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<blockquote data-quote="Shayuri" data-source="post: 4777076" data-attributes="member: 4936"><p>[sblock=Sigil, the Once-Queen of Summer]Name: "Sigil"</p><p>Race: Human (Fey Bloodline)</p><p>Class/Level: Warlock 20</p><p>Exp: </p><p></p><p>Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. Around her shoulders is an aquamarine shawl that loops around her arms. </p><p></p><p>Strength (STR) 10 (2pts) 0</p><p>Dexterity (DEX) 24 (6 pts + 4 inherent + 6 enh) +7</p><p>Constitution (CON) 20 (4 pts + 2 inherent + 6 enh) +5 </p><p>Intelligence (INT) 12 (4 pts) +1</p><p>Wisdom (WIS) 12 (4 pts) +1</p><p>Charisma (CHA) 34 (16 pts +5 lvl + 5 inherent + 6 enh) +12</p><p></p><p>Alignment: Neutral Good</p><p>AC: 32 (10 +7 dex +8 armor +5 deflection, +2 insight), Flatfoot 25, Touch 24</p><p>Buffed AC: 36 (+4 force shield)</p><p>Hit Points: 182</p><p>Movement: 30' Ground, 30' flight, Good</p><p></p><p>Init: +7</p><p>Base Attack Bonus: +15/+10/+5</p><p>Melee Attack: +15/+10/+5</p><p>Ranged Attack: +22</p><p>Fort: +16 (+6 base +5 resist +5 Con)</p><p>Reflex: +20 (+6 base +5 resist +7 dex +2 insight)</p><p>Will: +18 (+12 base +5 resist, +1 wis)</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus Skills</p><p></p><p>Class Abilities:</p><p>Eldritch Blast 11d6</p><p>Detect Magic at will</p><p>DR 5/cold iron</p><p>Deceieve Item (take 10 on UMD checks, even under stress)</p><p>Fiendish Resiliance 5</p><p>Energy Resistance 10: Fire and Cold</p><p>Imbue Item</p><p></p><p>Skills: </p><p>Bluff +40 (14+12+6+3+5)</p><p>Concentration +24 (19+5)</p><p>Knowledge (Planes) +5 (4+1)</p><p>Sense Motive +21 (20+1)</p><p>Spellcraft +24 (23 ranks +1)</p><p>Use Magic Device +27 (12+12+3)</p><p></p><p>Feats</p><p>1 Fey Heritage (+3 to save vs Enchantment)</p><p>1 Supernatural SLA: Eldritch Blast</p><p>3 Craft Wondrous Item</p><p>6 Leadership</p><p>9 Extra Invocation: Eldritch Spear</p><p>12 Extra Invocation: Eldritch Chain</p><p>15 Craft Contingent Spell</p><p>18 Extra Invocation: Eldritch Cone</p><p></p><p>Languages - Common, Sylvan, Elven</p><p></p><p>Invocations (CL 20, Base DC 22) </p><p>Least</p><p>- Eldritch Spear</p><p>- Dark One's Luck (+12 luck bonus to any one save at a time)</p><p>- Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)</p><p>- See the Unseen (See Invis + Darkvision 60')</p><p></p><p>Lesser</p><p>- Eldritch Chain</p><p>- Charm (Charm Monster, Will DC 26, only 1 victim at a time)</p><p>- Fell Flight (fly speed = ground speed)</p><p>- Flee the Scene (75' dim door, leaves Major Image of caster)</p><p></p><p>Greater</p><p>- Eldritch Cone (Ref DC 27 for 1/2)</p><p>- Devour Magic (+15 melee touch, +20 caster level)</p><p>- Noxious Blast (Fort DC 28 to avoid Nauseated for 1 min)</p><p>- Painful Slumber of the Ages (Will Save DC 28)</p><p></p><p>Dark</p><p>- Retributive Invisibility</p><p>- Dark Foresight</p><p>- Eldritch Doom (Ref DC 30 for 1/2)</p><p></p><p>Money - 5,810gp (138exp left to spend)</p><p></p><p>Weapons -</p><p><em>Grimbich </em>- A rod of iron as thick as a man's thumb, about which coils the ornately and breathtakingly realistically sculpted serpentine body of a black dragon, wings held close to its body and head facing outward along the rod's axis. When Sigil empowers the rod with her magic, the tiny dragon animates and spews forth magically intense acid! Sigil created this to help her deal with the minions of the Winter Queen, many of which were resistant to pure magic, but which magically conjured materials, like acids, could harm normally.</p><p>Rod of Eldritch Power (Greater Invocation: Vitriolic Blast), 54,000 (self crafted for 27,000 + 2160xp)</p><p></p><p>Armour -</p><p><em>Arms of War</em> - Forearm vambraces clearly designed to protect the wearer in battle, the Arms are overlarge, stretching from wrist to elbow, and arch out away from the arms in a gentle, finlike slope. They're made of magically empowered leather made from the hides of fantastic beasts, and reinforced with the bright white/silver of mithril. </p><p>Bracers of Armor +8 and Con +6, 59,000gp (32,000 + (18,000 + 9,000)), 4720xp</p><p></p><p>Gear -</p><p>- </p><p></p><p>- On person</p><p>2 scroll cases, 2gp, 1lb</p><p>2 belt pouches, 2gp, 1lb</p><p> </p><p>- In Pouches</p><p>Small steel mirror, 10gp, .5lb</p><p>Money</p><p></p><p>Magic -</p><p><em>Jahara's Exquisite Looking Glass</em> (mirror of Mental Prowess) - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. 