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[D&D 3.5] Paradise Regained: Monster Mash Edition / Character Thread
« on: June 10, 2021, 12:13:08 AM »
Or at least until another one is made:
Áine
Áine
(click to show/hide)
(click to show/hide)
Race: Yuki Onna/Anthropomorphic Animal
Type/Subtype: Fey (Cold)
Align: Chaotic Good
Size: Fine
Speed: 55', Fly 55' (Perfect)
Classes: Yuki Onna 4/Eternal Royal 2 // Anthropomorphic Animal 6
XP Have: Need:
HD: 6d8
HP: 62/81
Stats
Special:
Combat
Notes:
Languages
Feats
Traits
Racial Features
Class Features
Maneuevers
Skills
Equipment
Type/Subtype: Fey (Cold)
Align: Chaotic Good
Size: Fine
Speed: 55', Fly 55' (Perfect)
Classes: Yuki Onna 4/Eternal Royal 2 // Anthropomorphic Animal 6
XP Have: Need:
HD: 6d8
HP: 62/81
Stats
(click to show/hide)
Ability Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 8 -1 10 +0 Fort: 13 = 5 + 6 + 2 + 0
Dex: 25 +7 10 +0 Ref: 14 = 5 + 7 + 2 + 0
Con: 23 +6 10 +0 Will: 9 = 5 + 2 + 2 + 0
Int: 10 +0 10 +0 Initiative
Wis: 14 +2 10 +0 Total = Dex + Misc
Cha: 29 +9 10 +0 7 = 7 + 0
Special:
Combat
Total Armor Shield Dex Size Nat Defl Misc
AC : 46 = 10 + 0 + 0 + 7 + 8 + 11 + 9 + 1
Touch: 37 Flat-Footed: 39
Total Base Str Misc Total Base Dex Misc
Melee : 13 = 6 - 1 + 8 Ranged : 21 = 6 + 7 + 8
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Icy Lips +20 2d8+1c NA/x2
Royal Touch +20 1d6+10 x2
Royal Touch (T) +21 1d6+9 x2 30'
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
None
Notes:
Languages
(click to show/hide)
Common
Feats
(click to show/hide)
1) Sleep under the flowers, red-white butterfly
1 B) Monster Blooded (Yuki-Onna)
1 B) Monster Hybrid (Yuki-Onna, +1 CHA)
1 B) I'll take your pitiful spring, black witch
3) Cold Seriousness
6) Additional Option (Animal Apotheosis-Air Superiority)
1 B) Monster Blooded (Yuki-Onna)
1 B) Monster Hybrid (Yuki-Onna, +1 CHA)
1 B) I'll take your pitiful spring, black witch
3) Cold Seriousness
6) Additional Option (Animal Apotheosis-Air Superiority)
Traits
(click to show/hide)
Savage
Benefit:
You gain the following benefits.
-Two extra skill points per level.
-An enhancement bonus to two different ability scores of your choice equal to 1+1/3 your level. (Charisma, Con)
-An enhancement bonus to natural armor equal to 1+¼ your level.
-A resistance bonus to saves equal to 1/3 your level.
-An enhancement bonus to your weapons attack rolls and damage rolls equal to 1/4th your level. If you're at least 4th level, your weapons also count as magic whenever it would be beneficial for them.
-8 hours of rest will fully heal your HP and remove any and all diseases/poison/ability damage/curse/ability drain you were suffering from. However, you must eat ten times the usual amount of food for a creature your size before going to rest for this full restoration to happen, even if you wouldn't normally need to eat. This food can't have been produced by magic means.
-As a non-cohort, non-minion character, ancient skills. Áine's current skills are:
Blink Cut: You can teleport up to 300 feet as a swift or move action, assuming you haven't been harmed since the last round. Once used you must wait 1d4+1 turns before being able to use this again.
Cunning III: You gain +3 Insight bonus to Dexterity and Charisma.
Ghostly: As an immediate action you can become ethereal for 1 round. After using this ability you need to wait 1d4+1 rounds before being able to use it again.
Void Spirit: Once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 90 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Fast Healer: You gain Fast Healing 1.
