Fallen World- 13th lvl homebrew (dark and mature)

Character: Canthan
Class: Conjurer 5/ Alienist 8
Race: Human
Alignment: Neutral Evil

Personality: Canthan seeks to increase his power and open a portal to the far realm. Quite meticulous he is a planner and dislikes being harried. He has no qualms about who he works with as long as they do not prevent him from his ultimate goal. He sees the lords and their allies as a stumbling block in his plans as seeks to undermine their power base by pitting them against each other.

Background: It was not too long ago. It came to me in a dream. I can only describe it as a presence for my mind could not comprehend its entirety. I was consumed and reshaped with the knowledge I now carry. It gave me knowledge and whispered secrets in my ear, secrets of power. I can hear it now, on the wind, there, feast upon the desecrated, it says.

It bade me seek one of its servitors, an ancient aboleth in the husk of a ruined civilization. The beast was a wreck, its obsession obvious. It knew I was coming however and was prepared. Though it was the elder, its knowledge concerning the outside was limited. While it instructed me and passed its knowledge onto me I fed it information and sought out relics, instruments, and other items to further our joint studiesThe rotting god is the key I soon learned. Within it is enough power to open a door beyond the veil. I must retrieve and return with the flesh of the rotting god.

I have to secure aid however, this is not something I am prepared to do alone. I must work within the power structure of the world. Enclave, demon lord, human lord they are all the same. They want my allegiance, I owe allegiance only to myself.. They want my services, well that is another story. My services are always for sale if you can meet the price.

Hooks:
1) The rotting god is a font of power that can be tapped and those powers beyond the veil are whispering to Canthan how to do it.
2) Canthan is determined (obsessed) to conduct his ritual upon the rotting god and increase his power and complete the ritual
3) He is working with an aboleth, need I say more.

Did you want the character crunch now?
 
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WarlockLord said:
Pseudonatural template
1-3: Acid/electricity resistance 5
4-7: Acid/electricity resistance 5, DR 5/magic
8-11: Acid/electricity resistance 10, DR 5/magic
12+ :Acid/electricity resistance 10, DR 10/magic

I just noticed a problem you and I may face if either, or one of us get a go at this. If we use summon monster to attack demonic foes we are at a small disadvantage. Since we can no longer summon celestial forces we cannot bypass damage reduction of most demons however if I extend the logic of the DR system unless the demons are using a magic weapon, they strike as evil or chaotic and therefore they cannot bypass our summoned creatures DR. This is bolstered by reading the combat sections of a named demon and compare it to a gargoyle.

Nephtys what is your take?
 

I could probably learn align fang/weapon. Problem solved, but I will wait for Nephtys' take.

Meanwhile...

Mystic, the Nameless One
Human Archivist 11/Contemplative1/Alienist 1
Alignment True Neutral

[sblock=stats]
Str 8
Dex 14
Con 12
Int 21 (25 with hat)
WIs 14
Cha 10

XP:78,000
Initiative +6
HP: 66
AC: 19
BAB +5

Attack: +5 (1d8+1d6 fire)

Saves:
Fort:+10
Ref: +5
Will: +11


Skills: Concentration +17, Decipher Script +25, Gather Information +4, Knowledge (arcana) +23, Knowledge (planar) +28, Knowledge (dungeoneering)+23, Knowledge (religion)+25, Spellcraft +25,

Feats: Improved Initiative, Scribe Scroll, Skill Focus (Knowledge: The Planes), Empower Spell, Heighten Spell, Quicken Spell, SF: Conjuration, Augment Summoning

Prayerbook:
0- all cleric
1-bless, cure light wounds, protection from good, entrophic shield, endure elements, protection from evil, shield of faith, summon monster I, sanctuary, silent image, snake's swiftness, charm person, entangle,
2- augury, hold person, summon monster II, silence, mirror image, align weapon, align fang,
3- dispel magic, summon monster III, invisibility purge, searing light, displacement, ghoul gesture, suggestion, charm monster, lightning bolt, haste, evard's black tentacles, vampiric touch, fly, call lightning, poison,
4- summon monster IV, divine power, restoration, dimensional anchor, phantasmal killer, enervation, flame strike, confusion, polymorph
5- commune, raise dead, summon monster V, true seeing, persistent image, shadow evocation, heal, baleful polymorph, slay living, plane shift,
6- blade barrier, summon monster VI, greater dispel magic, harm, mislead, magic jar, hold monster,
7-destruction, summon monster VII, word of balance, resurrection, project image, greater teleport,

