Aasimar

Aannraa Sal Da Qill's page

193 posts. Alias of Johnny_Panic.


Full Name

Aannraa Sal Da Qill

Race

Atomie [Mutent Fey]

Classes/Levels

Atomie[CR1]

Gender

Female

Size

Diminutive

Age

unknown

Alignment

CN

Strength 12
Dexterity 54
Constitution 22
Intelligence 26
Wisdom 20
Charisma 34

About Aannraa Sal Da Qill

Princess Aannraa Sal Da Qill IMAGE HERE

CN Atomie Fey Mutant CR1]

Looks
Standing some 2" Tall in fine blue Noble clothing, This tiny fey seems to carry no weapons other than her wit and noble manner.

Personality
Well spoke, keen mind and deadly in combat. She is smart, shroud and clever. Extremely disciplined, having trained to years to come the perfect companion and body guard for nobles and princes.

Crunchy Bits:

CN Atomie Fey Mutant [CR1]

Init +26; Senses Dark Vision 60',
Detect Thoughts 60' Perception +32 Sense Motive +30
Hero Points [5/5]

------------=DEFENSE=-------------

AC[37] TAC[33] FF[24]
[10 +4Armor +22Dex +1Dodge +4Defection +0NA +2Luck +4Size]
Spells
Shield [Perminacy]
[smaller]*Deflection bonus
**Enhancement bonus
^Spells

Resistance:
Immunity to poison; Sleep Effects, all diseases, including supernatural and magical diseases, poisons of all kinds.
+4 bonus on saves against mind-affecting effects,
resist cold and electricity 10,
DR 5/cold iron

HP: 110/110 2x[5x{5+6Con}]

Fort: +19, {+1Base,+6Con+2feat+5enchantment+2Luck}
Reflex: +34, {+3Base,+22Dex+2feat+5enchantment+2Luck}
Will: +28,{+3Base,+10Wis+2feat+5enchantment+2Luck}

-------------------------------=OFFENSE=-------------------------------
Speed: 20 ft., fly 50ft. (Good)
CMB: -2; {+1Base +1Str -4size +0misc}
CMD: +36; {+1Base +1Str +22Dex +8size +4misc}
Base Atk: +1
Melee:+3{+2Base,+1Str}
Ranged:+24{+2Base,+22Dex}

--Melee:+1

--Ranged:+3

Reach 5' 5'

---------=STATISTICS=---------
Base Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18 +
101 point buy [+1Levels]

Str-=[12][+01][06][05p][+04][-4Templates][+6Item]
Dex=[54][+22][17][37p][+12][+8Templates][+6Item][+1Level]
Con=[22][+06][13][07p][+05][-2Templates][+6Item]
Int-=[26][+08][11][17p][+07][+2Templates][+6Item]
Wis=[20][+04][14][10p][+06][+0Templates][+6Item]
Cha=[34][+12][18][17p][+08][+2Templates][+6Item]

Feats [45]
-------------=Feats=-----------------
Level Feats:

HeroPoint Feats
H1:heros-fortune
H2:blood-of-heroes
H3:luck-of-heroes

X1:Dodge +1AC
X2:Throw anything
X3:Improved Init
X4:Mobility

2:-
3:-
4:-
5:-
6:-
7:-
8:-
9:-

Monster Fears
-Flight-
1: Flyby Attack
2: hover
3:Wingover

Race Feats
1:Weapon Finesse

Weapon and Armor Proficiency
Light weapons +

----------------=Traits=-----------------
1:
2:

----------------=Drawbacks=-----------------
1:
2:

----------------=Race Traits=-------------------

Atomie CR 1
CN Diminutive fey
Init +7; Senses low-light vision; Perception +7

DEFENSE
AC [+4 size]
hp 1d6+con mod
Saves Fort +0, Ref +3, Will +3
DR 2/cold iron

OFFENSE
Speed 20 ft., fly 50 ft. (good)
Light weapons + Melee rapier
Space 1 ft.; Reach 0 ft.
Special Attacks sneak attack [+1d6]

Spell-Like Abilities (CL 6th; concentration +10)
Constant—speak with animals
At will—dancing lights, reduce person (DC 15)
3/day—invisibility (self only)
1/day—shrink item

STATISTICS
Base: Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18
Base Atk +1; CMB +0; CMD [+8 Size]
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +1 (+4 when jumping), Bluff +1, Escape Artist +1, Fly +1, Perception +1, Sense Motive +1, Stealth +20
Languages Common, Sylvan; speak with animals

Fey Creature Template
CR1
Alignment: Any non-lawful.
Type: The creature’s type changes to fey. Do not recalculate HD, BAB, or saves.
Senses: A fey creature gains low-light vision.
Armor Class: Reduce the creature’s natural armor, if any, by 1 (minimum of 0).
Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist cold and electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).
Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature’s land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect.
Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof.
Long Step (Su) [50'] [Quickling X4 = 200'] 1/2 Rounds
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-Like Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
HD Abilities
1-2 Dancing lights 3/day, faerie fire
3-4 Entangle, glitterdust
Abilities: A fey creature gains a +4 bonus to Dexterity and a +2 bonus to Intelligence and Charisma. A fey creature receives a -2 penalty to Strength. Fey creatures derived from creatures without an Intelligence score gain an Intelligence of 3.
Skills: A fey creature with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. It gains Acrobatics, Bluff, Fly, and Stealth as class skills.
Languages: Fey creatures speak Sylvan as well as any languages spoken by the base creature.