Speed: You gain a +10-foot insight bonus to your speed.
Loss:
You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend 90% of it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going! The remaining 10% may be spent as you see fit, although the item usage limitations remain.
If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities. This recovery is gradually relative to the level of treasure/WBL you consume, so for example if you're a 10th level savage character and consume equivalent to a 5th level character's WBL, you would recover Savage bonus equivalent to a 5th level savage character.
Reckless
You naturally sacrifice accuracy to put more power behind your blows.
Benefit:
You gain a +1 bonus on damage rolls after successful melee attacks.
Drawback
You take a -1 penalty on melee attack rolls.
Benefit:
You gain the following benefits.
-Two extra skill points per level.
-An enhancement bonus to two different ability scores of your choice equal to 1+1/3 your level. (Charisma, Con)
-An enhancement bonus to natural armor equal to 1+¼ your level.
-A resistance bonus to saves equal to 1/3 your level.
-An enhancement bonus to your weapons attack rolls and damage rolls equal to 1/4th your level. If you're at least 4th level, your weapons also count as magic whenever it would be beneficial for them.
-8 hours of rest will fully heal your HP and remove any and all diseases/poison/ability damage/curse/ability drain you were suffering from. However, you must eat ten times the usual amount of food for a creature your size before going to rest for this full restoration to happen, even if you wouldn't normally need to eat. This food can't have been produced by magic means.
-As a non-cohort, non-minion character, ancient skills. Áine's current skills are:
Blink Cut: You can teleport up to 300 feet as a swift or move action, assuming you haven't been harmed since the last round. Once used you must wait 1d4+1 turns before being able to use this again.
Cunning III: You gain +3 Insight bonus to Dexterity and Charisma.
Ghostly: As an immediate action you can become ethereal for 1 round. After using this ability you need to wait 1d4+1 rounds before being able to use it again.
Void Spirit: Once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 90 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Fast Healer: You gain Fast Healing 1.
Speed: You gain a +10-foot insight bonus to your speed.
Loss:
You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend 90% of it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going! The remaining 10% may be spent as you see fit, although the item usage limitations remain.
If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities. This recovery is gradually relative to the level of treasure/WBL you consume, so for example if you're a 10th level savage character and consume equivalent to a 5th level character's WBL, you would recover Savage bonus equivalent to a 5th level savage character.
Reckless
You naturally sacrifice accuracy to put more power behind your blows.
Benefit:
You gain a +1 bonus on damage rolls after successful melee attacks.
Drawback
You take a -1 penalty on melee attack rolls.
Racial Features
(click to show/hide)
Hybrid body: At 1st level an antropormhopic animal loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 40 ft. An antropormhopic animal is a medium or small(player's choice) bipedal creature and has two arms capable of fine manipulation. Also choose one of the classe's saves. That save becomes of good progression. Fort
Aspect-wise it resembles a crossover between an human and one or more animal, the details of which are left to the player to specify depending on the choices it takes from now on. BUTTERFLY
Regardless, an antropormhopic animal has a natural armor bonus equal to its Con bonus.
What has magic done?:
Fast: the AA gains +10 speed to all its move speeds, plus an extra 5 feet for every 4 HD it has, and gains Dodge as a bonus feat, except you don't need to pick a specific oponent, your dodge bonus applies against all attacks unless you're denied your Dex bonus to AC.
Pounce: When an AA charges it may perform a full attack.
Animal Prowess: At 1st level the AA gains +1 to two physical ability scores of it's choice. For every other level on this class it gains an extra +1 to the chosen scores, for a total bonus of +6 at 6th level. Dex+Con
Animal skill: Choose one physical skill. The AA gains a bonus on that skill equal to it's HD. Alternatively, choose two physical skills, and the AA gains a bonus on those skills equal to 1/2 it's HD. Move Silently
Animal power:
Size change: if the AA was medium it now becomes large. If it was small it becomes tiny. Tiny
Fly (demands 4HD): the AA can now fly with average maneuverability at its base speed.
