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[D&D 3.5] Urban Dagny / Re: Character Sheets
« on: April 16, 2022, 03:34:03 PM »
Quite some time ago, a magic-fascinated elf crawled up out of the sea and, after some initial awkwardness, started up a conversation with a nymph she met about the world beneath the waves. That was how Julianne first met Chalcea, and the nymph's own good nature likely coloured her future interactions with the rest of the surface world. Of course, her endless interest in people and their languages and why did all the surface folk live the way they did came first, and remained strong as her magical studies continued. A curiosity in the nature of the planes and its inhabitants, and the magic of the gods themselves, and somehow this started taking an even more firmly philosophical stance. If it was intrinsically in the nature of certain entities to commit evil, but the good thing is to reform them, then why are so many good organisations intrinsically interested in preemptive strikes? And why do nothing about those with unusual dietary needs?
Remaking your body with the essence of one of the infernal planes to prove a point is hardly the most reasonable step, but alongside her support for those of distinctly nonhuman and immoral bents, it certainly gives Julianne a degree of unusual acceptance for one trying to redeem demons. Even if many of her followers are just in it for the shelter against normal authorities, or personal interest in the eccentric mage. Chalcea is still with her, acting as more of a personal aide-cum-minder than ever, trying to prevent the worst of the attempts to take advantage of Julianne.
Rumours that she stole a bar to turn it into a sex cult are exaggerated. Yes, she did acquire a club and only half changed it into a religious institution, but the second part is entirely made up! That's just her personality.
Sound of Dolphin Clicking
Julianne Blue
("But beautiful ladies can call me Jill~")
One might hope that a centuries old mage wouldn't look like a teenager, and yet...
† Starting language changed from Dirnesti to Aquan from the bonus list to avoid Krynn stuff.
Chalcea
The impressive part is covering the armour.
Remaking your body with the essence of one of the infernal planes to prove a point is hardly the most reasonable step, but alongside her support for those of distinctly nonhuman and immoral bents, it certainly gives Julianne a degree of unusual acceptance for one trying to redeem demons. Even if many of her followers are just in it for the shelter against normal authorities, or personal interest in the eccentric mage. Chalcea is still with her, acting as more of a personal aide-cum-minder than ever, trying to prevent the worst of the attempts to take advantage of Julianne.
Rumours that she stole a bar to turn it into a sex cult are exaggerated. Yes, she did acquire a club and only half changed it into a religious institution, but the second part is entirely made up! That's just her personality.
Julianne Blue
("But beautiful ladies can call me Jill~")
One might hope that a centuries old mage wouldn't look like a teenager, and yet...
(click to show/hide)
Race: Phrenic Dirnesti (Sea Elf) (Dragonlance)†
Type (Subtype): Outsider (Chaotic, Evil, Psionic, Elf?)
Class: Youkai Magician 5, Archivist 1, Purple Mage Heretic 9 (0 Current XP / 0 Next Level XP)
Alignment: Lawful Good
Size: Medium (Space 5 ft; Reach 5 ft)
Speed: 30ft, Swim 30ft, Flight 30ft (Perfect) (Base Speed: 30ft)
HP (HD): 256/256 (6d6 + 9d4 + 210)
Special Senses
Elfsight (Low Light Vision + 30' Darkvision)
Darkvision (60')
Arcane Sight
Read Magic
See Invisibility
Stats
Initiative: 3 = 3 Dex + 0 Misc
General Notes
Power Resistance 25
Defenses
Special Defenses/Defenses Notes
N/A
Attacks
Special Attacks/Attack Notes
N/A
Languages
Feats
Flaws/Traits
Racial Features
Class Features
Skills
Equipment
Mundane Gear
Chocolate (17,000)
Magical Gear
Sutra Scroll: Blessed Book, Grimoire of Evocation +2 (20,500)+Holy Symbol (25gp)
Tome of Ancient Lore (5,500)
Headband of Intellect +6 (36,000)
Cloak of Resistance + 5 (25,000)
Handy Haversack (2,000)
Tunic of Concentration (2,500)
Decanter of Endless Water (9,000)
Cloak of Charisma (+6) (36,000) -given to cohort
Wand of Displacement - 49 Charges (CL5) (7875)
Wand of Mirror Image - 49 Charges (CL 12) (18900)
Valuables
7,040gp
Magical Services/Expenditures
Wish x5 (132,650)
Permanent Arcane Sight (7,500)
Permanent Darkvision (5,000)
Permanent Read Magic (2,500)
Permanent See Invisibility (5,000)
Maneuvers
Arcane Spells
Divine Spells
Type (Subtype): Outsider (Chaotic, Evil, Psionic, Elf?)