Mutant Template
Type: The creature’s type changes to aberration (augmented). Do not recalculate its Hit Dice, base attack bonus, or saves.
Attacks: A mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.
Special Abilities: A mutant retains any extraordinary and supernatural abilities of the base creature.
Abilities: A mutant gains a +4 bonus to two ability scores of its choice and takes a –2 penalty to two ability scores of its choice.
Skills: A mutant gains Climb, Intimidate, Knowledge (any one), Perception, Sense Motive, Survival, and Swim as class skills.
Deformities: Each mutant has one of the following deformities. It can take a second deformity to gain a mutation as detailed in Mutations on page 181. A deformity can’t be taken if it wouldn’t disadvantage the mutant.

Misshapen (Ex)
Humanoid mutants only. The mutant can’t wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit the mutant costs twice as much.

Light Blindness (Ex)
The mutant has the light blindness special ability. This deformity can’t be taken in conjunction with the blind deformity.

Mutations A mutant gains one of the beneficial mutations below when it acquires this template, plus an additional mutation for every 4 Hit Dice it possesses. By taking an extra deformity (see above), a mutant can add an additional mutation. Only the first extra deformity provides this benefit. A mutant that gains additional Hit Dice after acquiring this template does not gain additional mutations.

Fast Healing (Ex)
The mutant gains fast healing 5.

Telepathy (Su, Sp)
The mutant has telepathy with a range of 100 feet as a supernatural ability and detect thoughts as a spell-like ability, usable at will.

---------------=Skills=- (180 points; 6 class, 5INT+FC15) +2Luck [+2 Kno and Prof Skills]---------------
^Acrobatics*(Dex)____+36{+5rank+22Dex+4Feat+5Item}
Appraise(Int)____+10{+0rank,+5Int}
^Bluff(Cha)____+20{+11rank,+4Cha}
^Climb*(Str)____+10{+1rank,+4Str}
^Craft [Tattoo] (Int)____+30{+15rank,+5Int+3Feat+2item}
^Diplomacy(Cha)____+24{+15rank,+4Cha}
Disable Device____+10{+0rank,+8Dex}
Disguise (Cha)____+30{+4rank,+4Cha}Item +20
^Escape Artist*(Dex)____+14{+1rank,+8Dex}
^Fly*(Dex)____+25{+9rank,+8Dex}
Handle Animal (Wis)____+15{+0rank,+10Wis}
^Heal(Wis)____+34{+15rank,+10Wis+4Items}
^Intimidate(Cha)____+24{+15rank,+4Cha}
^Knowledge (Arcana)(Int)____+17{+5rank,+5Int}
^Knowledge (Dungeoneering)(Int)____+17{+5rank,+5Int}
^Knowledge (Engineering)(Int)____+17{+5rank,+5Int}
^Knowledge (Geography)(Int)____+17{+5rank,+5Int}
^Knowledge (History)(Int)____+17{+5rank,+5Int}
^Knowledge (Local)(Int)____+17{+5rank,+5Int}
^Knowledge (Nature)(Int)____+17{+5rank,+5Int}
^Knowledge (Nobility)(Int)____+17{+5rank,+5Int}
^Knowledge (Planes) (Int)____+17{+5rank,+5Int}
^Knowledge (Religion) (Int)____+17{+5rank,+5Int}
^Linguistics(Int)____+15{+5rank,+5Int}
^Perception(Wis)____+35{+15rank,+10Wis+2Race}
^Perform[Dance](Cha)____+10{+2rank,+3Cha}
^Profession[Courtesan](Wis)____+18{+1rank,+10Wis}^
^Ride*(Dex)____+14{+1rank,+8Dex}
^Sense Motive(Wis)____+30{+15rank,+10Wis}
Sleight of Hand*(Dex)____+2{+0rank,+2Dex}
Spellcraft(Int)____+20{--rank,+3Int}[+15 Item]
^Stealth* (Dex)____+20{+15rank,+8Dex}
^Survival(Wis)____+16{+1rank,+10Wis}
^Swim*(Str)____+10{+1rank,+4Str}
Use Magic Device(Cha)____+20{--rank,+3Cha}[+15Item]

concentration [+20][+3Int+2trait+ML/CL+1]

+2 To ALL skills Luck bonus [Item+Trait]

*trait, Focused Mind You gain a +2 trait bonus on concentration checks.
Combat Casting Feat

elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
(at will)
Enhanced Diplomacy
+2 competence bonus on a single Diplomacy or Intimidate check.

