Gandalf's evil game group 2




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  1. #1
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    Magsman (Lvl 14)

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    Gandalf's evil game group 2

    characters go here
    http://www.enworld.org/forum/5364494-post139.html XP list and level splits

 

  • #2
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    reserved for x

    swiftblade prc

    feats required: Dodge, Mobility
    skills required: Spellcraft 3 ranks.

    w5/f2/sb prc 1
    Code:
    25 pt buy
    
    Str   17   +3    Level : 8   XP: 34,000 / 50,000
    Dex   14   +2    BAB: +5     CMB: +8   CMD: 20
    Con   14   +2    AC: 22      FF: 16   Touch:  18 
    Int   18   +4    ACP: -0   Spell fail 0%
    Wis   14   +2    Special: armor is ghost touched
    Cha   12   +1
    
    human:  +2 to str
    level 4 +1 to Int
    level 8 +1 to int
    Belt    +2 to str
    xmuter: +2 to con
    
    Saves
    Save Base Abil Misc Total
    Fort  +4   +2   +1 = +7
    Rflx  +1   +2   +2 = +5
    Will  +6   +2   +1 = +9 *+1 vs fear
    Info
    fort +1+3+0 (wizard/fighter/Prc)
    ref +1+0+0 (wizard/fighter/Prc); +1 (PRC)
    will +4+0+2 (wizard/fighter/Prc)
    all: cloak +1
    
    Armor class
    armor
    Chain shirt, Mithral +1:  +4 armor  +6 max dex  -0 ACP 10% ASF *ghost touched*
    Dark wood shield, HVY +1  +2 armor -0 ACP 0% ASF
    
    ACP -0
    Spell fail: 0%
    
    Dodge  +1, dex +2, swift surge +1
    Mobility  +4 AC against attacks of opportunity from movement
    Feat: -10% to arcane spell failure
    
    Weapons
    long sword   +
    Long bow   +
    Dagger   +
    Dagger thrown   +
    club   +
    Club thrown   +
    
    Race Traits
    Favored Class [wizard] +1 hp or +1 skill Pt.
    +2 to One Ability Score: +2 to strength
    Medium: Humans are Medium creatures w/ no bonuses or penalties 
    Normal Speed: Humans have a base speed of 30 feet.
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: +1 skill rank / level
    
    Class Traits
    fighter:
    proficient with all simple and martial weapons 
       with all armor (heavy, light, and medium) and shields
    bonus feats: 1st level, and at every even level
    2nd level, a fighter gains a +1 bonus on Will saves against fear
    Armor Training (Ex): Starting at 3rd level
    
    wizard
    Scribe Scroll:
    Physical Enhancement (Su): You gain a +1/ 5 lvls enhancement bonus to one 
       physical ability score
    
    Enhancement School
    Associated School: Transmutation.
    Replacement Powers: The following school powers
    replace the telekinetic fist and change shape powers of
    the transmutation school.
    Augment (Sp): As a standard action, you can touch a
       creature and grant it either a +2 enhancement bonus to a
       single ability score of your choice or a +1 bonus to natural
       armor that stacks with any natural armor the creature
       might possess. At 10th level, the enhancement bonus to
       one ability score increases to +4. The natural armor bonus
       increases by +1 for every five wizard levels you possess,
       to a maximum of +5 at 20th level. This augmentation
       lasts a number of rounds equal to 1/2 your wizard level
       (minimum 1 round). You can use this ability a number of
       times per day equal to 3 + your Intelligence modifier.
          +2 to nat ac or+2 to any ability score
          duration: 4 rounds per use, 6use per day 00000 0
    
    Perfection of Self (Su): At 8th level, as a swift action
       you can grant yourself an enhancement bonus to a single
       ability score equal to 1/2 your wizard level (maximum +10)
       for one round. You may use this ability for a number of
       times per day equal to your wizard level.
          +4 to any score, 5 uses per day 00000
    
    swiftblade
    Swift Surge (Ex): Your body is augmented with the residual energy of 
       previous haste castings. You gain a +1 bonus on attack rolls and a +1 
       dodge bonus to AC and Reflex saves.
    Spring Attack: Beginning at 1st level, you gain Spring Attack
    
    Trait traits
    Anatomist
    
    You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.
    
    Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
    
    Feats (w1, w2, f1, w3, f2, w4, w5, sb1)
    Spell Focus: [transmutation](Human) +1 to Transmutation dc
    Greater spell focus: [transmutation] (level 1) +1 to transmutation spells
    Weapon focus: Longsword(Fighter 1) +1 to att w/ chosen weapon
    Tenacious Transmutation (Level 3) +2 to transmutation dc
    Dodge(fighter 2)  +1 dodge bonus to AC
    Mobility(level 5)  +4 AC against attacks of opportunity from movement
    Arcane Armor training (Wizard 5) -10% to Arcane spell failure
    Craft potions (level 7)
    Spring Attack (swiftblade 1) Move before and after melee attack
    
    
    Skills                    ranks   +3?   abil   misc   total  info
    Acrobatics (Dex)            4     +3
    Appraise (Int)              2     +3
    Climb (Str)                 2     +3
    Craft (Int), weaponsmith    2     +3
    Fly (Dex)                   3     +3
    Handle Animal (Cha)         3     +3
    Intimidate (Cha)      *     1     +3
    Knowledge (arcana)          5     +3
    Knowledge (dungeoneering)   1     +3
    Knowledge (engineering)     1     +3
    Knowledge (geography)       1     +3
    Knowledge (history)         1     +3
    Knowledge (local)           1     +3
    Knowledge (nature)          1     +3
    Knowledge (nobility)        2     +3
    Knowledge (planes)          1     +3
    Knowledge (religion)     *  1     +3
    Linguistics (Int)           2     +3
    Profession (Wis), solder    2     +3
    Perception (Wis)            4     +3
    Ride (Dex),                 4     +3
    Spellcraft (Int)            8     +3
    Survival (Wis),           * 1     +3
    Swim (Str).                 2     +3
    
    skill points: 2*7(fighter or wizard)+4*1(Prc)+8*1(race)+
    5*1(fav class)+3*8(int)=55 skill ranks
    
    
    SPELLS 
    Level  0  1  2  3  4
    Base   4  3  2  1
    Int    0  1  1  1
    Spec   1  1  1  1
    TOTAL  5  5  4  3
    
    spells memorized ( '#' denotes transmuter spell)
    
    Cantrips
    Prestidigitation
    Message #
    Bleed
    Resistance
    X
    
    Level 1
    Endure Elements #
    Expeditious Retreat #
    true strike
    Magic missile
    Magic missile
    
    Level 2
    cat's grace #
    bull's strength #
    Acid arrow
    scorching ray
    
    Level 3
    Haste #
    Fly #
    keen edge #
    
    special: transmuter
    restricted : enchantment and Illusion (req slot +1 lvl  to use)
    
    +1 chain shirt, Mithral                  5250.00 gp     10.0 lb ghost touch
    +1 shield, Dark-wood                     1257.00 gp      5.0 lb
    +2 Longsword                             8315.00 gp      x.x lb
    Long Bow[comp], mighty +2                 300.00 gp      3.0 lb
    Efficient Quiver                         1800.00 gp      2.0 lb
       arrows, 20                               1.00 gp      3.0 lb
    dagger X 2                                  4.00 gp      2.0 lb
    Club X 3                                         ------     9.0 lb
    sunrod X 4                                  4.00 gp      4.0 lb
    Handy haversack                          2000.00 gp      5.0 lb
    Ring of sustenance                       2500.00 gp       ----- 
    Cloak of resistance                      1000.00 gp      1.0 lb
    Belt of giant strength +1                4000.00 gp      1.0 lb
    Bedroll                                     0.10 gp      5.0 lb
    Scroll case                                 1.00 gp      0.5 lb
    Ink bottle                                  8.00 gp     ----
    Ink pen                                     0.10 gp     ----
    Paper x 10                                  4.00 gp     ----
    Rope, silk (50 ft.)                         5.00 gp     10.0 lb
    Alchemist's fire (flask) x 2               40.00 gp     2.0lb
    Traveler's outfit                           -----        ----
    Spell component pouch                       5.00 gp     2.0 lbs.
    Spellbook, wizard's (book 1)                -----       3.0 lbs.
    Spellbook, wizard's (book 2)               15.00 gp      3.0 lbs.
    
