Invading Space Elves! - for humans only (full)

Invocation Approved Shayuri.

I'd rather stick with the Summon Spells as written, Vertexx. Sorry.

Radiant Servant of Pelor, approved (with the understanding that it does not grant Turn Undead and with the Extra Turning feat requirement waived).
 
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Here's a rough draft of what I got so far. Concept is a human subjected to magic experiments who was accidentally imbued with magical abilities and thenceforth inducted into the military as a special combat operative.

[sblock]Name
Race: Human
Class/Level: Warlock 8
Gender: Female
Exp:
Action Points: 9/9

Desc:

Strength (STR) 9
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 14
Wisdom (WIS) 12
Charisma (CHA) 20

Alignment:
AC: 20 (10 + 3 dex + 5 armor + 2 deflection)
Hit Points: 64/64
Movement: 30' ground, 30' fly (B)

Init: +3
Base Attack Bonus: +6/+1
Melee Attack: +5
Ranged Attack: +9
Fort: +6
Reflex: +7
Will: +12

Race Abilities
Bonus Feat
Bonus skillz

Class Abilities:
Eldritch Blast 4d6
Detect Magic at will
DR 2/cold iron
Deceieve Item
Resiliance 1

Skills:
Endurance +11
Initiative +12
Knowledge: Magic +11
Sense Motive +10
Use Magic Device +13

Feats
1 Point Blank Shot
1 Precise Shot
1 Spell Hand
3 Spell Penetration
5 Arcane Mastery
7 Extra Invocation: Eldritch Spear

Languages - Common, ?, ?

Invocations

Least
See the Unseen (60' darkvision + See Invisible)
Dark One's Luck (Add cha bonus to one save at a time as luck bonus)
Magical Insight (Identify items as full round action)
Eldritch Spear (increases range to 250')

Lesser
Fell Flight (fly speed 30', manueverability B)
Relentless Dispelling (targeted dispel at caster level, repeats next turn on own)

Money - 50

Weapons -
Eldritch Blast, +9 rngd touch, 5d6 dmg, 250', subject to SR (+2), PBS/Precise Shot

Armour -
Mithril Chain +1, +5 AC, +6 Max Dex, 0 ACP, -0 Arc Cast, 10lbs

Gear -
Backpack, 2gp, 2lbs

2 Belt Pouches 2gp, 1lb

Waterskin, 1gp, 4lbs

Magic -
Chauseble of Fell Power (lesser), 8000
Cloak of Charisma +2, 4000
Vest of Resistance +2, 4000
Ring of Protection +2, 8000
Mithril Shirt +1, 2100
Wand of Shield 50/50, 750
2 potions of Cure Moderate Wounds, 600

Background:
Magical experiment/empowered human. [/sblock]


Still need some viable languages for a humie to have in the game world...
 

It looks like the party so far consists of:

1. Shayuri - warlock
2. ethandrew - fighter
3. Jemal - sorcerer
4. Vertexx69 - mystic theurge
5. Drerek - healer
6. Dire Lemming - cleric
7. stonegod - factotum

You initially posted for 4-6 players, but the thread title says "room for 1 more". If you truly are accepting one more, it looks like you might need a meat shield. If so, I have some ideas.
 

I didn't say CR Shayuri I said LA. CR is completely usless IMHO. Level Adjustment is a much more accurate gage of addtional powers which is why I listed several templates of equal LA.
 
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Here is my proposed Factotum. I've spelled out the abilities as best I can.

