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Help with minions for planar binding spells!
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<blockquote data-quote="Nifft" data-source="post: 1449981" data-attributes="member: 6562"><p><strong>Draphamet Light-Singer</strong></p><p></p><p>Actually, consider this: a Half-Celestial Pseudo-Dragon Bard4</p><p></p><p>Tiny feathered friend who can Countersong, Fascinate, Inspire Courage, Inspire Competance, and cast some useful spells.</p><p></p><p></p><p><span style="font-size: 15px">Draphamet Light-Singer</span></p><p><strong>Half-Celestial Pseudodragon</strong> Tiny Outsider (Augmented Dragon, Extraplanar) Bard 4</p><p>Hit Dice: 2d12+8 plus 4d6+16 (50 hp)</p><p>Initiative: +4</p><p>Speed: 15 ft. (3 squares), fly 60 ft. (good)</p><p>Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 16, flat-footed 17</p><p>Base Attack/Grapple: +5/-4</p><p>Attack: Sting +9 melee (1d3-1 plus poison)</p><p>Full Attack: Sting +9 melee (1d3-1 plus poison) and bite +4 melee (1)</p><p>Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)</p><p>Special Attacks: Poison (DC 17), spell-like abilities, <em>daylight</em>, smite evil, spells, bard song</p><p>Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to disease, sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft., energy resistance 10 (acid, cold, electricity), DR 5/magic</p><p>Saves: Fort +8 (+12 vs. poison), Ref +11, Will +10</p><p>Abilities: Str 8, Dex 19, Con 19, Int 16, Wis 16, Cha 20</p><p>Skills: Concentration +13, Diplomacy +12, Escape Artist +11, Hide* +23 (+27 in wooded areas), Knowlege(Planes, Religion, History) +8, Listen +10, +7, Perform (song) +14, Search +10, Sense Motive +10, Spellcraft +12, Spot +8, Survival +8 (+10 following tracks)</p><p>Feats: Track(B)*, Weapon Finesse, Spell Focus (Enchantment), Combat Expertise</p><p>----</p><p>Challenge Rating: 7</p><p>Alignment: Neutral good</p><p>Level Adjustment: +7 (ECL 13)</p><p></p><p></p><p><em>A tiny dragon-like creature with scales like polished jade and the joyfully colored feathered wings of a tropical bird flits among the brances of a tree before you. When it turns to regard you, its eyes glow like sapphires lit by the noonday sun, and the shimmer of light upon its golden horns almost seems to be the reflection of an unseen halo.</em></p><p></p><p><strong>Background</strong>: Draphamet is child to a powerful Lillend and an unusually intelligent Pseudodragon sorcerer, though neither parent has explained the mechanics involved. He was born on Bytopia's wild side, and while he visited the civilized portion of his home plane, he's more comfortable in a woodland setting. He's moved out of his parent's abode and established a home of sorts on the edge of a clearing, which he shares with a Celestial Nymph and several Anarchic Grigs.</p><p></p><p><strong>Service</strong>: Draphamet will serve only good casters, but he will accept payment in knowlege -- songs, books, tales, secrets, prophecies, or other arcane knowlege. He's eager to see new people & places, so the price will be lower if it involves a new location. He's not eager to fight, so the price will be higher if battle is required.</p><p></p><p></p><p><strong>Poison</strong> (Ex): Injury, Fortitude DC 17, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. </p><p></p><p><strong>Blindsense</strong> (Ex): Draphamet can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents Draphamet can't actually see still have total concealment against him.</p><p></p><p><strong>Telepathy</strong> (Su): Draphamet can communicate telepathically with creatures that speak Celestial, Common or Sylvan, provided they are within 60 feet. </p><p></p><p><strong>Daylight</strong> (Su): Draphamet can use a daylight effect (as the spell) at will. </p><p></p><p><strong>Smite Evil</strong> (Su): Once per day Draphamet can make a normal melee attack to deal +6 extra damage against an evil foe.</p><p></p><p><strong>Spell-Like Abilities:</strong> Caster level 6. 3/day: Protection from evil, 1/day: bless, aid, detect evil, cure serious wounds (DC 18), neutralize poison.</p><p></p><p><strong>Bardic Knowlege</strong>: Base check 1d20 + 9 (includes +2 bonus for 5 ranks of Knowlege(History)).</p><p></p><p><strong>Bard Song</strong>: 4/day (Countersong, <em>Fascinate</em>, Inspire Courage +1, Inspire Competence)</p><p></p><p><strong>Spellcasting</strong>: caster level 4, save DC 16 + spell level (including bonus from Spell Focus) except as noted</p><p>Cantrips (3/day): Dancing Lights, Detect Magic, Mage Hand, Message, Open/Close, Read Magic</p><p>Level 1 (5/day): Charm Person, Cure Light Wounds (DC 16), Hideous Laughter</p><p>Level 2: (1/day): Calm Emotions, Heroism</p><p></p><p><strong>Racial Bonus Feat</strong>: How can the regular little guys have "+2 when following tracks" if they don't have the Track feat, huh?