The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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Jonny...Panic wrote:
Template that would really help is a time based one,

Time Seer


Jonny...Panic wrote:

Template that would really help is a time based one,

The idea is my PC moves opponents In time [future only as past would be a nightmare for a GM] or removes them form it all from it totally, ether by dropping them in its no time demi plain or Unmaking them. Its one key power. Very much like the power of the weeping angels form doctor who.

There are a few abilities purchasable with Fiendish Power.

This creature in general has most of what you ask for.

Silver Crusade

Spoiler:
Eidolon points-
(Bipedal)
Blindsight: 4 EP
See in Darkness: 3EP
Reach: 1EP
Skilled: 1EP (perception)

Race Points:
Dragon(Half Dragon): 10RP
Arcane Focus: 1RP
Lucky, Greater: 4RP
Hardy: 2RP
Quick Reactions: 2RP
Object of Desire: 1RP
skill focus(perception): 1RP
Seducer: RP2
Fast: 1RP
Beguiling Liar: 2RP
Dual Minded: 1RP
Elven Magic: 3RP

Templates, Fey creature (CR+2), Eldritch (CR+1 1/2)
Eldritch template abilities:
Deflection: -2EP, +1/2 CR, add charsima mod. to AC as deflection
Natural Armor: -2 EP, +1/2 CR, add +6 natural armor bonus to AC
Regeneration: -4EP, +1/4 CR, Gain Regeneration 4
Senses: -2EP, +1/4CR, gain +60 blindsight, +30 Blindsense
healing bypass (regeneration): +1EP, -1/4 CR, Fire ends regeneration
Light Sensitivity: +1EP, -1/4CR, Dazzled in areas of Bright light

Fey Creature Template Abilities:
Long Step: A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds
Evasive
Spell Like Abilities:
1-2 Dancing lights 3/day, faerie fire
3-4 Entangle, glitterdust
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead

wizard 13(Manipulator sub-school)/ (Fey Creature/Eldritch template)Fighter 10(weapon master)crossblooded sorcerer 1(Orc, Fey)/ /Kensai Magus 9/Mighty Template
Traits: Magical Lineage, fates Favored
Ability Scores:
Str: 10
Dex: 24 (28)
Con: 16 (20)
Int: 24 (30)
Wis: 14 (20)
Cha: 16 (22)
Vitals:
HP: 335
AC: 47 T: 37 FF:25
Saves:
Fort: +25(+27 vs spells, spell like abilities)
Ref: +25(+27 vs spells, spell like abilities)
Will: +28(+30 vs spells, spell like abilities)
Immunity: Fire, sleep, Paralysis, all mind affecting abilities.
Senses: Blindsense 30ft, Blindsight 90ft, darkvision , low light vision,
DR10/ cold Iron, DR4/-
Regeneration 4 (fire)
spell resistance 12+13(25)
Initiative: +30
Move speed: 70ft
Fly speed(Wings): 140ft perfect maneuverability

Offense:
Spell DCs:(+1 for charm/dominate person/monster)
1st- 29 +3 for enchantments, +2 for compulsions +1 for evocations
2nd- 30 +3 for enchantments, +2 for compulsions +1 for evocations
3rd- 31 +3 for enchantments, +2 for compulsions +1 for evocations
4th- 32 +3 for enchantments, +2 for compulsions +1 for evocations
5th- 33 +3 for enchantments, +2 for compulsions +1 for evocations
6th- 34 +3 for enchantments, +2 for compulsions +1 for evocations
7th- 35 +3 for enchantments, +2 for compulsions +1 for evocations
spell penetrations 1d20+20
Dueling Sword:
To hit: +41/+36/+31 (+38/+33/+28)
Damage: 1d8+29/35

Feats:
1: Improved Initiative(race), weapon focus Dueling sword(class), spell focus enchantment, weapon finesse(class) toughness (fixed feat), spell penetration,
2- spell focus evocation, Deadly Agility
3- greater spell penetration
4- weapon specialization dueling sword, spell specialization (shocking Grasp)
5- intensify spell, empower spell
6- Piranha strike ,greater spell focus (enchantment)
7- Iron will
8- Greater Spell specialization (undecided), greater weapon focus
9- Arcane Discovery
10- arcane discovery, arcane discovery,
11- Arcane Discovery,
12- Arcane Discovery, greater weapon specialization
13- Quicken Spell

