9th Circle Heist:: Abyssal D&D (closed! See OOC thread)

Here She is

Avaniel

Succubus 6(hd)+6(la) Blackguard 3
http://invisiblecastle.com/find.py?a=show&id=157624

Alignment: CE
Gender: Female
Height/Weight: 6ft/125lbs

Hit Dice / HP: 6d8+3d10+54 / 100
Initiative: +3
Speed: 30ft, fly 50ft (average)
AC: 35(+13(armour)+3(dex)+9 natural), touch 13, flatfooted 32
BaB / Grapple: +9 / +15

Attack:
Claw +15 melee (1d6+6)
Composite Long Bow: +13, 1d8+1+6+(2d6 against Lawful Outsiders)+(2d6 against Evil Outsiders)+15(when using Divine Might)
Full Attack:
2 claws +15 melee (1d6+6)
Composite Long Bow: +13/+8, 1d8+1+6+(2d6 against Lawful Outsiders)+(2d6 against Evil Outsiders)+15(when using Divine Might)

Space/Reach: 5ft/5ft

Special Attacks:
Energy Drain: (kiss causes 1 neg level and suggestion to be kissed again) DC 29(10+cha+1/2hd)
Spell-like abilities: At will-charm monster (DC 30), detect good, detect thoughts (DC 27), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 28), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon demon: Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success.

Special Qualities:
Damage reduction 10/cold iron or good
Darkvision 60 ft.
Immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10
Spell resistance 18
Telepathy 100 ft.
Tongues

Saves:
Fort: 30 (6+3+6+15)
Ref: 25 (6+1+3+15)
Will: 24 (6+1+2+15)

Abilities:
STR: 22/+6 (15+2(race)+4(enhancement)+1(level))
DEX: 17/+3 (11+2(race)+4(enhancement))
CON: 22/+6 (16+2(race)+4(enhancement))
INT: 14/+2 (8+6(race))
WIS: 15/+2 (11+4(race))
CHA: 41/+15 (18+16(race)+6(enhancement)+1(level))

Skills: sp: 102 (8+2x4 + 8+2x5 + 2+2x3)
Bluff.................. 26 (11+15)
Diplomacy.............. 26 (11+15)
Disguise............... 20 (5+15)
Escape Artist.......... 8 (5+3)
Hide................... 8 (5+3)
Intimidate............. 26 (11+15)
Knowledge(The Planes).. 13 (11+2)
Knowledge(War)......... 13 (11+2)
Listen................. 21 (11+2+8(racial))
Move Silently.......... 7 (4+3)
Search................. 5 (2+3)
Spot................... 21 (11+2+8(racial))
Survival............... 6 (4+2)

Feats:
Cleave
Improved Sunder
Power Attack
Divine Might


DIVINE MIGHT [DIVINE ]
Prerequisites: Str 13, turn or rebuke undead ability, Power Attack.
Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.


Equipment:

Kiss of the Abyss
Mighty (+6) Composite Longbow +1 of Bane against Lawful Outsiders and Bane against Evil Outsiders: 19000gp

1d8, x3, 110 ft., 3 lb., Piercing
Arrows (60) 3 gp, 9 lb.


Mithral Full Plate +5: 35'500gp

+13, +3, -2, 35%, 20 ft., 25 lb.


-
Amulet of Health +4: 16'000gp
Belt of Giant Strength +4: 16000gp
Cloak of Charisma +6: 36'000gp
Efficient Quiver: 1800gp
Gloves of Dexterity +4: 16'000gp
Portable Hole: 20'000gp
Ring of Evasion: 25'000gp

Silversheen x4: 1 hour,One vial will coat a single melee weapon or 20 units of ammunition. 1000 gp.

Bless weapon (oil)x5: 500 gp


185'300gp
 
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Didn't get the time I expected to work on this today. I'll be doing it tomorrow most likely. I'm sincerely wondering though, what your expectations are as to spellcasters. You say that you expect well made, effective characters, from people who know their way around the ruleset. Yet you also say you like spellcasters... and when we're limited to races that rarely have less than a +4 ECL, a spellcaster clearly falls outside those criteria.

I'm not trying to pick holes - it's just that I'd like to make a spellcaster, but I'm having trouble getting my head round the idea of how I can make one effective with such a large ECL.
 