    33,000 gp
    
     27, 509.2 gp  items
         337.5 gp  potions
      1, 412.5 gp  scrolls
      3, 740.0 gp  spellbooks
     32, 999.2 total spent
    
    potions (*=brewed himself)  337.5 gp total
    * Bull's str at cl 3      75.00 gp
    * Cat's grace at cl 3     75.00 gp
    * haste at cl 5           93.75 gp
    * haste at cl 5           93.75 gp
    
    
    scrolls (*=Penned himself)
    
    * Unseen Servant          12.5
    * Comprehend Languages    12.5
    * Identify               112.5
    * Bear's Endurance        75
    * Bull's Strength         75
    * Cat's Grace             75
    * Darkvision              75
    * Fox's Cunning         75
    * Owl's Wisdom          75
    * Spider Climb          75
    * Tongues              187.5
    * Haste                187.5
    * Keen Edge            187.5
    * Water Breathing     187.5
    Scroll costs
    0: 12.5
    1: 25
    2: 150
    3: 375
    4:700

    potion costs
    0: 25
    1: 50
    2: 300
    3: 750

    spell book
    Pages: 16+60+48+48+24= 196
    0:5 * 16 spells = 80 gp
    1:10 * 30 spells = 300 gp
    2:40 * 24 spells = 960 gp
    3:90 * 16 spells = 1440 gp
    4: 160 * 6 spells = 960gp

    Cantrips
    Abjuration

    Resistance: Subject gains +1 on saving throws.

    Conjuration

    Acid Splash: Orb deals 1d3 acid damage.

    Divination

    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or small object.

    Evocation

    Spark: Ignites flammable objects.
    Dancing Lights: Creates torches or other lights.
    Light: Object shines like a torch.
    Ray of Frost: Ray deals 1d3 cold damage.

    Necromancy

    Bleed: Cause a stabilized creature to resume dying.
    Disrupt Undead: Deals 1d6 damage to one undead.

    Transmutation

    Mage Hand: 5-pound telekinesis.
    Mending: Makes minor repairs on an object.
    Message: Whisper conversation at distance.
    Open/Close: Opens or closes small or light things.

    Universal

    Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
    Prestidigitation: Performs minor tricks.

    1st-Level Sorcerer/Wizard Spells

    Abjuration

    Alarm: Wards an area for 2 hours/level.
    Endure Elements: Exist comfortably in hot or cold regions.
    Hold Portal: Holds door shut.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.

    Conjuration

    Grease: Makes 10-ft. square or one object slippery.
    Mage Armor: Gives subject +4 armor bonus.
    Mount: Summons riding horse for 2 hours/level.
    Obscuring Mist: Fog surrounds you.
    Summon Monster I: Summons extraplanar creature to fight for you.
    Unseen Servant: Invisible force obeys your commands.

    Divination

    Comprehend Languages: You understand all spoken and written languages.
    Detect Secret Doors: Reveals hidden doors within 60 ft.
    Detect Undead: Reveals undead within 60 ft.
    Identify: Gives +10 bonus to identify magic items.
    True Strike: +20 on your next attack roll.

    Evocation

    Burning Hands: 1d4/level fire damage (max 5d4).
    Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

    Necromancy

    Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.