175,000.</p><p></p><p><em>Annulus Pax</em> (ring of spell turning) - A ring of intense magic, originally made by a fey lord who forsook the courts and the intrigue, and instead made himself a diplomat and peacemaker. He's credited now with the uneasy truce between Seelie and Unseelie, and a good many other pacts and oaths that limit the wild nature of Faerie to make it less overtly violent. The ring's magic is simple enough. It turns force back on itself. Spells are rebounded back to the origin. 98,280gp</p><p></p><p><em>Crown of the Summer Queen</em> - This circlet is made of a golden band and a silver band, interwoven together in helixes with foil leaves and vines curling and twining around each other. At the forehead sits a bright, finely cut diamond. The resplendence of it enhances the wearer's presence, lending them an aura of magnificence and regality.</p><p>Charisma +6, 36,000 and Circlet of Persuasion, 6750, Self crafted for (21,375gp and 1710xp)</p><p></p><p><em>Mask of Lies</em> - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. (Self crafted for 8500gp and 680xp)</p><p></p><p>Greater Chauseble of Fey Power - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length. (self crafted for 9000gp and 720xp)</p><p></p><p>Cloak of Resistance +5, - A stylish, hooded garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols. It swirls and flares dramatically as she moves or speaks. 25,000.</p><p></p><p>Ring of Protection +5 - A simple steel band with the icon of a shield on top that projects magical force at incoming attacks to knock them away. 50,000.</p><p></p><p>Gloves of Dexterity +6, 36,000</p><p>Handy Haversack, 2000</p><p></p><p>Tome of Leadership +5, 137500</p><p>Tome of Dexterity +4, 110000</p><p>Tome of Con +2, 55000</p><p></p><p>Wand of Shield (50/50), 750</p><p>Wand of Cure Moderate Wounds (50/50), 4,500</p><p></p><p>Contingent Spells: (19,900gp total)</p><p>When I am reduced to 20 hit points or less: Heal (3300, 264xp)</p><p>When I fail a save against Feeblemind: Heal (3300, 264xp)</p><p>When I am subject to a spell causing instant death: Death Ward (1400, 112xp)</p><p>When I am subject to life energy drain: Death Ward (1400, 112xp)</p><p>When I am grappled for more than 2 rounds: Freedom of Movement (1400, 112xp)</p><p>When I am paralyzed: Freedom of Movement (1400, 112xp)</p><p>When I am subject to Imprisonment: Freedom (7650, 612xp)</p><p>When I fall more than 10 feet: Feather Fall (50, 4xp)</p><p>[/sblock]</p><p></p><p>[sblock=Cohort]Tatterdemalion</p><p>Pixie Bard 13</p><p>Small Fey</p><p>Hit Dice: 13d6+52 (106 hp)</p><p>Initiative: +9</p><p>Speed: 20 ft. (4 squares), fly 60 ft. (good)</p><p>Armor Class: 27 (+1 size, +9 Dex, +1 natural, +4 armor, +2 deflection), touch 22, flat-footed 18 </p><p>Base Attack/Grapple: +9/+3 </p><p>Attack: Short sword +24 melee (1d4+3/19–20) or longbow +24 ranged (1d6+3/x3) </p><p>Special Attacks: Spell-like abilities, special arrows, Spells</p><p>Special Qualities: Bardic music, damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 28</p><p>Saves: Fort +13, Ref +21, Will +16 </p><p>Abilities: Str 6, Dex 28, Con 18, Int 16, Wis 16, Cha 31</p><p>Skills: 108</p><p>Concentration (Con) +14 (10 + 4 con)</p><p>Craft (Int) +13 (10 + 3 int)</p><p>Craft (Int) +13 (10 + 3 int)</p><p>Listen (Wis) +19 (16 + 3 wis)</p><p>Perform (Cha) +26 (16 + 10 cha)</p><p>Sense Motive (Wis) +19 (16 + 3 wis)</p><p>Sleight of Hand (Dex) +25 (16 + 9 dex)</p><p>Speak Language (n/a) 4 ranks</p><p>Use Magic Device (Cha) +20 (10 + 10 cha)</p><p>Feats: DodgeB, Weapon FinesseB, Captivating Melody, Versatile Performer, Versatile Spellcaster, Subsonics, Flyby Attack</p><p>Languages: Common, Sylvan, Elven, Giant, Draconic, Goblin</p><p></p><p>Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.</p><p></p><p>Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.</p><p>1/day - lesser confusion (DC 21), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 21), </p><p></p><p>dispel magic, entangle (DC 21), permanent image (DC 26; visual and auditory elements only)</p><p></p><p>Special Arrows (Ex): </p><p>Memory Loss: An opponent struck by this arrow must succeed on a DC 21 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.