Arcane Discoveries:
2: Knowledge is Power
9: Steward of the Great Beyond
10: Fast Study, Time stutter
11: Infectious Charms
12: True Name

Arcana:
3- Flamboyant Arcana
6- Lingering Pain
9- Accurate Strike
Opposition schools: Necromancy, Divination
Legendary Items:
Blade:
Powers: Returning, Intelligent,
Headband (Superiority):
Gear equivalent powers:
Cloak of Resistance +5 25000g
Belt of Physical Might +4 (Dex/con)40000g
Bracers of Armor +6 36000g
Ring of sustenance 2500g

Here is what I have so far, I've never played a summoner or used race builder so I had to learn those. I'm not sure if my legendary items are right either.

Note this is with mighty,

Without mighty- (some things need to be redone, but I can't do that atm)

Spoiler:

Eidolon points-
(Bipedal)
Blindsight: 3
Pounce: 1
See in Darkness: 3EP
Reach: 1EP
Skilled: 1EP (perception)
Race Points:
Dragon(Half Dragon): 10RP
Arcane Focus: 1RP
Lucky, Greater: 4RP
Hardy: 2RP
Quick Reactions: 2RP
Object of Desire: 1RP
skill focus(perception): 1RP
Seducer: RP2
Fast: 1RP
Beguiling Liar: 2RP
Dual Minded: 1RP
Elven Magic: 3RP

Templates, Fey creature (CR+2), Eldritch (CR+1 1/2)

Eldritch template abilities:
Deflection: -2EP, +1/2 CR, add charsima mod. to AC as deflection
Natural Armor: -2 EP, +1/2 CR, add +6 natural armor bonus to AC
Regeneration: -4EP, +1/4 CR, Gain Regeneration 4
Senses: -2EP, +1/4CR, gain +60 blindsight, +30 Blindsense
healing bypass (regeneration): +1EP, -1/4 CR, Fire ends regeneration
Light Sensitivity: +1EP, -1/4CR, Dazzled in areas of Bright light

Fey Creature Template Abilities:
Long Step: A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds
Evasive
Spell Like Abilities:
1-2 Dancing lights 3/day, faerie fire
3-4 Entangle, glitterdust
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead
wizard 13(Manipulator sub-school)/ (Fey Creature/Eldritch template)Fighter 11(weapon master)crossblooded sorcerer 1(Orc, Fey) Kensai Magus 12
Traits: Magical Lineage, fates Favored
Ability Scores:
Str: 10
Dex: 24 (28)
Con: 16 (20)
Int: 24 (30)
Wis: 14 (20)
Cha: 16 (22)
Vitals:
HP: 205
AC: 45 T: 36 FF:28
Saves:
Fort: +20(+22 vs spells, spell like abilities)
Ref: +20(+22 vs spells, spell like abilities)
Will: +23(+25 vs spells, spell like abilities)
Immunity: Fire,

Senses: Blindsense 30ft, Blindsight 90ft, darkvision , low light vision,
DR10/ cold Iron,
Regeneration 4 (fire)
spell resistance 12+13(25)
Initiative: +25
Move speed: 40ft
Fly speed(Wings): 80ft perfect maneuverability

Offense:
Spell DCs:(+1 for charm/dominate person/monster)
1st- 23 +3 for enchantments, +2 for compulsions +1 for evocations
2nd- 24 +3 for enchantments, +2 for compulsions +1 for evocations
3rd- 25 +3 for enchantments, +2 for compulsions +1 for evocations
4th- 26 +3 for enchantments, +2 for compulsions +1 for evocations
5th- 27 +3 for enchantments, +2 for compulsions +1 for evocations
6th- 28 +3 for enchantments, +2 for compulsions +1 for evocations
7th- 29'+3 for enchantments, +2 for compulsions +1 for evocations
spell penetrations 1d20+20