    Transmutation

    Animate Rope: Makes a rope move at your command.
    Ant Haul: Triples carrying capacity of a creature.
    Enlarge Person: Humanoid creature doubles in size.
    Erase: Mundane or magical writing vanishes.
    Expeditious Retreat: Your base speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Jump: Subject gets bonus on Acrobatics checks.
    Magic Weapon: Weapon gains +1 bonus.
    Reduce Person: Humanoid creature halves in size.
    Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
    Touch of the Sea: Swim speed becomes 30 ft.

    2nd-Level Sorcerer/Wizard Spells

    Abjuration

    Arcane Lock M: Magically locks a portal or chest.
    Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.

    Conjuration

    Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
    Glitterdust: Blinds creatures, outlines invisible creatures.
    Stone Call: 2d6 damage to all creatures in area.
    Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

    Divination

    Evocation

    Continual Flame M: Makes a permanent, heatless light.
    Darkness: 20-ft. radius of supernatural shadow.
    Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
    Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

    Necromancy

    Blindness/Deafness: Makes subject blinded or deafened.
    False Life: Gain 1d10 temporary hp + 1/level (max +10).
    Scare: Frightens creatures of less than 6 HD.
    Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

    Transmutation

    Alter Self: Assume form of a Small or Medium humanoid.
    Bear's Endurance: Subject gains +4 to Con for 1 min./level.
    Bull's Strength: Subject gains +4 to Str for 1 min./level.
    Cat's Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
    Elemental Touch: Gain energy damage touch attack.
    Fox's Cunning: Subject gains +4 to Int for 1 min./level.
    Glide: You take no falling damage, move 60 ft./round while falling.
    Knock: Opens locked or magically sealed door.
    Levitate: Subject moves up and down at your direction.
    Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
    Rope Trick: As many as eight creatures hide in extradimensional space.
    Spider Climb: Grants ability to walk on walls and ceilings.

    3rd-Level Sorcerer/Wizard Spells

    Abjuration

    Dispel Magic: Cancels one magical spell or effect.
    Nondetection M: Hides subject from divination, scrying.
    Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

    Conjuration

    Phantom Steed: Magic horse appears for 1 hour/level.

    Divination

    Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
    Tongues: Speak and understand any language.

    Evocation

    Fireball: 1d6 damage per level, 20-ft. radius.
    Lightning Bolt: Electricity deals 1d6/level damage.
    Tiny Hut: Creates shelter for 10 creatures.
    Twilight Knife: Floating knife attacks with you.

    Necromancy

    Transmutation

    Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
    Elemental Aura: Creates an aura of energy around you.
    Flame Arrow: Arrows deal +1d6 fire damage.
    Fly: Subject flies at speed of 60 ft.
    Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    Keen Edge: Doubles normal weapon's threat range.
    Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
    Water Breathing: Subjects can breathe underwater.

    4th-Level Sorcerer/Wizard Spells

    Stoneskin M: Grants DR 10/adamantine.

    Conjuration

    Black Tentacles: Tentacles grapple all creatures within a 20- ft. spread.
    Secure Shelter: Creates sturdy cottage.

    Necromancy

    Enervation: Subject gains 1d4 negative levels.

    Transmutation

    Calcific Touch: Touch attack slows target, 1d4 Dex damage.
    Shadow Projection: Temporarily become a shadow.


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  • #3
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    TALHADRA THE UNCLEAN
    Human (Chelaxian) Witch 8
    Neutral Evil

    ABILITY SCORES
    STR 10
    DEX 12
    CON 12
    INT 24
    WIS 10
    CHA 19

    HP & DEFENSES
    HP 45
    AC 14
    Touch AC 12
    FF AC 13
    Fort Save +6
    Reflex Save +6
    Will Save +9

    ATTACKS
    Initiative +1
    Base Attack Bonus +4
    Combat Manuever Bonus +4
    Combat Maneuver Defense 14

