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[Sealed in Blood-V.2] Character Thread
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<blockquote data-quote="Festy_Dog" data-source="post: 1787065" data-attributes="member: 2561"><p>Zeraxis; Sorceror 6/ Loremaster 8/Archmage 2</p><p>Incubus; Medium Outsider (Chaotic, Extraplanar, Evil)</p><p>Hit Dice: 6d8 (48) +16d4 (64) +110 (222 hp)</p><p>Initiative: +5</p><p>Speed: 30 ft. (6 squares), fly 50 ft. (average)</p><p>Armor Class: 25 (+5 dex, +9 natural, +1 dodge), touch 16, flat-footed 19</p><p>Base Attack/Grapple: +14/+17</p><p>Attack: Claw +17 melee (1d6+3)</p><p>Full Attack: 2 claws +17 melee (1d6+3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Energy drain, spell-like abilities, summon demon</p><p>Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues, secrets (dodge trick, newfound arcana, more newfound arcana, applicable knowledge), lore +18, greater lore, high arcana (spellpower +1, spellpower +2)</p><p>Saves: Fort +15, Ref +15, Will +23</p><p>Abilities: Str 16, Dex 20, Con 20, Int 26, Wis 22, Cha 44</p><p>Skills: appraise +16/8, bluff +32/15, concentration +30/25, decipher script +16/8, diplomacy +26/9, disguise +26/9*, gather information +25/8, hide +14/9, intimidate +26/9, knowledge (arcana) +33/25, knowledge (history) +26/18, knowledge (nobility) +26/18, knowledge (religion) +30/22, knowledge (planes) +33/22, listen +23/9^, move silently +14/9, perform (dance, storytelling, song, viola, harp, panpipe, drama, comedy) +25/8, profession (librarian) +28/22, search +20/12, spellcraft +31/20.5, spot +23/9^</p><p>Feats: skill focus (knowledge: the planes), empower spell, extend spell, widen spell, skill focus (spellcraft), spell focus (necromancy), spell focus (enchantment), improved familiar, greater spell focus (necromancy), greater spell focus (enchantment)</p><p>Environment: Library</p><p>Organization: Solitary</p><p>Alignment: LN</p><p>Languages: Abyssal, Draconic, Celestial, Infernal, Ignan, Terran, Aquan, Auran, Sylvan, Elven, Drow Silent, Common, Dwarven, Giant</p><p></p><p>*While using his alter self ability, an incubus gains a +10 circumstance bonus on Disguise checks.</p><p>^While the familiar is within arm's reach, the master gains the Alertness feat.</p><p></p><p>Energy Drain (Su): An incubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on</p><p>the victim. If the target is not willing to be kissed, the incubus must start a grapple, which provokes an attack of opportunity.</p><p>The incubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the</p><p>victim to accept another kiss from the incubus. The victim must succeed on a DC 30 Will save to negate the effect of the</p><p>suggestion. The DC is 30 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.</p><p>Spell-Like Abilities: At will—charm monster (DC 31), detect good, detect thoughts (DC 29), ethereal jaunt (self plus 50</p><p>pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 30), greater teleport (self</p><p>plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.</p><p>Summon Demon (Sp): Once per day an incubus can attempt to summon 1 vrock with a 30% chance of success. This ability</p><p>is the equivalent of a 3rd-level spell.</p><p>Tongues (Su): An incubus has a permanent tongues ability (as the spell, caster level 12th). Incubi usually use verbal</p><p>communication with mortals.</p><p>Skills: Incubi have a +8 racial bonus on Listen and Spot checks.</p><p></p><p>Spells Known:</p><p>0th: (9) Arcane Mark, Dancing Lights, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Ray of Fire, Read Magic</p><p>1st: (5) Feather Fall, Magic Missile, Ray of Enfeeblement, Shield, True Strike</p><p>2nd: (5) Arcane Lock*, Fog Cloud, Hideous Laughter, Knock, Web</p><p>3rd: (4) Blink, Greater Magic Weapon, Vampiric Touch, Slow</p><p>4th: (4) Confusion, Dimensional Anchor, Enervation, Greater Invisibility </p><p>5th: (4) Feeblemind, Hold Monster, Mage's Private Sanctum, Wall of Force</p><p>6th: (3) Disintergrate, Greater Dispel Magic, True Seeing*</p><p>7th: (2) Finger of Death, Waves of Exhaustion</p><p>8th: (1) Mind Blank</p><p></p><p>*Note to self: Price to cast</p><p></p><p>Caster lvl: 19</p><p></p><p>Spells/day: (DC 27 + spell level)</p><p>0th: 6</p><p>1st: 6+5</p><p>2nd: 6+4</p><p>3rd: 6+4</p><p>4th: 6+4</p><p>5th: 5+4</p><p>6th: 6+3</p><p>7th: 4+3</p><p>8th: 3+3</p><p></p><p>Van'tar</p><p>Tiny Outsider (Evil, Extraplanar, Lawful)</p><p>Hit Dice: 22 (111 hp)</p><p>Initiative: +3</p><p>Speed: 20 ft. (4 squares), fly 50 ft. (perfect)</p><p>Armor Class: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20</p><p>Base Attack/Grapple: +3/–5</p><p>Attack: Sting +19 melee (1d4 plus poison)</p><p>Full Attack: Sting +19 melee (1d4 plus poison)</p><p>Space/Reach: 2-1/2 ft./0 ft.</p><p>Special Attacks: Poison, spell-like abilities</p><p>Special Qualities: alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master</p><p>Saves: Fort +10, Ref +13, Will +18</p><p>Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14</p><p>Skills: diplomacy +11/9, hide +20/9, knowledge (arcana) +25/25, knowledge (history) +18/18, knowledge (nobility) +18/18, knowledge (religion) +22/22, knowledge (planes) +22/22, listen +10/9, move silently +12/9, search +12/12, spellcraft +20/20.5, spot +10/9</p><p>Feats: Flyby Attack, Weapon Finesse</p><p>Environment: Library</p><p>Organization: Solitary</p><p>Alignment: Lawful evil</p><p></p><p>Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution based and includes a +2 racial bonus.</p><p>Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based. </p><p>Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).</p><p>Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include </p><p></p><p>monstrous spider, raven, rat, and boar.</p><p></p><p>Equipment: 1674900gp</p><p>Tome of Charisma +5</p><p>Tome of Wisdom +5</p><p>Tome of Intelligence +5</p><p>Tome of Constitution +5</p><p>Tome of Dexterity +5</p><p>Tome of Strength +5</p></blockquote><p></p>