Animal apotheosis:
Size change if the AA was large it now becomes huge and gains the trample ability as per the SRD. If it was tiny it now becomes diminutive but gains a 5 foot reach with all its natural weapons. This can be picked a second time, in which case an huge AA becomes gargantuan, or a diminutive AA becomes fine sized
If the AA become huge and then multiclasses into fighter or monk it can count AA levels as fighter levels for qualifying for fighter-only feats and special abilities(so an huge AA 5/fighter 1 could pick dungeon crasher) and for calculating monk unarmed damage, unarmored speed bonus, flurry of blows attack bonus, unarmed damage, and any monk abilities based on Wis may be based on Con instead, including Stunning Fist.
If the AA became diminutive and then multiclasses into a class with precision damage (like sneak attack or sudden strike), it can count its AA levels as levels of that class for calculating how much precision damage dice it inflicts. Cannot count as more than one class this way, so if you take both rogue and ninja levels, AA levels count only as either rogue or ninja levels, your choice,
(Fine)
===
Yuki-Onna:
Snow Woman Body: The Yuki-On-Na loses all other racial traits and gains fey traits (basically low light vision) plus the Cold subtype. She's a medium sized creature with base speed of 30 feet.
In addition she gains a Natural Armor bonus equal to her Cha mod.
Maneuvers: the Yuki-On-Na learns and readies maneuvers of the Crystalized Silver and Border of Life schools as shown in the table. Her iniator level is equal to her Yuki-On-Na level and she can only learn maneuvers of a level no bigger than half (IL+1). Whetever good or evil, a Yuki-On-Na is a random spirit and thus at the start of her turn she can choose to attempt to recover her maneuvers. Roll a 1d4:
1-All maneuvers recovered but the Yuki-On-Na performs a complex dance and only take a 5-feet step until the end of her turn.
2-Half expended maneuvers recovered, rounded up, the Yuki-On-Na makes a moderate dance and cannot take her standard action for the turn.
3-Half expended maneuvers recovered, rounded down, the Yuki-On-Na makes a simple dance and cannot take her move action for that turn.
4-One expended maneuver recovered, the Yuki-On-Na can take all her normal actions for that turn, just taking a few simple dance steps.
At 4th level, the Yuki-On-Na can swap one of her older maneuvers with a new one she qualifies for from the Crystalized Silver or Border of Life schools.
If a Yuki-On-Na multiclasses into Eternal Royal and picks Crystallized Silver, both classes stack for IL purposes. However, she replaces the Eternal Royal recovery method with the Yuki-On-Na one.
Maneuvers Readied: The Yuki-On-Na can choose and prepare her readied maneuvers with 5 minutes of meditation. After each battle, 1 minute of meditation is enough to recover her maneuvers if no victims are at hand to freeze.
Icy Lips: The mouth of a Yuki-On-Na may look inviting at distance, but will deliver cold death to those that get too close. Either as a standard action, aoo, or at the end of a charge she can make a melee touch attack that deals 1d10 cold damage. At 5 HD and for every other 5 HD the Yuki-On-Na has, this cold damage increases one size category (2d8 at 5 HD, 3d8 at 10 HD, and so on).
Ability Increase: The Yuki-On-Na gains a permanent +1 to Charisma at each level, for a total of +4 charisma at 4th level.
Snow Woman Magic: The Yuki-On-Na can use Disguise Self, Comprehend Languages and Detect Toughts as SLAs each 2/day per HD, save DC 10+1/2 HD+Cha mod.
Lose the Way: At 2nd level once per hour, a Yuki-On-Na can touch a victim and make him or her completely unable to find his way anywhere for the next 3d6 hours. The Yuki-On-Na must succeed on a melee touch attack as with her Cold Touch. The affected character cannot use the intuit direction aspect of the Survival skill to avoid becoming lost. The victim cannot even find her way out of a closet whitout assistance, just moving in circles inside the same area if left to themselves, though she is perfectly capable of following other characters she can view.
At 5 HD racial abilities like a dwarf's stonecunning or an elf's detect secret doors stop working as well for the duration.
At 9 HD even magic divinations fail to show any path.
At 14 HD supernatural abilities to find the way fail as well. If the victim isn't found by some friendly creature before the duration is over then they disapear forever unless the Yuki-On-Na wishes otherwise.