    SKILLS
    Trained: Craft - Alchemy [11] +22, Fly [4] +4, Intimidate [7] +11, Knowledge - Arcana [11] +18, Knowledge - History [11] +18, Knowledge - Religion [5] +12, Knowledge - The Planes [11] +18, Linguistics [3] +10, Spellcraft [11] +18, Use Magic Device [11] +15
    Untrained: Acrobatics +1, Appraise +5, Bluff +9, Climb +0, Diplomacy +4, Disguise +4, Escape Artist +1, Heal +0, Perception +0, Perform +4, Ride +1, Sense Motive +0, Stealth +1, Survival +0, Swim +4
    Languages: Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Undercommon

    FEATS
    Brew Potion (from Witch), Craft Wondrous Item, Improved Familiar - Imp, Spell Focus - Necromancy, Undead Leadership (ECL 8 Undead, ECL 4 other)

    RACIAL FEATURES
    +2 to INT, +1 Skill Point / Level, +1 Bonus Feat
    Favored Class - Witch

    CLASS FEATURES
    Proficient with Simple Weapons, Cantrips are At-Will Abilities, Hexes (5 total, see below), Patron - Plague, Witch's Familiar (see below)
    Cackle (Su): As a move action, Talhadra can cackle madly. Any creature within 30ft that is under the effects of her Charm or Evil Eye abilities has the duration of that hex extended by 1 round.
    Cauldron (Ex): Talhadra receives Brew Potion as a bonus feat. She receives a +4 insight bonus to Craft - Alchemy checks (included above).
    Charm (Su): Talhadra can charm an animal or humanoid creature within 30ft by beckoning and speaking soothing words. This improves the attitude of the target by 2 steps as if she had successfully used the Diplomacy skill. The effects last for 5 rounds. A Will save (DC 19) negates the effect. Whether or not this is successful, Talhadra cannot use Charm against the target for 1 day.
    Evil Eye (Su): Talhadra can cause doubt to creep into the mind of a foe she can see within 30ft. The target takes a -4 penalty to one of the following: AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 8 rounds. A Will save (DC 19) reduces this to 1 round.
    Flight (Su): Talhadra can use Feather Fall at will. She gains a +4 racial bonus to Swim checks (included above). She can cast Levitate once per day. She can Fly as the spell for 8 minutes total per day.

    SPELLCASTING
    Caster Level: 8th
    Concentration Check +15
    Save DC 17 + Spell Level (Necromancy 18 + Spell Level)
    Spells per Day: 4 x 0th, 6 x 1st, 5 x 2nd, 5 x 3rd, 3 x 4th
    Includes bonus spells from INT: 2 x 1st, 2 x 2nd, 2 x 3rd, 1 x 4th
    Note: See Familiar for Spells Known

    EQUIPMENT
    Wealth: 2,558gp
    Magic Items: [Arms] Bracers of Armor +2 (Crafted), [Body] Robe of Resistance +3 (Crafted), [Face] Mask of Lies (Crafted), [Hands] Gloves of Dexterity +2 (Crafted), [Head] Headband of Intellect +4 (Crafted), [Ring 1] Ring of Protection +1, [Shoulders] Cloak of Charisma +2 (Crafted), Eternal Wand of Cause Fear[2/day], Eternal Wand of Charm Person [2/day]
    Potions: Alter Self, Command Undead, Comprehend Languages [4], Detect Secret Doors [2], Detect Thoughts, Detect Undead [2], Levitate, Mage Armor [8], Speak with Dead
    Mundane Items:

