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Female Drow Swashbuckler 3/Domain Wizard (Enchantment) 5/Eldritch Knight 10, age 135 (adult)
Veracity CR 18 AC 30, touch 24, flat-footed 30 hp 150 (17 HD) Immune charm, fear, hold, magic missile (from Sword of Kas); magic sleep spells and effects (elf trait); debilitating effects of pain (from Rhapsody of Pain) Resist SR 28 Fort +19, Ref +21, Will +17 (+19 vs. spells, +21 vs. Enchantments) Speed 30 ft. (6 squares) Melee Sword of Kas +26/+21/+16 (1d6+10 +9 (insightful strike)/19-20) and +4 keen short sword of life stealing +24/+19 (1d6+8 +9 (insightful strike)/17-20) or masterwork whip +23/+18/+13 (1d3+4 +9 (insightful strike)/20) or masterwork scourge +23/+18/+13 (1d8+4 +9 (insightful strike)/20), or Ranged +1 seeking flaming frost shock composite longbow (+2 Str bonus) +23/+18/+13 (1d8+3 +1d6 fire +1d6 cold +1d6 electricity/20) Base Atk +15; Grp +19 Attack Options spells, spell-like abilities, insightful strike (+9 additional damage against foes that are not immune to critical hits) Combat Gear godstone, pearl of power: level 3 spell, pearl of power: level 4 spell, ring of invisibility, scroll of symbol of pain Wizard Spells Prepared (CL 18 or CL 19 for domain spells): 7th evil glare (DC 26), final rebuke (DC 26), insanityED (DC 30), ...one other 6th greater dispel magic, greater heroismED, mass suggestionE (DC 29), veil, ... one other 5th dominate personE (DC 28), feeblemindE (DC 28), hold monsterED (2) (DC 28), passwall, teleport 4th assay spell resistance, charm monsterE (DC 27), confusionED (DC 27), crushing despairE (DC 27), dimension door, ice storm (DC 23), wrack (DC 23), (recall 1/day via pearl of power) 3rd fly, greater malison (DC 22), haste, suggestionED (DC 26), Tenser's deadly strike, vampiric touch, Veracity's whip of pain (DC 22), (recall 1/day via pearl of power) 2nd detect thoughts (DC 21), knock, levitate, mirror image, sadism, see invisibility, Tasha's hideous laughterED (DC 25) 1st charm personED (DC 24), comprehend languages, expeditious retreat, feather fall, jump, magic missile (3) 0 dazeED (DC 23), detect magic, open/close, prestidigitation, read magic DDomain spell EEnchantment spell at DC +4 Wizard Domains Enchantment 0thdaze, 1stcharm person, 2ndTasha's hideous laughter, 3rdsuggestion, 4thconfusion, 5thhold monster, 6thgreater heroism, 7thinsanity, 8thmass charm monster, 9thdominate monster. Spell-Like Abilities (CL 17): 1/day dancing lights, darkness, faerie fire (save DC 13 + spell level). Abilities Str 18, Dex 24, Con 18, Int 28, Wis 19, Cha 16 SQ continuous sadism and masochism, drow traits, friend and ally of the wind dukes, grace Feats Armor Proficiency (Light, Medium, Heavy), Craft Magical Arms and Armor, Craft Wondrous Item, Daylight Adaptation (negates Light Blindness), Endurance, Eschew Materials, Greater Spell Focus (Enchantment), Improved Initiative, Improved Toughness, Improved Two-Weapon Fighting, Practiced Spellcaster (Wizard), Sexual Training, Shield Proficiency, Spell Focus (Enchantment), Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Group (Basic, Bows, Crossbows, Exotic Weapons,Flails & Chains, Heavy Blades, Light Blades). 7 General Feat Points available Skills Bluff +11, Climb +4, Concentration +23, Craft (Bowyer/Fletcher) +14, Craft (Weaponsmith) +14, Diplomacy +15, Intimidate +13, Jump +2, Knowledge (Arcana) +23, Knowledge (Religion) +14, Knowledge (The Planes) +14, Listen +4, Move Silently +17, Perform (Sexual Techniques) +17, Ride +9, Search +11, Sense Motive +17, Spellcraft +23, Spot +4, Swim +6, Use Rope +13 Possessions combat gear plus bracers of armor +6, Sword of Kas, +4 keen short sword of life stealing, +1 seeking flaming frost shock composite longbow (+2 Str bonus), +2 arrows (60), +2 longtooth dagger, masterwork whip, masterwork scourge, cloak of resistance +5, belt of giant strength +4, nipple ring of dexterity +6, headband of intellect +6, nipple ring of health +6, periapt of wisdom +6, Rhapsody of Pain, drow boots of elvenkind, ring of protection +5, Veracity's blessed book (contains all her spells), Z'henara's tools, folding boat, quiver of Ehlonna, rope of climbing, 4 black necrotic skin patches, holy symbol of Loviatar, 93,392 gp. Equippable Possessions ring of detect invisibility, ring of three wishes (1) Sellable Possessions periapt of wisdom +2 Treasures Mithril necklace of sapphires (1,100 gp) [Birthday gift from Kress], Red Tear gems (800 