At 20 HD the victim can only follow somebody else if they remain adjacent and even then moving at half speed. Racial, magic and supernatural abilities are unable to find those creatures positions from more than 1 mile away unless the Yuki-On-Na wishes to.
If all Yuki-On-Na levels were taken, she can use this ability one more time per hour at 6 HD and another use per hour for each extra 4 HD from there.
Deceiving Beauty: Snow may be pretty, but it will take your life and that of your companions if you're not careful. At 3rd level the Yuki-On-Na gains a Deflection bonus to AC equal to her Cha mod while while both unarmored and either unarmed or weilding the favored weapon of one of her martial disciplines. In addition the Yuki-On-Na can now perform a coup-de-grace with her Icy Lips as a standard action whitout provoking attacks of opportunity.
Paralyzing Glance: A yuki-on-na can paralyze creatures with a look. This is similar to a gaze attack, except that the yuki-onna must take a standard action, and those merely looking at her are not affected. Anyone the yuki-on-na targets
must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Hold Monster spell with CL=HD. The ability has a range of 30 feet plus another 5 feet for each HD taken from here. Whenever an opponent sucessfully saves against Paralyzing Glance or proves immune to it, the Yuki-On-Na can recover one expended maneuver of her choice.
At 13 HD even creatures normally immune can be affected by this, but they gain a +5 bonus on their saves.
Aspect-wise it resembles a crossover between an human and one or more animal, the details of which are left to the player to specify depending on the choices it takes from now on. BUTTERFLY
Regardless, an antropormhopic animal has a natural armor bonus equal to its Con bonus.
What has magic done?:
Fast: the AA gains +10 speed to all its move speeds, plus an extra 5 feet for every 4 HD it has, and gains Dodge as a bonus feat, except you don't need to pick a specific oponent, your dodge bonus applies against all attacks unless you're denied your Dex bonus to AC.
Pounce: When an AA charges it may perform a full attack.
Animal Prowess: At 1st level the AA gains +1 to two physical ability scores of it's choice. For every other level on this class it gains an extra +1 to the chosen scores, for a total bonus of +6 at 6th level. Dex+Con
Animal skill: Choose one physical skill. The AA gains a bonus on that skill equal to it's HD. Alternatively, choose two physical skills, and the AA gains a bonus on those skills equal to 1/2 it's HD. Move Silently
Animal power:
Size change: if the AA was medium it now becomes large. If it was small it becomes tiny. Tiny
Fly (demands 4HD): the AA can now fly with average maneuverability at its base speed.
Animal apotheosis:
Size change if the AA was large it now becomes huge and gains the trample ability as per the SRD. If it was tiny it now becomes diminutive but gains a 5 foot reach with all its natural weapons. This can be picked a second time, in which case an huge AA becomes gargantuan, or a diminutive AA becomes fine sized
If the AA become huge and then multiclasses into fighter or monk it can count AA levels as fighter levels for qualifying for fighter-only feats and special abilities(so an huge AA 5/fighter 1 could pick dungeon crasher) and for calculating monk unarmed damage, unarmored speed bonus, flurry of blows attack bonus, unarmed damage, and any monk abilities based on Wis may be based on Con instead, including Stunning Fist.
If the AA became diminutive and then multiclasses into a class with precision damage (like sneak attack or sudden strike), it can count its AA levels as levels of that class for calculating how much precision damage dice it inflicts. Cannot count as more than one class this way, so if you take both rogue and ninja levels, AA levels count only as either rogue or ninja levels, your choice,
(Fine)
===
Yuki-Onna:
Snow Woman Body: The Yuki-On-Na loses all other racial traits and gains fey traits (basically low light vision) plus the Cold subtype. She's a medium sized creature with base speed of 30 feet.
In addition she gains a Natural Armor bonus equal to her Cha mod.
Maneuvers: the Yuki-On-Na learns and readies maneuvers of the Crystalized Silver and Border of Life schools as shown in the table. Her iniator level is equal to her Yuki-On-Na level and she can only learn maneuvers of a level no bigger than half (IL+1). Whetever good or evil, a Yuki-On-Na is a random spirit and thus at the start of her turn she can choose to attempt to recover her maneuvers. Roll a 1d4:
1-All maneuvers recovered but the Yuki-On-Na performs a complex dance and only take a 5-feet step until the end of her turn.