    FAMILIAR
    IQ'QUANTA THE IMP
    LE Tiny Outsider (Devil, Evil, Extraplanar, Lawful)
    Familiar Features: Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Natural Armor Adjustment +4, Share Spells, Store Spells
    Init +3, Senses Darkvision 60ft, Detect Good, Detect Magic, See in Darkness, Perception +7
    AC 21, Touch 16, FF 17
    HP 16, Fast Healing 2
    Fort +1, Reflex +6, Will +4
    DR 5/good, Immune to Fire and Poison, Resist Acid 10, Cold 10
    Speed 20ft, Fly 50ft (Perfect)
    Melee Sting +8 (1d4 + Poison)
    Space 2.5ft, Reach 0ft
    Spell-Like Abilities At- Will Invisibility (self only), 1/day Augury, Suggestion (DC 15), 1/week Commune (6 questions, CL 12th)
    Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
    Base Attack +3, CMB +3, CMD 15
    Feats Alertness, Dodge, Weapon Finesse
    Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge - Arcana +7, Knowledge - The Planes +7, Perception +9, Spellcraft +7
    Languages Common, Infernal
    SQ Change Shape (Rat), Familiar Qualities, Improved Evasion
    Poison (Ex) Sting - Injury; Fort Save DC 13; 1/round for 6 rounds; 1d2 Dex dmg
    Spells Stored:
    - Cantrips (0-level): Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
    - 1st Level: Beguiling Gift, Burning Hands, Cause Fear, Charm Person, Chill Touch, Command, Comprehend Languages, Detect Secret Doors, Detect Undead, Hypnotism, Identify, Ill Omen, Inflict Light Wounds, Mage Armor, Mask Dweomer, Obscuring Mist, Ray of Enfeeblement, Reduce Person, Sleep, Summon Monster I, Unseen Servant
    - 2nd Level: Alter Self, Blindness/Deafness, Command Undead, Daze Monster, Death Knell, Detect Thoughts, Enthrall, False Life, Feast of Ashes, Fester, Fog Cloud, Glitterdust, Hidden Speech, Hold Person, Inflict Moderate Wounds, Levitate, Pox Pustules, Scare, Spectral Hand, Summon Monster II, Touch of Idiocy, Vomit Swarm, Web
    - 3rd Level: Bestow Curse, Contagion, Cup of Dust, Dispel Magic, Lightning Bolt, Pain Strike, Ray of Exhaustion, Speak with Dead, Stinking Cloud, Suggestion, Summon Monster III, Tongues, Twilight Knife, Vampiric Touch
    - 4th Level: Animate Dead, Black Tentacles, Charm Monster, Death Ward, Dimension Door, Enervation, Fear, Inflict Serious Wounds, Phantasmal Killer, Poison, Scrying, Solid Fog, Spite

    COHORT
    CRUEL KISS, Spectre Rogue 1
    LE Medium Undead (Incorporeal)
    Init +7; Senses Darkvision 60ft; Perception +17
    Aura: Unnatural Aura (30ft)
    AC 15, Touch 15, FF 12
    HP 57
    Fort +4, Reflex +7, Will +9
    Incorporeal, Channel Resistance +2
    Resurrection Vulnerability, Sunlight Powerlessness
    Speed Fly 80ft (Perfect)
    Melee Incorporeal Touch +9 (1d8 + Energy Drain)
    Special Attacks Create Spawn, Energy Drain (2 Levels, DC 16), Sneak Attack +1d6
    STR --, DEX 17, CON --, INT 14, WIS 16, CHA 15
    Base Atk +6, CMB +6, CMD 21
    Feats Blind-Fight, Improved Initiative, Skill Focus - Perception, Weapon Finesse
    Skills Bluff [2] +5, Fly [8] +11, Intimidate [11] +13, Knowledge - History [8] +10, Knowledge - Religion [11] +13, Perception [11] +17, Sense Motive [8] +11, Stealth [11] +14, Survival [8] +11
    Languages Common, Elven, Infernal
    SQ Trapfinding
    P. 256 of Pathfinder Bestiary I

    BACKSTORY
    Talhadra the Unclean hails from the Chelaxian city of Korvosa, a port city on Conqueror's Bay. The witch does not speak much of her past, but does admit to having been brought up in a noble household and tutored in the ways of Chelaxian nobility. Whether she was herself born of nobility or was a prized servant has been left to the imagination. At some point in her uprbinging, Talhadra displayed some talent with the arcane arts and was sent off to school. She proved to be a very poor student, more interested in boys than in study or practice. After being caught seducing her third young apprentice, Talhadra was kicked out of school and told never to return.

