Spooky

Zizi the Masterless's page

85 posts. Alias of DarkLightHitomi.


Race

Cat familiar

Classes/Levels

Incanter 3 / Rogue 2 SP: 4/5

Gender

F

About Zizi the Masterless

Descriptives:

Name: Zizi
Race: Cat
Age: 12 (Adult)
Size: Tiny (2'1" & 13Lbs)
Type: Magical Beast (Augmented Animal)
Level: 5
Classes: Incanter3/Rogue2
Social:
Faith: None
Home: Unknown
Jobs: None
Appearance:
Brown and black fur and eyes that betray her intellect.

Basics:

Str,Dex,Con,Int,Wis,Cha
03, 16, 08, 12, 14, 10
-4, +3, -1, +1, +2, +0

HD: 3d6+2d8
Aura: None
Spd: 30

Perception: +0 low-light, scent

Languages: Common, Cats, Draconic

Combat Basics:

Init: +3
Bab: +3
Sab: -1
Dab: +6
CMB: -3

AC: 15
TT: 15
FF: 12
CMD: 10

Fort: +0
Refl: +7
Will: +5

Conditionals:
none

DR: None
Res: None

HP: 25

Active:

At Will,
Melee:
2 Claws 1d2 S Primary
Bite 1d3 P Primary

Ranged:

Limited Uses,

Reactions,

Magic:

Concentration: +5
MSB: +3
MSD: 14
Sphere Caster: CL 5
Casting Ability: Wisdom
Spell Pool: 5

Spheres[b]
Life
Telekinesis
Creation
Destruction
Warp

[b]Abilities: No Cost

  • Invigorate As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

  • Telekinesis As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

    The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

    Max Size: Diminutive + 1 every odd CL

  • Bludgeon Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

    Dmg by size, start at fine, 1,1d2,1d3,1d4,1d6,1d8,2d6,3d6,4d6

  • Catch If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

  • Finesse You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch.

    When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance.

  • Teleport You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You must have line of sight to your destination.

  • Extradimensional Space You may create a small pocket dimension, accessible through a shimmering portal that either appears in the air before you or on a touched, reasonably flat surface. This pocket dimension measures one 10-foot cube per caster level, arranged as you wish so long as the space is continuous. You can make the entrance as small as 5 ft square or as large as 10 ft square. You can select its light level and temperature (from -40° F to 120° F), but otherwise it is a featureless location.

    This space does not exist until you enter the portal, and continues to exists as long as you are inside. If the portal is placed on the ground or in some other way an unwilling creature might fall in, the creature is allowed a Reflex save to evade. Climbing the walls of this room requires a DC 20 Climb check. When this ability expires or is dispelled, all objects and creatures within this space are harmlessly ejected through the portal.

  • Alter Altering an object is a standard action and requires you to be touching the object to be altered. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature’s equipment).

    When you gain the Creation sphere, you may alter objects in the following ways:

  • Repair You may repair a damaged object, healing it a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

  • Destroy You deal damage to the object equal to 1d4 + 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition.

  • Revitalize When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level. Increase the amount of Fast Healing granted by the number of times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target Fast Healing 3.)

  • Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

    When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

    Dmg = 1d6 plus 1d6 every odd CL

  • Crystal Blast Your destructive blast becomes an explosion of crystal, growing where it strikes. A crystal blast uses d4’s instead of d6’s as its damage die and deals piercing damage. The target of your crystal blast must pass a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with crystal and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. Crystal disappears after 1 minute.

    Abilities: 1 point

  • Cure As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

  • Restore As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

    This accomplishes all of the following:

    Heals 1d4 points of ability damage to one ability score of your choice.
    Removes the fatigued condition or lessens exhaustion to fatigued.
    Removes the sickened condition or lessens nauseated to sickened.
    Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
    Removes the staggered condition.
    Removes the dazzled condition.

    If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

  • Sustained Force You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

  • Hostile Lift You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.

    If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

  • Teleport, enhancedYou may spend a spell point to increase your teleport range to Medium instead of Close.

  • Extradimensional space, enhanced You may spend a spell point to create the space without entering, and allow it to remain for up to 1 round per caster level regardless of whether or not you are inside it.