Spells added with cash:
Illusion Domain
1: silent image
2: mirror image
3: displacement
4: phantasmal killer
5: persistent image
6: mislead
7: project image
Snake's Swiftness (Druid 1): close range, give ally extra attack
Charm Person (Lust 1)
Ghoul Gesture (Hunger 3): ray paralyzes subject unless they make fortitude save, medium range, fortitude negates, duration 1 round/level
Enervation (Hunger 4)
Evard's Black Tentacles (Blackwater 3)
Vampiric Touch (Necromancy 3)
Shadow Evocation (Shadow 5)
Magic Jar (Spirit 6)
Suggestion (Tyranny 3)
Charm Monster (Charm 3)
Haste (Celerity 3)
Lightning Bolt (adept 3)
Flame Strike (Druid 4)
Baleful Polymorph (Druid 5)
Heal (adept 5)
Entangle (druid 1)
Confusion (trickery 4)
Slay Living, (cleric 5)
Greater Teleport (Travel 7)
Fly (Travel 3)
Plane Shift (Cleric 5)
Hold Monster (Law 6)
Call Lightning (Druid 3)
Poison (Druid 3)
Polymorph (adept 4)
Align Fang (druid 2, as align weapon but for natural attacks)
Align Weapon (cleric 2)
Total Spell Cost (Scrolls+Scribing costs): 36,250 gp

Spells Per Day: 4/6/6/5/5/4/3/2
Prepared (DC 17+ level):
0- detect magic (2), light, cure minor wounds,
1- bless, cure light wounds (2), snake's swiftness, silent image, charm person,
2- hold person, silence, mirror image, align fang, augury, align weapon
3- dispel magic, invisibility purge (2), evard's black tentacles, haste,
4- polymorph, divine power, enervation, flame strike, restoration,
5- raise dead, heal (2), summon monster V,
6-blade barrier, magic jar, mislead,
7-greater teleport, summon monster VII

Special: Dark Knowledge 6/day (tactics, pussiance, foe, dread secret), Lore Mastery (planar and religion), Still Mind (+2 save vs. enchantments),+1 caster level to illusions (IIlusion domain), Summon Alien,



Possessions: +1 flaming heavy mace, +3 chain shirt, Heward's handy haversack, carpet of flying (5 feet by 5 feet), 10 prayerbooks, fire elemental gem, top hat that has the same stats as a headband of intellect +4, traveler's outfit, tent, waterskin, 2 pounds of soap, 150 feet of silk rope, 4 days of trail rations, 14,543 gp, 10 doses primal dust,* wooden holy symbol of the Balance, magic jar focus (100 gp gem), augury focus (a set of marked bones worth 25 gp), 3 doses of incense (for augury, 25 gp each)

[/sblock]
Background: The Mystic, or the Nameless One as he is sometimes called, is a disiciple of the balance. It all began when he read a book about the gods at the age of 8.
"Why have the gods gone, Mommy?"
"The demons took over."

As he witnessed the corruption and predation of the demons, he realized that something had to be done. But as he studied more, he realized that evil is necessary to balance the good, and that without one, the other cannot survive.

The balance had been disrupted, however, and our hero set off to restore it. Abandoning his previous name as part of his old life, and fearful of demonic retaliation against those he knew, he became the Mystic.

Appearance: The Mystic wears a chain shirt, a black cape, and a top hat. He carries a short metal walking stick (a heavy mace) which is powerfully enchanted, and a crossbow at his belt. Around his neck hangs an amulet of the Balance: a wooden scale, perfectly balanced. He is a young man of 21, with straight black hair cut short and a goatee.

Personality: Driven, focused, and dedicated, but has a great sense of humor and a scathing wit.

Dogma: Reality is an illusion, maintained by the four Great powers: Good, Law, Chaos, and Evil. These powers consistently struggle to reform the world in it's own image, and all of these would be bad. In a perfect good world, nothing could be achieved, and self-sacrifice would rule. A lawful world is a great gray space, a chaotic world eternally changing and random. and an evil world- where we are now.

