacts activated accidentally and displayed how dangerous they can truly be in unwise hands, only he could close artifacts which stole several souls of important agents of the council and nobles alike.....and he did then something unusual; he returned those souls and people back to life and sneaked into one council secret meetings.

He then told how foolish council had been in regards handling artifacts and told they need someone who can tell from harmless trinket to dangerous ancient artifact among their ranks, so he requested to join the organization to avoid future mess. Council then agreed; they tested Talion and he became one their experts on stolen ancient relics from Azlanti and other ancient eras. Overtime he climbed organization ladder and even became member of the council less than century thanks of his skills and powers he developed later on (and was acquired later in binding part of essence of deceased demon lord's shadowy power which fit like a glove on himself). Also through association and personal interest he became follower of Nocticula and from his devotion to her gained overtime magical powers which helped cement his hold over the princess as her consort (even when she ascended to throne as a queen later on). However in 4606 AR civil war started in Cheliax and it then later changed dynamics of the council great deal and led to toxic paranoia which resulted council members even killing each other over nonsense, so Talion feigned his own death and disappeared entirely out of council's radar, as he no longer found use of said council.

But his legend continue on beyond his career from council and he has years lived as shadowy figure in underworld who deals with ancient relics while living as renowned prince consort to the present ruler of Mordant Spires.

Pre-Council Background

Talion was not born alone into the world, he had twin brother Taliash, however despite identical appearances Talion and Taliash weren't nothing alike each other. Taliash was kind, warm and considerate and calm where Talion had hot temper, mean spirit and arrogant. They competed a lot each other and their talents and skills also differed; Taliash more warrior and 'brute' as Talion called him while Talion had sharp wit, charm and grace.

They both were heirs of Duskwhisper family which was noble line in Mordant Spires and ruler at time arranged marriage between daughter and heirs of Duskwhispers, considering they were twins the future princess dated and courted both, but in end chose Taliash because of his 'noble' character. This drived Talion on dark rage from jealousy, so he lured his brother to watch and listen sirens song in northern shores of Mordant Spires, promising use bardic craft to protect him from luring song. However he betrayed his brother; he let sirens song affect him and make him become dazed by them and then push him over the cliff onto ocean, his body become battered and broken in the process and die in the fall. However Talion waited his body come to shore, he butchered the body into dozen pieces, taking strands of Taliash's fabulous hair and then brought all body parts to local coven of hags known locally by Sisters of Wilderness (formed by green, night and storm hag). He brought his brother's remains and requested them make finest harp from his remains, in return he promised for next decade bring every year one child for each hag (to do as they wish) and a man to share between them. A bargain was struck and hags weaved dark horrific magic together create a dark disturbing harp ever, which has own subtle illusion disguise it's nature to appear more beautiful harp.

In regards on informing Taliash demise, he did not do it. Far too risk being caught, so instead he used magical scroll of simulacra to create clone of himself which he let continue life as 'Talion' while himself continue life as 'Taliash'. As Taliash he married his destined wife in arranged and happy marriage while Talion lived on as shameful heir who partied and lived lecherous life. Eventually 'Talion' performed treason (stealing one relics of royal family) and as was given duty Taliash chased his twin brother down in epic confrontation outside Mordant Spires and in mainland instead. The duel was fierce and in end Taliash (Talion) was victorious (over his own loyal bound clone) and he brought relic back and thus erased anyone finding the truth of horrible murder (or his pact to hags as he placed disappearance of children and men to his clone as well). But because of his epic journey he was made traveling retriever of relics from ancient holds and a traveling ambassador and diplomat to Kyonin. So noble Taliash could depart from his mask in homeland and take face of Talion once more, live as truly self among council of thieves while continue living on a epic created lie in his homeland.


