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<blockquote data-quote="Creamsteak" data-source="post: 367560" data-attributes="member: 552"><p><strong>My current character stat block</strong></p><p></p><p><strong><span style="font-size: 15px">The Lady of the Frozen Orb</span></strong></p><p><strong>Yuki-On-Na Khanduran Sorceress 8/Ice Elemental Savant 20</strong></p><p><strong><strong>Medium-Size Fey (Cold, Spirit)</strong></strong></p><p><strong><strong>Hit Dice:</strong> 8d6+24 (fey) + 8d4+24 (khanduran sorceress) + 20d4+60 (elemental savant) (191 hp)</strong></p><p><strong><strong>Initiative:</strong> +5 (+1 Dex, +4 Improved Initiative)</strong></p><p><strong><strong>Speed:</strong> 30 ft.</strong></p><p><strong><strong>AC:</strong> 19 (+1 Dex, +4 deflection, +4 natural)</strong></p><p><strong><strong>Attacks:</strong> Touch +17 melee touch</strong></p><p><strong><strong>Damage:</strong> Touch 1d10 cold</strong></p><p><strong><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</strong></p><p><strong><strong>Special Attacks:</strong> Chill metal, cold focus 7, cold penetration 6, ice mastery, mental warmth 4/day, paralyzing gaze, spell-like abilities, sorcerer spells</strong></p><p><strong><strong>Special Qualitites:</strong> Cold subtype, elemental, lose the way, ice paraelemental perfection</strong></p><p><strong><strong>Saves:</strong> Fort +16, Ref +17, Will +29</strong></p><p><strong><strong>Abilities:</strong> Str 8, Dex 13, Con 17, Int 13, Wis 21, Cha 35</strong></p><p><strong><strong>Skills:</strong> Bluff +23 (11), Concentration +31 (28), Knowledge (Arcana) +29 (28), Knowledge (The Planes) +29 (28), Listen +16 (11), Sense Motive +16 (11), Spellcraft +29 (28), Spot +17 (11)</strong></p><p><strong><strong>Feats:</strong> Arcane Preperation, Alertness, Dodge, Energy Admixture (Cold), Energy Substitution (Cold), Heighten Spell, Greater Spell Focus (Evocation), Improved Initiative, Spell Focus (Evocation).</strong></p><p><strong><strong>Epic Feats:</strong> Epic Spell Focus (Evocation), Improved heighten Spell, Improved Heighten Spell, Improved Spell Capacity, Improved Spell Capacity, Spell Knowledge.</strong></p><p><strong></strong></p><p><strong><strong>Chill Metal (Su):</strong> As an elemental savant of 10th level, the savant has learned how to perform the ice paraelemental's signiture attack. This power functions like the druid spell of the same name [DC 23 (20 + Constitution modifier)], except that it affects everything within the given radius. As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to end the effect. The metal returns to its starting temperature 2 rounds later, just as with the spell.</strong></p><p><strong></strong></p><p><strong><strong>Cold Focus (Ex):</strong> +7 to all spell DCs with the Cold Subtype.</strong></p><p><strong></strong></p><p><strong><strong>Cold Penetration (Ex):</strong> +6 to caster level checks in order to overcome spell resistance</strong></p><p><strong></strong></p><p><strong><strong>Ice Mastery (Ex):</strong> The sorceress can magnify the effect of a sorcery spell that deals cold damage. This ability allows a second damage roll, and the sorceress takes the best roll of the two. For example, if 6d6 points of damage are called for, a sorceress rolls 6d6 twice and takes the highest total.</strong></p><p> <strong><em>Special:</em> The sorceress must be stationary the round of casting to exert mastery.</strong></p><p><strong></strong></p><p><strong><strong>Mental Warmth (Su):</strong> By mentally tracing the secret runes of conception, the sorceress can try to replenish her magical energy. Doing so requires an Intelligence check with a DC equal to 15 plus the spell's level. If the check is successful, the sorceress regains the ability cast a spell of the chosen level. A sorceress cannot take 10 or 20 on this check.