As a side note, pseudonatural creatures are outside of this struggle and are good summons for neutral divine casters

Hooks: Will his traffic with alien creatures drive him insane? Will his identity be discovered?

*primal dust is a substance from Complete Mage. It comes in doses worth 100 gp, and it can be used to substitute for any costly matierial component. Each dose simulates 100 gp worth of a component, no more, no less. I can get rid of it if needed.

I also had him buy those spells I wanted Nephtys to look at, but those can go if needed.

EDIT: Changed to purchase align fang & weapon.
 
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Some crunch for Ysande, sans cohort until Leadership is approved.

I've included some feats from Complete Adventurer, with summaries of what they do. Obviously I can change them if you're unhappy with them Nephtys.

[sblock=Ysande]
Ysande Zallarhim
Human Female
Chaotic Good
Bard 13

8 Strength (-1) (0 pts.)
17 Dexterity (+3) (5 pts., +4 Enhancement)
12 Constitution (+1) (2 pts., +2 Enhancement)
16 Intelligence (+3) (10 pts.)
10 Wisdom (+0) (2 pts.)
26 Charisma (+8) (13 pts., 3 level, +6 Enhancement)

BAB: +9
Grapple: +8
HP: 63 (HD 13d6; rolls + 13)
Initiative: +7
Speed: 30 ft
ACP: -0
AC: 21 (+3 Dex, +6 Armor, +2 Deflection); touch 13, flat-footed 18

Fort Saves: +5 (4 Base +1 Con)
Reflex Saves: +11 (8 Base +3 Dex)
Will Saves: +16 (8 Base +8 Cha)

Attack:
+13 Melee, Damage 1d4-1, 19-20/x2 (Masterwork Cold Iron Dagger)
+13 Ranged, Damage 1d4-1, 19-20/x2, range 10ft (Masterwork Cold Iron Dagger)

+13 Melee, Damage 1d2-1 Subdual, 20/x2, range 15 ft (Masterwork Whip)
+15 Melee, Disarm, range 15 ft (Masterwork Whip)

+13 Ranged, Damage 1d8+1+1d6 Frost, Range 80 ft (Masterwork Crossbow/+1 Frost Bolt)

Full Attack
+13/+8 Melee, Damage 1d4-1, 19-20/x2 (Masterwork Cold Iron Dagger)
+13/+8 Ranged, Damage 1d4-1, 19-20/x2, range 10ft (Masterwork Cold Iron Dagger)

+13/+8 Melee, Damage 1d2-1 Subdual, 20/x2, range 15 ft (Masterwork Whip)
+15/+11 Melee, Disarm, range 15 ft (Masterwork Whip)

Feats:
Improved Initiative
Weapon Finesse
Versatile Performer (Complete Adventure 112. You pick a number of Perform Categories equal to your Int modifier, and treat them as equal to your highest Perform category. +2 on Perform checks when using more than one type of Performance at once.)
Force of Personality (Complete Adventurer 109. Use Cha instead of Wis on Will Saves.)
Disguise Spell (Complete Adventurer 108. Cast spells as part of a performance. Observers make a Spot check opposed by your Perform check to tell you are casting. Even if they can tell, they cannot identify the spell with Spellcraft.)
Leadership (19 = 13 level +8 Cha -1 [moves around a lot] -1 [recruits a cohort of a different alignment]. Level 11 Cohort, 40 1st level followers, 4 2nd level followers, 2 3rd level followers, 1 4th level follower, 1 5th level follower)

Abilities:
Bardic Music (13/day)
-Countersong
-Fascinate (5 targets)
-Inspire Courage +2
-Inspire Competence
-Suggestion (DC 24)
-Inspire Greatness (2 targets)
-Song of Freedom
Bardic Knowledge (+17)