Class: Youkai Magician 5, Archivist 1, Purple Mage Heretic 9 (0 Current XP / 0 Next Level XP)
Alignment: Lawful Good
Size: Medium (Space 5 ft; Reach 5 ft)
Speed: 30ft, Swim 30ft, Flight 30ft (Perfect) (Base Speed: 30ft)
HP (HD): 256/256 (6d6 + 9d4 + 210)
Special Senses
Elfsight (Low Light Vision + 30' Darkvision)
Darkvision (60')
Arcane Sight
Read Magic
See Invisibility
Stats
(click to show/hide)
Ability Scores | Temp Ability Scores |
Str 15 (+2) | Temp Str 15 (+2) |
Dex 21 (+5) | Temp Dex 21 (+5) |
Con 13 (+1) | Temp Con 13 (+1) |
Int 33 (+11) | Temp Int 39 (+14) |
Wis 8 (-1) | Temp Wis 8 (-1) |
Cha 16 (+3) | Temp Cha 16 (+3) |
Initiative: 3 = 3 Dex + 0 Misc
General Notes
Power Resistance 25
Defenses
Saving Throws | |
Fortitude | 11 = 6 Base + 0 Con + 5 Resistance + 0 Misc |
Reflex | 24 = 5 Base + 14 Int + 5 Resistance + 0 Misc |
Willpower | 28 = 9 Base + 14 Int + 5 Resistance + 0 Misc |
Armor Class | 15 = 10 Base + 0 Armor + 0 Shield + 5 Dex + 0 Size + 0 Natural + 0 Deflection + 0 Misc |
Touch | 15 |
Flat-Footed | 10 |
Armor: N/A | ||||
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A | ||||
Shield: N/A | ||||
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A |
Special Defenses/Defenses Notes
N/A
Attacks
Melee Attack Bonus | 10 = 8 BAB + 2 Str + 0 Misc | [/c][/c]
Ranged Attack Bonus | 13 = 8 BAB + 5 Dex + 0 Misc |
Weapon: Unarmed Strike | |||
Attack Bonus: +10 | | Damage (Crit): 1d10+2 (x0) | | Type: Bludgeoning | | Range: N/A |
Special Properties: N/A | |||
Weapon: N/A | |||
Attack Bonus: N/A | | Damage (Crit): N/A (x0) | | Type: N/A | | Range: N/A |
Special Properties: N/A |
Special Attacks/Attack Notes
N/A
Languages
(click to show/hide)
all of them
Feats
(click to show/hide)
1) Insightful Reflexes
Flaw) Keen Intellect
Flaw) Faerie Mysteries Initiate
Flaw) Favored (Mage's Guild)
Flaw) Primary Contact
Flaw) Improved Unarmed Strike
Flaw) Nymph's Kiss
Flaw) Casket of Stars
Flaw) Forbidden School (Cosmic Mind)
3) Store Magic
6) Witch's Ball
9) Dimensional Dream
12) Magus Night
15) Superior Unarmed Strike
Bonus Feat) Scribe Scroll
Bonus Feat) Craft Wand
Bonus Feat) Broad Practice, Scaling
Flaw) Keen Intellect
Flaw) Faerie Mysteries Initiate
Flaw) Favored (Mage's Guild)
Flaw) Primary Contact
Flaw) Improved Unarmed Strike
Flaw) Nymph's Kiss
Flaw) Casket of Stars
Flaw) Forbidden School (Cosmic Mind)
3) Store Magic
6) Witch's Ball
9) Dimensional Dream
12) Magus Night
15) Superior Unarmed Strike
Bonus Feat) Scribe Scroll
Bonus Feat) Craft Wand
Bonus Feat) Broad Practice, Scaling
Flaws/Traits
(click to show/hide)
Flaws
Lustful (Female)
Moist
Addiction (Chocolate)
Personality Issues
Peculiar Talents
Phantom Spark
Fussy
Cold-Blooded
Traits
N/A
Lustful (Female)
Moist
Addiction (Chocolate)
Personality Issues
Peculiar Talents
Phantom Spark
Fussy
Cold-Blooded
Traits
N/A
Racial Features
(click to show/hide)
Sea Elf (Dimernesti):
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
30' movement speed, 30' swim speed.
Breathe Water (Ex): Sea Elves can breathe water as an extraordinary ability.
Immunity to magical sleep spells and effects, and a +2 racial bonus on saving throws against Enchantment spells or effects.
Elvensight: Low-Light Vision + 30' darkvision.
Weapon Proficiency: Sea Elves receive free Martial Weapon Proficiency feats with the triden and longspear, and free Exotic Weapon Proficiency feat with the net.
+2 racial bonus on Listen, Search, and Spot checks.
Seasense: +2 racial bonus on checks to notice peculiarities in water, approximate depth, temperature, and the like. Intuitive sense of how deep I am.
Alternate Form (Su): Turn into a medium sea otter 3/day for as long as desired.
Surface Sensitivity (Ex): -1 penalty on all attack rolls, saves, and checks after spending 24 hours out of water. Mitigated by spending at least 1 hour out of every 24 underwater.
Phrenic Creature
Size and Type
The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented animal]). It gains the psionic subtype.
Psi-Like Abilities (Sp)
A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.
HD Abilities
1-2 3/day—defensive precognition; 1/day—force screen
3-4 3/day—empty mind, mind thrust
5-6 1/day—body adjustment, brain lock
7-8 1/day—aversion, psionic blast
9-10 3/day—intellect fortress; 1/day—psychic crush
11-12 1/day—psionic dominate
13-14 1/day—energy current, tower of iron will
15-16 3/day—psionic teleport
17-18 1/day—fission
19-20 1/day—ultrablast
Special Qualities
A phrenic creature has all the special qualities of the base creature, plus the following special qualities.
Naturally Psionic
A phrenic creature gains 1 bonus power point.
Power Resistance (Ex)
A phrenic creature has power resistance equal to its Hit Dice +10.
Abilities
Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4.
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
30' movement speed, 30' swim speed.
Breathe Water (Ex): Sea Elves can breathe water as an extraordinary ability.
Immunity to magical sleep spells and effects, and a +2 racial bonus on saving throws against Enchantment spells or effects.
Elvensight: Low-Light Vision + 30' darkvision.
Weapon Proficiency: Sea Elves receive free Martial Weapon Proficiency feats with the triden and longspear, and free Exotic Weapon Proficiency feat with the net.
+2 racial bonus on Listen, Search, and Spot checks.
Seasense: +2 racial bonus on checks to notice peculiarities in water, approximate depth, temperature, and the like. Intuitive sense of how deep I am.
Alternate Form (Su): Turn into a medium sea otter 3/day for as long as desired.
Surface Sensitivity (Ex): -1 penalty on all attack rolls, saves, and checks after spending 24 hours out of water. Mitigated by spending at least 1 hour out of every 24 underwater.
Phrenic Creature
Size and Type
The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented animal]). It gains the psionic subtype.
Psi-Like Abilities (Sp)
A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.
HD Abilities
1-2 3/day—defensive precognition; 1/day—force screen
3-4 3/day—empty mind, mind thrust
5-6 1/day—body adjustment, brain lock
7-8 1/day—aversion, psionic blast
9-10 3/day—intellect fortress; 1/day—psychic crush
11-12 1/day—psionic dominate
13-14 1/day—energy current, tower of iron will
15-16 3/day—psionic teleport
17-18 1/day—fission
19-20 1/day—ultrablast
Special Qualities
A phrenic creature has all the special qualities of the base creature, plus the following special qualities.
Naturally Psionic
A phrenic creature gains 1 bonus power point.
Power Resistance (Ex)
A phrenic creature has power resistance equal to its Hit Dice +10.
Abilities
Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4.
