Here is the character sheet, background currently being done.
I do have a question, though : is it possible for me to use, in the same attack, both the Searing Touch and the Joystealer touch ? one or the other ? As the last one is a natural weapon, I'm not sure it can stack.
XXXXJoystealer 2/Flamespeaker 6Racial adjustments: +1 Dex, +2 Cha from
Joystealer.
32 point buy.
Str 8
Dex 16 (15 + 1 racial)
Con 14
Int 10
Wis 8
Cha 24 (18 + 2 racial +2 level +2 Enhancement)
HD: 2d6+6d8+16 (49 hp)
Saves: Fortitude : 0+2+ 1,5*7+2 =
+15 , Reflex : 3+5+1,5*7+3 - 3=
+19, Will : 3+5+1,5*7-1+2=
+20 whenever you fail a saving throw against a creature's attack or ability, if you didn't roll a 1, that creature takes 6 points of fire damage. Can reroll 1s on Will saves.
AC: 10 + 3 Dex + 8 Flame Blessing +2 Defending weapon +2 Bracer of Armor +7 Deflection =
32, touch 28, flat-footed 21
DR 4/cold Iron, 5/magic while Blazing, 10/magic while in Fire Form.
Initiative: +3 (+3 Dex)
Senses: Fey low-light vision
Speed: 25 feet, fly 30 ft (perfect manoeuvrability)
Fire Resistance 15 Can see through Smoke and breathe normally within.
BAB/Grapple: +5
Attacks: + 2 ghost-touch, defending Dagger (1d4, 19-20 x2)
Searing Touch : 3d6+3 fire energy.
Joystealer's incorporeal touch attack deals 1d6 temporary charisma damage OR ability drain.
Joystealer body : the Joystealer loses the ability to interact with corporal objects but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus on move silently checks.
Nonmagical attacks made by corporeal creatures at the Joystealer and melee attacks made by the Joystealer against corporeal targets are now ineffective.
Magical weapons and spells used by corporeal creatures against the Joystealer have a 40% chance miss chance, (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons, as usual). Magical weapons used by the Joystealer against corporeal targets have the same miss chance if they aren't ghost touch weapons
Blaze (Su): As a flamespeaker, you can erupt in a powerful blaze twice per day. While blazing, you temporarily gain a +4 bonus to Charisma, a +4 bonus to Dexterity, and DR 5/magic.
A blaze lasts for 12 rounds. You may prematurely end a blaze if you wish. At the end of a blaze, you lose the blaze modifiers and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. You can erupt in a blaze only once per encounter. Beginning a blaze takes no time itself, but you can do it only during your turn, not in response to someone else's action.
Spellshape Aura : Searing Flame: : While this aura is active, you and your allies gain a +4 bonus on Bluff, Diplomacy, and Intimidate checks. In addition, you and your allies deal an extra 4 points of fire damage with all weapons, spellshape attacks, and damaging spells that target a single creature.
Burn creatures struck by your attack also must succeed on a Reflex save (DC 20) or catch on fire for 1d4 rounds, taking 1d6 points of fire damage each round. A burning creature can attempt a DC 20 Reflex save as a move action to put out the flame. Creatures hitting you with natural weapons or unarmed attacks take this fire damage as though hit by your attack, and also catch on fire unless they succeed on a Reflex save.
In addition, your fiery body illuminates your surroundings, providing bright light out to 15 feet and shadowy illumination out to 30 feet. You can suppress or resume this effect as a free action
Control Fire (Sp): you can take a standard action to take control of one nearby fire source. This ability functions in the same way as the control flames power, except that you can freely alter the size of a fire by one step (as if augmenting the power) once per round. In addition, while controlling a fire in this way, you can end the effect as a standard action to mimic the effects of the pyrotechnics spell. CL 6. 8 uses/day.
Elemental Command (Su): you gain the ability to turn or destroy creatures of the cold and water subtypes, just as a good cleric turns undead. You can also rebuke or command creatures with the fire subtype, as an evil cleric rebukes undead. 10 uses/ day, turn level 7.
Burning Glare (Su): you gain darkvision out to 60 feet. In addition, once per round, you can take a move action to focus your gaze on one creature or object within 60 feet. That creature or object must make a Reflex save (DC 20) or catch on fire as though affected by your burn ability.
Devoted Pyromancer: Your searing touch, arcane formulae, and other fire effects ignore the resistance to fire of creatures affected by them, and they still deal half damage to creatures with immunity to fire. This effect does not cause your abilities to overcome any resistance or immunity to fire that you yourself may possess.
In addition, you can maintain concentration on your control fire ability as a move action, rather than as a standard action. Moreover, you can shape arcane formulae while using your control fire ability without breaking your concentration. Finally, any fires that you start (such as with your burn ability or with alchemist's fire) deal an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by 5.
