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).


ulthakptah

Callie, you know you were already in this game once before, right?

kongming

Quote from: Zaer Darkwail on February 06, 2012, 04:25:15 AM
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).

She has experience with males - enough experience that she knows she prefers women, but she's able to be flexible (particularly if it comes to shapechanging magic for either one to temporarily grow a penis). Also she can use her tail to penetrate another girl.

Also, for future levels, I typed up an Epic Progression for Dragon Disciple (based on the old WotC website one, but changed for Pathfinder). It's below. If we do gain levels in future (I'm not sure, it might be staying steady at this level) would it be acceptable?

Spoiler: Click to Show/Hide

Epic Dragon Disciple:
Hit Dice: d12
Skill Points: 2+Int
Class Skills: Same as before


11Size Increase-
12Extra Breath, +2 Strength+1 Caster Level
13+1 Natural Armour-
14Bonus Feat, +2 Constitution+1 Caster Level
15Wing Attacks-
16+1 Natural Armour, +2 Charisma+1 Caster Level
17Size Increase, Extra Breath-
18Bonus Feat, +2 Strength+1 Caster Level
19+1 Natural Armour-
20Tail Attack, +2 Constitution+1 Caster Level

Bonus Feats: every 4th level after 10 (14, 18, 22 etc.) select a Bonus Feat off the following list. You must meet any requirements:
Ability Focus (Breath Weapon), Automatic Meta-Magic (any), Epic Heritage*, Epic Spell Focus, Epic Toughness, Flyby Attack, Great Strength/Constitution/Charisma, Hover, Improved Natural Weapon, Improved Spell Capacity, Improved Spell Focus, Meta-Breath Feats (any), Meta-Magic Feats (any), Multi-Attack, Multi-Weapon Rend, Opportunity Spell, Spell Focus (Evocation**), Spell Knowledge, Wingover

*Only for chosen Dragon Bloodline. New Feat, see below.
**Additionally, each dragon type has access to one other Spell Focus: Necromancy (Black), Illusion (Blue or Brass), Enchantment (Bronze, Green or Red), Transmutation (Copper or Silver), Abjuration (Gold or White)

Ability Score Increase: at level 12 and every 6 levels thereafter, the Dragon Disciple's Strength increases by 2. At level 14 and every 6 levels thereafter, their Constitution increases by 2. At level 16 and every 6 levels thereafter, their Charisma increases by 2.

Natural Armour: every three levels after 10 (13, 16, 19 etc.), the Dragon Disciple's Natural Armour bonus increases by 1.

Size Increase (Ex): at level eleven and every six levels thereafter, the Dragon Disciple grows one size category larger. Along with taking up more space, doing more damage with natural weapons, being worse at hiding and attacking and better at combat manoeuvres and weighing more, this increases their Movement Speeds by 10', their natural Reach by 5', and Breath Weapon area by 20' (Line) or 10' (Cone).
Once they become Colossal, they no longer gain size categories, instead gaining Epic Toughness as a bonus feat each time.

Extra Breath (Su): at level twelve and every five levels thereafter, the Dragon Disciple gains an extra daily use of their Breath Weapon. The DC and damage still scale as normal.

Wing Attack (Ex): at level fifteen, the Dragon Disciple gains 2 secondary Wing attacks that deal 1d4 damage (plus half Strength modifier) for a Medium creature and scale upwards from there.

Tail Attack (Ex): at level twenty, the Dragon Disciple gains a secondary Tail attack that deals 1d8 damage (plus one and a half times the Strength modifier) for a medium creature and scales upwards from there. If they already have a tail attack, its damage is increased by one step as though a size larger. This stacks with actual size gains and Improved Natural Attack.

Caster Level: every second level, the Dragon Disciple's Caster Level increases by 1, although no additional spellcasting is gained after 20th.

New Feat: Epic Heritage [Epic]
You gain even greater benefits from the source of your sorcerous power
Requirements: any Bloodline, ability to spontaneously cast 9th level Arcane spells
Benefit: select one Bloodline you have access to the 15th level or higher power of. This can be through levels in Sorcerer, Prestige Classes or the Eldritch Heritage feat chain. Select any three spells offered by that Bloodline. You can cast them all as Supernatural abilities 1/day each. Furthermore, any numeric benefits offered by the Bloodline Powers or Arcana are increased by +2 (such as bonuses to damage, Save DCs, Caster Level, Natural Armour, creatures summoned, Ability Scores, generic bonuses or penalties you can hand out etc.) Likewise, any Bloodline Arcana or Power that rolls dice (such as amount of damage dealt or healing applied or HD of creatures affected) rolls two extra dice, and durations or maximum uses per day/rounds per day increase by 2.
Special: You may take this feat multiple times, either applying it to the same Bloodline (the benefits stack) or selecting a separate Bloodline each time.
Special: If you are able to cast spells of level 10 or higher, you may apply metamagic feats to these Bloodline spells to raise them to the maximum effective level or less before converting to a Supernatural ability. For instance, if you were offered Scorching Ray (2nd level) as a Bonus Spell and could cast 10th level spells, you could opt to make Empowered, Quickened Scorching Ray (10th level) a spell-like ability you can cast once per day.

I have a fair bit of experience writing up classes (and a lot of time on my hands), so if people want I could also take a stab at making epic progressions for other Pathfinder classes and prestige classes. Though you'd still need to see if Zaer is okay with it, but generally as long as there's nothing that says "You are immune to being hurt" or "You can cast Wish at will" or "You can kill people with no save" then in Epic, it's usually good :)
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

Zaer Darkwail

I am okay with the epic dragon disciple progression altough image of colosal half-dragon woman just sounds bit hilarious :P. I would rather write it more as 'your treated as one size bigger' than it being actual real physical transformation. Meaning you take still 5'ft square space but you have 30'ft reach as extraordinary ability and have all benefits of greater size.

What comes to epic bloodline feat I think it does far too much for a single feat. As series of feat with three it would make all those benefits more sense.

AlgaeNymph

Would you tell us more about the setting?  What world/setting does this take place in?

Zaer Darkwail

Well, the game takes in standard DnD planar universe, in essence the game is based on planar trips on some layers, settings or some epic environments or in Gabriel's private demiplane which he had created (and which grows each time he casts wish on it).

Kimera

Was considering a nycoloth (yugoloth, MM3), which is ECL 19 and then give it levels in fighter or barbarian

(an ultroloth was ECL 23 sadly  :-(  )

kongming

Quote from: Zaer Darkwail on February 06, 2012, 10:27:05 AM
I am okay with the epic dragon disciple progression altough image of colosal half-dragon woman just sounds bit hilarious :P. I would rather write it more as 'your treated as one size bigger' than it being actual real physical transformation. Meaning you take still 5'ft square space but you have 30'ft reach as extraordinary ability and have all benefits of greater size.

That probably makes more sense, yeah.

QuoteWhat comes to epic bloodline feat I think it does far too much for a single feat. As series of feat with three it would make all those benefits more sense.

Good point. I'm used to the Gaming Den stuff, where they make every feat as good as Leadership (which is a very strong feat after all). I'd probably change it to Epic Heritage (increases all numeric benefits and daily uses/durations of the Arcana/Powers by 2) and a separate Epic Bloodline one (grants a Spell-like ability - maybe have it automatically grant a "tenth level" one the first time, and then eleventh, and so on, so you can effectively still get Bloodline Spells of higher levels). That's all for later though.
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

AlgaeNymph

Quote from: Zaer Darkwail on February 06, 2012, 10:44:12 AM
Well, the game takes in standard DnD planar universe
Ah, so not the Pathfinder campaign setting then.

Zaer Darkwail

I am not even familair Pathfinder planar universe structure, I just know only 3.5 DnD thoroughly so well I roll with that. Plus what EPH introduces which is basically 3.0 material but it's only book detailing epic stuff.

Callie Del Noire

Quote from: ulthakptah on February 06, 2012, 04:42:06 AM
Callie, you know you were already in this game once before, right?

Well I WAS .. but my player got sidelined.. I could revamp her to epic levels but I didn't think anyone liked her.

avorae

#35
Quote from: Callie Del Noire on February 06, 2012, 12:57:10 PM
Well I WAS .. but my player got sidelined.. I could revamp her to epic levels but I didn't think anyone liked her.

Actually i loved your original character. She was very cool in my persopnal opinion and i woukld have loved to actually got to personally interact with her.

Quote from: kongming on February 06, 2012, 09:28:11 AM
I have a fair bit of experience writing up classes (and a lot of time on my hands), so if people want I could also take a stab at making epic progressions for other Pathfinder classes and prestige classes. Though you'd still need to see if Zaer is okay with it, but generally as long as there's nothing that says "You are immune to being hurt" or "You can cast Wish at will" or "You can kill people with no save" then in Epic, it's usually good :)

Hey could you do up the Shadowdancer for me. I'd really like to take more levels in it if possible. Matbe eith Zaers permission I'll just drop my levels in Preist and take it instead. [Well one of the levels.]
Life is a hard game but the rewards are sweet if you know where to look.

Callie Del Noire

Quote from: avorae on February 06, 2012, 04:50:48 PM
Actually i loved your original character. She was very cool in my persopnal opinion and i woukld have loved to actually got to personally interact with her.

I guess I could tweak her build with what I learned about the game system. I just the feeling that after the one player left that no one was interested.

avorae

Quote from: Callie Del Noire on February 06, 2012, 04:56:28 PM
I guess I could tweak her build with what I learned about the game system. I just the feeling that after the one player left that no one was interested.

I am sorry if I made you feel that way. It's just it's hard for me to post during that time of year so I never really had time to interact with your chraracter or most of the others for that matter.
Life is a hard game but the rewards are sweet if you know where to look.

kongming

Quote from: avorae on February 06, 2012, 04:50:48 PM
Hey could you do up the Shadowdancer for me

Sure, I'll take a look at it and see what I can spin together.
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

Snake

Count me in. I can finally apply my fully powered uber chars!

Kimera

Ability Scores: Epic Fantasy (25 point buy)

How does this work, only familiar with the standard point buy?

Snake

It works the same way just have more points to use from what I notice. But it still doesn't allow for chars as strong as I'd like them to be (at leat one 18 somewhere)

avorae

Quote from: Kimera on February 07, 2012, 01:55:24 PM
Ability Scores: Epic Fantasy (25 point buy)

How does this work, only familiar with the standard point buy?

It works the same as standard point buy but you start with a base score of 10 in all stats. Here is the chart with the costs per stat if you need it.