Class Features
(click to show/hide)
Proficiencies: Simple Weapons, Light Armor, Medium Armor
Youkai Magician
Maneuvers: A Youkai Magician learns maneuver from the Love-Coloured Magic school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Youkai Magician must fulfill it as well. Her Iniator level is equal to her Youkai Magician level, and she can only learn maneuvers of a level no bigger than half (IL+1).
Youkai Magicians prefer to go hold back. Whenever she spends 1 round whitout using any maneuver, she recovers two expended maneuvers of her choice at the start of her new turn.
At 4th level, and every even-numbered level afterwards, the Youkai Magician can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).
Youkai Magic: An Youkai Magician prepares and cast arcane spells from the wizard list. She starts play knowing six 0th level spells and three first level spells. At each new Youkai Magician level she learns two new spells of a level no bigger than half (Youkai Magician level+1). She keeps her spells known in spellbooks, and can add extra ones like a wizard, except it takes twice as long since having forsaken mortality, she feels like she has all the time in the world. She must prepare her spells in advance each morning with one hour of collecting ingredients from the surroundings. Unlike other arcane casters, each of her spell slots can take a spell of any level she learned from Youkai Magician. Since her spell slots don't have levels, she can't use metamagic that would increase effective spell levels with them. She also gains a number of 0th level spell slots equal to her Int mod.
A Being of Knowledge and Shadow: A Youkai Magician no longer ages as long as she remains half of her time in dark, gloomy places. They usually take the chance to do research, altough they also end up forgetting old things. For each day they do nothing else and remain in a dark, gloomy place, a Youkai Magician may swap one of her skill ranks position. Even if she has immortality from other source, her looks will change to something older and more decrepit if she doesn't spend her needed time in dark and gloomy place.
Busy Youkai: At 2nd level the Youkai Magician can search for traps as a rogue and use her Int instead of Dex for Sleight of Hand and Open Lock and Int instead of Cha for Diplomacy, Intimidate and Use Magic Device checks.
Magical Grimoire: At 3rd level the Youkai Magician can improve her spellbook(s) to help her directly channel her magic of a specific school of Magic. It costs an initial extra 600 GP, and can be further enanched as a weapon, but only generic enhancements that would work with any kind of weapon and attacks, not effects that would only work on melee attacks or effects that would only trigger on missiles for example. The DC of spells of the chosen school increases by 1. For each “normal” 1 enanchment bonus, increases the DC of spells of that school by anoter 1. Damage-inflicting enanchments such as Frost and Fire apply to spells that deal HP damage as well. The Youkai Magician must hold her Magical Grimoire in at least one free hand. She also can't benefit from a total Magical Grimoire enanchment higher than ½ her Youkai Magician level. If she somehow acquires a stronger Magical Grimoire, she receives the respective reduced benefit, being able to pick which enanchemnt(s) to benefit with each spell cast. She can have multiple magical grimoires, each one focused on a different school of magic. A hand being used to hold a Magical Grimoire can still be used to cast spells.
Enigmatic Source: At 4th level the Youkai Magician can write down Supernatural maneuvers and stances from other beings she witnessed using in her spellbooks, just as if they were spells learned from scrolls, as long as they aren't higher level than half her Youkai Magician level. Once per day per four Youkai Magician levels, she may use one such maneuver she had learned, as long as she's holding the book where she writted it down in one of her free hands. However she cannot use the same maneuver this way more than once per week. She may use her spellcraft skill/ranks instead of the those maneuver's normal skill, and Int instead of the main stat for those schools. She must still meet any extra prerequites like Ancient Temple needing a feat.
Youkai Flight: At 5th level the Youkai Magician can fly at her base speed with perfect maneuverability, simply ignoring gravity and floating around.
Archivist
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Purple Mage Heretic
Sutra Scroll: The Purple Mage Heretic transforms her first spellbook, Holy Symbol and a spell component pouch (plus a Magical Furnace or Magical Grimoire) in a shining scroll of energy that works as all of those items while held in all hands. If her arcane spellcasting is spontaneous, then she can imprint her known spells in the Sutra Scroll instead of a spellbook. It weights nothing and is indestructible. Purple Mage levels progress up to one martial progression, one arcane spellcasting progression and one divine spellcasting progression. In addition you can count your base CL as being equal to your HD for both your progressing arcane and divine progressions. However the Purple Mage must also hold the Sutra Scroll to use her spells and maneuvers, and simultaneously recite its writings, thus unable to use Silent megamagic, or to use her maneuvers if under a Silence spell or similar. Being deafened inflicts a 20% failure chance on her maneuvers.
The Purple Mage heretic can still hold and use a single wand or light weapon in the fingers of one hand while simultaneously holding her Sutra Scroll, or use her hands for unarmed attacks while holding into it. Either way she takes no penalty on attack rolls this way.
First Treasure: At third level the Purple Mage Heretic picks one of the following options. At 5th and 8th level she picks another.
Dharma, The Teaching-The path to Enlightment. Whenever an ally within 30 ft uses a martial boost or casts a spell with a range of personal, you can gain its benefits by increasing your Forbidden Price for Cosmic mind by an amount equal to the Boost/Spell's level. All details are as the original one used the Boost/spell.
Sangha, The Community-The practising monks and and nuns who support your teachings. You gain Leadership as a bonus feat, except you use your Int or Wis mod (whichever's higher) instead of Cha mod to determine effects and only up to half your followers can be humanoids (your cohort cannot).
Buddha, the Enlightened, Awakened One-The highest spirital potential that exists within all beings. When you enter a martial stance, you may cast a spell with a range of personal as part of the same action by increasing your Forbidden Price for Cosmic Mind by an amount equal to the spell's level. If the spell had a duration higher than 1 round, it lasts as long as you remain on that stance.
Filled with Light: At 3rd level when you cast a spell that deals “light” damage as per Love-Colored Magic and Cosmic Mind, you can cast a spell one level lower on yourself by increasing your Cosmic Mind Forbidden Price by an amount equal to its level.
Resist you with all my might: At 4th level whenever you're harmed you may perform an unarmed strike on the one who harmed you by increasing your Cosmic Mind Forbidden Price by 1. This unarmed strike cannot trigger this ability again in case your opponent has any ability that harms you when you hit them.
Namusan: At 5th level all non-good non-humanoids with less HD than you are automatically one step friendlier towards you while humanoids and good non-humanoids become one step more hostile towards you. This does not stack with other effects that increase a creature's attitude towards you.