Shape of Flame (Su): you gain the ability to take on the form of fire itself. When you take this form, you and all your gear transform into a patch of mobile flame, becoming amorphous and semi-gaseous. Your new form is fluid, enabling you to pass through holes or narrow openings as small as 2 inches in diameter. While in this state, you gain damage reduction 10/magic. In addition, you are immune to poison, polymorphing, and stunning, you cannot be flanked, and you are not subject to extra damage from critical hits. You are subject to the effects of wind, and you cannot enter water or other liquid. You also can't manipulate objects or activate items, even those transformed with you. Continuously active items remain active, though in some cases their effects may be moot. Your armor (including natural armor) becomes worthless, though your modifiers for size, Dexterity, and deflection still apply to Armor Class, as do armor bonuses from force effects. While in the shape of flame, you cannot attack or cast spells that require verbal, somatic, material, or focus components. Similarly, you cannot make spellshape attacks or shape arcane formulae. You lose all supernatural abilities while in this form, though you retain the ability to remain in the shape of flame and to return to your corporeal form. In addition, while you are in this state, your fiery body burns creatures as though you were a natural flame. Any creature that begins its turn in your space takes damage as though hit by your searing touch (including the effects of your burn ability), with a Reflex save (DC 20) for half damage. Any creature entering or passing through your space also takes this damage.
You can transform into the shape of flame or return to your normal corporeal form as a swift action, and there is no limit to the number of times you can change forms. While in the shape of flame, you are effectively disguised as a normal fire, and you gain a +10 bonus on Disguise checks made to disguise yourself as such.
Drain Emotions (Su): Once a Joystealer has reduced a creature to 0 Charisma, it can drain emotions from that opponent completely as a standard action at a range of 40 feet.A creature so drained can't be affected by morale bonuses or penalties, can't rage, and cannot benefit from any other ability derived through inspiration or emotion. The affected creature is also immune to fear effects.
The drain emotions effect can be countered only by finding and destroying the Joystealer who caused it or by casting a Remove Curse spell on the afflicted creature within the area of a Hallow spell.
Additionally, the Joystealer may attempt to steal emotions from a target she has inflicted with at least 1 point of Charisma damage within the last hour. Sixteen times per day, as a standard action, the Joystealer may drain the emotions of any one target within range of Drain Emotions. The target creature must succeed on a Will save with a DC 20 or receive a Calm Emotion, Crushing Despair, Good Hope or Rage spell effect with a duration of eight rounds. Unlike the spells they emulate, the morale bonuses and the penalties of these effects increase by 2. Whenever the Joystealer deals charisma damage it may inflict the target with this ability by spending daily uses normally.
A Joystealer cannot steal her own emotions but gains the benefits of the Good Hope whenever she successfully uses this ability.
Emotion Dependency (Ex): The Joystealer can eat food but only gains nourishment by successfully using her Drain Emotions on a creature. A Joystealer must consume emotions at least once every 48 hours or begin to starve and may elect to inflict minimal Charisma damage on willing "donors" whenever it inflicts any. A Joystealer is usually hungry after a period of 8 hours without consuming any emotion, at which point the color of their eyes take on a deep red hue. Once fed, their eyes return to a golden glow.
1st (char) -- Flyby Attack
1st (flaw) -- Fortifying Recovery
1st (flaw) -- Circle Focus (Searing Fire)
3rd (char) -- Spellshape Focus , Iron Will (Otyugh's Hole)
6th (char) -- Spellshape Aura (Searing Fire)
1st (flaw) -- Slow : land speed halved
1st (flaw) -- Poor Reflexes : - 3 to Reflex Saves.
Bluff : 11 + 7 +4 (Aura) = 22
Diplomacy : 11 + 7 + 2 (bluff) +4 (Aura) = 24
Intimidate : 0 + 7 +4 (Aura)+ 2 (Bluff) = 13
Listen : 5 -1 = 4
Spot : 5 - 1 = 4
Spellcraft : +11 + 0 = +11
Tumble +11 + 3 = +14.
Defending Ghost-touch dagger : 10302 gp
Bracer of Armor +2 : 4000 gp
Healing Belt : 750 gp
Cloak of Charisma +2 : 4000 gp.
Handy Haversack : 2000 gp.
Otyugh Hole : 3000 gp.
Remaining wealth: 2948 gp
Formulae KnownCircles Known :
Searing Flame, Eternal Moment, Fleeting Image.Spellshape Attack: Fireblast, throught Searing touch.
- 1st: Minor :Acceleration, Scorching Blast, Touch of Paranoia
- 2nd:Minor Embrace of the Flame, Shadowy Minion
- 3rd:Minor Future Sight, Shaper's Figment Major Illusory Legion, Impact
- 4th:Minor Shared Moment, Tweak Time
Future formulae :
flamespeaker 7 : Blast Wave
flamespeaker 8 : Engulfing Flames
flamespeaker 9 : Decrepitude
flamespeaker 10 : Alter Time. Tweak Time => Heavenly Alignement. Secret of the Flames : Astral moment.
flamespeaker 11 : Phantom Double.
flamespeaker 12 : Undying Flames. Embrace of the Flame => Distorting Surge.
flamespeaker 13 : Quantum Sight
flamespeaker 14 : Consuming Flames
flamespeaker 15 : False Epiphany
flamespeaker 16 : Shadow Formula. Futur Sight => Starlit Void.
flamespeaker 17 : Celestial Alignment.
flamespeaker 18 : Damning Portent.