Eluvan said:
I'm not trying to pick holes - it's just that I'd like to make a spellcaster, but I'm having trouble getting my head round the idea of how I can make one effective with such a large ECL.

You don't feel you can make an effective spellcaster with between nine and eleven levels? That's a whole bunch of power.
 

Oh, sure it's a lot of power - but not compared to a spellcaster with 15 levels. Not even close. Not even with other abilities to make up the difference, because... well, for a pure caster I just don't see stuff like natural attacks and big bonuses to Strength and Dexterity being that big a deal. Neither do spell like abilities have the same power for a pure caster, since if he could drop them and do without the ECL he could have much better spells at his command.

Still... I guess I see your point. Maybe I'm losing a sense of proportion somewhere amongst the number crunching. I guess I'll just go for the Half-Fiend wizard that I have a cool concept for, make her to the best of my abilities, and leave other people to worry about power balancing.
 

Eluvan said:
Still... I guess I see your point. Maybe I'm losing a sense of proportion somewhere amongst the number crunching. I guess I'll just go for the Half-Fiend wizard that I have a cool concept for, make her to the best of my abilities, and leave other people to worry about power balancing.

Thanks for taking my post in the way it was meant. When I read it again, it sounded a little pushy. I think I'm a bit full of power, I don't play in high level games. I just reached 7th in my face-to-face game with my wizard and I feel like a freakin' GOD. ;)

Bring her on! I'd love to see what you come up with. :D
 

Name: Thorn
Race: Human/Half-fiend
Class/Level: Rogue 3/Fighter 4/Shadowdancer 4
Age: 25
Height: 5'8"
Weight: 135

(STR) 28 +9 (+4 racial, +1 levelup, +6 item)
(DEX) 22 +6 (+4 racial, +1 levelup)
(CON) 18 +4 (+2 racial, +2 item)
(INT) 17 +3 (+4 racial)
(WIS) 14 +2
(CHA) 13 +1 (+2 racial)

Alignment: Neutral Evil
AC: 29 (10 + 6 Dex + 8 armor + 4 deflect, +1 natural))
Hit Points: 106/106
Movement: 30'

HP roll one: http://invisiblecastle.com/find.py?id=157851
Clearing 1's and 2's: http://invisiblecastle.com/find.py?id=157854

Init: +6
Base Attack Bonus: +9/+4
Melee Attack: +18/+13
Ranged Attack: +15/+10
Fort: +15
Reflex: +19
Will: +10

Race Abilities
Bonus Feat
Bonus Skill Points

Type: Native Outsider
Fly speed: 30' avg
+1 natural armor
Claws/bite
Smite Good (Su): 1/day +11 damage to one attack
Spell-Like Abilities:
-Darkness 3/day
-Desecrate
-Unholy blight
-Poison 3/day
-Contagion
-Blasphemy
Darkvision out to 60 feet.
Immunity to poison.
Resistance to acid 10, cold 10, electricity 10, and fire 10.
Damage reduction: 5/magic
A half-fiend’s natural weapons are treated as magic weapons for the purpose of overcoming damage

reduction.
Spell resistance: 21
Str +4, Dex +4, Con +2, Int +4, Cha +2.

Class Abilities:
Sneak Attack 2d6
Trapfinding
Evasion
Trap Sense +1

3 Bonus Feats

Hide in Plain Sight
Uncanny Dodge
Shadow Illusion
Summon Shadow
Shadow Jump (20')

Skills:
Disable Device (Int) +13 (10 ranks, +3 Int)
Escape Artist (Dex) +16 (10 ranks, +6 Dex)
Hide (Dex) +30 (14 ranks, +6 Dex, +10 item)
Listen (Wis) +10 (8 ranks, +2 Wis)
Move Silently (Dex) +30 (14 ranks, +6 Dex, +10 item)
Open Locks (Dex) +16 (10 ranks, +6 Dex)
Perform (Cha) +6 (5 ranks, +1 Cha)
Search (Int) +17 (14 ranks, +3 Int)
Sleight of Hand (Dex) +11 (5 ranks, +6 Dex)
Spot (Wis) +10 (8 ranks, +2 Wis)
Tumble (Dex) +22 (14 ranks, +6 Dex, +2 synergy)
Climb (Str) +18 (9 ranks, +9 Str)
Jump (Str) +18 (9 ranks, +9 Str)
Swim (Str) +18 (9 ranks, +9 Str