Undefined Fantastic Object: At 6th level choose a mundane building up to 100 000 cubic feet. With a 24 hour ritual you can make it able to fly at a speed of 100 feet per round with perfect maneuverability. It magically keeps its structural integrity and the main structure is virtually indestructible, however automatically stops if it would violently hit anything, so you cannot use it to ram people or crush something by descending on it. Smaller sections may be destroyed using normal material hardness so it's possibly to violently break in or exit but otherwise the Undefined Fantastic Object never fails while you live. Its carrying capacity is the same as yours times 100. Smaller You must remain within 100 feet to control it and may even “ride” it. Your cohort and/or followers can also pilot it, either the cohort alone or at least twenty followers. While landed it looks like a natural building and you can also choose to reshape it when the ritual is first made, although the shape then remains constant. Everybody and everything inside the Undefined Fantastic Object is protected from indirect divination effects, including the Undefined Fantastic Object itself.
Monk on the Offensive: At 7th level when you cast a spell against an opponent, you gain a stacking permanent profane bonus on weapon and unarmed strike damage rolls against that opponent equal to the level of the spell you casted. A Remove Curse effect can clear this.
Demonic Chief Priest of the Monster Temple: At 8th level spells you cast on yourself last one extra round per allied evil and/or chaotic non-humanoid within 100 feet and/or inside your Undefined Fantastic Object, also you no longer grow older and return/remain in your prime age while at least 4 of your followers/cohort remains alive and your creature type changes to outsider with the Chaotic and Evil subtypes (do not recalculate anything). Plus you can have one of your followers or your cohort retrain up to half their levels to god, rounded down. They can take more god levels, as long as it remains half of their levels, rounded down.
Fires of Hokkai: At 9th level if you would be killed/destroyed, as long as 5 of your followers/cohort remain, your heart remains intact and beating, growing back to you at full HP/stats in 1d12 hours along your Sutra Scroll. Even if all your cohorts/followers were destroyed, eventually 5d12 of them will find a way out of the lower planes in 1d12 times 1d100 years to get you back from a random location of the lower planes. In addition your Undefined Fantastic Object can Plane Shift at will with everybody and everything inside except it takes 5 rounds to “charge”. It can still move while charging and there is no apparent sign it is about to change planes. Everybody inside is protected by any harmful planar/enviromental effects, providing survivable conditions inside be it in the fires of hell or frozen wastes.
Youkai Magician
Maneuvers: A Youkai Magician learns maneuver from the Love-Coloured Magic school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Youkai Magician must fulfill it as well. Her Iniator level is equal to her Youkai Magician level, and she can only learn maneuvers of a level no bigger than half (IL+1).
Youkai Magicians prefer to go hold back. Whenever she spends 1 round whitout using any maneuver, she recovers two expended maneuvers of her choice at the start of her new turn.
At 4th level, and every even-numbered level afterwards, the Youkai Magician can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).
Youkai Magic: An Youkai Magician prepares and cast arcane spells from the wizard list. She starts play knowing six 0th level spells and three first level spells. At each new Youkai Magician level she learns two new spells of a level no bigger than half (Youkai Magician level+1). She keeps her spells known in spellbooks, and can add extra ones like a wizard, except it takes twice as long since having forsaken mortality, she feels like she has all the time in the world. She must prepare her spells in advance each morning with one hour of collecting ingredients from the surroundings. Unlike other arcane casters, each of her spell slots can take a spell of any level she learned from Youkai Magician. Since her spell slots don't have levels, she can't use metamagic that would increase effective spell levels with them. She also gains a number of 0th level spell slots equal to her Int mod.
A Being of Knowledge and Shadow: A Youkai Magician no longer ages as long as she remains half of her time in dark, gloomy places. They usually take the chance to do research, altough they also end up forgetting old things. For each day they do nothing else and remain in a dark, gloomy place, a Youkai Magician may swap one of her skill ranks position. Even if she has immortality from other source, her looks will change to something older and more decrepit if she doesn't spend her needed time in dark and gloomy place.
Busy Youkai: At 2nd level the Youkai Magician can search for traps as a rogue and use her Int instead of Dex for Sleight of Hand and Open Lock and Int instead of Cha for Diplomacy, Intimidate and Use Magic Device checks.
Magical Grimoire: At 3rd level the Youkai Magician can improve her spellbook(s) to help her directly channel her magic of a specific school of Magic. It costs an initial extra 600 GP, and can be further enanched as a weapon, but only generic enhancements that would work with any kind of weapon and attacks, not effects that would only work on melee attacks or effects that would only trigger on missiles for example. The DC of spells of the chosen school increases by 1. For each “normal” 1 enanchment bonus, increases the DC of spells of that school by anoter 1. Damage-inflicting enanchments such as Frost and Fire apply to spells that deal HP damage as well. The Youkai Magician must hold her Magical Grimoire in at least one free hand. She also can't benefit from a total Magical Grimoire enanchment higher than ½ her Youkai Magician level. If she somehow acquires a stronger Magical Grimoire, she receives the respective reduced benefit, being able to pick which enanchemnt(s) to benefit with each spell cast. She can have multiple magical grimoires, each one focused on a different school of magic. A hand being used to hold a Magical Grimoire can still be used to cast spells.
Enigmatic Source: At 4th level the Youkai Magician can write down Supernatural maneuvers and stances from other beings she witnessed using in her spellbooks, just as if they were spells learned from scrolls, as long as they aren't higher level than half her Youkai Magician level. Once per day per four Youkai Magician levels, she may use one such maneuver she had learned, as long as she's holding the book where she writted it down in one of her free hands. However she cannot use the same maneuver this way more than once per week. She may use her spellcraft skill/ranks instead of the those maneuver's normal skill, and Int instead of the main stat for those schools. She must still meet any extra prerequites like Ancient Temple needing a feat.
Youkai Flight: At 5th level the Youkai Magician can fly at her base speed with perfect maneuverability, simply ignoring gravity and floating around.