2-Half expended maneuvers recovered, rounded up, the Yuki-On-Na makes a moderate dance and cannot take her standard action for the turn.
3-Half expended maneuvers recovered, rounded down, the Yuki-On-Na makes a simple dance and cannot take her move action for that turn.
4-One expended maneuver recovered, the Yuki-On-Na can take all her normal actions for that turn, just taking a few simple dance steps.
At 4th level, the Yuki-On-Na can swap one of her older maneuvers with a new one she qualifies for from the Crystalized Silver or Border of Life schools.
If a Yuki-On-Na multiclasses into Eternal Royal and picks Crystallized Silver, both classes stack for IL purposes. However, she replaces the Eternal Royal recovery method with the Yuki-On-Na one.
Maneuvers Readied: The Yuki-On-Na can choose and prepare her readied maneuvers with 5 minutes of meditation. After each battle, 1 minute of meditation is enough to recover her maneuvers if no victims are at hand to freeze.
Icy Lips: The mouth of a Yuki-On-Na may look inviting at distance, but will deliver cold death to those that get too close. Either as a standard action, aoo, or at the end of a charge she can make a melee touch attack that deals 1d10 cold damage. At 5 HD and for every other 5 HD the Yuki-On-Na has, this cold damage increases one size category (2d8 at 5 HD, 3d8 at 10 HD, and so on).
Ability Increase: The Yuki-On-Na gains a permanent +1 to Charisma at each level, for a total of +4 charisma at 4th level.
Snow Woman Magic: The Yuki-On-Na can use Disguise Self, Comprehend Languages and Detect Toughts as SLAs each 2/day per HD, save DC 10+1/2 HD+Cha mod.
Lose the Way: At 2nd level once per hour, a Yuki-On-Na can touch a victim and make him or her completely unable to find his way anywhere for the next 3d6 hours. The Yuki-On-Na must succeed on a melee touch attack as with her Cold Touch. The affected character cannot use the intuit direction aspect of the Survival skill to avoid becoming lost. The victim cannot even find her way out of a closet whitout assistance, just moving in circles inside the same area if left to themselves, though she is perfectly capable of following other characters she can view.
At 5 HD racial abilities like a dwarf's stonecunning or an elf's detect secret doors stop working as well for the duration.
At 9 HD even magic divinations fail to show any path.
At 14 HD supernatural abilities to find the way fail as well. If the victim isn't found by some friendly creature before the duration is over then they disapear forever unless the Yuki-On-Na wishes otherwise.
At 20 HD the victim can only follow somebody else if they remain adjacent and even then moving at half speed. Racial, magic and supernatural abilities are unable to find those creatures positions from more than 1 mile away unless the Yuki-On-Na wishes to.
If all Yuki-On-Na levels were taken, she can use this ability one more time per hour at 6 HD and another use per hour for each extra 4 HD from there.
Deceiving Beauty: Snow may be pretty, but it will take your life and that of your companions if you're not careful. At 3rd level the Yuki-On-Na gains a Deflection bonus to AC equal to her Cha mod while while both unarmored and either unarmed or weilding the favored weapon of one of her martial disciplines. In addition the Yuki-On-Na can now perform a coup-de-grace with her Icy Lips as a standard action whitout provoking attacks of opportunity.
Paralyzing Glance: A yuki-on-na can paralyze creatures with a look. This is similar to a gaze attack, except that the yuki-onna must take a standard action, and those merely looking at her are not affected. Anyone the yuki-on-na targets
must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Hold Monster spell with CL=HD. The ability has a range of 30 feet plus another 5 feet for each HD taken from here. Whenever an opponent sucessfully saves against Paralyzing Glance or proves immune to it, the Yuki-On-Na can recover one expended maneuver of her choice.
At 13 HD even creatures normally immune can be affected by this, but they gain a +5 bonus on their saves.