[QUOTE="Festy_Dog, post: 1787065, member: 2561"] Zeraxis; Sorceror 6/ Loremaster 8/Archmage 2 Incubus; Medium Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 6d8 (48) +16d4 (64) +110 (222 hp) Initiative: +5 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 25 (+5 dex, +9 natural, +1 dodge), touch 16, flat-footed 19 Base Attack/Grapple: +14/+17 Attack: Claw +17 melee (1d6+3) Full Attack: 2 claws +17 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Energy drain, spell-like abilities, summon demon Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues, secrets (dodge trick, newfound arcana, more newfound arcana, applicable knowledge), lore +18, greater lore, high arcana (spellpower +1, spellpower +2) Saves: Fort +15, Ref +15, Will +23 Abilities: Str 16, Dex 20, Con 20, Int 26, Wis 22, Cha 44 Skills: appraise +16/8, bluff +32/15, concentration +30/25, decipher script +16/8, diplomacy +26/9, disguise +26/9*, gather information +25/8, hide +14/9, intimidate +26/9, knowledge (arcana) +33/25, knowledge (history) +26/18, knowledge (nobility) +26/18, knowledge (religion) +30/22, knowledge (planes) +33/22, listen +23/9^, move silently +14/9, perform (dance, storytelling, song, viola, harp, panpipe, drama, comedy) +25/8, profession (librarian) +28/22, search +20/12, spellcraft +31/20.5, spot +23/9^ Feats: skill focus (knowledge: the planes), empower spell, extend spell, widen spell, skill focus (spellcraft), spell focus (necromancy), spell focus (enchantment), improved familiar, greater spell focus (necromancy), greater spell focus (enchantment) Environment: Library Organization: Solitary Alignment: LN Languages: Abyssal, Draconic, Celestial, Infernal, Ignan, Terran, Aquan, Auran, Sylvan, Elven, Drow Silent, Common, Dwarven, Giant *While using his alter self ability, an incubus gains a +10 circumstance bonus on Disguise checks. ^While the familiar is within arm's reach, the master gains the Alertness feat. Energy Drain (Su): An incubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the incubus must start a grapple, which provokes an attack of opportunity. The incubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the incubus. The victim must succeed on a DC 30 Will save to negate the effect of the suggestion. The DC is 30 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. Spell-Like Abilities: At will—charm monster (DC 31), detect good, detect thoughts (DC 29), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 30), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based. Summon Demon (Sp): Once per day an incubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. Tongues (Su): An incubus has a permanent tongues ability (as the spell, caster level 12th). Incubi usually use verbal communication with mortals. Skills: Incubi have a +8 racial bonus on Listen and Spot checks. Spells Known: 0th: (9) Arcane Mark, Dancing Lights, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Ray of Fire, Read Magic 1st: (5) Feather Fall, Magic Missile, Ray of Enfeeblement, Shield, True Strike 2nd: (5) Arcane Lock*, Fog Cloud, Hideous Laughter, Knock, Web 3rd: (4) Blink, Greater Magic Weapon, Vampiric Touch, Slow 4th: (4) Confusion, Dimensional Anchor, Enervation, Greater Invisibility 5th: (4) Feeblemind, Hold Monster, Mage's Private Sanctum, Wall of Force 6th: (3) Disintergrate, Greater Dispel Magic, True Seeing* 7th: (2) Finger of Death, Waves of Exhaustion 8th: (1) Mind Blank *Note to self: Price to cast Caster lvl: 19 Spells/day: (DC 27 + spell level) 0th: 6 1st: 6+5 2nd: 6+4 3rd: 6+4 4th: 6+4 5th: 5+4 6th: 6+3 7th: 4+3 8th: 3+3 Van'tar Tiny Outsider (Evil, Extraplanar, Lawful) Hit Dice: 22 (111 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 50 ft. (perfect) Armor Class: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20 Base Attack/Grapple: +3/–5 Attack: Sting +19 melee (1d4 plus poison) Full Attack: Sting +19 melee (1d4 plus poison) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poison, spell-like abilities Special Qualities: alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master Saves: Fort +10, Ref +13, Will +18 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Skills: diplomacy +11/9, hide +20/9, knowledge (arcana) +25/25, knowledge (history) +18/18, knowledge (nobility) +18/18, knowledge (religion) +22/22, knowledge (planes) +22/22, listen +10/9, move silently +12/9, search +12/12, spellcraft +20/20.5, spot +10/9 Feats: Flyby Attack, Weapon Finesse Environment: Library Organization: Solitary Alignment: Lawful evil Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution based and includes a +2 racial bonus. Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based. Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. Equipment: 1674900gp Tome of Charisma +5 Tome of Wisdom +5 Tome of Intelligence +5 Tome of Constitution +5 Tome of Dexterity +5 Tome of Strength +5 [/QUOTE]
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