Archivist
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Purple Mage Heretic
Sutra Scroll: The Purple Mage Heretic transforms her first spellbook, Holy Symbol and a spell component pouch (plus a Magical Furnace or Magical Grimoire) in a shining scroll of energy that works as all of those items while held in all hands. If her arcane spellcasting is spontaneous, then she can imprint her known spells in the Sutra Scroll instead of a spellbook. It weights nothing and is indestructible. Purple Mage levels progress up to one martial progression, one arcane spellcasting progression and one divine spellcasting progression. In addition you can count your base CL as being equal to your HD for both your progressing arcane and divine progressions. However the Purple Mage must also hold the Sutra Scroll to use her spells and maneuvers, and simultaneously recite its writings, thus unable to use Silent megamagic, or to use her maneuvers if under a Silence spell or similar. Being deafened inflicts a 20% failure chance on her maneuvers.
The Purple Mage heretic can still hold and use a single wand or light weapon in the fingers of one hand while simultaneously holding her Sutra Scroll, or use her hands for unarmed attacks while holding into it. Either way she takes no penalty on attack rolls this way.
First Treasure: At third level the Purple Mage Heretic picks one of the following options. At 5th and 8th level she picks another.
Dharma, The Teaching-The path to Enlightment. Whenever an ally within 30 ft uses a martial boost or casts a spell with a range of personal, you can gain its benefits by increasing your Forbidden Price for Cosmic mind by an amount equal to the Boost/Spell's level. All details are as the original one used the Boost/spell.
Sangha, The Community-The practising monks and and nuns who support your teachings. You gain Leadership as a bonus feat, except you use your Int or Wis mod (whichever's higher) instead of Cha mod to determine effects and only up to half your followers can be humanoids (your cohort cannot).
Buddha, the Enlightened, Awakened One-The highest spirital potential that exists within all beings. When you enter a martial stance, you may cast a spell with a range of personal as part of the same action by increasing your Forbidden Price for Cosmic Mind by an amount equal to the spell's level. If the spell had a duration higher than 1 round, it lasts as long as you remain on that stance.
Filled with Light: At 3rd level when you cast a spell that deals “light” damage as per Love-Colored Magic and Cosmic Mind, you can cast a spell one level lower on yourself by increasing your Cosmic Mind Forbidden Price by an amount equal to its level.
Resist you with all my might: At 4th level whenever you're harmed you may perform an unarmed strike on the one who harmed you by increasing your Cosmic Mind Forbidden Price by 1. This unarmed strike cannot trigger this ability again in case your opponent has any ability that harms you when you hit them.
Namusan: At 5th level all non-good non-humanoids with less HD than you are automatically one step friendlier towards you while humanoids and good non-humanoids become one step more hostile towards you. This does not stack with other effects that increase a creature's attitude towards you.
Undefined Fantastic Object: At 6th level choose a mundane building up to 100 000 cubic feet. With a 24 hour ritual you can make it able to fly at a speed of 100 feet per round with perfect maneuverability. It magically keeps its structural integrity and the main structure is virtually indestructible, however automatically stops if it would violently hit anything, so you cannot use it to ram people or crush something by descending on it. Smaller sections may be destroyed using normal material hardness so it's possibly to violently break in or exit but otherwise the Undefined Fantastic Object never fails while you live. Its carrying capacity is the same as yours times 100. Smaller You must remain within 100 feet to control it and may even “ride” it. Your cohort and/or followers can also pilot it, either the cohort alone or at least twenty followers. While landed it looks like a natural building and you can also choose to reshape it when the ritual is first made, although the shape then remains constant. Everybody and everything inside the Undefined Fantastic Object is protected from indirect divination effects, including the Undefined Fantastic Object itself.
Monk on the Offensive: At 7th level when you cast a spell against an opponent, you gain a stacking permanent profane bonus on weapon and unarmed strike damage rolls against that opponent equal to the level of the spell you casted. A Remove Curse effect can clear this.
Demonic Chief Priest of the Monster Temple: At 8th level spells you cast on yourself last one extra round per allied evil and/or chaotic non-humanoid within 100 feet and/or inside your Undefined Fantastic Object, also you no longer grow older and return/remain in your prime age while at least 4 of your followers/cohort remains alive and your creature type changes to outsider with the Chaotic and Evil subtypes (do not recalculate anything). Plus you can have one of your followers or your cohort retrain up to half their levels to god, rounded down. They can take more god levels, as long as it remains half of their levels, rounded down.
Fires of Hokkai: At 9th level if you would be killed/destroyed, as long as 5 of your followers/cohort remain, your heart remains intact and beating, growing back to you at full HP/stats in 1d12 hours along your Sutra Scroll. Even if all your cohorts/followers were destroyed, eventually 5d12 of them will find a way out of the lower planes in 1d12 times 1d100 years to get you back from a random location of the lower planes. In addition your Undefined Fantastic Object can Plane Shift at will with everybody and everything inside except it takes 5 rounds to “charge”. It can still move while charging and there is no apparent sign it is about to change planes. Everybody inside is protected by any harmful planar/enviromental effects, providing survivable conditions inside be it in the fires of hell or frozen wastes.
Skills
(click to show/hide)
Max Ranks (18); Cross-Class Max Ranks (9); ACP (0)
*Skill suffers armor check penalty (Penalty is doubled for Swim)
^Skill either cannot be used untrained or has limitations on untrained usage
17 additional languages.
+1 Spellcraft Rank.
Cannot add Charisma bonus to skills.