Class Features
(click to show/hide)
Maneuvers: A Eternal Royal learns maneuver from the Border of Life school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Eternal Royal must fulfill it as well. Her Iniator level is equal to her Eternal Royal level, and she can only learn maneuvers of a level no bigger than half (IL+1).
Eternal Royals fight at their whims, so they can recover their maneuvers randomly. At the start of each round you can roll a 1d6. On a 1-3 you don't recover any maneuvers, on a 4-5 you recover one expended maneuver, and on a 6 you recover two expended maneuvers. The Eternal Royal can choose to don't recover any maneuvers if they fancy it.
At 4th level, and every even-numbered level afterwards, the Eternal Royal 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).
Royal Touch: Even if aparently unarmed, an Eternal Royal is far from defenceless. A simple slap from her hands can hurt even the most heavily armored warrior. In some cases this is from mysterious channeled energies, other times it's simply the implied offense of someone so beatiful wishing us harm. Either way, it's a melee touch attack that deals 1d6+Cha mod damage. Do not apply power attack or Str mod. If the Eternal Royal has enough bab, she can perform iterative attacks with it.
This also allows the Eternal Royal to use domestic tools and jewelery (from collars to frying pans) as weapons.
(click to show/hide)
Forever Young: An Eternal Royal doesn't age, and always looks at the prime of her youth or even as a child. She doesn't take penalties neither benefits for aging. You never take any kind of permanent scarring, with even the most grievous wounds naturally healing in 1 week tops.
Royal Elegance: The eternal royal is a natural when influencing the hearts of others, even if she herself doesn't notice it. At 1st level pick one of the following skills, you gain the associated benefit.
Diplomacy: You no longer take a penalty for rushed checks.
Eternal Royals fight at their whims, so they can recover their maneuvers randomly. At the start of each round you can roll a 1d6. On a 1-3 you don't recover any maneuvers, on a 4-5 you recover one expended maneuver, and on a 6 you recover two expended maneuvers. The Eternal Royal can choose to don't recover any maneuvers if they fancy it.
At 4th level, and every even-numbered level afterwards, the Eternal Royal 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).
Royal Touch: Even if aparently unarmed, an Eternal Royal is far from defenceless. A simple slap from her hands can hurt even the most heavily armored warrior. In some cases this is from mysterious channeled energies, other times it's simply the implied offense of someone so beatiful wishing us harm. Either way, it's a melee touch attack that deals 1d6+Cha mod damage. Do not apply power attack or Str mod. If the Eternal Royal has enough bab, she can perform iterative attacks with it.
This also allows the Eternal Royal to use domestic tools and jewelery (from collars to frying pans) as weapons.
(click to show/hide)
Forever Young: An Eternal Royal doesn't age, and always looks at the prime of her youth or even as a child. She doesn't take penalties neither benefits for aging. You never take any kind of permanent scarring, with even the most grievous wounds naturally healing in 1 week tops.
Royal Elegance: The eternal royal is a natural when influencing the hearts of others, even if she herself doesn't notice it. At 1st level pick one of the following skills, you gain the associated benefit.
Diplomacy: You no longer take a penalty for rushed checks.