gp, 900 gp) [Birthday gifts from Igor], Clearest Bright Green Emerald (4,000 gp) [Love gift from Brianna], cloth of gold drow stole (550 gp). IOUs none Debts none Spellbook 0acid splash, arcane mark, dancing lights, dazeE, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1stcharm personE, comprehend languages, copyR, endure elements, expeditious retreat, feather fall, grease, hypnotismE, identify, jump, magic missile, sleep*, spider climb, summon monster I; 2ndarcane lock, bear's endurance, bull's strength, cat's grace, darkboltV, daze monsterE, detect thoughts, eagle's splendor, entice giftV, fox's cunning, invisibility, knock, levitate, minor malisonR, mirror image, owl's wisdom, protection from arrows, resist energy, sadismV, sap strengthV, see invisibility, spectral hand, summon monster II, tasha's hideous laughterE, touch of idiocyE, vocalizeR; 3rdclairaudience/clairvoyance, deep slumberE, dispel magic, displacement, fly, greater magic weapon, greater malisonR, haste, heroismE, hold personE, keen edge, pain touchR, phantom steed, protection from energy, rageE, sign of sealingR, sonic blast, suggestionE, summon monster III, Tenser's deadly strikeR, tongues, vampiric touch, Veracity's whip of painR; 4thassay spell resistance, charm monsterE, confusionE, crushing despairE, damning darknessV, dancing chainsV, dimension door, ice storm, lesser geasE, polymorph, stoneskin, summon monster IV, wrackV; 5thcone of cold, dominate personE, fabricate, feeblemindE, hold monsterE, Leomund's secret chest, mind fogE, overland flight, passwall, sending, summon monster V, symbol of pain, symbol of sleepE, teleport; 6thgreater dispel magic, greater heroismE, mass suggestionE, shadow walk, summon monster VI, veil; 7thevil glare, final rebuke, insanityE, summon monster VII. EEnchantment spell at DC +4 RResearched VBook of Vile Darkness Drow traits: +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma (included in listed statistics); Spell like abilities 1/daydancing lights, darkness, faerie fire as a sorceress of her character level; darkvision up to 120 feet; Entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Light Blindness (Ex): Abrupt exposure to bright light blinds drow for 1 round. While operating in bright light, suffer -1 circumstance penalty to attacks, checks, and saves. (removed by Daylight Adaptation Feat); Spell resistance of 11 + character level; Immune to magic sleep spells and effects; +2 racial bonus on Will saves against spells and spell-like abilities; additional +2 racial bonus on saves against Enchantment spells and effects; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above); Preferred class: Wizard (male) or Cleric (female); Level adjustment +2. Foresight: The Sword of Kas continuously grants Veracity the benefits of the foresight spell: she is never surprised or flat-footed, she gains +2 to AC and reflex saves, and she has advance warning of any attack targeting her, knowing exactly what is about to happen and the best action she can take to avoid harm. Friend and ally of the wind dukes: As one of the characters who recovered the Rod of Seven Parts, Veracity will be forever remembered as a friend and ally of the wind dukes: the vaati. As such, no creature of air nor any being of the Elemental Plane of Air will attack her without being attacked first, and all such creatures will demonstrate respect for her and will assist her if able. Grace (Ex): Veracity a +1 competence bonus on Reflex saves (included above). Immunities: The Sword of Kas continuously grants Veracity immunity to charm, fear, hold, magic missile. Insightful Strike (Ex): Veracity can add her Intelligence bonus (+9; already included above) to damage done with any weapon she can use Weapon Finesse with, in addition to her Strength bonus. Targets immune to critical hits or sneak attack are immune to insightful strike. Spell-like Abilities: 1/daydancing lights, darkness, faerie fire at caster level 16; save DC 13 + spell level. Black Necrotic Skin Patch If one of these patches is applied to the skin, it creates a temporary graft, which slowly imparts its stolen life energy to the wearer. For the next 3d6 days, the wearer needs no food or sleep and gains a +4 bonus to Constitution. At the end of this time, there is a four day refractory period in which the user suffers a -4 penalty to Constitution, a -3 penalty to all other rolls, and suffers virulent nightmares. It radiates evil.