</p><p></p><p>Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 21 Fortitude save or be affected as though by a sleep spell. </p><p></p><p>Bardic Music:</p><p>Countersong</p><p>Fascinate</p><p>Inspire Courage +2</p><p>Inspire Competence</p><p>Suggestion</p><p>Inspire Greatness</p><p>Song of Freedom</p><p></p><p>Bardic Knowledge +16</p><p></p><p>Spellcasting (Bard CL 13, DC 20+lvl)</p><p>0 3 Ghost Sound, Mending, Mage Hand, Message, Dancing Lights, Prestidigitation</p><p>1 5 Joyful Noise, Inspiration Boost, Improvisation, Identify</p><p>2 5 Harmonic Chorus, Reveille, Sonorous Hum, Tongues</p><p>3 5 Haunting Tune, Love's Lament, Cure Serious Wounds, Crushing Despair</p><p>4 3 Lingering Chorus, Ruin Delver's Fortune, Dimension Door, Modify Memory</p><p>5 1 Hidden Lodge, Wail of Doom</p><p></p><p>Equipment: 260gp</p><p>Weapon</p><p>Short Sword +4, 32,310</p><p>Short Bow +5, 50,330</p><p></p><p>Armor</p><p>Bracers of Armor +4, 16,000</p><p></p><p>Gear</p><p>Masterwork Harp, 100gp</p><p>Rod of Splendor +6, 50,000</p><p>Cloak of Resistance +5, 25,000</p><p>Gloves of Dexterity +6, 36,000</p><p>Amulet of Health +4, 16,000</p><p>Ring of Protection +2, 8,000</p><p>Goggles of Night, 12,000</p><p>Restorative Ointment (5/5), 4,000</p><p>[/sblock]</p><p></p><p>[sblock=Contingent Spell Costs]</p><p></p><p>Level (min CL) Cost (mkt)</p><p>1 100gp </p><p>2 600gp</p><p>3 1500gp</p><p>4 2800gp</p><p>5 4500gp</p><p>6 6600gp</p><p>7 9100gp</p><p>8 12000gp</p><p>9 15300gp[/sblock]</p><p></p><p>[Sblock=Bramble - The House That Walks]"Bramble" - 155,375</p><p></p><p>Description</p><p>Bramble at first glance looks like the gigantic truncated stump of what was once a truly monstrously sized tree. A good thirty feet across at its base, it slopes to a narrower 20' tip, jagged and broken looking. Its bark is thick and hoary, with clinging vines and moss and lichens. A sharp eye though will spot shuttered windows that light squeezes out through, and a merrily smoking iron pipe in the back. And of course, there's the large, intricately worked iron double doors in the front.</p><p></p><p>The front doors open into the great hall, or reception hall. A thin (illusory) mist swirls low over the floor, which slopes gently up towards the rear end. There, perched at the high point in the room, is a magnificent throne of carved and shaped wood, inlaid with gold and silver. All along the walls, ghostly (illusory) forms stand vigil, along with gorgeous glowing (illusory) tapestries that slowly undulate in an intangible wind. Suspended from the ceiling in the center of the great hall is a large golden brazier that shines upward like a tiny sun, illuminating the entire room with the only shadow being directly underneath it.</p><p></p><p>Behind the throne is the well hidden door that leads to the kitchen and the staircase that leads upwards. The kitchen has a wood burning oven, and two magical fixtures...a basin of water that never empties, and a pantry that is always full of food. It is here that Tatterdemalion cooks meals for Sigil and herself, and whatever guests may be visiting.</p><p></p><p>Up the staircase is a gorgeously worked wooden door that leads to Sigil's bedroom. This is a large chamber with a luxurious bed and several chairs and a writing desk next to a window. Behind a thin moveable cloth screen is a depression in the floor that can be filled with water for bathing. A small, unobtrusive door leads from here to the privy, which deposits its contents out behind the fortress periodically.</p><p></p><p>Farther up the stairs is the study, which has a small library of books and scrolls, a large work desk, and a plush chair that faces the door that leads out to the balcony.</p><p></p><p>The stairs finally wind up to the roof, which is a flat area on top surrounded by the jags of "broken" wood that give the odd house its 'snapped off' look from the ground. These jags of wood serve as battlements, giving cover to people on top. An enchantment lets anyone on top summon protective winds that encircle the whole roof, diverting arrows and other ranged attacks (no effect on ranged spells or siege weapons). This also prevents such projectiles from being fired out though.