Dueling Sword:
To hit: +31/+26/+21 (+28/+23/+18)
Damage: 1d8+25/30

Feats:
1: Improved Initiative(race), weapon focus Dueling sword(class), spell focus enchantment, weapon finesse(class) toughness (fixed feat), spell penetration,
2- spell focus evocation, Deadly Agility
3- greater spell penetration
4- weapon specialization dueling sword, spell specialization (shocking Grasp)
5- intensify spell, empower spell
6- Piranha strike ,greater spell focus (enchantment)
7- Iron will
8- Greater Spell specialization (undecided), greater weapon focus
9- Arcane Discovery
10- arcane discovery, arcane discovery,
11- Arcane Discovery,
12- Arcane Discovery, greater weapon specialization
13- Quicken Spell
Arcane Discoveries:
2: Knowledge is Power
9: Steward of the Great Beyond
10: Fast Study, Time stutter
11: Infectious Charms
12: True Name

Arcana:
3- Flamboyant Arcana
6- Lingering Pain
9- Accurate Strike
Opposition schools: Necromancy, Divination
Legendary Items:
Blade:
Powers: Returning, Intelligent,
Headband (Superiority):
Gear equivalent powers:
Cloak of Resistance +5 25000g
Belt of Physical Might +4 (Dex/con)40000g
Bracers of Armor +6 36000g
Ring of sustenance 2500g

Note, I'm barely half done, and that's if I don't change things. But I can't continue atm until I get a ruling on mighty as it would require me to change alot of other choices.


Rednal wrote:
@Tenro: Lawbound is probably the obvious one. Metal-clad if you want to be shiny and construct-y without actually being a construct. Psychic (Clairvoyant) lets you see things and gain knowledge. You won't get the ability points for a Savant, but it's interesting if knowledge is your thing.

Yeah, Lawbound I just couldn't pass up, it was TOO fitting.

Metal-clad sounds cool, are the rest of these on the srd? or in that book? i was looking at another ability that would make me shiny gold, and another one that lets me imitate statues (for fun mostly). I don't have too many levels I can lose out on for templates, but those sound possibly fitting.


Yeah I'm...not seeing the issue there. You have DCs in the 29-32 range for your best spells just like everyone else without Mighty. You don't need a DC 40 when everyone else has a DC 29 (especially since you claimed you only needed Might to MATCH the rest of us...).

And it's banned anyway, says Monkeygod (who's in communique with the GM).

Silver Crusade

The thing is, if everyone here has saves above 25, (which pass my best DC on a 8-9) what are the enemies that we will be fighting have?

I'll get to work on swapping things out and taking mighty out. I'll just have to figure some other stuff out. That said, I couldn't find any powers that bypass mind effecting immunity for the fiendish ones, and I'm still waiting on a reply from the big man about the ones I PMed him about.


Rorek, even before mighty your character is one of the most powerful we've seen proposed. But word-of-GM now says it's banned.


The average of my saves is +17, and none of them are 25. Not everyone has massive saves. Some people went more with that, others didn't.

Also, to future DM reading through the pages: you can do it, I believe in you


21 is my highest save, and that's Fort. I'm rocking a whopping 10 in my Reflex.

Silver Crusade

Apparently I have overestimated the applications. I'm fine with this then. Lol.

Just having a past experience with something similar to this. I sat back the whole game and did nothing as everything my character did someone else did better or made it obsolete :P

Silver Crusade

+1 to tamlakos


rorek55 wrote:
The thing is, if everyone here has saves above 25, (which pass my best DC on a 8-9) what are the enemies that we will be fighting have?

Who has all saves above 25? I don't think it's more than 1 or 2 offerings. And even those don't have ALL saves over 25, and most Fiends aren't immune to mind affecting anyway. Mine are at 17, 27, 23, and that's because my highest stat is Wis and I add Wis to Reflex. Most people don't have abilities of that nature, I think. Fort is my weak spot here.

You have 3 classes to pick from, I'm sure you can find a way to target all saves with something (off the top of my head, Hold Monster for Will, Icy Prison for Reflex, and Suffocation for Fort, and that's just from ONE CLASS, and one spell level of that class two levels below your highest spell level, all of which are Save or Die, effectively) and have something to do when a monster is immune to an option, or has very high saves (There are a bunch of no-save spells like Enervation), or you can get a class that lets you throw down in melee combat (Monk, perhaps...deliver Touch spells with your unarmed strikes), or a billion other options.


OK, just so I don't make a mistake here on the hopefully final (lol I've said that 3 times) full recalculation:

Attributes can be boosted in these ways:

12+points up to a limit of 24.
Size modifiers stack past the limit.
Innate item modifiers stack past the limit
Level up bonuses stack past the limit.

Correct?