Table 1–1: Ability Score Costs
Score Points      Score    Points
7     –4             13       3
8     –2             14       5
9     –1             15       7
10     0             16       10
11     1             17       13
12     2             18       17
Life is a hard game but the rewards are sweet if you know where to look.


kongming

For avorae:

Epic Shadowdancer:
Skill Points, Hit Dice, Class Skills as before


11Improved Shadow Companion
12Shadow Jump 640'
13Rogue Talent, Sneak Attack +1d6
14Shadow Jump 1280', Shadow Mastery
15Bonus Feat
16Shadow Jump 2560', Sneak Attack +2d6
17Rogue Talent
18Shadow Jump 1 mile, Shadow Mastery
19Shades, Sneak Attack +3d6
20Shadow Jump 2 miles, Bonus Feat

Improved Shadow Companion (Ex): at 11th level, the Shadow Companion becomes a Greater Shadow and, in order to survive the epic threats faced by the Epic Shadowdancer, gains bonus HP equal to 5x the Shadowdancer's Class Level. Additionally, it can use her Base Saving Throws, Rogue Talents, Shadow Jump, Sneak Attack and any Dodge or Luck bonuses to Armour Class, if better than its own.

Shadow Jump: the range continues to double every 2 levels past 10th, until it would exceed 5,000 feet where it is just rounded to 1 mile, and then doubles as normal every 2 levels from there.

Rogue Talent: 1 more is gained at level 13 and every 4 levels thereafter. If the Shadowdancer has access to Epic Rogue Talents (would need creation), then these may be taken.

Sneak Attack: +1d6 Sneak Attack continues to be gained per 3 levels past 10th

Bonus Feat: 1 more is gained every 5 levels past 10th

Shades (Sp): once per day, the Epic Shadowdancer can cast Shades at nineteenth level. She gains +1 use per day every 2 levels past 19th.

Shadow Mastery: every four levels past 10th, the Luck Bonus increases by +2, the Damage Reduction by +10, and the duration of the Dazing attack increases by 1d6 rounds. Additionally, Fast Healing 1 is gained (in shadowy areas) at 14th, and increases by +1 every 4 levels.

Bonus Feat List:
Blinding Speed, Dextrous Fortitude, Dextrous Will, Epic Dodge, Epic Prowess, Epic Reflexes, Epic Shadow Companion*, Epic Skill Focus, Epic Speed, Epic Trapfinding, Extended Lifespan, Great Charisma, Great Dexterity, Great Intelligence, Improved Combat Reflexes, Improved Sneak Attack, Legendary Leaper, Sneak Attack of Opportunity, Superior Initiative, Uncanny Accuracy

*New Feat Below

Epic Shadow Companion (Epic):
Your Shadow Companion is even greater and spookier than normal
Requirements: Improved Shadow Companion
Benefit: Select any of the variant options for the Shadow. Your Improved Shadow Companion gains this alteration.
Special: You may take this multiple times, each time selecting a different variant to apply. The variants stack.
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

avorae

Quote from: kongming on February 07, 2012, 08:37:52 PM
For avorae:

Spoiler: Click to Show/Hide
Epic Shadowdancer:
Skill Points, Hit Dice, Class Skills as before


11Improved Shadow Companion
12Shadow Jump 640'
13Rogue Talent, Sneak Attack +1d6
14Shadow Jump 1280', Shadow Mastery
15Bonus Feat
16Shadow Jump 2560', Sneak Attack +2d6
17Rogue Talent
18Shadow Jump 1 mile, Shadow Mastery
19Shades, Sneak Attack +3d6
20Shadow Jump 2 miles, Bonus Feat

Improved Shadow Companion (Ex): at 11th level, the Shadow Companion becomes a Greater Shadow and, in order to survive the epic threats faced by the Epic Shadowdancer, gains bonus HP equal to 5x the Shadowdancer's Class Level. Additionally, it can use her Base Saving Throws, Rogue Talents, Shadow Jump, Sneak Attack and any Dodge or Luck bonuses to Armour Class, if better than its own.

Shadow Jump: the range continues to double every 2 levels past 10th, until it would exceed 5,000 feet where it is just rounded to 1 mile, and then doubles as normal every 2 levels from there.

Rogue Talent: 1 more is gained at level 13 and every 4 levels thereafter. If the Shadowdancer has access to Epic Rogue Talents (would need creation), then these may be taken.

Sneak Attack: +1d6 Sneak Attack continues to be gained per 3 levels past 10th

Bonus Feat: 1 more is gained every 5 levels past 10th

Shades (Sp): once per day, the Epic Shadowdancer can cast Shades at nineteenth level. She gains +1 use per day every 2 levels past 19th.

Shadow Mastery: every four levels past 10th, the Luck Bonus increases by +2, the Damage Reduction by +10, and the duration of the Dazing attack increases by 1d6 rounds. Additionally, Fast Healing 1 is gained (in shadowy areas) at 14th, and increases by +1 every 4 levels.

Bonus Feat List:
Blinding Speed, Dextrous Fortitude, Dextrous Will, Epic Dodge, Epic Prowess, Epic Reflexes, Epic Shadow Companion*, Epic Skill Focus, Epic Speed, Epic Trapfinding, Extended Lifespan, Great Charisma, Great Dexterity, Great Intelligence, Improved Combat Reflexes, Improved Sneak Attack, Legendary Leaper, Sneak Attack of Opportunity, Superior Initiative, Uncanny Accuracy

*New Feat Below

Epic Shadow Companion (Epic):
Your Shadow Companion is even greater and spookier than normal
Requirements: Improved Shadow Companion
Benefit: Select any of the variant options for the Shadow. Your Improved Shadow Companion gains this alteration.
Special: You may take this multiple times, each time selecting a different variant to apply. The variants stack.

Thank you.. it looks very nice. Now I just need to get Zear's approval for it.
Life is a hard game but the rewards are sweet if you know where to look.

Zaer Darkwail

I approve the suggested epic shadowdancer progression.

Snake

Hey Zaer, would Psionics be allowed/ I have a build for a 12Sorc/10Pyrokineticist (from the expanded 3.5e psionics handbook) I"d love to  use :3


Snake

Awesome, then I've got one done I just need to do that equips and skills

Tad

In the process of moving, so posts may be slow
Need an idea?        Ons and Offs

Zaer Darkwail

Druid would be okay, as said almost any concept is okay so long the said char gets along with LE infernal sorcerer and is ready to work with him with some weird goals in return for pay (and also okay with orgy fests between adventurers, as chars who are devoted virgins may feel lonely or ignored in-between adventure events).

kongming

#52
So, is there already a thread where we can post our character sheets?

Whoops, I meant this for the other game. I already posted my character sheet in the thread for this game.
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

Zaer Darkwail

You mean the drow game? Yes, there is thread for that in there too :).

Snake

I have one ready but it's hard to do the skill sets for a 4 multiclass (without incurring multiclass penalties since prestige classes don't count against it and the favored class feature.)

Kenji Ashigari
Race: Human
Class/Level: Rogue 5/Wilder 1/Pyrokinectist 10/Elocator 6

Statistics:                  Feats by Level:

Str 14 (+2)                  H- Wild Talent
Dex 16 (+3)                  1- Dodge
Con 14 (+2)                  3- Mobility
Int 15 (+2)                  6- Spring Attack
Wis 13 (+1)                  9- Enervation Endurance
Cha 14 (+2)                  12- Practiced Manifester (+4 Level)
                     15- Ability Focus (Heat Death)
Total Base Attack Bonus: +13/+8/+3      18- Ability Focus (Conflagration)
Melee Attack Bonus: +15/+11/+5         21- Expanded Knowledge
Ranged Attack Bonus: +16/+12/+6

Base Saves: +9/+15/+10

Class Features:

Rogue:

Sneak Attack +3d6
Trapfinding
Evasion
Uncanny Dodge
Trap Sense +1
Rogue Talents
-   Finesse Rogue (Free Weapon Finesse Feat)
-   Weapon Training (Free Weapon Focus: Shortsword)

Wilder:

Manifester Level: 9 (For Save DC’s and Damage calculation)
Wild Surge +1
Psychic Enervation
Surge Blast
Surge Bond
Manifests as a 6th Level Wilder and Thus:
Power Points/Day: 43
Powers Known: Mind Thrust, Force Screen, Energy Emanation, Energy Push, Telekinetic Thrust

Pyrokineticist:

Fire Lash (15’ Ranged Touch 1d8)
Manipulate Blaze (Gain Fireworks, Healing Heat & Smoke Cloud)
Fire Adaptation (Gain Fire Resistance 20 and +8 vs Fire and Heat effects)
Hand Afire (4d6 unarmed attack, counts as an armed attack)
Bolt of Fire (60’ Ranged Touch Attack: 10d6 Fire Damage)
Nimbus 3/day (While Active: +4 Charisma, Melee Touch attack doing 2d6 Fire damage, Damage Reduction 10/Magic, Melee counterattack doing 4d6 Fire damage; Lasts for 10 minutes per use)
Firewalk (Allows walk through air for 1 rounds per 1 PP used)
Leech Heat (4d6 Cold Damage; Heals Pyro for 4 HP; DC: 17/19 to reduce damage and healing by half)
Penetrating Fire (Ignores up to 10 points of Fire Resistance)
Heat Death (Concentrate on Target to cause 4d8 Fire damage per round, Fire resistance allows a +2 on Save and Fire immunity protects as it should. DC: 18/20 if Nimbus is Active)
Conflagration (30’ Radius Burst of Fire does 15d6 Damage; Ref Save DC: 19/21 for half. If Fail: Forces a fort save at same DC to avoid immediate death from Heat Shock; Usable 1/10minutes)
Fire Soul (Gain Immunity to Fire, +2 Uses of Nimbus/day)

Elocator:

+4 Wilder Manifester Level (to calculate PP’s and Powers known)
Aerial Acrobatics (Adds Acrobatic Skill Mod to Fly Checks)
Personal Gravity (Can move anywhere along walls, ceilings etc while remaining with 1ft of the solid surface; Suppress as a free action or resume as free action)
Scorn Earth (Floats 1 inch above Solid Surface, reduces speed if rising above a foot from a solid surface, can suppress as a free action or resume as free action)
Terminal Velocity (Allows one using Scorn Earth or Personal Gravity to avoid over Pits)
Freerunner (+20’ Land Speed)
Spatial Awareness +4 (On Flanked enemies applies to both attack and damage)
Dimension Step 2/day
Flanker (Allows you to “flank” from anywhere literally determined at start of turn as free action as long as it’s adjacent to the user.)
Dimension Swap (use Dimension Step to switch places with a willing creature)
Transporter (Gain Psychoport and Planar Shift as known powers. 3rd Level powers; cost 5 PP to use)



Zaer Darkwail

Char looks ok Snake, add it to char thread after thinking background and description.

Kimera

Woops completely forgot about this game...I'll see I get my character done in the next day or so.

Snake


Muse

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)

Genbu83

I am available to start playing again if there are slots available. It has been a while since I have done anything one th "epic" scale of things.

Maverick Hunter Cake

Do you still have any spaces available for party members? I am interested in this, but it seems so are many other people.

Zaer Darkwail

Well, there is still room. As the folks who applied haven't posted up their chars or somereason or another have not posted IC wise. If you promise be active poster then you have spot :). I myself try be active as I can be as GM.