Ability Scores(+Modifiers)
Str 9 -1
Dex 22 +6
Con 10 --
Int 20 +5
Wis 10 --
Cha 22 +6

Using GM rolled stats/HP

Stats (before level bonuses+items): 9, 10, 12, 13, 13, 17
HP:7, 8, 7, 6, 5, 8, 5, 4, 3, 7, 8, 8, 7, 5

Racials+permanent effects

+2 Dex, -2 Con, +2 Int
Native Outsider
Elven Immunities
Fiendish Resistance: You have acid resistance 5, cold resistance 10 and immune to electricity and fire.
Illustrious Urbanite

City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected.

Overwhelming Magic
Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

Low-Light Vision
Darkvision 60'ft
Prehensile Tail
Vestigial Wings


HP: 96 (14d8) Armor Class: 26 Initiative Bonus: +6 Speed: 30 ft land (40'ft good fly when transformed) CMD: 31 (BAB +Str/dex+items)
Saving Throws: Fort: +8 Ref: +19 Will: +11
Traits: Unabashed Gall, Overwhelming Beauty
Racial/Class Feats: Spell Focus [Illusion], Spell Focus [Enchantment], Spellsong
Chosen Feats(8 total): Spell Focus Greater [Illusion], Spell Focus Greater [Enchantment], Deific Obedience (Nocticula), Maleficium (Damnation), Mask of Virtue (Damnation), Fiendskin (Damnation), Soulless Gaze (Damnation), Solid Shadows, +Vital Strike
Chosen Masterpieces (sacrifice spells known): Triple Time, At the Heart of It All, Legato Piece on the Infernal Bargain
Attack Routine: +1 Mithril Dagger +10/+5 (1d4, 19/x2, 10'ft/melee)
                               (Vital Strike) +10 (2d4, 19/x2, melee)

Class Features (Brazen Deceiver Bard+Evangelist of Nocticula
Deceptive Tale, Bardic Performance 36/day (fascinatex5 [will save DC 23], inspire courage+3, inspire competence+4, suggestion [will save DC 23; need be fascinated], dirge of doom [no save], inspire greatnessx2, soothing performance, frightening tune [will save DC 23]), Bardic Spellcasting (Cha based, bard list), Shameless Scoundrel+7, Blatant Subtlety (sense motive DC 23 when specifically looking is he performing bardic performance or regular performance), Invoke the Blood, Devil’s Tongue 2/day (can take 20), Jack of All trades, Obedience, Skilled (Disable Device, Survival), Aligned Class (Bard), Protective Grace+2, Divine Boon (Detect Thoughts 2/day [will save DC 23], Tempting Flesh 1/day, Deadly Caress 1/day [will/fort save DC 23]), Gift of Tonguesx2, Multitude of Talents, Spiritual Form (+4 Cha, Fly 40'ft)

Spells|at-will|7/7/5/5/3

Notes: Against elven, native outsiders and humanoids mind-affecting effects get +1 to save DC, evil spells (when using harp) get +2 save DC to resist, illusions/enchantments get +2 to save DC, evil tagged spells are cast +2 CL and get -1 discount on metamagic levels.

0: Bleed, Touch of Fatigue, Detect Magic, Ghost Sound, Prestidigitation, Message, Mage Hand, Mending
1: Silent Image, Unseen Servant, Unnatural Lust, Moment of Greatness, Beguiling Gift
2: Darkness, Darkvision, Arcane Disruption, Silence, Misdirection, Mirror Image, Locate Object, Dark Whispers
3: Shadow Enchantment, Magic Aura (Greater), Good Hope, Glibness
4: Shadow Conjuration, Shadow Step, Shadowform, Invisibility (Greater), Dominate Person
5: Shadow Evocation, Shadow Walk, Shadowbard, Phantasmal Web, Scripted Hallucination