Silver Crusade

Monkeygod wrote:
Ok, I'm sure the GM will be on soon(I hope) to officially state this, but (and I quote): "The Mighty template is banned as f***".

Cool thanks MG, I was already looking for ways to drop it as it coursed so much upset with other players here, but it's good to have a clear ruling from the other thread.

Johnnycat93 wrote:
Jonny...Panic wrote:
Template that would really help is a time based one,
Time Seer

OOoo I missed that one, looks fun, Adds to list of new templates.

Rynjin wrote:
There are a few abilities purchasable with Fiendish Power. This creature in general has most of what you ask for.

If you look at my PC build that is exactly what I have done, but thanks for posting it any how. Always good to know others are thinking along the same lines.


Tamlakos wrote:

OK, just so I don't make a mistake here on the hopefully final (lol I've said that 3 times) full recalculation:

Attributes can be boosted in these ways:

12+points up to a limit of 24.
Size modifiers stack past the limit.
Innate item modifiers stack past the limit
Level up bonuses stack past the limit.

Correct?

I believe size busts limit, item busts limit, but level up bonuses do not.

What's everyone's AC look like? Mine's sitting at 55 right now (with buffs, but they're all hour/level or at-will so they're going to be up all the time) which seems a bit ludicrous. Considering dropping Gifted Blade (and the +9 armor from Inertial Armor that comes with it), and settling at a more reasonable 46 if that's closer to the range everyone's at.


Tamlakos wrote:


12+points up to a limit of 24?
Size modifiers stack past the limit?
Innate item modifiers stack past the limit?
Level up bonuses stack past the limit?
Correct?

Level up bonuses do not stack past the limit.

* * *

I might actually have the best saves of any proposed, at 24, 26, 27. But that's mostly because I went with (pre-nerf) Divine Protection, without which I'd be at a rather dangerous 15, 17, 18.

AC's at 45, but if anyone attacks me in Melee, I've made some sort of tactical mistake.

Also, some characters just have immunity to every element instead, or size-boosted con.


44 without any buffs.

Silver Crusade

Rynjin wrote:
rorek55 wrote:
The thing is, if everyone here has saves above 25, (which pass my best DC on a 8-9) what are the enemies that we will be fighting have?

Who has all saves above 25? I don't think it's more than 1 or 2 offerings. And even those don't have ALL saves over 25, and most Fiends aren't immune to mind affecting anyway. Mine are at 17, 27, 23, and that's because my highest stat is Wis and I add Wis to Reflex. Most people don't have abilities of that nature, I think. Fort is my weak spot here.

You have 3 classes to pick from, I'm sure you can find a way to target all saves with something (off the top of my head, Hold Monster for Will, Icy Prison for Reflex, and Suffocation for Fort, and that's just from ONE CLASS, and one spell level of that class two levels below your highest spell level, all of which are Save or Die, effectively) and have something to do when a monster is immune to an option, or has very high saves (There are a bunch of no-save spells like Enervation), or you can get a class that lets you throw down in melee combat (Monk, perhaps...deliver Touch spells with your unarmed strikes), or a billion other options.

Yah, I COULD do that. But it wouldn't fit character. She focuses on manipulation/control and if that fails blows it up, hence a rather fiery temper she had ha-ha. The biggest thing was I didn't look at ALL the applications, and made assumptions based on ones I did see. So I overestimated, and under estimated my own.

Silver Crusade

43 without buffs atm. But I still have half the character to finish.


Ooh, pre-nerf Divine protection is available? I might need to see if I can manage to pick that up.

56 AC here (assuming shield and the oracle mage armor equivalent), more against AoO's (I think 64-66ish due to Mobility, Combat Stamina and Kirin Style)


51 without any spells, and the only one that would help is Cat's Grace, as I have every bonus imaginable.

It might actually be going up a few points, because I don't need Int.
I have quite a bit of work left to do, though.


What about the rest of the melee based peeps like Tark's giant robo-dragon of doom?


Geeze, I need to look at some of y'all profiles, and find out how you're getting up that high. Specifically the 56.

How are you doing it? Tell me!!

Edit: stupid incorporeal monks! (Totally kidding).


My second favorite ability I have, after being able to swallow 4,000 pounds of stuff into a bag of holding, is that I bought Traveler's Anytool as an innate ability.