Skills: (160; max ranks 16/8)
+27 Bluff (16 ranks, + 8 Cha, +3 Competence)
+17 Concentration (16 ranks, +1 Con)
+31 Diplomacy (16 ranks, + 8 Cha, + 2 Synergy [bluff], +2 Synergy [sense motive], +3 Competence)
+19/22 Disguise (8 ranks, + 8 Cha, +2 Synergy [bluff] when acting in character, +3 Competence)
+23 Gather Information (12 ranks, + 8 Cha, +3 Competence)
+5 Knowledge (Arcana) (2 ranks, + 3 Int)
+8 Knowledge (History) (4 ranks, +3 Int)
+4 Knowledge (Religion) (1 rank, + 3 Int)
+7 Knowledge (The Planes) (4 ranks, + 3 Int)
+27/+29 Perform (Sing) (16 ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
*+27/+29 Perform (Dance) (16 <free> ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
*+27/+29 Perform (String Instruments) (16 <free> ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
*+27/+29 Perform (Oratory) (16 <free> ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
+16 Sense Motive (16 ranks, + 0 Wis)
+17 Sleight of Hand (12 ranks, +3 Dex, +2 Synergy [bluff])
+12/+14 Spellcraft (8 ranks, + 4 Int, +2 Synergy [Use Magic Device] when deciphering scrolls)
+15 Tumble (12 ranks, +3 Dex)
+27/+29 Use Magic Device (16 ranks, + 8 Cha, +2 Synergy [Spellcraft] when using scrolls, +3 Competence)

Languages:
Common
Abyssal
Ignan
Draconic

Spells:

Level 0: (3/day, DC 18)
Dancing Lights
Detect Magic
Lullaby
Mage Hand
Prestidigitation
Read Magic

Level 1: (5/day, DC 19)
Charm Person
Disguise Self
Feather Fall
Tasha's Hideous Laughter

Level 2: (5/day, DC 20)
Detect Thoughts
Glitterdust
Mirror Image
Silence

Level 3: (5/day, DC 21)
Charm Monster
Glibness
Haste
Major Image

Level 4: (4/day, DC 22)
Cure Critical Wounds
Greater Invisibility
Hold Monster
Modify Memory

Level 5: (1/day, DC 23)
Mirage Arcana
Mislead

Equipment:
2x Masterwork Cold Iron Dagger (1d4, 19-20/x2, 1208 gp)
Masterwork Whip (1d2+2, x2, 301 gp)
Masterwork Light Crossbow (1d8, 19-20/x2, 80 ft range, 335 gp)
50x +1 Frost Bolts (+1d6 Frost, 8,350 gp)
+2 Glamered Mithral Chain Shirt (+6 AC, -0 ACP, 7,800 gp)
Amulet of Health +2 (4,000 gp)
Gloves of Dexterity +4 (16,000 gp)
Cloak of Charisma +6 (32,000 gp)
Ring of Mind Shielding (8,000 gp)
Circlet of Persuasion (3,000 gp)
Ring of Protection +2 (8,000 gp)
2x Wand of Cure Light Wounds (1,500 gp)
Wand of Alarm (750 gp)
Scroll Case (1 gp)
2x Scroll of Wall of Force (2,250 gp)
Scroll of Scrying (700 gp)
Scroll of Sending (700 gp)
Scroll of Nondetection (700 gp)
Scroll of Wind Walk (1,650 gp)
Scroll of Antilife Shell (1,650 gp)
Scroll of True Seeing (1,375 gp)
4x Scroll of Bull's Strength (750 gp)
4x Scroll of Bear's Endurance (750 gp)
Scroll of Disintegrate (1,650 gp)
Scroll of Mordenkainen's Private Sanctum (1,125 gp)
Scroll of Freedom of Movement (1000 gp)
2x Scroll of Heal (3300 gp)
655 gp[/sblock]
 
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Caros said:
Odd as it is, I think I'm actually gonna have to backout. Trying to do too much with too little time. Biggest problem right now is that I don't have a functional concept that appeals to me within the setting. With that in mind if something comes up I'll construct it and post it as a possible alternate

Enjoy guys!

Sorry about that, you can still come back later as an alternate.


ethandrew said:
I totally understand. What the class does is basically makes a telekinesis specialist, allowing them to master the spell and go between the three different varieties. Doesn't seem too wholly powerful to me, which is why I assumed full spell progression.

The master of many forms is such a strong class that the loss of bonus exalted feats will not hinder the character at all. In fact, I was wondering what my character should do with all that 110,000gp. Buy a +4 Tome and read it? Or throw it all in a wishing well?