-=Languages=-
High Common
High Gothic, Alorant,
Belthouse Military Signals (body+hand)
Elven sign Language (hand)

Special Abilities
-----=SPECIAL/CLASS ABILITIES=--------

Gear/Possessions

-------=GEAR/POSSESSIONS=------

Starting cash 880,000gp

Belt: Belt Physical Perfection +6
Body: -
Chest:
Eyes:-
Feet: -
Hands:
Head: -
Headband: HeadBand of mental Superiority +6
Neck:-
Shoulders: Cloak of of Resistance +5
Wrists: -
Ring L: Ring of Telekinesis
Ring R: Tattoo of protection +6 + Ring of Sustenance

Belt
Stone of Good Lucky
Handy Haversack [3000gp] [Crafted][Custom]
Crafted as Belt with 6 Pouchs on it, each 2'c3 holding 20lb
HH Pouch 1
- Wand of Cure Light Wounds 750gp
- Wand of prestidigitation 750gp
Antidote kit 100 gp 3 lbs.
Healer's kit 50 10/10 gp 1 lb.
HH Pouch 2
Symptom kit 25 gp 5 lbs.
Mapmaker's kit 10 gp 2 lbs.
Parasol 1 gp 2 lbs.
Parasol (umbrella) 2 gp 3 lbs.
Thieves' tools, masterwork 100 gp 2 lbs.
HH Pouch 3
Compass 10 gp 1/2 lb.
Dungeoneering kit, deluxe 130 gp 15 lbs.
Earplugs 12 cp x4
Flint and steel 1 gp
Gear maintenance kit 5 gp 2 lbs.
HH Pouch 4
Grooming kit 1 gp 2 lbs.1
Hip flask 1 gp 1/2 lb
Scroll case 1 gp 1/2 lb.
Signal horn 1 gp 2 lbs.1
Signal whistle 8 sp --lb
Silk rope 10 gp 5 lbs.
Smoked goggles 10 gp --lb
Soap 1 cp 1/2 lb.
Stationery 1 gp
Silver pen 2gp
String or twine (50 ft.) 1 cp 1/2 lb.
Teapot 1 sp 1 lb.
HH Pouch 6
Furs 12 gp 5 lbs.*
Courtly Clothing 10lb 1.000gp
Grooming set. 40gp

Books read

Spells
Permanency []

-=Carrying Capacity=-
Light 0-55 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 2 lb.

-=Money=- 0 GP 0 SP 0 CP

Fluffy Bits:

Back story
He was Evil, as Evil and mean as they come, an Evil mage high in a black tower, and he liked nothing better than to capture the weak, innocent and defenceless, Then experiment and torture them for his own amusement. So it was with young Princess Aannraa Sal Da Qill. Out picking mushrooms one day, she was sucked into a device that placed her in a magic cage. Stripped of her dignity of all she had. She spent countless years being prodded, injected, zapped, changed, twisted, warped, killed and bright back to life all for his amusement. All so that 'Git 'The Mage' as she called him could have his fun with her. O her life was dark with such little hope. She meet other beings, made friends with them, sang to them on dark nights, to make them happy, only to see them on his slab the next day being cut apart by his devices. Their body parts held in jars. He told her soon this be how she would end up. And he made her watch, eyes held up, so she know what awaited her. So it would have been if not for luck, and hubris, the two things he could not control. For in his experiments her sort to make her the perfect fey. But they say be carful what you wish for. For one-day she found she would get past the bars of the magic cage, O she wanted to run away, but something deep inside her had changed. Something dark had grown and she wanted more than to get away, She wanted payback!!. She wanted revenge for every single harm done to her by this Git of a Mage. And she would have it, So she stayed and she waited and she plotted. She took more pain, more changes, but took it and it and she waited her time. Then the day come. She know he liked a device he had made to Vivisection his creations. She knew he would use it on her this day. But she also know just where to make it look broken, broken so he would look in side to fix it.
O the sweet look on his face, when he spotted someone had faked a breakage. His wide terrified eyes pressed up to the glass for just a moment. just time to see her hand move and the leaver fall. The sweet sweet screams as he was lobotomised by his own creation. She had programmed it to do far more than that however, she wanted much more. What came out at the end was a lumbering monstrosity of a thing, a wrecked body of a man, made to do her bidding and her bidding alone. There she was, all his wealth and his tower at her command. And from deep down inside her came a laughter, a maniacal laughter that felt so good to let out.

Muuhahahahahahah