I can just grow some crystal tools and snap them off lol. Not like mundane tools are much help to level 13 practical demi-gods, but it's really funny and I love it.

My AC is around 40-43, not sure exactly yet.


@Bigrig: Iadionnel is adding Dex, Cha, Int, and Wis to AC.

I also have an innate anytool, Tamlakos, I'm just assuming it lets me manipulate objects with my bare gads as though they were masterwork tools.


bigrig107 wrote:

Geeze, I need to look at some of y'all profiles, and find out how you're getting up that high. Specifically the 56.

How are you doing it? Tell me!!

Edit: stupid incorporeal monks! (Totally kidding).

My 55 is from:

Inertial Armor Augmented to my level (+5 armor for ML 12) = 9 Armor
Shield = 4 Shield
18 Dex = 4 AC
Barkskin = 5 Natural Armor
Shield of Faith = 4 Deflection
30 Wis +13 Monk levels = 13 Misc
Dusty Rose Prism = 1 Insight

= 50

Hmmm...I have a redundancy somewhere. I appear to have written down +5 Dodge, but I don't have any Dodge bonuses that I know of. So I was off. I think I wrote that in there as my initial Wis mod to AC.

Edit: Scratch that, 3 Dodge from being a Stalker. So 53.


what would the costs for these abilities be?

Stun (Su)
If an astral deva strikes an opponent twice in one round with its warhammer, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Bone Knit (Su)
Each time a living creature is hit by a weapon wielded by Maphistal, it must succeed on a DC 25 Fortitude save or take 1d4 points of Dexterity damage as its bones fuse together. Creatures without bones or skeletal structures (such as oozes and plants) are immune to this effect.

Siphon (Su)
Any creature bitten by a coloxus must make a DC 23 Fortitude save or take 1d4 points of Charisma damage. A coloxus heals itself of 5 points of damage for every point of Charisma damage it deals. The save DC is Constitution-based.

Pain Redoubled (Su)
When an incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19 Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.

Multiweapon Mastery (Ex)
A vrolikai never takes penalties on its attack roll when fighting with multiple weapons.


The Two-Weapon version of that last one was 2 FP, so I'd assume at least 4.


Pretty similar here, just more deflection and no natural armor:

8 armor (cloak of darkness)
4 shield (shield spell)
4 dex
7 int (kensai)
7 wis (monk)
3 monk bonus AC
8 deflection (cha, incorporeal)
2 luck (jingasa, fate's favored)
1 insight (dusty rose prism)
3 dodge (negative-energy charged, dodge feat)

Actually now that I count it again it's 57 (53 without shield).


Not sure about the rest, but the last was 2 FP per pair of arms.
For my daemon marilith, that meant 6 FP.

@Iaidionnel- that's....awesome. Mine might be going up a few points, but not much.


Iaidionnel, how are you getting the shield spell constantly?


It's only 2 RP for Shield at-will.


It's not constant, just have a mess of them memorized, and can always cast it in the first round via spell combat if I can't get it up before the start of combat.

Reworked some stuff to pick up a monk robe as well, so 54 before shield, 58 after now :p

Edit: I meant to ask, are we limited to 3 at-will spell abilities? Currently I'm using protective penumbra, bestow insight and invisibility. Being able to pick up more would be great, but the race-builder one is limited to three SLA's.


I've picked animate dead, magic missile (actually quickened this one), and divine favor (with fate's favored, that's +4/+4).

Shield actually doesn't help, because my shield bonus is greater than 4, and I don't have many ways to get higher, except moving my Dex higher (I'm going to), and buying a Jingasa (I am).


Err, no, RP doesn't limit to 3 at-will SLAs—it's limited to three lesser, three greater, and five nonviolent


I saw someone mention that fast healing was 6 RP per +1.

That's not quite correct. The first point of fast healing is +1, the second point is another 7 RP, the third is another 8 RP.

"This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP."

The cost is 6 RP, ergo the cost (6) increases by one each time it is taken.

*****

Where is the rule on limits to at-will SLAs?


Divine favor is great, got enough 1st level oracle slots that I'm not worried about having it at will though.

thunderbeard: I missed that it's limited to 5, not 3. Must've read the entry for Spell-like Ability, Greater for the limitation instead. Note that the lesser/greater ones can't be at-will though, only 1/day.