Anyway, I am submitting this and hopefully will get a background up soon, but I just moved and my internet is not reliable as of yet, so I might not be able to get anything in as I hope. Just giving forewarning.

You're probably right, but others could argue the same for their classes and it's easier just to draw the line here.
The Master of many forms looks very interesting, I'm looking forwads to seeing it. As for the wealth :p , maybe you never had it in the first place or had to use it to buy your loved ones out of prison, spent it on a succubus prostitute or bought a house in an overheated market ;).

Jemal said:
ER.. the grayguard Is STILL a paladin, just with a slightly relaxed code and a more dark outlook. Does that mean you don't want the grayguard?

And that makes all the difference.

Autumn said:
I'm working on Ysande now. Nephtys, how do you feel about the Leadership feat? It'd suit Ysande down to the ground and it's included in her current write up but I don't want to waste time building a cohort if you won't allow the feat. :)

If on the other hand you will allow it, I'll be taking a Half-Fiend Rogue cohort with your permission.

Leadership is ok. You can play your cohort for the most part, but I reserve the right to pull his strings occasionally.

Gli'jar said:
I just noticed a problem you and I may face if either, or one of us get a go at this. If we use summon monster to attack demonic foes we are at a small disadvantage. Since we can no longer summon celestial forces we cannot bypass damage reduction of most demons however if I extend the logic of the DR system unless the demons are using a magic weapon, they strike as evil or chaotic and therefore they cannot bypass our summoned creatures DR. This is bolstered by reading the combat sections of a named demon and compare it to a gargoyle.

Nephtys what is your take?

Warlocklord has a good solution.
--

Sorry all, for my absence but my internet-connection is a bit unreliable. It's disconnected me several times today and it takes a while to get back online when it works at all. So for my sake and your I'm extending the deadling until monday, when I will make my selection of players.
 

Ysande, completed version with fluff and cohort. :)

[sblock=Ysande]
Ysande Zallarhim
Human Female
Chaotic Good
Bard 13

8 Strength (-1) (0 pts.)
17 Dexterity (+3) (5 pts., +4 Enhancement)
12 Constitution (+1) (2 pts., +2 Enhancement)
16 Intelligence (+3) (10 pts.)
10 Wisdom (+0) (2 pts.)
26 Charisma (+8) (13 pts., 3 level, +6 Enhancement)

BAB: +9
Grapple: +8
HP: 63 (HD 13d6; rolls + 13)
Initiative: +7
Speed: 30 ft
ACP: -0
AC: 21 (+3 Dex, +6 Armor, +2 Deflection); touch 13, flat-footed 18

Fort Saves: +5 (4 Base +1 Con)
Reflex Saves: +11 (8 Base +3 Dex)
Will Saves: +16 (8 Base +8 Cha)

Attack:
+13 Melee, Damage 1d4-1, 19-20/x2 (Masterwork Cold Iron Dagger)
+13 Ranged, Damage 1d4-1, 19-20/x2, range 10ft (Masterwork Cold Iron Dagger)

+13 Melee, Damage 1d2-1 Subdual, 20/x2, range 15 ft (Masterwork Whip)
+15 Melee, Disarm, range 15 ft (Masterwork Whip)

+13 Ranged, Damage 1d8+1+1d6 Frost, Range 80 ft (Masterwork Crossbow/+1 Frost Bolt)

Full Attack
+13/+8 Melee, Damage 1d4-1, 19-20/x2 (Masterwork Cold Iron Dagger)
+13/+8 Ranged, Damage 1d4-1, 19-20/x2, range 10ft (Masterwork Cold Iron Dagger)

+13/+8 Melee, Damage 1d2-1 Subdual, 20/x2, range 15 ft (Masterwork Whip)
+15/+11 Melee, Disarm, range 15 ft (Masterwork Whip)

Feats:
Improved Initiative
Weapon Finesse
Versatile Performer (Complete Adventure 112. You pick a number of Perform Categories equal to your Int modifier, and treat them as equal to your highest Perform category. +2 on Perform checks when using more than one type of Performance at once.)
Force of Personality (Complete Adventurer 109. Use Cha instead of Wis on Will Saves.)
Disguise Spell (Complete Adventurer 108. Cast spells as part of a performance. Observers make a Spot check opposed by your Perform check to tell you are casting. Even if they can tell, they cannot identify the spell with Spellcraft.)
Leadership (Cohort: Level 11. Followers: 50 1st level, 5 2nd level, 3 3rd level, 2 4th level, 1th level)