Maverick Hunter Cake

Quote from: Zaer Darkwail on February 27, 2012, 06:53:04 AM
Well, there is still room. As the folks who applied haven't posted up their chars or somereason or another have not posted IC wise. If you promise be active poster then you have spot :). I myself try be active as I can be as GM.

I just have a few questions before I make the charsheet:

Is it alright if I play a male halfling character?

And is it okay if I be a bard, or is the orginal bard of your last game still playing?

Zaer Darkwail

You can play halfling male and it seems our original bard is absent for now. So feel free roll bard characther :).

Maverick Hunter Cake

Quote from: Zaer Darkwail on February 27, 2012, 07:05:17 AM
You can play halfling male and it seems our original bard is absent for now. So feel free roll bard characther :).

One last question, which I forgot to ask(silly me!), it seems some people are using DnD books, are both DnD and actual Pathfinder books alright?

Zaer Darkwail

You can use dnd books but we use the pathfinder core classes (and any converted pathfinder version of said classes if possible but you can choose use pathfinder or dnd class whichever is most preferable to you).

Monkey

Still looking for players??

And if you are, what classes/races are you missing??
Born of the Earth, I am the Monkey that ran amok in the Heavenly Palace of the Jade Emperor.

Maverick Hunter Cake

#67
Player: Maverick Hunter Cake  (using Pathfinder and DnD Books)
Character Name: Elsker Meltissa
Race: Halfling
Gender: Male     Age: 35     Alignment: Chaotic Neutral
Class Level: 20 Bard, 2 Horizon Walker         Languages: Common, Halfling, Elven, Goblin 

Stats:          HP: 154                   Base Attack Bonus: +16/+11/+6   AC: 30 T: 24  F.F: 26         Intit.: +8  Base Speed: 20ft
Str: 11                           
Con: 16                          Saves: Total     Base      Mods      Misc.
Dex: 18                           Fort:     11         7             3          1
Wis: 13                           Ref:       18        13           4           1
Int: 15                            Will:       19        13           5           1(racial) ,4(against bardic performance, sonic, language dependent effects)
Cha: 20

Class Abilities:
Bard:
Bardic Knowledge, Bardic Performance( 38 rounds per day, can be sustained for 9 rounds max at a time, Swift Action to start),
CounterSong, Distraction, Fascinate, Inspire Courage +4, Inspire Competence +6, Mass Suggestion, Dirge of Doom, Inspire Greatness(4 allies Max.), Soothing Performance(counts as Mass Cure Serious wounds with Bard lvl as caster lvl, affects all within 30 feet, 4 rounds continuous performance to use), Frightening Tune, Inspire Heroics, Deadly Performance,Well Versed, Versatile Performance(Sing-Sense Motive and Bluff, Dance- Acrobatics and Fly, Wind- Diplomacy and Handle Animal), Lore Master, Jack of all Trades

Horizon Walker:
Favored Terrain(Plane(Arcadia), Terrain Mastery(Urban)

Feats:
Endurance, Improved Initiative, Force of Personality(DnD feat, use Cha mod instead of Wis mod for will saves), Discordant Voice(allies deal extra 1d6 sonic damage), Weapon Finesse, SpellSong, Improved Feint, Disengaging Feint, Harmonic Sage, Dodge, Wind Stance

Skills:
Sing +33, Dance +33, Wind +33, Bluff + 33(Versatile Performance: Sing), Sense Motive +33(Versatile Performance: Sing), Diplomacy +33 (Versatile Performance: Wind), Handle Animal +33 (Versatile Performance: Wind), +35 Acrobatics(Versatile Performance: Dance), Fly +33(Versatile Performance: Wind), Spellcraft + 28, Knowledge: Geography + 8, Knowledge: Local + 12, Knowledge: Engineering +7, Perform Sex. Tech. + 14, Knowledge: Planes +12, Linguistics + 10, Perception +13, Climb + 8, Swim + 10

Armor Check Penalty: -2

Spells Known:
0: Prestidigitation, Detect Magic, Mending, Read Magic, Summon Instrument, Dancing Lights
1: Grease, Animate Rope, Unnatural Lust, FumbleTongue, Ear Piercing Scream, Beguiling Gift
2: Blood Biography, Share Memory, Reckless Infatuation, Mirror Image, Pug Wampi's Grace, Shatter
3: Mad Monkeys, Vision of Hell, Control Summoned Creature, Martial Marionette, Terrible Remorse, Slow
4: Daze (Mass), Dominate Person, Dimension Door, Serenity, Break Enchantment, Ghost Bane Dirge(Mass)
5: Deafening Song Bolt, Song of Discord, Ki Shout, Resonating Word, Bladed Dash(Greater)
6: Dance of a Thousand cuts, Waves of Ecstasy, Shout(Greater), Irresistible Dance, Deadly Finale

Spell per Day:
0: 5
1: 7
2: 6
3: 6
4: 6
5: 6
6: 5

Gold: 18,158 gp

Equipment:

Weapons:
+5 Anarchic, Shocking burst, Ghost Touch Rapier     Damage: 1d4, 1d6 lightning
Type: Piercing       Range: N/A   Crit Range:  18-20, X2    Notes: Does extra 2d6 to Lawful creatures, 1d6 lightening damage(2d10 on crit)

+5 Flaming Burst, Wounding, Ghost Touch Shortsword   Damage: 1d4, 1d6 fire
Type: Slashing     Range: N/A  Crit Range:  19- 20, X2    Notes: 1d6 fire damage(2d10 on crit), does 1 point bleed on success(stacks)

Armor:
+5 Elven Chain of Spell Resistance(19)
Max Dex Bonus: 4  AC Bonus: +6  ASF: 20% Notes: Counts as light armor, Spell Resistance 19

Bracers of Armor +8

Rings:
Ring of Regeneration(wearing)
Ring of Freedom of Movement(wearing)
Ring of Shooting Stars(not wearing)

Wondrous Items:
Bag of holding Type 4(Holds 1500 pounds)
Deck of Illusions(Tarot)
Gem of Brightness
Wings of Flying( allows user to fly, 60ft flight speed, + 5 competence bonus)
Bag of Tricks(Tan)
Staff of Journeys
Staff of Performance
Horn of Blasting(Greater) (10d6 sonic damage, if used more than once per day, 20% stacking failure rate and it explodes)

Iron Flask- Empty(Can force any creature from another plane inside if it fails a 19 will save. If command word is spoken and it is released, it has to obey the commands of the speaker for 1 hour. If word is not spoken and the creature is released, it will act depending on it's inherent nature.)

Robe of Stars

Currently Wearing:
Ioun Stone-Clear(sustains creature without food or water)
Night Goggles(60 ft Dark Vision when worn) (Head)
Boots of Spider Climb(spider climb 10 minutes per day) (Feet)
Amulet of the Planes( Allows user to utilize planar shift, but if user fails 15 int check, there is 0-61 chance of random teleportation on current plane or 62-100 chance of being sent to random plane) (Neck)

Mundane Items:
Entertainer's Outfit, Noble's Outfit, Cold Weather Outfit, Traveler's Outfit
Masterwork Ocarina, Masterwork Lute
Flint and Steel, SpyGlass
Tent, Winter Blanket, Bedroll
20 days worth of rations, Clay Jug full of water
100 ft Silk Rope, Grappling Hook
Disguise Kit, Magnifying Glass, Spell Component Pouch


Background:
Elsker grew up in a large, culturally rich city, exposing him to many different cultures and attitudes of life as he was growing up. He became fascinated with all the forms of expression that existed and devoted himself to pursuing the arts, which eventually led him to the life of the wandering bard. His pursuit leads him to many strange places, as he's now taken up travelling the planes to find out as many new pieces as he can, as well as make his own. His upbringing in such a cosmopolitan city led him to be more...open and easily find himself "connecting" with males and females(bisexual). He is friendly, mischievous, and a bit of a romantic(a well kept secret), but has a tendency to jump into most situations without thinking them completely through and his curiosity tends to get the better of him. He will fight for his companions and those that earn his trust, but that takes time.

Appearance: ((I really don't have a picture to show his looks))
Elsker stands at 3'4 feet, a little tall for a halfling, with deep blue eyes and semi-long hair tied up in a pony tail. His hair color is akin to the color of fresh hay, a soft mix of brown and blond. The only facial hair on the man is a patch covering his chin, kept somewhat short for fear of it becoming messy. Hidden behind two large clusters of dirty blond locks, his ears have a gentle point, not as extreme as an elf, but not rounded like a human. His left ear is pierced with a single gold hoop earring. His usual attire consist of a red coat with gold snaps on each shoulder, rolled up to just above his elbows to expose the sleeves of his white frock shirt. He wears three red sashes across his chest over his shirt, one wrapped around diagonally from his right shoulder, one wrapped around his waist, and the other wrapped around his stomach. He wears simple tan colored pants.


Let me know if I missed something!

Edited: Now everything should be alright. Skills are fixed to what they should be. Now everything should be good.

Genbu83

Thinking on building a magus or throwing down one of my Inquistor builds.

Zaer Darkwail

Quote from: Monkey on February 27, 2012, 05:37:08 PM
Still looking for players??

And if you are, what classes/races are you missing??

A more normal races we are missing; human, elf, dwarf. Altough halfling in above fills nicely as normal race presentative :). What comes classes we got a plenty of spellcasters around and got scoundrel sort char with the bard (but actual trap expert would be nice but not must have).

Genbu; We got quite many casters atm so Inquistor would work but you must remember there is smut downtimes between adventures and you need be able get along with others (most of all with Gabriel who is high level inferal bloodline sorcerer).

avorae

Quote from: Zaer Darkwail on February 28, 2012, 12:54:01 AM
A more normal races we are missing; human, elf, dwarf. Altough halfling in above fills nicely as normal race presentative :). What comes classes we got a plenty of spellcasters around and got scoundrel sort char with the bard (but actual trap expert would be nice but not must have).

Hey Zaer I do have 7 level of Rogue as well as 10 levels of Shadowdancer which should cover the trap expert just fine. What we are short on is front-line fighters and a healer.
Life is a hard game but the rewards are sweet if you know where to look.

Maverick Hunter Cake

Quote from: Zaer Darkwail on February 28, 2012, 12:54:01 AM
A more normal races we are missing; human, elf, dwarf. Altough halfling in above fills nicely as normal race presentative :). What comes classes we got a plenty of spellcasters around and got scoundrel sort char with the bard (but actual trap expert would be nice but not must have).

So is everything alright with my bard? Did I miss anything?

Zaer Darkwail

What I glanced your bard looked fine. But may do rule calls if I spot anything :). Feel free add char in charsheet section of the game.

Maverick Hunter Cake

Quote from: Zaer Darkwail on February 28, 2012, 06:29:30 AM
What I glanced your bard looked fine. But may do rule calls if I spot anything :). Feel free add char in charsheet section of the game.