Fnord72: Yeah, if you want Fast healing you're better off going with EP instead of RP. 4 for the first, and +2 for each extra.

Rule is in the create-a-race rules.
---------------------

Spell-Like Ability, At-Will (Variable, see Special)
Prerequisites: None.
Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as an at-will spell-like ability. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately.


@Iaidionnel- I actually don't have any divine classes. I haven't played a magus, a wizard, or a slayer in a long time, so I decided to mix the three! Besides, didn't want o tempt myself with undead-oracle shenanigans. So, divine favor at will is great.


Ok looking at others I am not going to use templates, I think I can get what I want as a back ground Idea with just Time Domain, Time Thief, Might Godling and Psion Telepath.

Saves are 26/26/29 AC is 31 but go's higher with powers some where around 42/47 depending on time.

Cronossuss is cool, was a god like being, thrown out and back in time to pay as an Angel Over seeing time, was just as selfishly hedonistic and slacking at that so thrown down again into the pits of the hells.

Thing is Cronossuss has seen the future and its all bland goodness and happy clippie hippies, Cronossuss wants none of it and will do just about anything it can do to stop that happy ending coming about.

Think Brave new world.


Divine favor is also only a 1-minute spell... if you had it at-will, you'd have to pause every ten rounds to re-cast it, and that would be consistently maddening (and maybe slow you down, and maybe only last 1d10 rounds at the start of combat).


On second thought I don't think I'm going to submit anything for this. I may mess around with making a character but its a bit butch for me to actually do.


As an aside, it occurs to me that you can game the limit of at-will spells for 1st level spells by picking up recharge innate magic as an at-will. Then you can spend 1 RP x3 and pick up 3 1st level spells that you can use and then recharge at-will. Only saves 1 RP vs just buying 3 1st level at-will spells, but would allow you to have 4 real at-will spells, and 3 pseudo at-will 1st level spells if you so desired.

Silver Crusade

Mia Rose:

Eidolon points-
(Bipedal)
Blindsight: 4
See in Darkness: 3EP
Reach: 1EP
Skilled: 1EP (perception)

Race Points: (idea is a line of dragons that adopted the idea of guile/wit/agility over brute force. Many spread their blood into humanoid races, while most can simply assume humanoid form, there size varies from medium to large. This lead to some sub-ootimal choices... But totally worth the RP gain)
Dragon: 10RP
Arcane Focus: 1RP
nimble attacks: 2RP
Hardy: 2RP
Quick Reactions: 2RP
Object of Desire: 1RP
Shape Change, lesser: 3RP
Seducer: RP2
Fast: 1RP
Beguiling Liar: 2RP
Dual Minded: 1RP
Elven Magic: 3RP
With I think 2 RP left over, not sure what to get. Maybe charm person at will? Would be a good DC.... Hehe

Templates, Fey creature (CR+2), Eldritch (CR+1 1/2), fortune blessed CR+1
Eldritch template abilities:
Deflection: -2EP, +1/2 CR, add charsima mod. to AC as deflection
Natural Armor: -2 EP, +1/2 CR, add +6 natural armor bonus to AC
Regeneration: -2EP, +1/4 CR, Gain Regeneration 2
Damage reduction: -2EP +1/2CR, gain DR10/ Good and Adamantine
Senses: -2EP, +1/4CR, gain +60 blindsight, +30 Blindsense
healing bypass (regeneration): +1EP, -1/4 CR, Fire ends regeneration
Light Sensitivity: +1EP, -1/4CR, Dazzled in areas of Bright light

Fey Creature Template Abilities:
Long Step: A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds

Spell resistance

Spell Like Abilities:
1-2 Dancing lights 3/day, faerie fire
3-4 Entangle, glitterdust
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead

wizard 13(Manipulator sub-school)/ (Fey Creature/Eldritch template)Fighter 11(weapon master)crossblooded sorcerer 1(Orc, Fey) Kensai Magus 11/ fortune blessed template
Traits: Magical Lineage, fates Favored