Appraise (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Autohypnosis^ (Wis) | -1 = -1 Ability Mod + 0 Ranks + 0 Misc |
Balance* (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
Bluff (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Climb* (Str) | 2 = 2 Ability Mod + 0 Ranks + 0 Misc |
Concentration (Con) | 0 = 0 Ability Mod + 18 Ranks + 0 Misc |
Craft (N/A) (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Decipher Script^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Diplomacy (Int) | 22 = 14 Ability Mod + 6 Ranks + 2 Misc |
Disable Device^ (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
Disguise (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Escape Artist* (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
Forgery (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Gather Information (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Handle Animal^ (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Heal (Wis) | -1 = -1 Ability Mod + 0 Ranks + 0 Misc |
Hide* (Dex) | 0 = 0 Ability Mod + 0 Ranks - 2 Misc |
Intimidate (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Jump* (Str) | 2 = 2 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Arcana)^ (Int) | 32 = 14 Ability Mod + 18 Ranks + 0 Misc |
Knowledge (Arch & Eng)^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Dungeon)^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Geography)^ (Int) | 14 = 14 Ability Mod + 9 Ranks + 0 Misc |
Knowledge (History)^ (Int) | 29 = 14 Ability Mod + 15 Ranks + 0 Misc |
Knowledge (Local)^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Nature)^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Nobility)^ (Int) | 29 = 14 Ability Mod + 15 Ranks + 0 Misc |
Knowledge (Psionics)^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Religion)^ (Int) | 32 = 14 Ability Mod + 18 Ranks + 0 Misc |
Knowledge (The Planes)^ (Int) | 32 = 14 Ability Mod + 18 Ranks + 0 Misc |
Listen (Wis) | 1 = -1 Ability Mod + 0 Ranks + 2 Misc |
Martial Lore^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Move Silently* (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
Open Lock^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Perform (N/A) (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Profession (Academic Linguist)^ (Wis) | 17 = -1 Ability Mod + 18 Ranks + 0 Misc |
Profession (Philosopher)^ (Wis) | 17 = -1 Ability Mod + 18 Ranks + 0 Misc |
Psicraft^ (Int) | 18 = 14 Ability Mod + 4 Ranks + 0 Misc |
Ride (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
Search (Int) | 34 = 14 Ability Mod + 18 Ranks + 2 Misc |
Sense Motive (Wis) | -1 = -1 Ability Mod + 0 Ranks + 0 Misc |
Sleight of Hand*^ (Int) | 14 = 14 Ability Mod + 0 Ranks + 0 Misc |
Spellcraft^ (Int) | 37 = 14 Ability Mod + 19 Ranks + 4 Misc |
Spot (Wis) | -1 = -1 Ability Mod + 0 Ranks + 0 Misc |
Survival (Wis) | -1 = -1 Ability Mod + 0 Ranks + 0 Misc |
Swim* (Str) | 26 = 2 Ability Mod + 16 Ranks + 8 Misc |
Tumble*^ (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
Use Magic Device^ (Int) | 15 = 14 Ability Mod + 1 Ranks + 0 Misc |
Use Psionic Device^ (Cha) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Use Rope (Dex) | 5 = 5 Ability Mod + 0 Ranks + 0 Misc |
*Skill suffers armor check penalty (Penalty is doubled for Swim)
^Skill either cannot be used untrained or has limitations on untrained usage
17 additional languages.
+1 Spellcraft Rank.
Cannot add Charisma bonus to skills.
Equipment
(click to show/hide)
Mundane Gear
Chocolate (17,000)
Magical Gear
Sutra Scroll: Blessed Book, Grimoire of Evocation +2 (20,500)+Holy Symbol (25gp)
Tome of Ancient Lore (5,500)
Headband of Intellect +6 (36,000)
Cloak of Resistance + 5 (25,000)
Handy Haversack (2,000)
Tunic of Concentration (2,500)
Decanter of Endless Water (9,000)
Cloak of Charisma (+6) (36,000) -given to cohort
Wand of Displacement - 49 Charges (CL5) (7875)
Wand of Mirror Image - 49 Charges (CL 12) (18900)
Valuables
7,040gp
Magical Services/Expenditures
Wish x5 (132,650)
Permanent Arcane Sight (7,500)
Permanent Darkvision (5,000)
Permanent Read Magic (2,500)
Permanent See Invisibility (5,000)
Maneuvers
(click to show/hide)
Stances:
Great Magic "Devil's Recitation"
Ritual Sign "Orreries Sun"
Armillary "Orreries Universe"
Maneuvers:
1st Level
Magic "Omen in Purple Mist"
Magic "Mystic Fragrance of a Makai Butterfly"
2nd
Light Magic "Star Maelstrom"
Amagimi Hijiri's Air Scroll
3rd
Syncretism "Manifestation of Mahavairocana"
Flying Bowl “Flying Fantastica”
4th
Lunatic Magic “Magic Butterfly”
Good Omen “Cloudy Way in Purple”
Light Flow "Shooting Echo"
5th
Pestle Sign "Vajrapani's Incantation"
Heaven Sign "Brilliance of Mahavairocana"
Star Sign "Escape Velocity"
6th
Lunatic Good Omen "Nirvana's Cloudy Way in Purple"
Light Magic "Magic Milky Way"
7th
Heaven Sign "Five-Element Mountain of Shakyamuni"
Binding Laws of Hari
Star Sign "Gravity Beat"
Great Magic "Devil's Recitation"
Ritual Sign "Orreries Sun"
Armillary "Orreries Universe"
Maneuvers:
1st Level
Magic "Omen in Purple Mist"
Magic "Mystic Fragrance of a Makai Butterfly"
2nd
Light Magic "Star Maelstrom"
Amagimi Hijiri's Air Scroll
3rd
Syncretism "Manifestation of Mahavairocana"
Flying Bowl “Flying Fantastica”
4th
Lunatic Magic “Magic Butterfly”
Good Omen “Cloudy Way in Purple”
Light Flow "Shooting Echo"
5th
Pestle Sign "Vajrapani's Incantation"
Heaven Sign "Brilliance of Mahavairocana"
Star Sign "Escape Velocity"
6th
Lunatic Good Omen "Nirvana's Cloudy Way in Purple"
Light Magic "Magic Milky Way"
7th
Heaven Sign "Five-Element Mountain of Shakyamuni"
Binding Laws of Hari
Star Sign "Gravity Beat"
Arcane Spells
(click to show/hide)
Cantrips
Detect Magic
Read Magic
All of them because listing the bloody things is pointless.
1st Level
Magic Missile
Shield
Mage Armor
Protection from Evil
Unseen Servant
2nd Level
Darkvision
Mirror Image
See Invisibility
Darkness
3rd Level
Arcane Sight
Displacement
Greater Mage Armor
Magic Circle against Evil
4th Level
Greater Luminous Armor
Ice Storm
Wall of Fire
Invisibility, Greater
5th Level
Flaywind Burst
Permanency
Dismissal
Mage's Private Sanctum
6th Level
Acid Storm (Spell Compendium)
Chain Lightning
Sandblast
Storm of Fire and Ice
True Seeing
7th Level
Force Cage
Teleport, Greater
Detect Magic
Read Magic
All of them because listing the bloody things is pointless.