Cool, thank you.

I thought I had made a mistake on the Versatile Performer thing....it was worded kinda weird.

Zaer Darkwail

Yeah, it allows to use perform check in place of the selected skills. This gives bard's a lot more diversity in skills as they get some skill ranks free. But you still need ranks very least for feats/PrC's if nothing else.

Maverick Hunter Cake

#75
Quote from: Zaer Darkwail on February 28, 2012, 06:44:36 AM
Yeah, it allows to use perform check in place of the selected skills. This gives bard's a lot more diversity in skills as they get some skill ranks free. But you still need ranks very least for feats/PrC's if nothing else.

Oops, I knew I forgot something. I have to place 5 ranks into knowledge engineering for Harmonic Sage, I am taking them out of Spellcraft to place there. How did I forget that?!

Miyu

I was wondering if you were still looking for players for this rp and if you do what type of character do you need

Genbu83

Well if you want me to avoid the caster classes, I can go something full bab or play with ultimate combat a bit. Though I could play an inquisitor that would get along just fine with this party and campaign...Gorum comes to mind.

Zaer Darkwail

Quote from: Miyu on February 28, 2012, 01:47:39 PM
I was wondering if you were still looking for players for this rp and if you do what type of character do you need

The more folks the merrier party :). Anyways if Genbu makes combat or inquisitor char then we would need a full time divine spellcaster. Druid, cleric and so on.

Genbu83

I'll write up both a combat and inquisitor. Though this inquisitor would be very combat based anyhow. The combat would be a bit more roguish.

Zaer Darkwail

Ok, if you do it that way feel free to do so :).

ShadowFox89

Call me Shadow
My A/A


ShadowFox89

 Just wondering- Why only 25pt buy? Most games do at least 32, upwards as far as 40pts.
Call me Shadow
My A/A

avorae

Quote from: ShadowFox89 on March 01, 2012, 07:47:17 PM
Just wondering- Why only 25pt buy? Most games do at least 32, upwards as far as 40pts.

That's more than the original party had to build our characters with honestly. We only had a 20 points to use....  :P ;D
Life is a hard game but the rewards are sweet if you know where to look.

ShadowFox89

 Anything less than 28 is low power to me. I'd been building characters on 30+ pts for most of my DnD gaming career.
Call me Shadow
My A/A

Zaer Darkwail

I think we somepoint used perhaps Pathfinder stat distribution (meaning all stats were 10 instead 8 so when I said 20 point buy = 32 point buy in 3.5). So 25 would be actual max for epic fantasy in pathfinder (37 point buy in 3.5 DnD eguilevant). Not to mention you get bonus points if some stat is less than 10.

ShadowFox89

What does the current roster look like? I'm tempted just to go with my kitsune rogue12/shadow dancer10.

And since we're using BoEF, is the appearance ability in effect? Will we need to worry about character pregnancy?
Call me Shadow
My A/A

avorae

#88
Quote from: ShadowFox89 on March 02, 2012, 04:00:15 AM
What does the current roster look like? I'm tempted just to go with my kitsune rogue12/shadow dancer10.
Male Human: sorcerer 22 [Infernal bloodline] 
Female Human: sorceress 22 [Celestial bloodline] 
Female Half-Celestial Drow [Noble]: Monk 3[Martial Artist]/Rogue 7/Shadow Dancer 10/Priestess 2
Male Azurin: Incarnate1/Warlock4/Ur-Priest2/Hellfire Warlock3/Eldritch Disciple12
Female Human: Sorceress 12 (Mixed Heritage variant: Green Dragon/Serpentine)/Green Dragon Disciple 10
Male Halfling:  Bard 20/ Horizon Walker 2

Quote from: ShadowFox89 on March 02, 2012, 04:00:15 AM
And since we're using BoEF, is the appearance ability in effect?
No

Quote from: ShadowFox89 on March 02, 2012, 04:00:15 AM
Will we need to worry about character pregnancy?
Yes
Life is a hard game but the rewards are sweet if you know where to look.

Kimera

Almost finished my character, will post it tomorrow (if I'm still allowed in that is :) )

ShadowFox89

Call me Shadow
My A/A

Miyu

May I join on this little adventure? how about a cleric or something like that? what do you need?

avorae

Quote from: Miyu on March 02, 2012, 01:55:46 PM
May I join on this little adventure? how about a cleric or something like that? what do you need?

Yes.. Yes Oh goodness yes a cleric would be oh so perfect....
Life is a hard game but the rewards are sweet if you know where to look.

Maverick Hunter Cake

#93
Quote from: avorae on March 02, 2012, 03:27:03 PM
Yes.. Yes Oh goodness yes a cleric would be oh so perfect....

Do we need a cleric that badly? :o 

avorae

Quote from: Maverick Hunter Cake on March 02, 2012, 04:58:31 PM
Do we need a cleric that badly? :o

Yea we do.... Of course another frontline fighter would be nice as well... but mainly a cleric
Life is a hard game but the rewards are sweet if you know where to look.

ShadowFox89

 If anyone can figure out how to turn the Ardent into a Pathfinder class, I can make a semi-healer semi-frontline.
Call me Shadow
My A/A

Maverick Hunter Cake

Quote from: avorae on March 02, 2012, 05:27:58 PM
Yea we do.... Of course another frontline fighter would be nice as well... but mainly a cleric

Pretty much a healer or a fighter, right?

Genbu83

Here's my first chunck of math...still needs magic items, skill points allocated, and a backstory....I'm catching up on the reading. If this isn't to your liking then I'll put up my frontline inquisitor.

Genbu's Ninja


Kyodoudai "Deathsmile" CR 21
Ninja10/ShadowDancer10/Duelist2
Nuetral Good (ish) Medium Humanoid
Init +9; Senses Darkvision 60' ; Perception +##
Aura Good...Faint...5'
----- Defense -----
AC 26, touch 20, flat-footed 20
hp 171/171
Fort +9(+11), Ref +17(+19), Will +9(+11)
DR 10/- Material(while in dim light)
Special Deflect Arrows, Parry

----- Offense -----
Speed 30 ft. (over water, up walls, and through air)
Melee +18 Unarmed Strikes (1d8+2+2+5d6), +18 Katana (2d6+3+2+5d6)
Ranged +22Daggers (1d4+2+5d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 5d5, Precise Striking +2, Death Attack DC 17
Spell-Like Abilities (CL 22) Ki-pool 7
Ki Abilities—Extra Attack - 1pt, +20' to movement - 1pt+4 to stealth - 1ptForgotten Trick - 2pts + additional, Unbound Steps  - 1 pt[/i],
3/day-- Presitidigitation. CL 10 DC 12
2/day-- [Spiderclimb, CL 10th DC 13
5/day—Shadow Illusion, CL 10 DC 13
4/day—Greater Shadow conjuration, CL 10 DC 18
2/day—Shadow Evocation, CL 10 DC 17
1/30daysSummon Shade, CL 10DC 14
----- Statistics -----
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +16/+11/+6/+1; CMB +18 (+## zzConditionalmaneuverbonus); CMD 24 (## vs. zzManeuvername)
Feats Dodge, Mobility, Combat Reflexes, Two-Weapon Fighting, Combat Expertise, Spring Attack, Whirlwind Attack, Dimensional Agility, Dimensional Assualt, Dimensional Dervish, Dimensional Savant, Improved Unarmed Strike
Skills 196 total ranks
Acrobatics (Dex)
Appraise(Int) 1
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy(Cha)
Disable Device (Dex)
Disguise (Cha), Escape Artist (Dex)
Intimidate (Cha),
Knowledge (local)(Int),
Knowledge (nobility) (Int),
Linguistics (Int),
Perception (Wis)
Perform Dance (Cha)
Profession (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex)
Swim (Str)
Use Magic Device (Cha)
Racial Modifiers +Dex (Human Bonus), +1 Skillpoint per level
Languages Common, Elven, Sylvan, Draconic, Dwarven, Thieves cant
Traits Reactionary (+2 Initiative) and Veteran of Battle (+1 to Initiative and Weapon draw on surprise round)
----- Ecology -----
Environment Cities and settlements
Organization Moonfang Ninja Clan
Treasure Personal Items
----- Special Abilities -----
Improved Evasion, Improved Uncanny Dodge, Defensive Roll, Poisin Use, Canny Defense +2, Shadow Master, Improved Reaction +2, Parry, Slippery Mind, Hide in Plain Sight, Shadowjump 320' (40 sqr), Ninja Tricks (Forgotten Trick, Rogue Trick Minor Magic (Prestidigitation), Deflect Arrows, Bleeding Attack, Rogue Trick Major Magic (Spiderclimb) Advanced Tricks (Assassinate, Unbound Steps, Unarmed Combat Mastery)  Without a trace +3, Light Steps, Summon Shade, Ki Pool, 1/2 Difficulty of acrobatic skill checks


Miyu

Quote from: ShadowFox89 on March 02, 2012, 05:30:37 PM
If anyone can figure out how to turn the Ardent into a Pathfinder class, I can make a semi-healer semi-frontline.

so if he is doing the thing that is needed I guess your all set? *Bummer* have fun everybody X-X

ShadowFox89

 You can have more than one healer Miyu. Especially since the Ardent is not even entirely focused on said healing.

Hell, I might end up doing something else. If I can use the Ozodron I linked, I'll go with that.
Call me Shadow
My A/A

avorae

Quote from: Miyu on March 02, 2012, 10:39:20 PM
so if he is doing the thing that is needed I guess your all set? *Bummer* have fun everybody X-X

Naw if you want to play a cleric then by all means do so we need someone who is  strictly a dedicated healer and the Ardent does not fill that role at all.
Life is a hard game but the rewards are sweet if you know where to look.

ShadowFox89

Ardent is hardly a dedicated anything. It depends on the paths taken.
Call me Shadow
My A/A

Kimera

Anyone mind if I play a marilith demon, as a char :)


avorae

Quote from: Kimera on March 03, 2012, 04:47:25 AM
Anyone mind if I play a marilith demon, as a char :)

I don't mind but the final decision is Zear's
Life is a hard game but the rewards are sweet if you know where to look.

avorae

Quote from: Genbu83 on March 02, 2012, 10:35:39 PM
Here's my first chunck of math...still needs magic items, skill points allocated, and a backstory....I'm catching up on the reading. If this isn't to your liking then I'll put up my frontline inquisitor.