</p><p></p><p><strong>Skills:</strong> Draphamet has a chameleonlike ability that grants him a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.</p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1449981, member: 6562"] [b]Draphamet Light-Singer[/b] Actually, consider this: a Half-Celestial Pseudo-Dragon Bard4 Tiny feathered friend who can Countersong, Fascinate, Inspire Courage, Inspire Competance, and cast some useful spells. [size=4]Draphamet Light-Singer[/size] [b]Half-Celestial Pseudodragon[/b] Tiny Outsider (Augmented Dragon, Extraplanar) Bard 4 Hit Dice: 2d12+8 plus 4d6+16 (50 hp) Initiative: +4 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 16, flat-footed 17 Base Attack/Grapple: +5/-4 Attack: Sting +9 melee (1d3-1 plus poison) Full Attack: Sting +9 melee (1d3-1 plus poison) and bite +4 melee (1) Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail) Special Attacks: Poison (DC 17), spell-like abilities, [i]daylight[/i], smite evil, spells, bard song Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to disease, sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft., energy resistance 10 (acid, cold, electricity), DR 5/magic Saves: Fort +8 (+12 vs. poison), Ref +11, Will +10 Abilities: Str 8, Dex 19, Con 19, Int 16, Wis 16, Cha 20 Skills: Concentration +13, Diplomacy +12, Escape Artist +11, Hide* +23 (+27 in wooded areas), Knowlege(Planes, Religion, History) +8, Listen +10, +7, Perform (song) +14, Search +10, Sense Motive +10, Spellcraft +12, Spot +8, Survival +8 (+10 following tracks) Feats: Track(B)*, Weapon Finesse, Spell Focus (Enchantment), Combat Expertise ---- Challenge Rating: 7 Alignment: Neutral good Level Adjustment: +7 (ECL 13) [i]A tiny dragon-like creature with scales like polished jade and the joyfully colored feathered wings of a tropical bird flits among the brances of a tree before you. When it turns to regard you, its eyes glow like sapphires lit by the noonday sun, and the shimmer of light upon its golden horns almost seems to be the reflection of an unseen halo.[/i] [b]Background[/b]: Draphamet is child to a powerful Lillend and an unusually intelligent Pseudodragon sorcerer, though neither parent has explained the mechanics involved. He was born on Bytopia's wild side, and while he visited the civilized portion of his home plane, he's more comfortable in a woodland setting. He's moved out of his parent's abode and established a home of sorts on the edge of a clearing, which he shares with a Celestial Nymph and several Anarchic Grigs. [b]Service[/b]: Draphamet will serve only good casters, but he will accept payment in knowlege -- songs, books, tales, secrets, prophecies, or other arcane knowlege. He's eager to see new people & places, so the price will be lower if it involves a new location. He's not eager to fight, so the price will be higher if battle is required. [b]Poison[/b] (Ex): Injury, Fortitude DC 17, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. [b]Blindsense[/b] (Ex): Draphamet can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents Draphamet can't actually see still have total concealment against him. [b]Telepathy[/b] (Su): Draphamet can communicate telepathically with creatures that speak Celestial, Common or Sylvan, provided they are within 60 feet. [b]Daylight[/b] (Su): Draphamet can use a daylight effect (as the spell) at will. [b]Smite Evil[/b] (Su): Once per day Draphamet can make a normal melee attack to deal +6 extra damage against an evil foe. [b]Spell-Like Abilities:[/b] Caster level 6. 3/day: Protection from evil, 1/day: bless, aid, detect evil, cure serious wounds (DC 18), neutralize poison. [b]Bardic Knowlege[/b]: Base check 1d20 + 9 (includes +2 bonus for 5 ranks of Knowlege(History)). [b]Bard Song[/b]: 4/day (Countersong, [i]Fascinate[/i], Inspire Courage +1, Inspire Competence) [b]Spellcasting[/b]: caster level 4, save DC 16 + spell level (including bonus from Spell Focus) except as noted Cantrips (3/day): Dancing Lights, Detect Magic, Mage Hand, Message, Open/Close, Read Magic Level 1 (5/day): Charm Person, Cure Light Wounds (DC 16), Hideous Laughter Level 2: (1/day): Calm Emotions, Heroism [b]Racial Bonus Feat[/b]: How can the regular little guys have "+2 when following tracks" if they don't have the Track feat, huh? [b]Skills:[/b] Draphamet has a chameleonlike ability that grants him a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8. -- N [/QUOTE]
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