1st Level
Magic Missile
Shield
Mage Armor
Protection from Evil
Unseen Servant
2nd Level
Darkvision
Mirror Image
See Invisibility
Darkness
3rd Level
Arcane Sight
Displacement
Greater Mage Armor
Magic Circle against Evil
4th Level
Greater Luminous Armor
Ice Storm
Wall of Fire
Invisibility, Greater
5th Level
Flaywind Burst
Permanency
Dismissal
Mage's Private Sanctum
6th Level
Acid Storm (Spell Compendium)
Chain Lightning
Sandblast
Storm of Fire and Ice
True Seeing
7th Level
Force Cage
Teleport, Greater
Divine Spells
(click to show/hide)
Orisons
All of them.
1st Level
Shield of Faith
Lesser Vigour
Comprehend Languages
Divine Favour
Bless
2nd Level
Lore of the Gods
Divine Insight
Restoration, Lesser
Status
3rd Level
Close Wounds
Divine Retaliation
Alter Fortune
Conviction, Mass
4th Level
Divine Power
Spell Immunity
Freedom of Movement
Assay Spell Resistance
5th Level
True Seeing
Righteous Might
Revifify
Surge of Fortune
All of them.
1st Level
Shield of Faith
Lesser Vigour
Comprehend Languages
Divine Favour
Bless
2nd Level
Lore of the Gods
Divine Insight
Restoration, Lesser
Status
3rd Level
Close Wounds
Divine Retaliation
Alter Fortune
Conviction, Mass
4th Level
Divine Power
Spell Immunity
Freedom of Movement
Assay Spell Resistance
5th Level
True Seeing
Righteous Might
Revifify
Surge of Fortune
† Starting language changed from Dirnesti to Aquan from the bonus list to avoid Krynn stuff.
Chalcea
The impressive part is covering the armour.
(click to show/hide)
Race: Nymph
Type (Subtype): Fey (N/A)
Class: Nymph 6/Cleric 1 (Racial Substitution Level)/Sacred Exorcist 6 (0 Current XP / 0 Next Level XP)
Alignment: Lawful Good
Size: Medium (Space 5 ft; Reach 5 ft)
Speed: 20 ft (Base Speed: 30 ft, Swim Speed 20 ft)
HP (HD): 94/94 (6d6 + 7d8 + 39)
Special Senses
Low-Light Vision
Stats
Initiative: 1 = 1 Dex + 0 Misc
General Notes
Stats assume Magic Vestment, Greater Magic Weapon, Greater Resistance, and persisted Divine Power.
Defenses
DR 6/Cold Iron
Special Defenses/Defenses Notes
N/A
Attacks
Special Attacks/Attack Notes
Blinding Beauty: 60 ft Range, DC 26 Fort Save if looked upon or permanently blinded (Remove Curse), 23 rounds/day
20 ft Aura of Consecration
Languages
Feats
Flaws/Traits
Racial Features
Class Features
Skills
Equipment
Mundane Gear
Mithral Full Plate (10500)
HK G3 (15750)
Ammo Boxes (20x30) (1200)
Magical Gear
+6 Cloak of Charisma (0)
+2 Amulet of Health (4,000)
Handy Haversack (2,000)
Valuables
3550gp
Type (Subtype): Fey (N/A)
Class: Nymph 6/Cleric 1 (Racial Substitution Level)/Sacred Exorcist 6 (0 Current XP / 0 Next Level XP)
Alignment: Lawful Good
Size: Medium (Space 5 ft; Reach 5 ft)
Speed: 20 ft (Base Speed: 30 ft, Swim Speed 20 ft)
HP (HD): 94/94 (6d6 + 7d8 + 39)
Special Senses
Low-Light Vision
Stats
(click to show/hide)
Ability Scores | Temp Ability Scores |
Str 8 (-1) | Temp Str 14 (+2) |
Dex 12 (+1) | Temp Dex 12 (+1) |
Con 14 (+2) | Temp Con 16 (+3) |
Int 13 (+1) | Temp Int 13 (+1) |
Wis 13 (+1) | Temp Wis 13 (+1) |
Cha 25 (+7) | Temp Cha 31 (+10) |
Initiative: 1 = 1 Dex + 0 Misc
General Notes
Stats assume Magic Vestment, Greater Magic Weapon, Greater Resistance, and persisted Divine Power.
Defenses
DR 6/Cold Iron
Saving Throws | |
Fortitude | 22 = 6 Base + 3 Con + 3 Resistance + 10 Misc |
Reflex | 18 = 4 Base + 1 Dex + 3 Resistance + 10 Misc |
Willpower | 22 = 8 Base + 1 Wis + 3 Resistance + 10 Misc |
Armor Class | 33 = 10 Base + 12 Armor + 0 Shield + 1 Dex + 0 Size + 0 Natural + 10 Deflection + 0 Misc |
Touch | 21 |
Flat-Footed | 32 |
Armor: (MV +4) Mithral Full Plate | ||||
Type: Medium | | AC Bonus: +12 | | ACP: -3 | | Max Dex: +3 | | Spell Failure: 25% |
Special Properties: N/A | ||||
Shield: N/A | ||||
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A |
Special Defenses/Defenses Notes
N/A
Attacks
Melee Attack Bonus | 13 = 13 BAB + 2 Str + 0 Size - 2 Misc |
Ranged Attack Bonus | 14 = 13 BAB + 1 Dex + 0 Size + 0 Misc |
Grapple Modifier | 15 = 13 BAB + 2 Str + 0 Size + 0 Misc |
Weapon: (GMW +4) Precise Quick-Loading HK G3 +1 | |||
Attack Bonus: +27 | | Damage (Crit): 2d10+4, 4d10+4 Burst (x2) | | Type: Ballistic (Piercing?) | | Range: 90 ft |
Special Properties: Autofire, 20rd Magazine | |||
Weapon: N/A | |||
Attack Bonus: N/A | | Damage (Crit): N/A (x0) | | Type: N/A | | Range: N/A |
Special Properties: N/A |
Special Attacks/Attack Notes
Blinding Beauty: 60 ft Range, DC 26 Fort Save if looked upon or permanently blinded (Remove Curse), 23 rounds/day
20 ft Aura of Consecration
Languages
(click to show/hide)
Common
Sylvan
Aquan
Sylvan
Aquan
Feats
(click to show/hide)
1) Educated
Flaw) Personal Firearms Proficiency
Flaw) Advanced Firearms Proficiency
Flaw) Burst Fire
Flaw) Charming theArrow Bullet
3) Extend Spell
6) Persistent Spell
9) Extra Turning
12) Divine Metamagic (Persistent Spell)
Flaw) Personal Firearms Proficiency
Flaw) Advanced Firearms Proficiency
Flaw) Burst Fire
Flaw) Charming the
3) Extend Spell
6) Persistent Spell
9) Extra Turning
12) Divine Metamagic (Persistent Spell)
Flaws/Traits
(click to show/hide)
Flaws
Lustful (Female)
Moist
Noncombatant
Love of Nature
Traits
N/A
Lustful (Female)
Moist
Noncombatant
Love of Nature
Traits
N/A
Racial Features
(click to show/hide)
N/A
Class Features
(click to show/hide)
Proficiencies: Simple Weapons, Heavy Armor
Nymph
Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet and swim speed 20.