[sblock=Franklin Payne, World Reknown Adventurer]Franklin Payne (CR 8)
Male human factotum (Dungeonscape 14) 8
NG Medium humanoid
Init +17; Senses Perception +10
Languages Common, Goblin, Dwarf, Draconic, Orc
AP 9
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
AC 25, touch 14, flat-footed 21; +7 armor, +4 shield, +3 Dex, +1 dodge; Combat Expertise, cunning defense
hp 64 (8 HD)
Fort +2, Ref +9, Will +4
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Speed 30 ft.
Melee +1 rapier +10 (1d6+1/18-20) or
Melee mwk kukri +10 (1d4/18-20) or
Melee mwk sap +10 (1d6 nonlethal) or
Base Atk +6; Grp +6
Atk Options Combat Expertise, Weapon Finesse, cunning insight, cunning strike
Special Actions Improved Disarm, cunning surge, opportunistic piety (4/day)
Combat Gear wand of magic missiles (5th, 50 charges)
Spell-Like Abilities (CL 8):
1/day—detect magic, detect secret doors, read magic, undecided x3
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Abilities Str 10, Dex 16, Con 10, Int 22, Wis 13, Cha 14
SQ arcane dilettante (3 spells, 3rd), brains over brawn, cunning knowledge, inspiration (8pts), trapfinding
Feats Combat Expertise, Dodge, Font of Inspiration x2, Improved Disarm, Insightful, Jack-of-all-Trades, Weapon Finesse
Trained Skills Initiative +17, Knowledge (arcana/magic) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (nature) +14, Mechanics +14, Persuasion +11, Perception +10, Ride +17, Survival +10, Use Magic Device +11
Untrained Skills Acrobatics +11, Climb +8, Deception +6, Endurance +4, Jump +8, Knowledge (other) +10, Medicine +5, Stealth +10, Swim +6
Possessions combat gear plus +2 mithral breastplate, +2 darkwood heavy shield, gloves of dexterity +2, headband of intellect +2, fine adventuring clothes, spell component pouch, 209gp
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Inspiration To represent Franklin's random body of knowledge, he gains a number of inspiration points to activate his abilities. At the beginning of each encounter, he inspiration pool refreshes to its maximum.
Cunning Insight (Ex) Before making an attack roll, damage roll, or saving throw, Franklin can spend 1 inspiration point to gain a competence bonus of +6; the modifier is Int based. Cunning insight does not require an action and can be used as often as Franklin likes on his or another's turn.
Cunning Knowledge (Ex) When making a check with an non-trained only skill, Franklin can spend 1 inspiration point to gain a bonus on the check equal to +8 (his factotum level). Franklin can use this ability once per day for any given skill.
Trapfinding (Ex) As a rogue.
Arcane Dilettante (Sp) Franklin can imitate the arcane arts. At the beginning of the day, he may select up to 3 sorcerer/wizard spells without XP cost to prepare; he can prepare up to three spells, with up to one being his maximum level (3rd). He may the cast these spells with their material components as a spell-like ability (and thus no arcane spell failure). He may not prepare the same spell twice. Each spell may be used once per day. Spells may be prepared with metamagic feats as normal; the save DC is 10 + Spell Level + Int.
Brains over Brawn (Ex) Franklin adds his Int modifier to Strength checks, Dexterity checks, and checks involving Strength or Dexterity.
Cunning Defense (Ex) Franklin can spend 1 inspiration point to gain his Int bonus as a dodge bonus to AC against one opponent for 1 round. Using this ability is a free action. The ability may be used multiple times against different opponents, but not more than once against the same opponent on Franklin's turn.
Cunning Strike (Ex) Franklin can spend 1 inspiration point to apply sneak attack damage of +1d6 against an opponent; this ability must be activated before making the attack role.
Opportunistic Piety (Su) Franklin can spend 1 inspiration point to channel divine energy up to 4 times per day. One use can be used to heal injuries (one creature is healed 22 hp [2xfactotum level+Int]), harm undead (22 hp of damage), or turn undead as a cleric of Franklin's level.
Cunning Surge (Ex) By spending 3 inspiration points, Franklin can take an extra standard action during his turn.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Hook "I've never been so scared in all my life! Brilliant!"

[sblock=Advancement]L1->Factotum 1 HP 8 (1d8+0) Skills: 11 (6+1+4)
• Trained Skills: Initiative, Knowledge (arcana/magic), Knowledge (geography), Knowledge (history), Knowledge (nature), Mechanics, Persuasion, Perception, Ride, Survival, Use Magic Device
• Abilities: Str 10 [0pts], Dex 14 [4pts], Con 10 [0pts], Int 18 [14pts], Wis 13 [3pts], Cha 14 [4pts]
• Feats: Dodge, Insightful, Jack-of-all-Trades
• Other: inspiration, cunning insight, cunning knowledge, trapfinding
L2->Factotum 2 HP 8 (1d8+0)
• Other: arcane dilettante
L3->Factotum 3 HP 8 (1d8+0)
• Other: brains over brawn, cunning defense
• Feats: Combat Expertise, Font of Inspiration
L4->Factotum 4 HP 8 (1d8+0)
• Other: cunning strike
• Ability: Int +1
L5->Factotum 5 HP 8 (1d8+0)
• Other: opportunistic piety
• Feat: Weapon Finesse
L6->Factotum 6 HP 8 (1d8+0)
• Feat: Improved Disarm
L7->Factotum 7 HP 8 (1d8+0)
• Feat: Font of Inspiration
L8->Factotum 8 HP 8 (1d8+0)
• Other: cunning surge
• Ability: Int +1

Possessions +2 mithral breastplate (8350gp), +2 darkwood heavy shield (4257gp), rapier +1 (2320gp), mwk kukri (308gp), mwk sap (301gp), wand of magic missiles (5th) (5250gp), gloves of dexterity +2 (4000gp), headband of intellect +2 (4000gp), spell component pouch (5gp)[/sblock][/sblock]
Background
Franklin Payne was born the only son of a well-to-do merchant family. As such, he was given the finest things, boarded at the best schools, and taught the value of courage and service. His education from all his tutors instilled in Franklin an grasp of skills from all professions. His drive to excel has driven him to become a gentleman adventurer, seeking out the thrills of danger locales world wide. If it can be explored, Franklin Payne has explored it and written about it in his famous travelogues.

Appearance
Franklin is a tallish man in the flush of his youth. He has a a wiry build, fine adventuring clothes under a brilliant mithral breastplate, and well kept dark hair and mustache. He is boisterous and charming, and thrives on adversity.

Role
Skill user, back-up/5th party member

Let me know your thoughts on if this is acceptable.
 
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