    For some time, Talhadra wandered the empire. She took on many jobs: waitress, fortune teller, scribe, interpreter, and possibly others. But Talhadra was always attracted to the arcane arts. She found ways into mystery and happened upon many artifacts thought lost to the ravages of time. Talhadra eventually found herself in the town of Pangolais, in the Uskwood, where she met the witch Valshathune. It was under Valshathune that Talhadra's training truly began.



    *** WORK IN PROGRESS ***
    Leaving EN World for the land of novel writing. I'll be back someday.

  • #4
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    Enchanter (Lvl 12)

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    Jun 2002
    Location
    Minnapolis, MN
    Posts
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    Kuma
    Human Barbarian 3/Sorceror 2/Dragon Disciple 3

    Str: 22 (14 + 2 racial + 2 levelup + 2 class based + 2 enhancment) 5pts
    Dex: 14 5pts
    Con: 16 10pts
    Int: 10
    Wis: 10
    Cha: 14 5pts

    HP: 36+5d12+2d6
    AC: 21 (10 + 2 Dex + 2 natural +6 armor +1 deflection)
    BAB: +6/+1
    Fort +10 Ref +6 Will +8
    Move 40'

    Racial Features
    +2 any attribute
    Bonus feat
    Bonus skill points

    Class Features
    - Barbarian
    - - Fast Movement
    - - Rage (14rnds/day)
    - - Rage Power (Renewed Vigor)
    - - Uncanny Dodge
    - - Trap sense +1

    - Sorceror (Draconic)
    - - Cantrips
    - - Eschew Materials
    - - Claws (2x 1d4 magic)
    - - Resist 5 fire, +1 natural armor
    - - Bonus Spells (Mage Armor, Resist Energy)

    - Dragon Disciple
    - - Blood of Dragons
    - - Natural Armor Increase +1
    - - Ability Boost (Str +2)
    - - Bloodline Feat (Blind Fighting)
    - - Dragon Bite (1d6 magic)
    - - Breath Weapon (5d6 fire, Ref DC 14 for 1/2, 30' cone, 1/day)

    Traits
    Armor Expert (-1 Check penalty)
    Two-World Magic (Sift)

    Feats
    b Totem Spirit (Shadde Quah) (+3 rnds rage, +2 intimidate)
    1 Power Attack
    3 Cornugon Smash
    5 Furious Focus
    7 Arcane Armor Training
    b Blind Fighting

    Skills
    Knowledge Arcana +8 (5 ranks + 3 class)
    Spellcraft +11 (8 ranks + 3 class)
    Intimidate +10 (5 ranks + 3 class + 2 feat)
    Perception +11 (8 ranks + 3 class)
    Survival +8 (5 ranks + 3 class)
    Speak Language 1 (Draconic)

    Spellcasting (Sorceror CL4, DC 12+lvl)
    Spell Slots: 1 - 7/7, 2 - 4/4
    Known Spells
    Cantrips: Detect Magic, Dancing Lights, Mage Hand, Mending, Acid Splash, Drench, Sift
    1st level: Infernal Healing, Shield, Shocking Grasp, Mage Armor (bonus)
    2nd level: Scorching Ray, Resist Energy

    Equipment
    Cash 600

    Weapon
    - Adamantine Greatsword +1, +13/+8 to hit, 2d6+10 dmg, 5350gp

    - Claws, +12/+12 to hit, 1d4+6/1d4+6 dmg, count as magic
    - Bite, +12 to hit, 1d6+9 dmg, counts as magic

    Armor
    - Mithril Brigadine +1, AC +6, MaxDex +6, ArmChk 0, Arc Fail 10%, 13lbs, 5250gp

    Gear
    Cloak of Resistance +2, 4000
    Ring of Protection +1, 2000
    Belt of Strength +2, 4000
    Hat of Disguise, 1800

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