</p><p></p><p>Should anyone approach the outer wall of ground level of Bramble, the vines and roots snap out and attempt to entangle the unfortunate, as the Entangle spell. Additionally, the front doors, the trapdoor leading up to the roof, and the balcony door all have statues near them of a griffon rampant. When someone approaches these doors other than Sigil or Tatterdemalion, a mental alert is sent to Sigil (as Alarm spell). Each room of the structure has an invisible force that functions as an Unseen Servant that can be commanded by anyone in the room. The great hall and bedroom in Bramble are always 70 degrees and full of fresh air, regardless of outside conditions. Light, other than that of the Brazier in the great hall, is provided by everburning torches in divots in the walls. All the walls regrow quickly after being damaged, healing 1HP per turn.</p><p></p><p>Most fantastic of all, Bramble can move! The vines growing on its trunk writhe and twist together, forming four thick, low slung legs that it can carry itself along at a ground speed of 10' per round. Bramble cannot double move, nor run...but it can move continuously with no rests, allowing it to cover up to 24 miles per day on good terrain. Bramble can also float easily, and 'swim' across bodies of water at the same rate it can walk at.</p><p></p><p>4 stronghold spaces (21,900)</p><p></p><p>Third Floor</p><p>Fancy Office - 2,500gp + 400gp height</p><p></p><p>Second Floor</p><p>Fancy Bedroom Suite - 5,000gp</p><p></p><p>First floor</p><p>Basic Kitchen - 2,000gp</p><p>Fancy Throne Room - 12,000gp</p><p></p><p>Walls (11,000)</p><p>Exterior Walls (80%)</p><p>4sp Living Wood - 6,400</p><p>1sp Windguard - 3,000</p><p>1sp Tanglewood - 2,500</p><p></p><p>Interior Walls (20%) - </p><p>4sp Living Wood - 1,600</p><p></p><p>Doors (3575)</p><p>Main Entrance - 2 Iron Doors, 1,000gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)</p><p>Door to Kitchen - 1 secret (DC30) strong wood door, 240gp (amazing (DC40) lock, 150gp)</p><p>Door to Bedroom - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)</p><p>Door to Bedroom Privy - 1 simple wooden door, free</p><p>Door to Study - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)</p><p>Door to Balcony - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)</p><p>Trapdoor to Roof - 1 secret (DC30) strong wood door, 240gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)</p><p></p><p>Mobility: (60,000)</p><p>Crawling (4sp) - 4,000gp</p><p>Sailing (4sp) - 12,000</p><p>Speed (1mph) - 44,000gp</p><p></p><p>Other Stuff (55,500)</p><p>Brazier of Daylight, 6,000</p><p>Guardian Statues (3) - 9,000</p><p>Invisible Helpers (4) - 6,000</p><p>Chambers of Comfort (2) - 15,000</p><p>Everful Basin - 4,500</p><p>Everfull Larder - 15,000</p><p>10 Everburning Torches - 900gp[/sblock]</p><p></p><p>[Sblock=Background]I was born human. I was born with a human name. I was born in a human world.</p><p></p><p>It was a time of war and strife. A mighty warlord had risen, and the civilized lands quaked in his shadows. When I was a child, my mother and I led simple lives, far from the concerns of war. A small logging village, on the outskirts of a great wood that many claimed haunted, was our home. My mother was an indomitable spirit, and ignored the scary stories to explore the old moss-covered trees of that forest. She never spoke of what happened there, but always seemed to come back knowing things about woodcraft or herbs, or weird ways of magic, that she hadn't known before. And once, she came back with child.</p><p></p><p>I had a sinister reputation in that village, well before I ever earned it. People were uneasy about my mother, who lived unmarried in a cottage right on the edge of the village. They were uneasy about who my father was. And they were uneasy about me. Picking up on that, I proved them right. I raised all kinds of hell as a child, gaining a well deserved reputation as an imp and rapscallion. From my perspective, if I was going to have people giving me funny looks and whispering about me behind my back, it'd be for something I DID, not for vague nebulous rumors. Even so, I was curious about my father as well...but it was something mother didn't speak of; gently putting aside any such questions.