</strong></p><p> <strong><em><strong>Special: The sorceress can attempt this ability once per day per two levels (round down). </strong></em></strong></p><p><strong></strong></p><p><strong><strong>Paralyzing Gaze (Su):</strong> A yuki-on-na can paralyze creatures with a look. This is similar to a gaze attack, except the yuki-on-na must take a standard action, and those merely looking at it are not affected. Anyone the yuki-on-na targets must succeed at a Will save [(DC 40) 10 + 1/2 HD + Charisma Modifier] or be affected as though by a hold monster spell cast by an 8th-level sorcerer. The ability has a range of 30 feet.</strong></p><p><strong></strong></p><p><strong><strong>Spell-Like Abilities:</strong> At will - change self, comprehend languages, detect thoughts. These abilities are as the spells cast by an 35th-level sorcerer (save DC 22 + spell level).</strong></p><p><strong></strong></p><p><strong><strong>Sorcerer Spells Per Day:</strong> 6/9/9/9/9/8/8/8/8/7/3/3/3</strong></p><p> <strong><em>Prepared Spells</em></strong></p><p><strong>10th Level - Energy Admixed (Cold) Chain Lightning (DC 45/38) x3</strong></p><p><strong>11th Level - Energy Admixed (Cold) Thunder Storm (DC 46/39) x3</strong></p><p><strong>12th Level - Energy Admixed (Cold) Delayed Blast Fireball (DC 47/40) x3</strong></p><p><strong></strong></p><p><strong><strong>Sorcerer Spells Known:</strong> </strong></p><p><strong>0 Level Spells - Arcane Mark, Detect Magic, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic, Resistance, Ray of Frost</strong></p><p><strong>1st Level Spells - Fire Bolt, Ice Bolt, Lesser Cold Orb, Lesser Electric Orb, Lesser Fire Orb</strong></p><p><strong>2nd Level Spells - Charged Bolt, Frost Nova, Ice Blast, Inferno, Static Field</strong></p><p><strong>3rd Level Spells - Blaze, Fireball, Frozen Armor, Lightning Bolt, Nova, Shiver Armor, Telekinetic Blast</strong></p><p><strong>4th Level Spells - Glacial Spike, Fire Wall, Teleport Self</strong></p><p><strong>5th Level Spells - Energy Shield, Meteor, Cone of Cold</strong></p><p><strong>6th Level Spells - Chain Lightning, Enchant, Greater Dispelling</strong></p><p><strong>7th Level Spells - Chilling Armor, Energy Immunity, Thunder Storm</strong></p><p><strong>8th Level Spells - Blizzard, Delayed Blast Fireball, Frozen Orb, Hydra</strong></p><p><strong>9th Level Spells - Gate, Meteor Swarm, Time Stop, Wish</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong>Cold Subtype (Ex):</strong> Cold immunity; double damage from fire except on a successful save.</strong></p><p><strong></strong></p><p><strong><strong>Elemental:</strong> Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.</strong></p><p><strong></strong></p><p> <strong><strong><em>Lose the Way (Sp):</em></strong> Once per day, a yuki-on-na can touch a victim and cause him to be completely unable to find his way anywhere for the next 3d6 hours. The character cannot use the Intuit Direction skill, and cannot use Wilderness Lore to avoid becoming lost. The character cannot even find his way out of a closet without assistance, though he is perfectly capable of following other characters.</strong></p></blockquote><p></p>
[QUOTE="Creamsteak, post: 367560, member: 552"] [b]My current character stat block[/b] [B][Size=4]The Lady of the Frozen Orb[/size][/B] [B]Yuki-On-Na Khanduran Sorceress 8/Ice Elemental Savant 20 [B]Medium-Size Fey (Cold, Spirit)[/B] [B]Hit Dice:[/B] 8d6+24 (fey) + 8d4+24 (khanduran sorceress) + 20d4+60 (elemental savant) (191 hp) [B]Initiative:[/B] +5 (+1 Dex, +4 Improved Initiative) [B]Speed:[/B] 30 ft. [B]AC:[/B] 19 (+1 Dex, +4 deflection, +4 natural) [B]Attacks:[/B] Touch +17 melee touch [B]Damage:[/B] Touch 1d10 cold [B]Face/Reach:[/B] 5 ft. by 5 ft./5 ft. [B]Special Attacks:[/B] Chill metal, cold focus 7, cold penetration 6, ice mastery, mental warmth 4/day, paralyzing gaze, spell-like abilities, sorcerer spells [B]Special Qualitites:[/B] Cold subtype, elemental, lose the way, ice paraelemental perfection [B]Saves:[/B] Fort +16, Ref +17, Will +29 [B]Abilities:[/B] Str 8, Dex 13, Con 17, Int 13, Wis 21, Cha 35 [B]Skills:[/B] Bluff +23 (11), Concentration +31 (28), Knowledge (Arcana) +29 (28), Knowledge (The Planes) +29 (28), Listen +16 (11), Sense Motive +16 (11), Spellcraft +29 (28), Spot +17 (11) [B]Feats:[/B] Arcane Preperation, Alertness, Dodge, Energy Admixture (Cold), Energy