Domain: charm, sub domain love

Ability Scores:
Str: 12
Dex: 24 (28)
Con: 16 (20)
Int: 24 (30)
Wis: 14 (20)
Cha: 16 (22)
Vitals:
HP: 205
AC: 48 T: 37 FF:28 (10+6+9+10+6+5+2)
Saves:
Fort: +22(+24 vs spells, spell like abilities)
Ref: +20 (+22 vs spells, spell like abilities)
Will: +26 (+28 vs spells, spell like abilities)
Immunity: Fire,sleep, paralysis
Senses: Blindsense 30ft, Blindsight 90ft, darkvision , low light vision,
DR10/ cold Iron, DR10/ adamatine and Good
Regeneration 2 (fire)
spell resistance 12+13(25)
Initiative: +25
Move speed: 50ft
Fly speed(Wings): 100ft perfect maneuverability

Offense:
Spell DCs:(+1 for charm/dominate person/monster)
1st- 24 +3 for enchantments, +2 for compulsions +2 for evocations
2nd- 25 +3 for enchantments, +2 for compulsions +2 for evocations
3rd- 26 +3 for enchantments, +2 for compulsions +2 for evocations
4th- 27 +3 for enchantments, +2 for compulsions +2 for evocations
5th- 28 +3 for enchantments, +2 for compulsions +2 for evocations
6th- 29 +3 for enchantments, +2 for compulsions +2 for evocations
7th- 30 +3 for enchantments, +2 for compulsions +2 for evocations

spell penetrations 1d20+20

Dueling Sword:
To hit: +34/+29/+24 (+31/+26/+21)
Damage: 1d8+25/30

Feats:
1: Improved Initiative(race), weapon focus Dueling sword(class), spell focus enchantment, weapon finesse(Race) toughness (fixed feat), spell penetration,
2- spell focus evocation, Deadly Agility
3- greater spell penetration
4- weapon specialization dueling sword, spell specialization (shocking Grasp)
5- intensify spell, empower spell, greater spell focus (evocation)
6- Piranha strike ,greater spell focus (enchantment)
7- Iron will
8- Heighten spell, greater weapon focus
9- Arcane Discovery
10- arcane discovery, arcane discovery,
11- Arcane Discovery, fly by attack
12- Arcane Discovery,
13- Quicken Spell

Arcane Discoveries:
2: Knowledge is power
9: Steward of the Great Beyond
10: Fast Study, Time stutter
11: Infectious Charms
12: True Name

Arcana:
3- Flamboyant Arcana
6- Lingering Pain
9- Accurate Strike

Opposition schools: Necromancy, Divination

Legendary Items:
Blade: Cutter,
Powers: Returning, Intelligent, everlasting Bond, powerful

Headband (Superiority):
Returning, flexible Bond, meta-magician, powerful, powerful.

Gear equivalent powers:
Cloak of Resistance +5 25000g
Belt of Physical Might +4 (Dex/con)40000g
Bracers of Armor +6 36000g
Ring of sustenance 2500g
Ring of Wizardry II 40000g
Bag of holding II 5000g (her cloak)

That should do it for the bases. I still have a few things I'm thinking over, and I have to go back and double check all the math, but mainly just need to pick spells, do skills and fiendish powers.

I also do intend on her swapping her appearance at will, or to fit a situation hehe. Phew. That was a hella lot to look/read through and even more to sift out what I wanted!


@Jonny- I wanted to point out that you have 3 traits and a drawback. Not sure if Fallen okay'ed drawbacks, but I'd certainly like to know.

I could use one more trait.

Edit: also, how are you getting Greater Teleport at-will? I'm curious.


Posting progress. I have finished traits, feats, racial abilities, evolution points, and I'm just awaiting GM feedback for a custom ability before my fiendish powers are finished.

Tomorrow -- a domain and legendary items!


(Meanwhile, the GM is all "WHY ARE THERE SO MANY POSTS!?")


Rednal wrote:
(Meanwhile, the GM is all "WHY ARE THERE SO MANY POSTS!?")

Alternately, we may just have given him a heart attack.


Luckily, I've been able to check this pretty constantly, so the most I've gotten in terms of new posts was 29, and that was overnight.


@rorek55 You need to recost your templates. They are -1 CR minimum 1. I haven't seen anything that would indicate you can take half a CR.

*****
I must be blind, I'm not seeing a limitation on SLA's at will other than what is in the race builder.


fnord72 wrote:
@rorek55 You need to recost your templates. They are -1 CR minimum 1. I haven't seen anything that would indicate you can take half a CR.

I believe his CR costs are part of the eldritch template, which adjust the CR differently depending on what powers you choose.

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