</p><p></p><p>By the time the Baron came, things had settled down a great deal. Mother was older, but she aged gracefully and still would have been fair at half her age. I was no longer a child, though still not quite a woman. Some men at arms in a wagon came speeding into our village, calling for a healer. For all the mixed feelings the townsfolk had about my mother, they knew she knew of herbs and medicines, and so they brought her to them.</p><p></p><p>That's how the Baron met my mother, which led to them being wed. The Baron had been raised to the rank from valorous deeds, and so didn't have the hangups about marrying commoners that many of peerage did. He had children of his own, but never seemed quite to know what to do with me. He did not love me, but endured me for the sake of my mother. Meanwhile, I cared little for the drafty, dark, cramped halls of the keep. I preferred to spend my time outside. The edge of the woods was not far off...the same woods as near mother's house in fact, but on the opposite side.</p><p></p><p>Moar to come![/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 4777076, member: 4936"] [sblock=Sigil, the Once-Queen of Summer]Name: "Sigil" Race: Human (Fey Bloodline) Class/Level: Warlock 20 Exp: Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. Around her shoulders is an aquamarine shawl that loops around her arms. Strength (STR) 10 (2pts) 0 Dexterity (DEX) 24 (6 pts + 4 inherent + 6 enh) +7 Constitution (CON) 20 (4 pts + 2 inherent + 6 enh) +5 Intelligence (INT) 12 (4 pts) +1 Wisdom (WIS) 12 (4 pts) +1 Charisma (CHA) 34 (16 pts +5 lvl + 5 inherent + 6 enh) +12 Alignment: Neutral Good AC: 32 (10 +7 dex +8 armor +5 deflection, +2 insight), Flatfoot 25, Touch 24 Buffed AC: 36 (+4 force shield) Hit Points: 182 Movement: 30' Ground, 30' flight, Good Init: +7 Base Attack Bonus: +15/+10/+5 Melee Attack: +15/+10/+5 Ranged Attack: +22 Fort: +16 (+6 base +5 resist +5 Con) Reflex: +20 (+6 base +5 resist +7 dex +2 insight) Will: +18 (+12 base +5 resist, +1 wis) Race Abilities Bonus Feat Bonus Skills Class Abilities: Eldritch Blast 11d6 Detect Magic at will DR 5/cold iron Deceieve Item (take 10 on UMD checks, even under stress) Fiendish Resiliance 5 Energy Resistance 10: Fire and Cold Imbue Item Skills: Bluff +40 (14+12+6+3+5) Concentration +24 (19+5) Knowledge (Planes) +5 (4+1) Sense Motive +21 (20+1) Spellcraft +24 (23 ranks +1) Use Magic Device +27 (12+12+3) Feats 1 Fey Heritage (+3 to save vs Enchantment) 1 Supernatural SLA: Eldritch Blast 3 Craft Wondrous Item 6 Leadership 9 Extra Invocation: Eldritch Spear 12 Extra Invocation: Eldritch Chain 15 Craft Contingent Spell 18 Extra Invocation: Eldritch Cone Languages - Common, Sylvan, Elven Invocations (CL 20, Base DC 22) Least - Eldritch Spear - Dark One's Luck (+12 luck bonus to any one save at a time) - Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate) - See the Unseen (See Invis + Darkvision 60') Lesser - Eldritch Chain - Charm (Charm Monster, Will DC 26, only 1 victim at a time) - Fell Flight (fly speed = ground speed) - Flee the Scene (75' dim door, leaves Major Image of caster) Greater - Eldritch Cone (Ref DC 27 for 1/2) - Devour Magic (+15 melee touch, +20 caster level) - Noxious Blast (Fort DC 28 to avoid Nauseated for 1 min) - Painful Slumber of the Ages (Will Save DC 28) Dark - Retributive Invisibility - Dark Foresight - Eldritch Doom (Ref DC 30 for 1/2) Money - 5,810gp (138exp left to spend) Weapons - [I]Grimbich [/I]- A rod of iron as thick as a man's thumb, about which coils the ornately and breathtakingly realistically sculpted serpentine body of a black dragon, wings held close to its body and head facing outward along the rod's axis. When Sigil empowers the rod with her magic, the tiny dragon animates and spews forth magically intense acid! Sigil created this to help her deal with the minions of the Winter Queen, many of which were resistant to pure magic, but which magically conjured materials, like acids, could harm normally. Rod of Eldritch Power (Greater Invocation: Vitriolic Blast), 54,000 (self crafted for 27,000 + 2160xp) Armour - [I]Arms of War[/I] - Forearm vambraces clearly designed to protect the wearer in battle, the Arms are overlarge, stretching from wrist to elbow, and arch out away from the arms in a gentle, finlike slope. They're made of magically empowered leather made from the hides of fantastic beasts, and reinforced with the bright white/silver of mithril. Bracers of Armor +8 and Con +6, 59,000gp (32,000 + (18,000 + 9,000)), 4720xp Gear - - - On person 2 scroll cases, 2gp, 1lb 2 belt pouches, 2gp, 1lb - In Pouches Small steel mirror, 10gp, .5lb Money Magic - [I]Jahara's Exquisite Looking Glass[/I] (mirror of Mental Prowess) - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. 