Genbu's Ninja


Kyodoudai "Deathsmile" CR 21
Ninja10/ShadowDancer10/Duelist2
Nuetral Good (ish) Medium Humanoid
Init +9; Senses Darkvision 60' ; Perception +##
Aura Good...Faint...5'
----- Defense -----
AC 26, touch 20, flat-footed 20
hp 171/171
Fort +9(+11), Ref +17(+19), Will +9(+11)
DR 10/- Material(while in dim light)
Special Deflect Arrows, Parry

----- Offense -----
Speed 30 ft. (over water, up walls, and through air)
Melee +18 Unarmed Strikes (1d8+2+2+5d6), +18 Katana (2d6+3+2+5d6)
Ranged +22Daggers (1d4+2+5d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 5d5, Precise Striking +2, Death Attack DC 17
Spell-Like Abilities (CL 22) Ki-pool 7
Ki Abilities—Extra Attack - 1pt, +20' to movement - 1pt+4 to stealth - 1ptForgotten Trick - 2pts + additional, Unbound Steps  - 1 pt[/i],
3/day-- Presitidigitation. CL 10 DC 12
2/day-- [Spiderclimb, CL 10th DC 13
5/day—Shadow Illusion, CL 10 DC 13
4/day—Greater Shadow conjuration, CL 10 DC 18
2/day—Shadow Evocation, CL 10 DC 17
1/30daysSummon Shade, CL 10DC 14
----- Statistics -----
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +16/+11/+6/+1; CMB +18 (+## zzConditionalmaneuverbonus); CMD 24 (## vs. zzManeuvername)
Feats Dodge, Mobility, Combat Reflexes, Two-Weapon Fighting, Combat Expertise, Spring Attack, Whirlwind Attack, Dimensional Agility, Dimensional Assualt, Dimensional Dervish, Dimensional Savant, Improved Unarmed Strike
Skills 196 total ranks
Acrobatics (Dex)
Appraise(Int) 1
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy(Cha)
Disable Device (Dex)
Disguise (Cha), Escape Artist (Dex)
Intimidate (Cha),
Knowledge (local)(Int),
Knowledge (nobility) (Int),
Linguistics (Int),
Perception (Wis)
Perform Dance (Cha)
Profession (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex)
Swim (Str)
Use Magic Device (Cha)
Racial Modifiers +Dex (Human Bonus), +1 Skillpoint per level
Languages Common, Elven, Sylvan, Draconic, Dwarven, Thieves cant
Traits Reactionary (+2 Initiative) and Veteran of Battle (+1 to Initiative and Weapon draw on surprise round)
----- Ecology -----
Environment Cities and settlements
Organization Moonfang Ninja Clan
Treasure Personal Items
----- Special Abilities -----
Improved Evasion, Improved Uncanny Dodge, Defensive Roll, Poisin Use, Canny Defense +2, Shadow Master, Improved Reaction +2, Parry, Slippery Mind, Hide in Plain Sight, Shadowjump 320' (40 sqr), Ninja Tricks (Forgotten Trick, Rogue Trick Minor Magic (Prestidigitation), Deflect Arrows, Bleeding Attack, Rogue Trick Major Magic (Spiderclimb) Advanced Tricks (Assassinate, Unbound Steps, Unarmed Combat Mastery)  Without a trace +3, Light Steps, Summon Shade, Ki Pool, 1/2 Difficulty of acrobatic skill checks


Looks good to me I can always use another partner to tag taem up on with sneak attacks..
Life is a hard game but the rewards are sweet if you know where to look.

Kimera

Offcourse, but wanted the other players opinion as well.


Kate


Kimera

Using pathfinder CR rules it would be CR 17, so I could toss in a few levels, but it's up to Zaer

avorae

Quote from: Kimera on March 03, 2012, 09:46:28 AM
Using pathfinder CR rules it would be CR 17, so I could toss in a few levels, but it's up to Zaer

Yep you will have 5 class levels to play with...
Life is a hard game but the rewards are sweet if you know where to look.

Kimera


Genbu83

Quote from: avorae on March 03, 2012, 07:56:41 AM
Looks good to me I can always use another partner to tag taem up on with sneak attacks..

Yeah. I have a few tricks for getting lot's of SNK damage if you look at my feats and Class Features. I'm going to allocate my skill points. I don't hav ethe epic level handbook....how much gold should we have?

Maverick Hunter Cake

Quote from: Kimera on March 03, 2012, 08:05:43 AM
Offcourse, but wanted the other players opinion as well.



She's really pretty, if not also a bit intimidating. A feral and exotic beauty. ^_^ I think it's a cool character.

Kimera

Thanks

Can't wait to stat her out, but still waiting Zaer's approval

Genbu83

#113
Now with skill points. I still need to figure out how much gold we have to spend. I don't have access to the epic level handbook. Though He strikes me a very Jason Todd, Redhood...or mean Nightwing Type....at least that's how I see the chaacter in my imagination.

Kyokoudai

Kyodoudai "Deathsmile" CR 21
Ninja10/ShadowDancer10/Duelist2
Nuetral Good (ish) Medium Humanoid
Init +9; Senses Darkvision 60' ; Perception +##
Aura Good...Faint...5'
----- Defense -----
AC 26, touch 20, flat-footed 20
hp 171/171
Fort +9(+11), Ref +17(+19), Will +9(+11)
DR 10/- Material(while in dim light)
Special Deflect Arrows, Parry
----- Offense -----
Speed 30 ft. (over water, up walls, and through air)
Melee +18 Unarmed Strikes (1d8+2+2+5d6), +18 Katana (2d6+3+2+5d6)
Ranged +22Daggers (1d4+2+5d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 5d5, Precise Striking +2, Death Attack DC 17
Spell-Like Abilities (CL 22) Ki-pool 7
Ki Abilities—Extra Attack - 1pt, +20' to movement - 1pt+4 to stealth - 1ptForgotten Trick - 2pts + additional, Unbound Steps  - 1 pt[/i],
3/day-- Presitidigitation. CL 10 DC 12
2/day-- [Spiderclimb, CL 10th DC 13
5/day—Shadow Illusion, CL 10 DC 13
4/day—Greater Shadow conjuration, CL 10 DC 18
2/day—Shadow Evocation, CL 10 DC 17
1/30daysSummon Shade, CL 10DC 14
----- Statistics -----
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +16/+11/+6/+1; CMB +18 (+## zzConditionalmaneuverbonus); CMD 24 (## vs. zzManeuvername)
Feats Dodge, Mobility, Combat Reflexes, Two-Weapon Fighting, Combat Expertise, Spring Attack, Whirlwind Attack, Dimensional Agility, Dimensional Assualt, Dimensional Dervish, Dimensional Savant, Improved Unarmed Strike
Skills 196 total ranks all are Class Skills
Acrobatics (Dex) 20 (+27) 
Appraise(Int) 5 (+10)
Bluff (Cha) 12 (+17)
Climb (Str) 5 (+10)
Craft Alchemy (Int) 5 (+10)
Diplomacy (Cha) 10 (+15)
Disable Device (Dex) 15 (+21)
Disguise (Cha) 10 (+18)
Escape Artist (Dex) 11 (+18)
Intimidate (Cha)  9 (+14)
Knowledge (local) (Int) 5 (+10)
Knowledge (nobility) (Int) 5 (+10)
Linguistics (Int) 2 (+7)
Perception (Wis) 15 (+20)
Perform Dance (Cha) 2 (+7)
Profession Scribe (Wis) 5 (+10)
Sense Motive (Wis) 10 (+15)
Sleight of Hand (Dex) 10 (+19)
Stealth (Dex) 20 (+29)
Swim (Str) 5 (+10)
Use Magic Device (Cha) 10 (+15)
Racial Modifiers +Dex (Human Bonus), +1 Skillpoint per level
Languages Common, Elven, Sylvan, Draconic, Dwarven, Thieves cant
Traits Reactionary (+2 Initiative) and Veteran of Battle (+1 to Initiative and Weapon draw on surprise round)
----- Ecology -----
Environment Cities and settlements
Organization Moonfang Ninja Clan
Treasure Personal Items
----- Special Abilities -----
Improved Evasion, Improved Uncanny Dodge, Defensive Roll, Poisin Use, Canny Defense +2, Shadow Master, Improved Reaction +2, Parry, Slippery Mind, Hide in Plain Sight, Shadowjump 320' (40 sqr), Ninja Tricks (Forgotten Trick, Rogue Trick Minor Magic (Prestidigitation), Deflect Arrows, Bleeding Attack, Rogue Trick Major Magic (Spiderclimb) Advanced Tricks (Assassinate, Unbound Steps, Unarmed Combat Mastery)  Without a trace +3, Light Steps, Summon Shade, Ki Pool, 1/2 Difficulty of acrobatic skill checks

We love our lives and that's why Death Smiles


"Why are you doing this", the man asks me as hold him in a secure embrace. He doesn't have the strength to scream. Yet I make sure to lay him out gently as he looks into my black eyes. Dark tendrils of shadow, mingled with a spark of death, and imprinted with my essence lay over him like a blanket. My shade....my shadow...my tool.

"It's nothing personal", I tell him quietly. Afterall if somebody is willing to pay to have you killed, you should know who your enemies are. His sullen eyes look at me in bewilderment as his strength is taken from him. "Be wiser in your next life", I tell the man as my shade snuffs the last bit of his candle of life.

No alarms will sound, no gaurds will come, and in the morning none will understand.


The shadows warmly welcome the dark blue and gray clad young man as he rests his mark in a natural position. An older man, tied into tax deals and accepting bribes. A low level target, supposed to look natural...a job unworthy of the young man's skill.

As he slips through the shadows and acrossed this plane he wonders to himself.

Where have all the good jobs gone. Where is a challenge that'll press my skills? One worthy of my training? A job that'll make Death Smile as he chases me?

Behind Death's Smile


Kyokoudai has always been something of a trickster. That is to be expected of and of his clan. In their official capacity, his house serves as entertainers and companions for several lords. Though like all good ruses that is only the surface mask. Entertainment is a show of status and an overlooked luxary, which what mades his clan wealthy as spies, sabotueors, insurgents, and assassins.

Kyokoudai made a game of the existance, though tat was mostly to live with the times when he had to do work...unsavory in nature. The cloak and dagger life balanced with tell tales and taking notes of those stiffling people is growing tedious. While yes, polotics is one big chess game. Kyokoudai is removing himself from the board.

For the last 3 years he's put his skills to work as a sellsword, a thief, a body gaurd, and when needed a lowly paige. Life as a wandering adventurer though has brought him out into the world and showed him much more interesting things than the mere squables his family was involved in. Since that night...he's crossed blades with pirates, protected simple folk from actual creatures, cheated a devil, and escaped a dragon's wrath.

Killing is easy work when there is known to be had, but adventure...that's a life worth Death's Smile.

Looking at Death's Smile


The man looks fairly youthful, yet not quite to that age of real middleage of wisdom and the dreaded complaciency. Short and wave coal pitch locks hang from his head, though occassionally can be seen tied back behind his olive complected face. Ebony orbs seem to pull the gaze of those who look at him directly. That is until, his smile is set free. The ease and grace of that smile was enough to give pause to a sucubbus, likely more. While he does not carry himself as a casanova, Kyokoudai brings an aura of calm and confidence to the room. Hard to believe his been killing a good portion of his life.