Substitution (Cold), Heighten Spell, Greater Spell Focus (Evocation), Improved Initiative, Spell Focus (Evocation). [B]Epic Feats:[/B] Epic Spell Focus (Evocation), Improved heighten Spell, Improved Heighten Spell, Improved Spell Capacity, Improved Spell Capacity, Spell Knowledge. [B]Chill Metal (Su):[/B] As an elemental savant of 10th level, the savant has learned how to perform the ice paraelemental's signiture attack. This power functions like the druid spell of the same name [DC 23 (20 + Constitution modifier)], except that it affects everything within the given radius. As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to end the effect. The metal returns to its starting temperature 2 rounds later, just as with the spell. [B]Cold Focus (Ex):[/B] +7 to all spell DCs with the Cold Subtype. [B]Cold Penetration (Ex):[/B] +6 to caster level checks in order to overcome spell resistance [B]Ice Mastery (Ex):[/B] The sorceress can magnify the effect of a sorcery spell that deals cold damage. This ability allows a second damage roll, and the sorceress takes the best roll of the two. For example, if 6d6 points of damage are called for, a sorceress rolls 6d6 twice and takes the highest total. [I]Special:[/I] The sorceress must be stationary the round of casting to exert mastery. [B]Mental Warmth (Su):[/B] By mentally tracing the secret runes of conception, the sorceress can try to replenish her magical energy. Doing so requires an Intelligence check with a DC equal to 15 plus the spell's level. If the check is successful, the sorceress regains the ability cast a spell of the chosen level. A sorceress cannot take 10 or 20 on this check. [I][B]Special: The sorceress can attempt this ability once per day per two levels (round down). [/B][/I][B][/B] [B]Paralyzing Gaze (Su):[/B] A yuki-on-na can paralyze creatures with a look. This is similar to a gaze attack, except the yuki-on-na must take a standard action, and those merely looking at it are not affected. Anyone the yuki-on-na targets must succeed at a Will save [(DC 40) 10 + 1/2 HD + Charisma Modifier] or be affected as though by a hold monster spell cast by an 8th-level sorcerer. The ability has a range of 30 feet. [B]Spell-Like Abilities:[/B] At will - change self, comprehend languages, detect thoughts. These abilities are as the spells cast by an 35th-level sorcerer (save DC 22 + spell level). [B]Sorcerer Spells Per Day:[/B] 6/9/9/9/9/8/8/8/8/7/3/3/3 [I]Prepared Spells[/I] 10th Level - Energy Admixed (Cold) Chain Lightning (DC 45/38) x3 11th Level - Energy Admixed (Cold) Thunder Storm (DC 46/39) x3 12th Level - Energy Admixed (Cold) Delayed Blast Fireball (DC 47/40) x3 [B]Sorcerer Spells Known:[/B] 0 Level Spells - Arcane Mark, Detect Magic, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic, Resistance, Ray of Frost 1st Level Spells - Fire Bolt, Ice Bolt, Lesser Cold Orb, Lesser Electric Orb, Lesser Fire Orb 2nd Level Spells - Charged Bolt, Frost Nova, Ice Blast, Inferno, Static Field 3rd Level Spells - Blaze, Fireball, Frozen Armor, Lightning Bolt, Nova, Shiver Armor, Telekinetic Blast 4th Level Spells - Glacial Spike, Fire Wall, Teleport Self 5th Level Spells - Energy Shield, Meteor, Cone of Cold 6th Level Spells - Chain Lightning, Enchant, Greater Dispelling 7th Level Spells - Chilling Armor, Energy Immunity, Thunder Storm 8th Level Spells - Blizzard, Delayed Blast Fireball, Frozen Orb, Hydra 9th Level Spells - Gate, Meteor Swarm, Time Stop, Wish [B]Cold Subtype (Ex):[/B] Cold immunity; double damage from fire except on a successful save. [B]Elemental:[/B] Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. [B][I]Lose the Way (Sp):[/I][/B][I][/I] Once per day, a yuki-on-na can touch a victim and cause him to be completely unable to find his way anywhere for the next 3d6 hours. The character cannot use the Intuit Direction skill, and cannot use Wilderness Lore to avoid becoming lost. The character cannot even find his way out of a closet without assistance, though he is perfectly capable of following other characters.[/B] [/QUOTE]
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