Abilities:
Bardic Music (13/day)
-Countersong
-Fascinate (5 targets)
-Inspire Courage +2
-Inspire Competence
-Suggestion (DC 24)
-Inspire Greatness (2 targets)
-Song of Freedom
Bardic Knowledge (+17)

Skills: (160; max ranks 16/8)
+27 Bluff (16 ranks, + 8 Cha, +3 Competence)
+17 Concentration (16 ranks, +1 Con)
+31 Diplomacy (16 ranks, + 8 Cha, + 2 Synergy [bluff], +2 Synergy [sense motive], +3 Competence)
+19/22 Disguise (8 ranks, + 8 Cha, +2 Synergy [bluff] when acting in character, +3 Competence)
+23 Gather Information (12 ranks, + 8 Cha, +3 Competence)
+5 Knowledge (Arcana) (2 ranks, + 3 Int)
+8 Knowledge (History) (4 ranks, +3 Int)
+4 Knowledge (Religion) (1 rank, + 3 Int)
+7 Knowledge (The Planes) (4 ranks, + 3 Int)
+27/+29 Perform (Sing) (16 ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
*+27/+29 Perform (Dance) (16 <free> ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
*+27/+29 Perform (String Instruments) (16 <free> ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
*+27/+29 Perform (Oratory) (16 <free> ranks, + 8 Cha, +3 Competence, +2 [Versatile Performer] when combined with another type of Performance.)
+16 Sense Motive (16 ranks, + 0 Wis)
+17 Sleight of Hand (12 ranks, +3 Dex, +2 Synergy [bluff])
+12/+14 Spellcraft (8 ranks, + 4 Int, +2 Synergy [Use Magic Device] when deciphering scrolls)
+15 Tumble (12 ranks, +3 Dex)
+27/+29 Use Magic Device (16 ranks, + 8 Cha, +2 Synergy [Spellcraft] when using scrolls, +3 Competence)

Languages:
Common
Abyssal
Ignan
Draconic

Spells:

Level 0: (3/day, DC 18)
Dancing Lights
Detect Magic
Lullaby
Mage Hand
Prestidigitation
Read Magic

Level 1: (5/day, DC 19)
Charm Person
Disguise Self
Feather Fall
Tasha's Hideous Laughter

Level 2: (5/day, DC 20)
Detect Thoughts
Glitterdust
Mirror Image
Silence

Level 3: (5/day, DC 21)
Charm Monster
Glibness
Haste
Major Image

Level 4: (4/day, DC 22)
Cure Critical Wounds
Greater Invisibility
Hold Monster
Modify Memory

Level 5: (1/day, DC 23)
Mirage Arcana
Mislead

Equipment:
2x Masterwork Cold Iron Dagger (1d4, 19-20/x2, 1208 gp)
Masterwork Whip (1d2+2, x2, 301 gp)
Masterwork Light Crossbow (1d8, 19-20/x2, 80 ft range, 335 gp)
50x +1 Frost Bolts (+1d6 Frost, 8,350 gp)
+2 Glamered Mithral Chain Shirt (+6 AC, -0 ACP, 7,800 gp)
Amulet of Health +2 (4,000 gp)
Gloves of Dexterity +4 (16,000 gp)
Cloak of Charisma +6 (32,000 gp)
Ring of Mind Shielding (8,000 gp)
Circlet of Persuasion (3,000 gp)
Ring of Protection +2 (8,000 gp)
2x Wand of Cure Light Wounds (1,500 gp)
Wand of Alarm (750 gp)
Masterwork Violin (100 gp)
Scroll Case (1 gp)
2x Scroll of Wall of Force (2,250 gp)
Scroll of Scrying (700 gp)
Scroll of Sending (700 gp)
Scroll of Nondetection (700 gp)
Scroll of Wind Walk (1,650 gp)
Scroll of Antilife Shell (1,650 gp)
Scroll of True Seeing (1,375 gp)
4x Scroll of Bull's Strength (750 gp)
4x Scroll of Bear's Endurance (750 gp)
Scroll of Disintegrate (1,650 gp)
Scroll of Mordenkainen's Private Sanctum (1,125 gp)
Scroll of Freedom of Movement (1000 gp)
2x Scroll of Heal (3300 gp)
555 gp