He's not overly tall, nor is he large. Like a wolf or a panther, his body just seems naturally slim, sleek, and deadly. He has spent years being honed into a perfect tool, and now he is using all that training for himself. He is fit, trim, and free from most marks, save from a few scars and marks hidden from teh casual, and clothed, observer.

Kyokoudai always dresses to the local climate and society if he can. Though if he cannot he assumes the guise of a traveling messenger, a minstrel, or clerk. He is partial to blue and gray garments though.

While adventuring or "working", he has a fairly standard ensamble. Tightfitting, but breathing fabrics, lightweight and fortified armor, he prefered blades, a belt of other necessary weapons for the job, a tool belt, a lightweight backpack, and softsoled leath boots or tabi. He always wears a half mask, gloves, andwraps all his loose items in silk to dampen the noise they produce...if any.

Image of Death's Smile

ShadowFox89

 I think I'll bring in an epic level version of my Psychic Warrior in Zarazel's game :P
Call me Shadow
My A/A

avorae

Quote from: Genbu83 on March 03, 2012, 10:12:38 AM
Yeah. I have a few tricks for getting lot's of SNK damage if you look at my feats and Class Features. I'm going to allocate my skill points. I don't hav ethe epic level handbook....how much gold should we have?
You start of with 1,200,00
Life is a hard game but the rewards are sweet if you know where to look.

Genbu83


Kimera

#117
Lillianth Aishapra



Name: Lillianth Aishapra
Race: Marilith
Sex: Female
Age:
Height and Weight: 9'2'' Tall, 27' lenght, 4302 pounds
Orientation: Bisexual with multiple partners of both sexes
Alignment: Chaotic Evil
Deity: -
Class & Level: Marilith CR 17 + 5 Fighter


Ability:Score:Mod:Temp:Temp Mod:
Strength32(+11)38(+14)
Dexterity22(+6)28(+9)
Constitution34(+12)40(+15)
Intelligence20(+5)26(+8)
Wisdom22(+6)28(+9)
Charisma32(+11)38(+14)


Initiative: +9
Speed: 40' (50')
Hit Points: 431/431 (0 non-lethal, 0 temporary, 0 vile, 0 frostburn) (HP taken average: 21d10+315)
Immunities: Electricity & poison
Resistances: Acid 10, Cold 10, Fire 10
Damage Reduction: 10 cold iron and good


BAB: +21/+17/+11/+6
CMB: +36
CMD: 55
Melee Attacks: +35/+30/+25/+20
Ranged Attacks: +30/+25/+20/+15
Typical Routine: 1 sword +42/+37/+32/+27 (2d6+..../17-20x2), 5 swords +42 (2d6+.../17-20x2) and tail slap +30 (2d6+7 plus grab)

All weapons wielded count as chaotic and evil cold iron weapons to bypass DR

Constrict:(2d6+21+crushing coils)

Armour Class: 46 (+8 Bracers +9 Dex +15 Natural +4 Deflection)
Flat Footed: 37
Touch Attacks: 23


Saves:BaseAbilityMiscTotal
Fort:+14+15+5+34
Ref:+11+9+5+25
Will:+6+9+5+20


Languages Spoken:
Common
Draconic
Abyssal

Proficiencies:
Simple Weapons
Martial Weapons
All Armor
Shields

Feats:
Bleeding Critical
Combat Expertise
Combat Reflexes
Critical Focus
Improved Critical (Longsword)
Improved Disarm
Power Attack
Weapon Focus (longsword)
Cleave
Great Cleave
Dodge
Mobility
Spring Attack

Traits:

Skills:


SkillRanksAbilityMiscTotal
Acrobatics21+9+30
Bluff21+14+35
Diplomacy16+14+30
Fly16+9+25
Intimidate21+14+35
Knowledge:Tactics21+8+29
Perception21+9+8+38
Sense Motive16+9+25
Sexual Prowess21+14+35
Stealth21+9+30
Use Magic Devise16+14+30


Special Attacks:

Constrict:(2d6+21+crushing coils)
Crushing Coils(ex):
Infuse Weapon(su):
Multiweapon Mastery(ex):
Spell-like Abilities:  Caster level 16th, Save DC is charisma-based
Constant: True Seeing, Unholy Aura (DC 32)
At Will: Greater Teleport (self plus 50 pounds of objects only), Project Image (DC 30), Telekinesis (DC 29)
3/Day: Blade Barrier (DC 30), Fly
1/Day: Summon (level5, 1 marilith 20%, 1 nalfashnee 35%, or 1d4 hezrous at 60%)


Special Qualities:
Darkvision 60'
Damage Reduction 10 cold iron and good
Immunities: Electricity & poison
Resistances: Acid 10, Cold 10, Fire 10
Spell Resistance: 28
Telepathy 100ft

Bravery +1
Armor Training 1
Weapon Training 1(Blades Heavy)

Equipment:


,+4 Ghosttouch Flaming Burst Mithril Longsword(102000)seen in picture
,+4 Ghosttouch Shocking Burst Mithril Longsword(102000)seen in picture
,+4 Ghosttouch Icy Burst Mithril Longsword(102000)seen in picture
,+4 Ghosttouch Unholy Mithril Longsword(102000)seen in picture
,+4 Ghosttouch Anarchic Mithril Longsword(102000)seen in picture
,+4 Ghosttouch Wounding Mithril Longsword(102000)seen in picture
Belt of Physical Perfection(144000)seen in picture
Crown of Mental Superiority (144000)seen in picture
Arm Bracelets of Armor +8(64000)seen in picture, count as bracers
Wrist Bracelets of Storing x6(60000)seen in picture, count as gloves
Cloak of Resistance +5(25000)
Ring of Regeneration(90000)
Ring of Freedom of Movement(40000)
Tail Ring of Striding and Springing(5500)counts as boots
Bag of Holding IV(10000)

5500 GP left


Background:


Under Construction

Kimera

#118
Or instead of fighter levels, would I simply advance her in outsider HD, for extra natural armor, higher ability DC's etc


I can also use a bit of help with giving her equipment, especially her 6 blades. I'm trying to make each blade unique to make them a bit more special.

avorae

Quote from: Kimera on March 04, 2012, 07:58:01 AM
Or instead of fighter levels, would I simply advance her in outsider HD, for extra natural armor, higher ability DC's etc


I can also use a bit of help with giving her equipment, especially her 6 blades. I'm trying to make each blade unique to make them a bit more special.

I'd personally go as a fighter...
Life is a hard game but the rewards are sweet if you know where to look.

Kimera

Hmmm...it does allow her to wear armor, plus some extra feats

avorae

Quote from: Kimera on March 04, 2012, 08:32:09 AM
Hmmm...it does allow her to wear armor, plus some extra feats
The armor is a nice addition but i was thinking more on the feats seeing as you have multi-fighting already. Now imaging taking the cleave tree along with that... >:)
Life is a hard game but the rewards are sweet if you know where to look.

Kimera

Ohhh...I like :3

In combination with a couple nice blades

We can also use content from that BoEF right, although not sure what to give her

avorae

Quote from: Kimera on March 04, 2012, 08:41:15 AM
Ohhh...I like :3

In combination with a couple nice blades

We can also use content from that BoEF right, although not sure what to give her

Yep and we can also use things from this site as well... http://carnal.orfinlir.de/ I suggest you download [Guide Version 0.6.0 (pdf, 1627 kb)] as it is the most recent version but the site has some nice things not listed in the book that you might find useful as well.
Life is a hard game but the rewards are sweet if you know where to look.

Kimera


avorae

Life is a hard game but the rewards are sweet if you know where to look.

Kimera

#126
Almost done I think, just 5 more feats, equipment and traits

If I were to use 6 speed longswords, I would be able to make an extra attack at highest bonus with each of those blades right?

avorae

Quote from: Kimera on March 04, 2012, 10:32:51 AM
If I were to use 6 speed longswords, I would be able to make an extra attack at highest bonus with each of those blades right?

That is an interesting question unfortuantly i have never encountered a situation like that so I can't say if that is possible or not.
Life is a hard game but the rewards are sweet if you know where to look.

avorae

Quote from: Kimera on March 04, 2012, 07:58:01 AM
I can also use a bit of help with giving her equipment, especially her 6 blades. I'm trying to make each blade unique to make them a bit more special.

Well one thing I would do is give each of them a different element that they wield Aka. Fire, sonic, electric, cold, acid also i'd have each made out of a different material. That way you could cover most of the DRs out there.
Life is a hard game but the rewards are sweet if you know where to look.


ShadowFox89

 Hmm... What to go with....

I could go with an epic level version of my Maenad PsyWar.....
Call me Shadow
My A/A

Kimera

Quote from: ShadowFox89 on March 04, 2012, 11:53:02 AM
Hmm... What to go with....

I could go with an epic level version of my Maenad PsyWar.....

Maenad??

PsyWar could be fun though

ShadowFox89

Maenad are a race of naturally psionic beings that have to control the massive amount of emotions they have. Think of them like DnD Vulcans :P
Call me Shadow
My A/A

Kimera

Ah...well that could certainly be an interesting character

ShadowFox89

 I've got her in a different game and she's doing well over there. The main thing is that a Maenad can go from being completely cold and stoic to blind raging fury at the drop of a hat.

Hmmm.... Psychic Warrior 20/Barbarian 2. Maenads can be lawful alignment while taking levels of barbarian, and I get extra rage/day :D
Call me Shadow
My A/A

Kimera

Sweet

Almost done with my character, just need 6 cool demonic sounding names for her 6 blades.

Zaer Darkwail

Just note I do not make IC post tonight as I play SWOTOR but Kimera's relentless spamming alerted me check here and see rather many questions needing answers. So I make answers for now and make IC post/Update tomorrow.

Quote from: Miyu on March 02, 2012, 01:55:46 PM
May I join on this little adventure? how about a cleric or something like that? what do you need?

Sure, join in and make cleric as all seem pressure you on :).

Quote from: Genbu83 on March 03, 2012, 08:55:13 PM
Now with skill points. I still need to figure out how much gold we have to spend. I don't have access to the epic level handbook. Though He strikes me a very Jason Todd, Redhood...or mean Nightwing Type....at least that's how I see the chaacter in my imagination.