Maneuevers
(click to show/hide)
Yuki Onna
Stances-
Deadly Dance (Border of Life)
Ice Body (Crystalised Silver)
Manevuers-
1st
Cold Sign (CS) -
Ghastly Dream of Death (BoL) †
2nd
Ghostly Elegance-Fatal Light Trap (BoL) -
Midsummer Snow (CS) †
===
Eternal Royal
Stances-
Ageless Dream (Border of Life)
4 Readied
Maneuvers-
2nd
Law of Mortality-Dead Butterfly (BoL) -
Icicle Weapon (CS) †
3rd
Law of Mortality-Poisonous Moth (BoL) †
Frost Pillars (CS) †
Ice Sign (CS)
Stances-
Deadly Dance (Border of Life)
Ice Body (Crystalised Silver)
Manevuers-
1st
Cold Sign (CS) -
Ghastly Dream of Death (BoL) †
2nd
Ghostly Elegance-Fatal Light Trap (BoL) -
Midsummer Snow (CS) †
===
Eternal Royal
Stances-
Ageless Dream (Border of Life)
4 Readied
Maneuvers-
2nd
Law of Mortality-Dead Butterfly (BoL) -
Icicle Weapon (CS) †
3rd
Law of Mortality-Poisonous Moth (BoL) †
Frost Pillars (CS) †
Ice Sign (CS)
Skills
(click to show/hide)
Max Ranks(0); CC Max Ranks(0); ACP(0)
*Skill suffers armor check penalty (Penalty is doubled for Swim)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Appraise Int 0 = 0 + 0 + 0
Autohypnosis Wis 2 = 0 + 2 + 0
Balance* Dex 16 = 9 + 7 + 0
Bluff Cha 18 = 9 + 9 + 0
Climb* Str -1 = 0 - 1 + 0
Concentration Con 6 = 0 + 6 + 0
Craft Int 0 = 0 + 0 + 0
Decipher Script Int 0 = 0 + 0 + 0
Diplomacy Cha 18 = 9 + 9 + 0
Disable Device Int 0 = 0 + 0 + 0
Disguise Cha 9 = 0 + 9 + 0
Escape Artist* Dex 7 = 0 + 7 + 0
Forgery Int 0 = 0 + 0 + 0
Gather Information Cha 0 = 0 + 0 + 0
Handle Animal Cha 0 = 0 + 0 + 0
Heal Wis 2 = 0 + 2 + 0
Hide* Dex 32 = 9 + 7 + 16
Intimidate Cha 18 = 9 + 9 + 0
Jump* Str -1 = 0 - 1 + 0
Knowledge (Arcana) Int 0 = 0 + 0 + 0
Knowledge (Ar. & En.)Int 0 = 0 + 0 + 0
Knowledge (Dungeon.) Int 0 = 0 + 0 + 0
Knowledge (Geo.) Int 0 = 0 + 0 + 0
Knowledge (History) Int 0 = 0 + 0 + 0
Knowledge (Local) Int 0 = 0 + 0 + 0
Knowledge (Nature) Int 0 = 0 + 0 + 0
Knowledge (Nobility) Int 0 = 0 + 0 + 0
Knowledge (Planes) Int 0 = 0 + 0 + 0
Knowledge (Psionics) Int 0 = 0 + 0 + 0
Knowledge (Religion) Int 0 = 0 + 0 + 0
Listen Wis 11 = 9 + 2 + 0
Martial Lore Int 0 = 0 + 0 + 0
Move Silently* Dex 22 = 9 + 7 + 6
Open Lock Dex 7 = 0 + 7 + 0
Perform (Sing) Cha 18 = 9 + 9 + 0
Perform (Dance) Cha 18 = 9 + 9 + 0
Profession Wis 2 = 0 + 2 + 0
Psicraft Int 0 = 0 + 0 + 0
Ride Dex 7 = 0 + 7 + 0
Search Int 0 = 0 + 0 + 0
Sense Motive Wis 2 = 0 + 2 + 0
Sleight of Hand* Dex 7 = 0 + 7 + 0
Spellcraft Int 0 = 0 + 0 + 0
Spot Wis 11 = 9 + 2 + 0
Survival Wis 10 = 8 + 2 + 0
Swim* Str 8 = 9 - 1 + 0
Tumble* Dex 7 = 0 + 7 + 0
Use Magic Device Cha 9 = 0 + 9 + 0
Use Psionic Device Cha 9 = 0 + 9 + 0
Use Rope Dex 7 = 0 + 7 + 0
*Skill suffers armor check penalty (Penalty is doubled for Swim)
Equipment
(click to show/hide)
Some clothing.
Due to savage trait and particularly unusual size, Áine is both exceedingly unlikely to acquire any
equipment and even less likely to be able of carrying anything about on her own. Her carrying
capacity is a mere 10lb at the absolute most, and 3¼lb for a light load.
Due to savage trait and particularly unusual size, Áine is both exceedingly unlikely to acquire any
equipment and even less likely to be able of carrying anything about on her own. Her carrying
capacity is a mere 10lb at the absolute most, and 3¼lb for a light load.