Appearance: In the circles in which she moves, it is a not uncommon assumption that Ysande must surely be a succubus taken human form. She is not, though her flame-red hair - worn in a bewildering array of lengths and styles - and ivory skin indicate that there might just be a certain hint of that blood in her linage. Her features are regal and delicate at the same time, her sapphire eyes as wide and innocent as a doe or as icy and compelling as an empress. Her form is slight and lithe, as slim and elegant as a sylph. She accentuates it with close-fitting, filmy dresses and a subtle dancer's sway in her movement.

Personality: Ysande is something of an enigma. A life spent in intrigue and deception has taught her to keep her cards close to her chest, and that's precisely what she does. The face she presents to the world is elegant, refined and alluring, self-controlled and self-willed, with no hint of weakness. She is always composed, and always courteous. When she speaks, everybody in the room is sure she is speaking particularly to them, and when she breaks into one of her radiant smiles it is a private and confidential smile meant just for them.

She seems, in short, like a ray of sunshine in a world of horror and evil. She wades as deeply through the mire as anybody, but the dirt never seems to stick to her.

This is, as far as she's concerned, the great purpose of her existence - to be a light in the darkness, to bring a flash of inspiration and beauty into lives that might otherwise be quite devoid of hope.

Background: Ysande was born to a courtesan in the court of a minor demon lord, the result of her dalliance with one of the many Tieflings - most of them distant descendants of the lord himself - who were part of his retinue. As a result, she's always been used to surviving and even thriving amongst the subtle webs of abyssal politics. With natural intelligence, a great musical talent, and extraordinary good looks - the taint of demon blood providing a frisson of the exotic - she was a natural at these games. As she grew up she became a great favorite in court and proved well able to spin some webs of her own.

She has moved from court to court since she came of age, always in demand as word of her voice and her beauty spread. Demons like to play with mortal toys, and she knew the right games. She also had a natural instinct for the delicate business of judging that moment where the game becomes wearisome and the toy is smashed in a fit of pique. She's no stranger to close shaves, but so far she's always managed to walk the line. In her progress up the precarious and ever-shifting ladder of influence and position in the demonic courts she has certainly made her fair share of enemies, but she's also been adept at making the right allies at the right time. So far she remains one step ahead of anybody who would see her fall.

[/sblock]

Cohort:
[sblock=Kaj]
Kaj
Male Half-Fiend Human
Chaotic Evil
Rogue 7

Strength 16 (+3) (4 pts., +4 Racial)
Dexterity 22 (+6) (13 pts., +4 Racial, +1 Level)
Constitution 15 (+2) (5 pts., +2 Racial)
Intelligence 14 (+2) (2 pts., +4 Racial)
Wisdom 10 (+0) (2 pts.)
Charisma 16 (+3) (6 pts., +2 Racial)

BAB: +5
Grapple: +8
HP: 49 (7d6; rolls+14)
Initiative: +10
Speed: 30 ft, fly 30 ft (average)
ACP: -0
AC: 20 (+6 Dex, +3 Armor, +1 Natural)

Attack:
+12 Melee, Damage 1d6+3, crit 19-20/x2 (+1 Shortsword)

+12 Ranged, Damage 1d8, crit 19-20/x2, Range 80 ft (Masterwork Crossbow)

Full Attack:
+10 Melee, Damage 1d6+3, crit 19-20/x2 (+1 Shortsword)
and +9 Melee, Damage 1d6+1, crit 19-20/x2 (+1 Shortsword)
and +9 Melee, Damage 1d6+1, crit 20/x2 (Bite)

Notes:
+4d6 Damage on Sneak Attacks

Fort Saves: +4 (2 base, +2 Con)
Ref Saves: +11 (5 base, +6 Dex)
Will Saves: +2 (2 base, +0 Wis)