Skills (maxed out ones)/Language:
Common, Elven, Abyssal, Draconic, Sylvan, Undercommon, Sakvroth, Infernal, Celestial, Sphinx, Dark Folk, Necril
Acrobatics +10 (1 rank + 3 prof + 6 dex), Bluff +30 (14 ranks + 3 prof + 6 cha + 7 class), Diplomacy +10 (1 rank + 3 prof + 6 cha), Disable Devices +12 (3 ranks + 3 prof + 6 Dex) Intimidate +28 (15 ranks + 3 prof + 6 cha + 4 feat), Fly +28 (15 item ranks + 3 prof + 6 dex + 4 race), Knowledge: Arcana +13 (5 rank + 3 prof + 5 int), Knowledge: Planes +10 (2 rank + 3 prof + 5 int), Knowledge: History +10 (2 rank + 3 prof + 5 int), Knowledge: Nobility +10 (2 rank + 3 prof + 5 int), Knowledge: Religion +11 (3 rank + 3 prof + 5 int), Linguistic +10 (2 rank + 3 prof + 5 int), Sense Motive +18 (15 ranks + 3 prof + 0 wis), Perception +18 (15 item ranks + 3 prof + 0 wis), Perform [string instrument] +26 (15 rank + 3 prof + 6 cha + 2 item), Stealth +30 (14 rank + 3 prof + 6 dex + 7 class), Disguise +30 (14 rank + 3 prof + 6 dex + 7 class), Survival +4 (1 rank + 3 prof + 0 wis), Sleight of Hand +10 (1 rank + 3 prof + 6 dex), Spellcraft +23 (15 rank + 3 prof + 5 int), Use Magic Device +24 (15 rank + 3 prof + 6 cha)

Equipment and items:
Custom Item; Harp of Dark Desires (78,950gp)
Harp of Dark Desires was crafted from remains of Talion's twin brother, he brought the remains to coven of hags known as Sisters of Wilderness, he made dark pact with them to create twisted instrument of pure evil to help his goals to deceive people and protect himself. Binding soul of his brother onto harp in the process and using dark fey magics. The hags did as promised, as did Talion providing children and young men as victims to the hags for next decade, later place blame of all deeds onto his simulacra who acted as himself while Talion stole identity of his twin.

Harp Qualities

  • Able disguise it's horrid dark gothic appearance to beautiful form (glamer illusion, CL 17).
  • 3/day as free action can transform any spell to have evil tag added in.
  • 3/day as immediate action create illusionary clone (mirror image manner) when struck by attack (melee, spell, ranged) and if image is struck is shatters loudly and curses attacker so that it's next saving throw or attack roll it must roll twice and pick lowest result.
  • Harp has 10 charges and allows user to use Shatter (1 charge) or Break (2 charges) with CL 17.
  • Harp can cast goodberry spell, conjuring 2d4 berries with CL 17 once per day (and harp owner can have only one set of berries conjured by the harp). However these berries have additional effect; besides nutritional function the berries generate honeydust drug effect on consumers.
  • Allows bard use Dirge of Doom performance even when not yet qualified for it, if qualified radius increases to 60'ft.
  • When bard uses Fascinate performance on target(s), then ends it, he can free action curse the affected listeners so that they suffer 1d4 sonic dmg per round and are shaken unless they go place of total silence and they have also sonic vulnerability (this counts as curse effect in regards of removal). Duration is 2d4 rounds + rounds fascinate performance lasted.

Basic items combined (ignoring CL increases by GM's permission); 2,7K (glamered) + 13k (pipes of pain) + 10.5k (mirror of guarding reflections) + 7.75k (evil metamagic rod) + 12k (harp of shattering) + 15k (doomharp) + 12K (pipes of pain) + 13K (harp of contagion)