175,000. [I]Annulus Pax[/I] (ring of spell turning) - A ring of intense magic, originally made by a fey lord who forsook the courts and the intrigue, and instead made himself a diplomat and peacemaker. He's credited now with the uneasy truce between Seelie and Unseelie, and a good many other pacts and oaths that limit the wild nature of Faerie to make it less overtly violent. The ring's magic is simple enough. It turns force back on itself. Spells are rebounded back to the origin. 98,280gp [I]Crown of the Summer Queen[/I] - This circlet is made of a golden band and a silver band, interwoven together in helixes with foil leaves and vines curling and twining around each other. At the forehead sits a bright, finely cut diamond. The resplendence of it enhances the wearer's presence, lending them an aura of magnificence and regality. Charisma +6, 36,000 and Circlet of Persuasion, 6750, Self crafted for (21,375gp and 1710xp) [I]Mask of Lies[/I] - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. (Self crafted for 8500gp and 680xp) Greater Chauseble of Fey Power - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length. (self crafted for 9000gp and 720xp) Cloak of Resistance +5, - A stylish, hooded garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols. It swirls and flares dramatically as she moves or speaks. 25,000. Ring of Protection +5 - A simple steel band with the icon of a shield on top that projects magical force at incoming attacks to knock them away. 50,000. Gloves of Dexterity +6, 36,000 Handy Haversack, 2000 Tome of Leadership +5, 137500 Tome of Dexterity +4, 110000 Tome of Con +2, 55000 Wand of Shield (50/50), 750 Wand of Cure Moderate Wounds (50/50), 4,500 Contingent Spells: (19,900gp total) When I am reduced to 20 hit points or less: Heal (3300, 264xp) When I fail a save against Feeblemind: Heal (3300, 264xp) When I am subject to a spell causing instant death: Death Ward (1400, 112xp) When I am subject to life energy drain: Death Ward (1400, 112xp) When I am grappled for more than 2 rounds: Freedom of Movement (1400, 112xp) When I am paralyzed: Freedom of Movement (1400, 112xp) When I am subject to Imprisonment: Freedom (7650, 612xp) When I fall more than 10 feet: Feather Fall (50, 4xp) [/sblock] [sblock=Cohort]Tatterdemalion Pixie Bard 13 Small Fey Hit Dice: 13d6+52 (106 hp) Initiative: +9 Speed: 20 ft. (4 squares), fly 60 ft. (good) Armor Class: 27 (+1 size, +9 Dex, +1 natural, +4 armor, +2 deflection), touch 22, flat-footed 18 Base Attack/Grapple: +9/+3 Attack: Short sword +24 melee (1d4+3/19–20) or longbow +24 ranged (1d6+3/x3) Special Attacks: Spell-like abilities, special arrows, Spells Special Qualities: Bardic music, damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 28 Saves: Fort +13, Ref +21, Will +16 Abilities: Str 6, Dex 28, Con 18, Int 16, Wis 16, Cha 31 Skills: 108 Concentration (Con) +14 (10 + 4 con) Craft (Int) +13 (10 + 3 int) Craft (Int) +13 (10 + 3 int) Listen (Wis) +19 (16 + 3 wis) Perform (Cha) +26 (16 + 10 cha) Sense Motive (Wis) +19 (16 + 3 wis) Sleight of Hand (Dex) +25 (16 + 9 dex) Speak Language (n/a) 4 ranks Use Magic Device (Cha) +20 (10 + 10 cha) Feats: DodgeB, Weapon FinesseB, Captivating Melody, Versatile Performer, Versatile Spellcaster, Subsonics, Flyby Attack Languages: Common, Sylvan, Elven, Giant, Draconic, Goblin Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day - lesser confusion (DC 21), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 21), dispel magic, entangle (DC 21), permanent image (DC 26; visual and auditory elements only) Special Arrows (Ex): Memory Loss: An opponent struck by this arrow must succeed on a DC 21 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle. Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 21 Fortitude save or be affected as though by a sleep spell. Bardic Music: Countersong Fascinate Inspire Courage +2 Inspire Competence Suggestion Inspire Greatness Song of Freedom Bardic Knowledge +16 Spellcasting (Bard CL 13, DC 20+lvl) 0 3 Ghost Sound, Mending, Mage Hand, Message, Dancing Lights, Prestidigitation 1 5 Joyful Noise, Inspiration Boost, Improvisation, Identify 2 5 Harmonic Chorus, Reveille, Sonorous Hum, Tongues 3 5 Haunting Tune, Love's Lament, Cure Serious Wounds, Crushing Despair 4 3 Lingering Chorus, Ruin Delver's Fortune, Dimension Door, Modify Memory 5 1 Hidden Lodge, Wail of Doom Equipment: 260gp Weapon Short Sword +4, 32,310 Short Bow +5, 50,330 Armor Bracers of Armor +4, 16,000 Gear Masterwork Harp, 100gp Rod of Splendor +6, 50,000 Cloak of Resistance +5, 25,000 Gloves of Dexterity +6, 36,000 Amulet of Health +4, 16,000 Ring of Protection +2, 8,000 Goggles of Night, 12,000 Restorative Ointment (5/5), 4,000 [/sblock] [sblock=Contingent Spell Costs] Level (min CL) Cost (mkt) 1 100gp 2 600gp 3 1500gp 4 2800gp 5 4500gp 6 6600gp 7 9100gp 8 12000gp 9 15300gp[/sblock] [Sblock=Bramble - The House That Walks]"Bramble" - 155,375 Description Bramble at first glance looks like the gigantic truncated stump of what was once a truly monstrously sized tree. A good thirty feet across at its base, it slopes to a narrower 20' tip, jagged and broken looking. Its bark is thick and hoary, with clinging vines and moss and lichens. A sharp eye though will spot shuttered windows that light squeezes out through, and a merrily smoking iron pipe in the back. And of course, there's the large, intricately worked iron double doors in the front. The front doors open into the great hall, or reception hall. A thin (illusory) mist swirls low over the floor, which slopes gently up towards the rear end. There, perched at the high point in the room, is a magnificent throne of carved and shaped wood, inlaid with gold and silver. All along the walls, ghostly (illusory) forms stand vigil, along with gorgeous glowing (illusory) tapestries that slowly undulate in an intangible wind. Suspended from the ceiling in the center of the great hall is a large golden brazier that shines upward like a tiny sun, illuminating the entire room with the only shadow being directly underneath it. Behind the throne is the well hidden door that leads to the kitchen and the staircase that leads upwards. The kitchen has a wood burning oven, and two magical fixtures...a basin of water that never empties, and a pantry that is always full of food. It is here that Tatterdemalion cooks meals for Sigil and herself, and whatever guests may be visiting. Up the staircase is a gorgeously worked wooden door that leads to Sigil's bedroom. This is a large chamber with a luxurious bed and several chairs and a writing desk next to a window. Behind a thin moveable cloth screen is a depression in the floor that can be filled with water for bathing. A small, unobtrusive door leads from here to the privy, which deposits its contents out behind the fortress periodically. Farther up the stairs is the study, which has a small library of books and scrolls, a large work desk, and a plush chair that faces the door that leads out to the balcony. The stairs finally wind up to the roof, which is a flat area on top surrounded by the jags of "broken" wood that give the odd house its 'snapped off' look from the ground. These jags of wood serve as battlements, giving cover to people on top. An enchantment lets anyone on top summon protective winds that encircle the whole roof, diverting arrows and other ranged attacks (no effect on ranged spells or siege weapons). This also prevents such projectiles from being fired out though. Should anyone approach the outer wall of ground level of Bramble, the vines and roots snap out and attempt to entangle the unfortunate, as the Entangle spell. Additionally, the front doors, the trapdoor leading up to the roof, and the balcony door all have statues near them of a griffon rampant. When someone approaches these doors other than Sigil or Tatterdemalion, a mental alert is sent to Sigil (as Alarm spell). Each room of the structure has an invisible force that functions as an Unseen Servant that can be commanded by anyone in the room. The great hall and bedroom in Bramble are always 70 degrees and full of fresh air, regardless of outside conditions. Light, other than that of the Brazier in the great