Folding Boat
Godstone (Minor Artifact)
Holy Symbol of Loviatar
+2 longtooth dagger
Veracity's blessed book
Copy Evocation Level: Sor/Wiz 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: Instantaneous Effect: 1 Page or Book Saving Throw: None Spell Resistance: No The Copy spell enables the caster to make a perfect copy of a map, letter, or other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy. The caster holds the blank object over the object to be copied, than casts the spell; the copy appears on the formerly blank object. The length of the text is limited to 10 pages of standard size (roughly 9 inches by 12 inches). The copy is permanent and is a perfect duplicate of the original. The spell cannot duplicate magical writings of any sort. The material components for this spell are a piece of blank parchment (or a book with blank pages) and a drop of black ink.
Damning Darkness (Book of Vile Darkness) This spell is similar the darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damage effect). Damning darkness counters or dispels any light spell of equal or lower level. Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.
Dancing Chains (Book of Vile Darkness) The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster's normal ranged attack bonus on attack rolls or grapple checks (treat each chain as a Medium-size when grappling). The caster can climb a chain she controls at a normal speed without making a Climb check.
Darkbolt (Book of Vile Darkness) The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other half has no specific type. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overcome by the evil charge of the darkbolt.
Entice Gift (Book of Vile Darkness) The caster enchants a creature so that it feels suddenly compelled to give her what it is holding when she casts the spell. On the creature's next action, it moves as close to the caster as it can get in a single round and offers her the object as a standard action. The spell allows the caster to act out of turn and accept the "gift" if the creature reaches her to hand her the object (assuming she has a free hand and can carry the object). The subject defends itself normally and acts however it wishes on subsequent rounds, including attempting to get the object back, if desired. If the subject is prevented from doing as the spell compels, the spell is wasted. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.
Greater Malison As minor malison, but the saving throw enhancement penalty is -2, or -3 vs. a single school of magic.
Minor Malison This spell allows a mage to adversely affect all the saving throws of his enemies. Targeted creatures receive an enhancement penalty of -1 on all saving throws. If desired, the mage can select a single school of magic and cause saves against spells or spell-like effects from that school only to receive a penalty. In this case, the enhancement penalty is -2.
Pain Touch The caster gains a melee touch attack that can be used one time per level. A successful touch induces extreme pain in the target. The pain causes no damage, but for the next 1d4 rounds, the opponent must make a Fortitude save each round. On a failed save, the target is effectively dazed that round and can take no actions, although he can defend himself if attacked. On a successful save, the target can act as desired, but with a -2 circumstance penalty on attacks, saves, and checks. The material components for this spell are a needle and the finger from a scorched glove.
Sadism (Book of Vile Darkness) For every 10 points of damage the caster deals on a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration. Material Component: A leather strap that has been soaked in human blood.
Sap Strength (Book of Vile Darkness) The caster drains the personal well-being from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued. Material Component: A long needle and a tiny glass bottle.
Sign of Sealing (Complete Arcane) You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half). A knock spell doesn't negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign's creator). A sign of sealing is a magical trap that can be disarmed with a successful DC28 Disable Device check. You can pass your own sign safely, and it remains set behind you. Material Component: A crushed emerald worth 100 gp.
Tenser's Deadly Strike This spell improves the martial prowess of the caster. All attacks made by the caster with a melee or hurled weapon are at the usual chance to hit, but every successful attack does maximum damage to the opponent for the duration of the spell. The spell works in combination with any other magic that enhances fighting ability. The material component is the claw of a tiger.
Vocalize This spell allows you to cast spells that normally require a verbal component without the caster needing to make a sound. Such spells must be cast within the duration of the spell. This spell is also useful in situations where silence is desired, or when the recipient is under the influence of a silence spell. Vocalize does not negate a silence spell, but merely offsets it for the purpose of spell casting; if a spell caster under the effect of vocalize casts a spell that has a verbal component, that sound would be masked as long as silence remains in force. Vocalize does not affect normal vocal communication. The material component of this spell is a small bell with no clapper.
Wrack (Complete Divine) A humanoid subject of the spellcaster's choosing is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind. For the duration of the spell, the subject is considered helpless and cannot take actions. Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes. The subject's sight returns at the end of the spell's duration.
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| Copyright © 2011 by Brianna Sollandry <brianna at hambo dot com> |
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn. |
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