The nymph casts spells as if it was a druid of the same Nymph level. If she multiclasses as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multiclassed with druid, the Nymph can use Cha instead of Wis for casting.
Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.
Fey Body: At second level, Nymph gains DR/cold iron equal to half her HD.
Wild Empathy: At level 2 Nymph gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get +6 bonus).
Unearthly Grace: At third level Nymph adds her Charisma modifier as a bonus on all her saving throws.
Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.
Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier.
Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.
Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day.
Cleric
Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking a level of this class). In addition, her cleric casting is based on Charisma rather than Wisdom.
A nymph cleric who selects this racial substitution level must select Plant or Animal as one of her domains, and does not gain Turn Undead.
Domains: Plant/Magic
Sacred Exorcist
Spells per Day/Spells Known: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.
For example, if Delliva, an 8th-level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.
If a character had more than one spellcasting class in which she could cast dismissal or dispel evil before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day and spells known.
Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
Turn Undead (Su): Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.
Turn Attempts: 14/day
Resist Possession (Ex): Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities (including a ghost's malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.
Detect Evil (Sp): At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.
Chosen Foe (Ex): At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.
Undead
Dispel Evil (Sp): Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.
Consecrated Presence (Su): At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.
Nymph
Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet and swim speed 20.
The nymph casts spells as if it was a druid of the same Nymph level. If she multiclasses as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multiclassed with druid, the Nymph can use Cha instead of Wis for casting.
Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.
Fey Body: At second level, Nymph gains DR/cold iron equal to half her HD.
Wild Empathy: At level 2 Nymph gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get +6 bonus).
Unearthly Grace: At third level Nymph adds her Charisma modifier as a bonus on all her saving throws.
Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.
Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier.
Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.
Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day.
Cleric
Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking a level of this class). In addition, her cleric casting is based on Charisma rather than Wisdom.
A nymph cleric who selects this racial substitution level must select Plant or Animal as one of her domains, and does not gain Turn Undead.
Domains: Plant/Magic
Sacred Exorcist
Spells per Day/Spells Known: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.
For example, if Delliva, an 8th-level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.
If a character had more than one spellcasting class in which she could cast dismissal or dispel evil before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day and spells known.
Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
Turn Undead (Su): Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.
Turn Attempts: 14/day
Resist Possession (Ex): Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities (including a ghost's malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.
Detect Evil (Sp): At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.
Chosen Foe (Ex): At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.
Undead
Dispel Evil (Sp): Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.
Consecrated Presence (Su): At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.
Skills
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Max Ranks (16); Cross-Class Max Ranks (8); ACP (3)
*Skill suffers armor check penalty (Penalty is doubled for Swim)
^Skill either cannot be used untrained or has limitations on untrained usage
1 Language
Appraise (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Autohypnosis^ (Wis) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Balance* (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Bluff (Cha) | 10 = 10 Ability Mod + 0 Ranks + 0 Misc |
Climb* (Str) | 2 = 2 Ability Mod + 0 Ranks + 0 Misc |
Concentration (Con) | 18 = 2 Ability Mod + 16 Ranks + 0 Misc |
Craft (N/A) (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Decipher Script^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Diplomacy (Cha) | 19 = 10 Ability Mod + 9 Ranks + 0 Misc |
Disable Device^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Disguise (Cha) | 10 = 10 Ability Mod + 0 Ranks + 0 Misc |
Escape Artist* (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Forgery (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Gather Information (Cha) | 10 = 10 Ability Mod + 0 Ranks + 0 Misc |
Handle Animal^ (Cha) | 19 = 10 Ability Mod + 9 Ranks + 0 Misc |
Heal (Wis) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Hide* (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Intimidate (Cha) | 10 = 10 Ability Mod + 0 Ranks + 0 Misc |
Jump* (Str) | 2 = 2 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Arcana)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Arch & Eng)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Dungeon)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Geography)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (History)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Local)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Nature)^ (Int) | 12 = 1 Ability Mod + 9 Ranks + 2 Misc |
Knowledge (Nobility)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Psionics)^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Religion)^ (Int) | 19 = 1 Ability Mod + 16 Ranks + 2 Misc |
Knowledge (The Planes)^ (Int) | 11 = 1 Ability Mod + 10 Ranks + 0 Misc |
Listen (Wis) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Martial Lore^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Move Silently* (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Open Lock^ (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Perform (N/A) (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Profession (Editor and Publicist)^ (Wis) | 7 = 1 Ability Mod + 6 Ranks + 0 Misc |
Psicraft^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Ride (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Search (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Sense Motive (Wis) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Sleight of Hand*^ (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Spellcraft^ (Int) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Spot (Wis) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Survival (Wis) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Swim* (Str) | 18 = 2 Ability Mod + 8 Ranks + 8 Misc |
Tumble*^ (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Use Magic Device^ (Cha) | 10 = 10 Ability Mod + 0 Ranks + 0 Misc |
Use Psionic Device^ (Cha) | 10 = 10 Ability Mod + 0 Ranks + 0 Misc |
Use Rope (Dex) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
*Skill suffers armor check penalty (Penalty is doubled for Swim)
^Skill either cannot be used untrained or has limitations on untrained usage
1 Language
Equipment
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Mundane Gear
Mithral Full Plate (10500)
HK G3 (15750)
Ammo Boxes (20x30) (1200)
Magical Gear
+6 Cloak of Charisma (0)
+2 Amulet of Health (4,000)
Handy Haversack (2,000)
Valuables
3550gp