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I think my DM is out to get me....
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<blockquote data-quote="Bryon_Soulweaver" data-source="post: 3986671" data-attributes="member: 27937"><p>This is just a rough draft, but I'd like to get everyones opinion. Total level of the group is 17, except one dude with a level 19 character (he's the only character to live through the entire campaign, the bastard), but I'll be starting with an ELC of 16.</p><p></p><p>[sblock]Pyrrha</p><p>Female Nymph</p><p></p><p>Size/Type: Medium Fey</p><p>Hit Dice: 6d6+18 (fae) plus 1d4+3 (wiz) plus 1d6+3 (spellthief) (51 hp)</p><p>Initiative: +4</p><p>Speed: 30 ft. (6 squares), swim 20 ft.</p><p>Armor Class: 22 (+4 Dex, +8 deflection), touch 22, flat-footed 18</p><p>Base Attack/Grapple: +3/+3</p><p>Attack: Dagger +6 melee (1d4/19-20)</p><p>Full Attack: Dagger +6 melee (1d4/19-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Blinding beauty, sneak attack +1d6, spells, spell-like abilities, steal spell 0-1st, stunning glance</p><p>Special Qualities: Damage reduction 10/cold iron, low-light vision, trapfinding, unearthly grace, wild empathy</p><p>Saves: Fort +12, Ref +16, Will +21</p><p>Abilities: Str 13, Dex 18, Con 16, Int 17, Wis 21, Cha 26</p><p>Skills: Concentration +15, Diplomacy +9, Escape Artist +14, Handle Animal +16, Heal +14, Hide +14, Knowlegde (arcane) +4, Knowlegde (nature) +4, Knowlegde (history) +4, Listen +15, Move Silently +14, Ride +7, Sense Motive +15, Spellcraft +4, Spot +15, Swim +10, Use Rope +4 (+6 with bindings)</p><p>Feats: Combat Casting, Dodge, Weapon Finesse</p><p>Alignment: Neutral Evil</p><p></p><p></p><p></p><p>Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.</p><p></p><p>The save DC is Charisma-based.</p><p>Spell-Like Abilities</p><p></p><p>1/day—dimension door. Caster level 7th.</p><p>Spells</p><p></p><p>A nymph casts divine spells as a 7th-level druid.</p><p>Typical Druid Spells Prepared (6/5/4/3/1, save DC 17 + spell level)</p><p>0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.</p><p></p><p>Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.</p><p></p><p>Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).</p><p></p><p>Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.</p><p>Skills</p><p></p><p>A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. [/sblock]</p><p>I plan on advancing in wizard to fourth level, then take a sorcerer level at 12 and take the Master Spellthief feat at the same time. At level 13, I plan on advancing in Ultimate Magus.</p><p></p><p>Any suggestions?</p></blockquote><p></p>
[QUOTE="Bryon_Soulweaver, post: 3986671, member: 27937"] This is just a rough draft, but I'd like to get everyones opinion. Total level of the group is 17, except one dude with a level 19 character (he's the only character to live through the entire campaign, the bastard), but I'll be starting with an ELC of 16. [sblock]Pyrrha Female Nymph Size/Type: Medium Fey Hit Dice: 6d6+18 (fae) plus 1d4+3 (wiz) plus 1d6+3 (spellthief) (51 hp) Initiative: +4 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 22 (+4 Dex, +8 deflection), touch 22, flat-footed 18 Base Attack/Grapple: +3/+3 Attack: Dagger +6 melee (1d4/19-20) Full Attack: Dagger +6 melee (1d4/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Blinding beauty, sneak attack +1d6, spells, spell-like abilities, steal spell 0-1st, stunning glance Special Qualities: Damage reduction 10/cold iron, low-light vision, trapfinding, unearthly grace, wild empathy Saves: Fort +12, Ref +16, Will +21 Abilities: Str 13, Dex 18, Con 16, Int 17, Wis 21, Cha 26 Skills: Concentration +15, Diplomacy +9, Escape Artist +14, Handle Animal +16, Heal +14, Hide +14, Knowlegde (arcane) +4, Knowlegde (nature) +4, Knowlegde (history) +4, Listen +15, Move Silently +14, Ride +7, Sense Motive +15, Spellcraft +4, Spot +15, Swim +10, Use Rope +4 (+6 with bindings) Feats: Combat Casting, Dodge, Weapon Finesse Alignment: Neutral Evil Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. Spell-Like Abilities 1/day—dimension door. Caster level 7th. Spells A nymph casts divine spells as a 7th-level druid. Typical Druid Spells Prepared (6/5/4/3/1, save DC 17 + spell level) 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp. Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. Skills A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. [/sblock] I plan on advancing in wizard to fourth level, then take a sorcerer level at 12 and take the Master Spellthief feat at the same time. At level 13, I plan on advancing in Ultimate Magus. Any suggestions? [/QUOTE]
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