Kyokoudai

Kyodoudai "Deathsmile" CR 21
Ninja10/ShadowDancer10/Duelist2
Nuetral Good (ish) Medium Humanoid
Init +9; Senses Darkvision 60' ; Perception +##
Aura Good...Faint...5'
----- Defense -----
AC 26, touch 20, flat-footed 20
hp 171/171
Fort +9(+11), Ref +17(+19), Will +9(+11)
DR 10/- Material(while in dim light)
Special Deflect Arrows, Parry
----- Offense -----
Speed 30 ft. (over water, up walls, and through air)
Melee +18 Unarmed Strikes (1d8+2+2+5d6), +18 Katana (2d6+3+2+5d6)
Ranged +22Daggers (1d4+2+5d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 5d5, Precise Striking +2, Death Attack DC 17
Spell-Like Abilities (CL 22) Ki-pool 7
Ki Abilities—Extra Attack - 1pt, +20' to movement - 1pt+4 to stealth - 1ptForgotten Trick - 2pts + additional, Unbound Steps  - 1 pt[/i],
3/day-- Presitidigitation. CL 10 DC 12
2/day-- [Spiderclimb, CL 10th DC 13
5/day—Shadow Illusion, CL 10 DC 13
4/day—Greater Shadow conjuration, CL 10 DC 18
2/day—Shadow Evocation, CL 10 DC 17
1/30daysSummon Shade, CL 10DC 14
----- Statistics -----
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +16/+11/+6/+1; CMB +18 (+## zzConditionalmaneuverbonus); CMD 24 (## vs. zzManeuvername)
Feats Dodge, Mobility, Combat Reflexes, Two-Weapon Fighting, Combat Expertise, Spring Attack, Whirlwind Attack, Dimensional Agility, Dimensional Assualt, Dimensional Dervish, Dimensional Savant, Improved Unarmed Strike
Skills 196 total ranks all are Class Skills
Acrobatics (Dex) 20 (+27) 
Appraise(Int) 5 (+10)
Bluff (Cha) 12 (+17)
Climb (Str) 5 (+10)
Craft Alchemy (Int) 5 (+10)
Diplomacy (Cha) 10 (+15)
Disable Device (Dex) 15 (+21)
Disguise (Cha) 10 (+18)
Escape Artist (Dex) 11 (+18)
Intimidate (Cha)  9 (+14)
Knowledge (local) (Int) 5 (+10)
Knowledge (nobility) (Int) 5 (+10)
Linguistics (Int) 2 (+7)
Perception (Wis) 15 (+20)
Perform Dance (Cha) 2 (+7)
Profession Scribe (Wis) 5 (+10)
Sense Motive (Wis) 10 (+15)
Sleight of Hand (Dex) 10 (+19)
Stealth (Dex) 20 (+29)
Swim (Str) 5 (+10)
Use Magic Device (Cha) 10 (+15)
Racial Modifiers +Dex (Human Bonus), +1 Skillpoint per level
Languages Common, Elven, Sylvan, Draconic, Dwarven, Thieves cant
Traits Reactionary (+2 Initiative) and Veteran of Battle (+1 to Initiative and Weapon draw on surprise round)
----- Ecology -----
Environment Cities and settlements
Organization Moonfang Ninja Clan
Treasure Personal Items
----- Special Abilities -----
Improved Evasion, Improved Uncanny Dodge, Defensive Roll, Poisin Use, Canny Defense +2, Shadow Master, Improved Reaction +2, Parry, Slippery Mind, Hide in Plain Sight, Shadowjump 320' (40 sqr), Ninja Tricks (Forgotten Trick, Rogue Trick Minor Magic (Prestidigitation), Deflect Arrows, Bleeding Attack, Rogue Trick Major Magic (Spiderclimb) Advanced Tricks (Assassinate, Unbound Steps, Unarmed Combat Mastery)  Without a trace +3, Light Steps, Summon Shade, Ki Pool, 1/2 Difficulty of acrobatic skill checks

We love our lives and that's why Death Smiles


"Why are you doing this", the man asks me as hold him in a secure embrace. He doesn't have the strength to scream. Yet I make sure to lay him out gently as he looks into my black eyes. Dark tendrils of shadow, mingled with a spark of death, and imprinted with my essence lay over him like a blanket. My shade....my shadow...my tool.

"It's nothing personal", I tell him quietly. Afterall if somebody is willing to pay to have you killed, you should know who your enemies are. His sullen eyes look at me in bewilderment as his strength is taken from him. "Be wiser in your next life", I tell the man as my shade snuffs the last bit of his candle of life.

No alarms will sound, no gaurds will come, and in the morning none will understand.


The shadows warmly welcome the dark blue and gray clad young man as he rests his mark in a natural position. An older man, tied into tax deals and accepting bribes. A low level target, supposed to look natural...a job unworthy of the young man's skill.

As he slips through the shadows and acrossed this plane he wonders to himself.

Where have all the good jobs gone. Where is a challenge that'll press my skills? One worthy of my training? A job that'll make Death Smile as he chases me?

Behind Death's Smile


Kyokoudai has always been something of a trickster. That is to be expected of and of his clan. In their official capacity, his house serves as entertainers and companions for several lords. Though like all good ruses that is only the surface mask. Entertainment is a show of status and an overlooked luxary, which what mades his clan wealthy as spies, sabotueors, insurgents, and assassins.

Kyokoudai made a game of the existance, though tat was mostly to live with the times when he had to do work...unsavory in nature. The cloak and dagger life balanced with tell tales and taking notes of those stiffling people is growing tedious. While yes, polotics is one big chess game. Kyokoudai is removing himself from the board.

For the last 3 years he's put his skills to work as a sellsword, a thief, a body gaurd, and when needed a lowly paige. Life as a wandering adventurer though has brought him out into the world and showed him much more interesting things than the mere squables his family was involved in. Since that night...he's crossed blades with pirates, protected simple folk from actual creatures, cheated a devil, and escaped a dragon's wrath.

Killing is easy work when there is known to be had, but adventure...that's a life worth Death's Smile.

Looking at Death's Smile


The man looks fairly youthful, yet not quite to that age of real middleage of wisdom and the dreaded complaciency. Short and wave coal pitch locks hang from his head, though occassionally can be seen tied back behind his olive complected face. Ebony orbs seem to pull the gaze of those who look at him directly. That is until, his smile is set free. The ease and grace of that smile was enough to give pause to a sucubbus, likely more. While he does not carry himself as a casanova, Kyokoudai brings an aura of calm and confidence to the room. Hard to believe his been killing a good portion of his life.

He's not overly tall, nor is he large. Like a wolf or a panther, his body just seems naturally slim, sleek, and deadly. He has spent years being honed into a perfect tool, and now he is using all that training for himself. He is fit, trim, and free from most marks, save from a few scars and marks hidden from teh casual, and clothed, observer.

Kyokoudai always dresses to the local climate and society if he can. Though if he cannot he assumes the guise of a traveling messenger, a minstrel, or clerk. He is partial to blue and gray garments though.

While adventuring or "working", he has a fairly standard ensamble. Tightfitting, but breathing fabrics, lightweight and fortified armor, he prefered blades, a belt of other necessary weapons for the job, a tool belt, a lightweight backpack, and softsoled leath boots or tabi. He always wears a half mask, gloves, andwraps all his loose items in silk to dampen the noise they produce...if any.

Image of Death's Smile

Approved, post him on charsheet section and make IC post asap.

Quote from: Kimera on March 04, 2012, 07:37:29 AM
Lillianth Aishapra


Name: Lillianth Aishapra
Race: Marilith
Sex: Female
Age:
Height and Weight: 9'2'' Tall, 27' lenght, 4302 pounds
Orientation: Bisexual with multiple partners of both sexes
Alignment: Chaotic Evil
Deity: -
Class & Level: Marilith CR 17 + 5 Fighter


Ability:Score:Mod:Temp:Temp Mod:
Strength32(+11)38(+14)
Dexterity22(+6)28(+9)
Constitution34(+12)40(+15)
Intelligence20(+5)26(+8)
Wisdom22(+6)28(+9)
Charisma32(+11)38(+14)


Initiative: +9
Speed: 40' (50')
Hit Points: 431/431 (0 non-lethal, 0 temporary, 0 vile, 0 frostburn) (HP taken average: 21d10+315)
Immunities: Electricity & poison
Resistances: Acid 10, Cold 10, Fire 10
Damage Reduction: 10 cold iron and good


BAB: +21/+17/+11/+6
CMB: +36
CMD: 55
Melee Attacks: +35/+30/+25/+20
Ranged Attacks: +30/+25/+20/+15
Typical Routine:

Constrict:(2d6+21+crushing coils)

Armour Class: 46 (+8 Bracers +9 Dex +15 Natural +4 Deflection)
Flat Footed: 37
Touch Attacks: 23


Saves:BaseAbilityMiscTotal
Fort:+14+15+5+34
Ref:+11+9+5+25
Will:+6+9+5+20


Languages Spoken:
Common
Draconic
Abyssal

Proficiencies:
Simple Weapons
Martial Weapons
All Armor
Shields

Feats:
Bleeding Critical
Combat Expertise
Combat Reflexes
Critical Focus
Improved Critical (Longsword)
Improved Disarm
Power Attack
Weapon Focus (longsword)
Cleave
Great Cleave
Dodge
Mobility
Spring Attack

Traits:

Skills:


SkillRanksAbilityMiscTotal
Acrobatics21+9+30
Bluff21+14+35
Diplomacy16+14+30
Fly16+9+25
Intimidate21+14+35
Knowledge:Tactics21+8+29
Perception21+9+8+38
Sense Motive16+9+25
Sexual Prowess21+14+35
Stealth21+9+30
Use Magic Devise16+14+30


Special Attacks:

Constrict:(2d6+21+crushing coils)
Crushing Coils(ex):
Infuse Weapon(su):
Multiweapon Mastery(ex):
Spell-like Abilities:  Caster level 16th, Save DC is charisma-based
Constant: True Seeing, Unholy Aura (DC 32)
At Will: Greater Teleport (self plus 50 pounds of objects only), Project Image (DC 30), Telekinesis (DC 29)
3/Day: Blade Barrier (DC 30), Fly
1/Day: Summon (level5, 1 marilith 20%, 1 nalfashnee 35%, or 1d4 hezrous at 60%)


Special Qualities:
Darkvision 60'
Damage Reduction 10 cold iron and good
Immunities: Electricity & poison
Resistances: Acid 10, Cold 10, Fire 10
Spell Resistance: 28
Telepathy 100ft

Bravery +1
Armor Training 1
Weapon Training 1(Blades Heavy)

Equipment:


Longsword()seen in picture
Longsword()seen in picture
Longsword()seen in picture
Longsword()seen in picture
Longsword()seen in picture
Longsword()seen in picture
Belt of Physical Perfection(144000)seen in picture
Crown of Mental Superiority (144000)seen in picture
Arm Bracelets of Armor +8(64000)seen in picture, count as bracers
Wrist Bracelets of Storing x6(60000)seen in picture, count as gloves
Cloak of Resistance +5(25000)
Ring of Regeneration(90000)
Ring of Freedom of Movement(40000)
Tail Ring of Striding and Springing(5500)counts as boots
Bag of Holding IV(10000)

Background:


Under Construction

Approved, just add background and post it charsheet section and post IC asap. As note generic background wise Kimera's marilith is planar binded/geased to serve Gabriel (he did it during his downtime). A something which marilith is not much happy about considering Gabriel's infernal heritage.

Quote from: ShadowFox89 on March 02, 2012, 01:51:55 PM
Is homebrew allowed?

http://www.giantitp.com/forums/showthread.php?t=153536

Not that very least I do not allow. It scares me.