Feats
Combat Expertise
Dodge
Mobility
Combat Reflexes
Spring Attack

Fighter Feats
Exotic Weapon: Spiked Chain
Weapon Focus: Spiked Chain
Improved Trip

Languages - Common, Infernal, Abyssal, Celestial

Money - 421gp 5sp

Weapons -
+4 Cold Iron Spiked Chain (To hit +23/+18, Damage 2d4+17, Wgt 15, Special: Reach, +2 Disarm, can Trip, 34350gp)

Armour -
Blackmail +4 (+8AC, Max Dex +6, 0 Check, 10lbs, 56100gp)
-- Improved Shadow, Silent Moves, Death Ward (as per Complete Arcane)

Gear - Wgt Cost
Backpack 2lbs 2
Bedroll 5lbs 2sp
Flint & Steel 1lb 1
Small Steel Mirror 1lb 10
2 Belt Pouches 1lb 2
Waterskin 4lbs 1
MW Thief Tools 1lb 100
50' Silk Rope 5lbs 10
Grapple hook 4lbs 1

Magic -
Cloak of Resistance +5 (25k)
Ring of Protection +4 (32k)
Belt of Giant Str +6 (36k)
Amulet of Health +2 (4k)
Handy Haversack (2k)
Glove of Storing (10k)

Background:
Thorn was born into slavery, like many of mixed heritage in the Abyss. There was little of suffering that she did not learn during her years of servitude, and she quickly became adept at avoiding the inhuman eyes of the guards and wardens. As her fiendish traits began to manifest, she embraced the powers as a drowning man might grasp anything at hand to keep from going under. Her strength bolstered, she began plotting to change the cruel, hooked chains of her bondage, into instruments of freedom.

More than one demon was destroyed the night she fled. Cut down by her chain weapon, drained to impotence by her shadowy minion, or a lucky few that she chose simply to avoid, skulking silently past. From there she set about exploring the planes, and making a name for herself as one who can slip past nearly any defense to snatch the prize beyond. Though she counted no fiend a friend, she quickly realized that to live she would have to work for them, even as she nursed her lifetime's worth of grudges and resentment.

Fortunately, fiends frequently wished other fiends to die. Thorn found some comfort in such assignments...a break from her usual sneak and grab missions. Though she never aligned permanantly with a demon lord, she made it a point to advertise that her services were available to any who were willing to pay. After all, if she were a valuable asset for anyone, no one would want her dead. At least, not until she became too powerful to control.

At that point, there might be some 'renegotiation' to indulge in.

--------
 
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Eluvan said:
Didn't get the time I expected to work on this today. I'll be doing it tomorrow most likely. I'm sincerely wondering though, what your expectations are as to spellcasters. You say that you expect well made, effective characters, from people who know their way around the ruleset. Yet you also say you like spellcasters... and when we're limited to races that rarely have less than a +4 ECL, a spellcaster clearly falls outside those criteria.

I'm not trying to pick holes - it's just that I'd like to make a spellcaster, but I'm having trouble getting my head round the idea of how I can make one effective with such a large ECL.

All power is relative. Everything is a tradeoff. The benchmarks have been realigned and the term "effective" is kind of loaded.

Think of it this way- say you choose a lich... That's an 11th level caster. If your'e thinking your guy is not "as powerful as a 15th level wizard?" your'e thinking wrong. It's set up so that nobody else in the party gets to be a 15th level wizard either. In any case, you get a lot of compensation- negative energy attacks, permanently paralyzing touch, damage reduction, the ability to just keep coming back indefinitely until your phylactery is discovered... a ton of hit points.. and you still get 11 levels of pure spell casting.

So what that amounts to is you miss out on spells like Limited Wish and Flesh to Stone. But you get to use spells like Domination. and so on.. and there's always scrolls when you really want to punch out of your weight class.

I agree it's a challenge, but it's all in fun.

Also? You'll never have to make a fortitude save.
 
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Note, I didn't post this as I already posted another character, but Gargoyles make *quite* the front-line fighters. Good natural AC, and the ability to take racial Hit Dice to get size LARGE (+8 str, -2 Dex, +4 Con, +2 natural armor, I think).

I made up a sample character and thought that he was quite scary.
 

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