hall, is provided by everburning torches in divots in the walls. All the walls regrow quickly after being damaged, healing 1HP per turn. Most fantastic of all, Bramble can move! The vines growing on its trunk writhe and twist together, forming four thick, low slung legs that it can carry itself along at a ground speed of 10' per round. Bramble cannot double move, nor run...but it can move continuously with no rests, allowing it to cover up to 24 miles per day on good terrain. Bramble can also float easily, and 'swim' across bodies of water at the same rate it can walk at. 4 stronghold spaces (21,900) Third Floor Fancy Office - 2,500gp + 400gp height Second Floor Fancy Bedroom Suite - 5,000gp First floor Basic Kitchen - 2,000gp Fancy Throne Room - 12,000gp Walls (11,000) Exterior Walls (80%) 4sp Living Wood - 6,400 1sp Windguard - 3,000 1sp Tanglewood - 2,500 Interior Walls (20%) - 4sp Living Wood - 1,600 Doors (3575) Main Entrance - 2 Iron Doors, 1,000gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp) Door to Kitchen - 1 secret (DC30) strong wood door, 240gp (amazing (DC40) lock, 150gp) Door to Bedroom - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp) Door to Bedroom Privy - 1 simple wooden door, free Door to Study - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp) Door to Balcony - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp) Trapdoor to Roof - 1 secret (DC30) strong wood door, 240gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp) Mobility: (60,000) Crawling (4sp) - 4,000gp Sailing (4sp) - 12,000 Speed (1mph) - 44,000gp Other Stuff (55,500) Brazier of Daylight, 6,000 Guardian Statues (3) - 9,000 Invisible Helpers (4) - 6,000 Chambers of Comfort (2) - 15,000 Everful Basin - 4,500 Everfull Larder - 15,000 10 Everburning Torches - 900gp[/sblock] [Sblock=Background]I was born human. I was born with a human name. I was born in a human world. It was a time of war and strife. A mighty warlord had risen, and the civilized lands quaked in his shadows. When I was a child, my mother and I led simple lives, far from the concerns of war. A small logging village, on the outskirts of a great wood that many claimed haunted, was our home. My mother was an indomitable spirit, and ignored the scary stories to explore the old moss-covered trees of that forest. She never spoke of what happened there, but always seemed to come back knowing things about woodcraft or herbs, or weird ways of magic, that she hadn't known before. And once, she came back with child. I had a sinister reputation in that village, well before I ever earned it. People were uneasy about my mother, who lived unmarried in a cottage right on the edge of the village. They were uneasy about who my father was. And they were uneasy about me. Picking up on that, I proved them right. I raised all kinds of hell as a child, gaining a well deserved reputation as an imp and rapscallion. From my perspective, if I was going to have people giving me funny looks and whispering about me behind my back, it'd be for something I DID, not for vague nebulous rumors. Even so, I was curious about my father as well...but it was something mother didn't speak of; gently putting aside any such questions. By the time the Baron came, things had settled down a great deal. Mother was older, but she aged gracefully and still would have been fair at half her age. I was no longer a child, though still not quite a woman. Some men at arms in a wagon came speeding into our village, calling for a healer. For all the mixed feelings the townsfolk had about my mother, they knew she knew of herbs and medicines, and so they brought her to them. That's how the Baron met my mother, which led to them being wed. The Baron had been raised to the rank from valorous deeds, and so didn't have the hangups about marrying commoners that many of peerage did. He had children of his own, but never seemed quite to know what to do with me. He did not love me, but endured me for the sake of my mother. Meanwhile, I cared little for the drafty, dark, cramped halls of the keep. I preferred to spend my time outside. The edge of the woods was not far off...the same woods as near mother's house in fact, but on the opposite side. Moar to come![/sblock] [/QUOTE]
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