Feats:
Improved Initiative
Two-Weapon Fighting
Weapon Finesse
Multiattack

Abilities:
Smite Good (1/day, +7 Damage)
Spell-like Abilities (CL 7, DC 13+Spell Level)
-Darkness 3/day
-Desecrate 1/day
-Unholy Blight 1/day
-Poison 3/day
Darkvision 60 ft
Immunity to Poison
Resistance 10 to Fire, Cold, Electricity and Acid
Damage Reduction 5/Magic
Spell Resistance 17
Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

Skills: (110; max ranks 10/5)
+12 Disable Device (10 ranks, +2 Int)
+13 Disguise (10 ranks, +3 Cha)
+12 Forgery (10 ranks, +2 Int)
+16 Hide (10 ranks, +6 Dex)
+13 Intimidate (10 ranks, +3 Cha)
+8 Listen (8 ranks, +0 Wis)
+16 Move Silently (10 ranks, +6 Dex)
+16 Open Lock (10 ranks, +6 Dex)
+12 Search (10 ranks, +2 Int)
+8 Spot (8 ranks, +0 Wis)
+16 Tumble (10 ranks, +6 Dex)
+10 Use Rope ( 4 ranks, +6 Dex)

Equipment:
+1 Glamered Leather Armor (+3 AC, -0 ACP, +6 Max Dex Bonus)
+1 Shortsword (1d6, 19-20/x2)
+1 Shortsword (1d6, 19-20/x2)
Masterwork Light Crossbow (1d8, 19-20/x2)
50 Bolts

Appearance: Kaj is ever-present, a hulking presence behind Ysande's shoulder. He is unsettling to say the least, particularly as he is built like a bear - nearly seven feet tall and broad to match. His skin is a deep purple, almost black, with a scaled patch on one cheek giving his face a strange asymmetry. His eyes are flickering green flames, and a pair of bat wings are folded neatly across his back. His fiendish heritage is thus quite plain, topped off with the gleaming white fangs revealed when he smiles.

That savage appearance is offset somewhat by the way he presents himself. He dresses in extravagant and luxurious style, always keeping up with the latest fashions of the courts. Likewise, his hair is always neatly combed back from his brow - punctuated by two curved horns - and his beard is always trimmed and oiled. Somehow these accoutrements of sophistication only serve to add to the sinister effect of his appearance.

Personality: Kaj's manner is detached, laid-back and ironic. He keeps silent most of the time, content to let Ysande do the talking, but he always has a wry observation or a witty quip for any situation.

He seems, most of the time, entirely unruffled. His bad moods strike like a tropical storm. He can be pushed just so far, serene and sarcastic all the way, but once he is pushed beyond that point his rage is dark and bloody.

Ysande, it seems, is the only one who escapes both his anger and his sardonic view of the world. He seems somewhat in awe of her, and there's something very funny about the way that this creature, alternately inscrutable or terrifying, seems to turn into a blushing schoolboy with a well-placed word or touch from Ysande.

Background: Kaj is the son of a minor demon lord. He was never favored - the victim of demonic primogeniture that classes him below his pure-blooded siblings. When Ysande came to the court of his father she found him seething with frustrated ambition. She soon realised, firstly, that he had talents that were being wasted and, secondly, that it would be an easy matter to wrap him around her little finger.

She did just that, and found to her pleasant surprise that, beyond his immediate usefulness, she rather enjoyed his companionship. He did, at first, display unpleasant signs of jealousy when she took other lovers, but it wasn't too difficult to soothe and cajole him out of that. There's still the occasional flare, but she's sure he's under control.

When she moved on from that court, she took Kaj with her. He wanted to come, swayed by her promises that a better life awaited him elsewhere - and indeed, she believes it. His father, meanwhile, was happy for her to take him, glad to have him out of his hair and perhaps a little buoyed by her flattering assurances that by the next time he saw the boy he would be worthy to call himself his father's son. [/sblock]
 



Oh, well, I'm not trying to jump any guns. Just, if I do get picked, I'm not sure how swiftly I would have time to delve into stat crunch. So I figured I'd do it while I had the time, and if I'm not picked then at least she'll be ready to fill an alt slot as and when it might be needed.. :)
 

I was just bored so I threw out a stat block even though I'm still on "alt" status. It's been so long since I threw together a character of any level wanted to make sure I got some of the kinks out. :p
 

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