  • Create As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level.

    If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range.

    You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical.

    While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.).

    Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size.

    Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing.

    Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage.

    Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet.

    Each size doubles the number of small objects it counts as.
    Each size adds 1d6 to damage from falling, except medium, from small 1d6 to medium 1d8 to large 2d6.

  • ForgeYou may spend a spell point to shape material with a touch. This is an instantaneous effect, as you are literally changing the shape of the material in question (i.e., it has no duration, and cannot be dispelled once finished). You can only affect materials you can create (i.e., you must possess the Expanded Materials talent to work with materials other than vegetable matter), and you may only make crude changes such as forming walls, trenches, doors, coffers and other basic shapes. Detailed work (such as forging armor) is not possible, and there is a 30% chance that anything with moving parts simply doesn’t work. You may affect targets up to your normal creation size, but when working with a mineral (stone, metals, gems, etc.) the size you may affect is reduced by half.

  • Destructive Blast, enhanced You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
  • Skills:

    ((8+1)*2)+((2+1)*3) = 27 ranks

    5 ranks each
    11 - Acrobatics 5+3+3
    10 - Perception 5+2+3
    09 - Spellcraft 5+3+1

    2 ranks each
    06 - K Arcana 2+3+1
    20 - Stealth 2+3+3+8+4
    05 - Bluff 2+3+0
    05 - Diplomacy 2+3+0
    04 --Survival 2+0+2

    1 rank each
    05 - Craft(stonework) 1+3+1
    05 - K engineering 1+3+1

    Passive:

  • Name: Magical KnackPick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Picked Incanter

  • Expanded Materials When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft equals a small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required. As you gain caster levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities.

    Note: Objects of stone or harder materials deal double damage when dropped on a target. CL1 Stone, CL 5 Basic Metals, CL10 Precious Metals, CL 15 gems and specialty metals.

  • Bend Space Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.
  • Equipped:

    Weight: Weight equipped plus body weight
  • Slot: Name {cost/wt}Details
  • Slot: Name {cost/wt}Details
  • Slot: Name {cost/wt}Details
  • Slot: Name {cost/wt}Details
  • Inventory:

    Weight: Weight carried plus body weight and equipped
    Place:
  • Braclet of Shadows {7000gp/-wt}Details: Reflavored Bottle of Shadows. 4 charges, recharges at sundown. Each charge summons a shadow to do the summoner's bidfing. If the shadow kills a 4hd or higher creature, gain a charge.
  • Necklace of Sustenance: {2500gp/-wt}Details: Reflavored ring of sustenance.

    gold 902

  • Background:

    Zizi has since developed the appropriate componants for her to cast magic herself with the help of a bard.

    She has since worked for the city guard on occasion, usually as a gatherer of information. She also tends to hang around places of magic or libraries.


    Creation Choices:

    General;
    Race: cat/familiar
    Initial stats: 15 point buy with bestiary stats as base, plus int starts at 6 for being a familiar
    PB 00,00,00,10,02,03 Points spent
    BN 00,00,00,05,02,03 Bonus purchased
    BS 03,15,08,06,12,07
    FN 03,15,08,12,14,10
    Trait:Magical Knack : picked Incanter

    Feats:


      LVL01
    • Magical Talent: Life Sphere
      LVL03
    • Magical Talent: Telekinesis Sphere
      LVL05
    • Magical Talent: Telekinesis Finesse

    Class:

      LVL01
    • Rogue
      LVL02
    • Rogue
      rogue talent: Fast Stealth
      LVL03
    • Incanter
      Bonus Feat: Cantrips
      Casting, casting stat: Wis
      Casting, Talent: Warp Sphere
      Casting, Talent: Creation sphere
      Talent: Destruction Sphere
      Talent: Warp Extradimensional room
      LVL04
    • Incanter
      Bonus Feat: Talent: Life Revitalize
      Talent: Creation expanded materials
      LVL05
    • Incanter
      Talent: Destruction Crystal Blast
      Talent: Creation Forge

    Ability Scores Increases
    LVL04: Dex