Item itself counts as CL 17 item, with evil aura similar to 17 HD evil outsider along with strong auras for necromancy, enchantment and illusion.
, +1 Mithril Dagger (2,500gp), Headband of Mental Prowess+4 (Cha&Int) (40,000gp), Catskin Leather (18,910gp), Belt of incredible Dexterity+6 (36,000gp), Cloak of Resistance+4 (16,000gp), Ring of Protection+2 (8,000gp), Ring of Sustenance (2,500gp), Amulet of Natural Armor+2 (8,000gp), Dusty Rose Prism (5,000gp), Handy Haversack (2,000gp), 2xScrolls of Extended Nondetection (CL 20, 4,100gp), 2xScrolls of Restoration w/diamonds (3,400gp), 2xScroll of Heal (3,300gp), 1xScroll of Legend Lore (2,500), 1xScroll of Extended Mage’s Magnificent Mansion (3,000gp), 1xScroll of Heroe's Feast (2,400gp), 1,150gp

Phaia

I hope everyone in the US votes today. I do not care how you vote. On the basic level I tell people that if they do not vote they cannot complain about the government they have.
Good luck all!

Phaia

indarkestknight

Okay, whew. Think I'm all caught up! Everyone has received an audit. Hoping to get this fired up before the end of the holiday weekend.

Phaia

Hey guys idk pointed out to me the cost of raise dead and restoration. [5000gp diamond for raise dead and 500gp diamond dust for restoration] I should be able to cover one of each. So I have to ask if you all want to cover one of those for your PC?
Raise dead scrolls are 6125gp a pop and Restoration scrolls cost either 800 gp or 1700 gp depending on whether or not they can be used to dispel permanent negative levels.

at the moment Miranda has a low UMD [I can change that if needed] so I never looked at a resurrection scroll!

Phaia

Zaer Darkwail

As I am editing atm my sheet, I likely could afford those scrolls myself (and use them as well thanks high UMD).

Roleplay Frog

The Prince doesn't meet the prerequesites for a raise dead scroll, however.

Callie Del Noire

Nissa has a fairly good UMD too

Still adjusting stuff. Thinking of tossing my archetype for toughness rolled like 4 1’s for hp

Phaia

Quote from: Callie Del Noire on November 10, 2018, 08:53:30 AM
Nissa has a fairly good UMD too

Still adjusting stuff. Thinking of tossing my archetype for toughness rolled like 4 1’s for hp

IDK will roll hps for ya as well and ya can take the better set he did for me and i came out better!

Roleplay Frog

Even mine came out better, and I rolled well already... Anywhoo, keep in mind that the cost component for restore only applies for permanent negative levels, you can fix other and status problems just fine as is.

Zaer Darkwail

Quote from: Roleplay Frog on November 10, 2018, 08:52:02 AM
The Prince doesn't meet the prerequesites for a raise dead scroll, however.

With UMD you can mimic any class/restricted feature (in regards using items or scrolls) with UMD check 20 which prince can easily accomplish. So two rolls to use scroll of raise dead. But see PM as I realized just something that resurrection (or raise dead even) does not work on him thanks his feat choices.

Roleplay Frog

#169
Quote from: Zaer Darkwail on November 10, 2018, 09:10:16 AM
With UMD you can mimic any class/restricted feature (in regards using items or scrolls) with UMD check 20 which prince can easily accomplish. So two rolls to use scroll of raise dead. But see PM as I realized just something that resurrection (or raise dead even) does not work on him thanks his feat choices.

There is another problem as well.
You see, Raise dead and it's related abilities have one more condition that limits their usage: They can only be used on those that have died first. A condition that holds little relevance to Prince Sun.

Zaer Darkwail

Yeah, ofc prince is not dead but it's easier raise others from dead if person has scroll in their person to do so (and paid with diamonds in advance). But prince's case he cannot be raised though as he is utterly corrupted to his dark demonic mistress who is very defined founder of succubi demonic race (at least what stories/legends go).

Ixy

I know there's a character thread, and I'll add my PC tonight in the state it was approved.  Is there an ooc thread or anything else I'm missing?
______________________
The big print giveth, the small print taketh away.

indarkestknight

OOC thread is here, and IC thread, which I just got up in the last half hour, is here.  ;D