Quote from: ShadowFox89 on March 04, 2012, 11:53:02 AM
Hmm... What to go with....

I could go with an epic level version of my Maenad PsyWar.....

Go with it, she would make interesting addition for sure ;).

ShadowFox89

Quote from: Zaer Darkwail on March 04, 2012, 02:10:34 PM

Not that very least I do not allow. It scares me.

Go with it, she would make interesting addition for sure ;).

It's supposed to be scary :P

But alright, I'll bring in Alyx. She should go well with the Marylith.
Call me Shadow
My A/A

Genbu83


Kimera

#139
Again, sorry for the spamming :D

Also, here are Lillianth's six blades.

+4 Ghosttouch Flaming Burst Mithril Longsword
+4 Ghosttouch Shocking Burst Mithril Longsword
+4 Ghosttouch Icy Burst Mithril Longsword
+4 Ghosttouch Unholy Mithril Longsword
+4 Ghosttouch Anarchic Mithril Longsword
+4 Ghosttouch Wounding Mithril Longsword

Her infuse ability makes all weapons wielded count as an extra +1 weapon that is also chaotic and evil cold iron weapons to bypass DR

The mithral also makes them count as silver, so I think I got most bases covered ;3

They also all crit at a 17-20

They all need a cool name though

ShadowFox89

 Swords of the Seven Sins.

Obviously, Lillianth is Lust incarnate ;P
Call me Shadow
My A/A

Zaer Darkwail

You lack admantine in there. But then again you could get magic gloves or bracers which allow treat your melee attacks as admantine. Or you can get augment crystal which allows treat weapons to bypass admantine DR and do crit hits vs constructs and extra dmg too.

Kate

that is alot of players now ... we have enough ?


Kimera


ShadowFox89

 As an alternative, I found this interesting homebrew class: http://www.giantitp.com/forums/showthread.php?t=224967

Who wants a telekinetic lover? ;)
Call me Shadow
My A/A

Kimera


Zaer Darkwail

Well, the telekineticist class looks interesting. I allow it for just see how well it would work alongside in epic game :).

ShadowFox89

#148
 I'm going to go with an Elan for her. Also means no worry about pregnancy, since every Elan is completely sterile.

edit: Actually, I'll revive Heleg as a telekinetic for this.

edit 2: By the way. The part in The Force Unleashed where you pull an Imperial Star Destroyer into the planet? I'll totally be able to do that.

edit 3: Oh, and I can make a lightsaber. That deals from 1d6+5 to 8d6+12 force damage.
Call me Shadow
My A/A

Kimera


Genbu83


Kimera


ShadowFox89

 I think I'm going to have to switch to a standard Shaper, because it looks like the Telekinetic needs a lot of work.
Call me Shadow
My A/A

Zaer Darkwail

Quote from: Genbu83 on March 08, 2012, 06:58:36 PM
nice...so where to jump in...

Just post in same chapter 3 where everyone has already. Assume you got planeshifted there as well.

Quote from: ShadowFox89 on March 09, 2012, 05:29:52 PM
I think I'm going to have to switch to a standard Shaper, because it looks like the Telekinetic needs a lot of work.

Ah, pity, so no star destroyer crashing nor lightsabers :P.

Quote from: Kimera on March 09, 2012, 05:28:35 PM
Can't wait to get started as well :3

Yeah, you soon do. Just make post updates first with threads where I am 6 days in delay :p.

Miyu

lol baka me it was now when I noticed I got replied X-X.  R u still in the lookout?

Zaer Darkwail

Well, game is quite full but I accept you in as final recruited member :).

Miyu

*Gasp* I am honored!. Question hun what do you have so far?

Zaer Darkwail

Well, Kimera did a list awhile ago. But so far the newest members are; marilith/figther and a ninja/shadowdancer/duelist. Then myself as GMPC (20 sorc/2 archmage) and then monk/sorc undead killer and warlock/cleric and we got psions (shaper) coming up.

Miyu

The better question its, what you need or dont have?

Zaer Darkwail

At moment....a pure focused divine spellcaster (we got inquisitor coming but not heard of the guy for while). Oh yeah, we got also bard, a halfling or was it gnome? Anyways

Miyu

I will see what I can do tomorrow when I have the time. Most likely a divine spell caster.

avorae

Actually I was the one who made the list and at the time we had...
Quote from: avorae on March 02, 2012, 06:40:22 AM
Male Human: sorcerer 22 [Infernal bloodline]  [GMNPC]
Female Human: sorceress 22 [Celestial bloodline] 
Female Half-Celestial Drow [Noble]: Monk 3[Martial Artist]/Rogue 7/Shadow Dancer 10/Priestess 2
Male Azurin: Incarnate1/Warlock4/Ur-Priest2/Hellfire Warlock3/Eldritch Disciple12
Female Human: Sorceress 12 (Mixed Heritage variant: Green Dragon/Serpentine)/Green Dragon Disciple 10
Male Halfling:  Bard 20/ Horizon Walker 2
And since then we have added..

Male Human: Ninja10/ShadowDancer10/Duelist2
Female Marilith: Fighter 5

And we have someone working on a...
Female Elan:  Shaper
Inquisiter
Life is a hard game but the rewards are sweet if you know where to look.

ShadowFox89

For my shaper, one of my 9th level powers will let me create a demi-plane. Normal maximum size after one use is 180ft, but, but it adds another 180ft after every additional use. How many times do you think I could use it?
Call me Shadow
My A/A

Snake

I'VE MISSED A LITTLE TOO MUCH OF THIS I THINK i SHOULD PROBABLY GIVE UP MY SPOT IN IT. oR MAKE A  different character or somethig >.> sorry you guys

Zaer Darkwail

Quote from: ShadowFox89 on March 12, 2012, 09:43:29 AM
For my shaper, one of my 9th level powers will let me create a demi-plane. Normal maximum size after one use is 180ft, but, but it adds another 180ft after every additional use. How many times do you think I could use it?

If there is no ruler how many times you can cast it, you can cast it manytimes as you want :P. But what I remember each casting asked XP.

ShadowFox89

It asked for xp in 3.5, pathfinder has no xp cost.
Call me Shadow
My A/A

Snake


ShadowFox89

 Yup. And Elan are ageless, so theoretically my character can be several thousand years old and have using the demi-plane as her home.

I'm thinking psion(shaper)20/Thrallherd2. Gives her a supply of minions to use to build her castle, and she can have a small village going within her demiplane.

Anyone else want to live there? ^^
Call me Shadow
My A/A

Snake

Haha well if I make up a new char I might. *laugh*

Miyu

By Devine you mean healing spells, support and stuff like that right?

avorae

Quote from: Miyu on March 12, 2012, 05:00:06 PM
By Devine you mean healing spells, support and stuff like that right?

Yes that is exactly what we need... :-[ ;D
Life is a hard game but the rewards are sweet if you know where to look.

Miyu


Miyu

I will need help with this, I never did a character lv this high. So whoever wishes to help me let me know X-X

avorae

Quote from: Miyu on March 12, 2012, 08:32:00 PM
I will need help with this, I never did a character lv this high. So whoever wishes to help me let me know X-X

I would be glad to help you...
Life is a hard game but the rewards are sweet if you know where to look.

Kate

we good to go ?

btw newbies do have a squiz at some of our items - some are like omg .. so you probably could have something of silmular omg-ness

Maverick Hunter Cake

Quote from: Miyu on March 12, 2012, 08:32:00 PM
I will need help with this, I never did a character lv this high. So whoever wishes to help me let me know X-X

I got a lot of the books, so for the normal stuff, I can help you out quite a bit.

Miyu

#176
I need help with the history of my girl since I have no idea where you guys are and I have no idea about the world this is based in

http://www.myth-weavers.com/sheetview.php?sheetid=380255

ShadowFox89

Call me Shadow
My A/A

avorae

Quote from: Miyu on March 13, 2012, 11:43:34 PM
I need help with the history of my girl since I have no idea where you guys are and I have no idea about the world this is based in

http://www.myth-weavers.com/sheetview.php?sheetid=380255


The world where you originally came from can be from any of the standard settings [Forgotten Realms, Darksun, Kalamar, Ebberon, etc.] As for where we currently reside it is in a pocket dimension that Gabriel made as his personal residence using a spell similar to the Psionic power that allows you to create a demi-plane.
Life is a hard game but the rewards are sweet if you know where to look.

Muse

*Waves*  I've been out of touch for a while, Zaer, still got a space? 
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

Well, we got filled but I take late comers if they make chars quick :). I make however now update post in IC thread.

Miyu

Letria was the daughter of two wonderful human parents, one was the head cleric for a church and the mother was just a normal woman of the town. Rumor has it that the cleric raped the woman in a jealous rage since he was just demoted and was about to be thrown out of the church.  When Letria was born she did so in a small shack on the outskirts of the main city, her mother moving there fearing Letria’s father. However as fate would have it the church found out about the rape and quickly threw him out which gave him enough motives to just kill Letria’s mother. One day he sneaked inside the shack and killed the woman in cold blood and picked a baby of a girl that she had, the girl had blonde hair just as him. However he could not just take the life of a baby he ran away with the baby leaving it at the door steps of the first church he encountered before fleeing for his life.

She was raised in the church of Sarenrae with girls just like herself however ever since little she has proven to be the girl with most promise, in both aspects magical and following the religions doctrine. However she was far from perfect, she was always a wild girl doing whatever she thought was right even if that went against the church she was raised in. She learned spells fast and could cast them just as easy giving her some sort of prestige even amongst the teachers that tried to teach her the ways. One day however, a couple of years after becoming a full fledged cleric she went on to adventure as her heart wanted. She matured more and more on the road healing and aiding at people who wished for her help. She quickly became well known across her realm as a emissary of her goddess.  Helping the plane deal with everything from liches to dragons she had seen them all. She now continues on her road to try and help as much people she could unknown to her the religion that raised her was growing more and more with the help she was offering strangers.

http://www.myth-weavers.com/sheetview.php?sheetid=380255
Letria1,2


Miyu

So I ask the ST and all the players who wanna answer. Any idea where or when my char should just pop in?. Arrive when the heroes are in trouble like a heroine *MAKES THE SUPERMAN POSE* or just arrive and get in trouble to be rescued.

ShadowFox89

 I'm still debating Telekinetic or Psion(shaper).... If I got TK, I could have glowing buzzsaw blades.
Call me Shadow
My A/A

Genbu83

Quote from: Miyu on March 14, 2012, 04:55:00 PM
So I ask the ST and all the players who wanna answer. Any idea where or when my char should just pop in?. Arrive when the heroes are in trouble like a heroine *MAKES THE SUPERMAN POSE* or just arrive and get in trouble to be rescued.

Kinda wondering the same thing myself. Considering I'm playing a shadow jumping sashbuckling, ninja.