Bellydancer

Amber & Opel kosmima's page

83 posts. Alias of Capt Wombat.


Full Name

Amber & Opel kosmima

Race

Two headed Fey IMAGE HERE

Gender

Female

Size

7'4"

Age

looks 19

Special Abilities

Two Heads

Strength 22
Dexterity 24
Constitution 18
Intelligence 32
Wisdom 22
Charisma 26

About Amber & Opel kosmima

IMAGE HOW THEY LOOK AT SCHOOL HERE

Description

What you see in the image is how they look, A Taddol, a very tall elf [7'4"] with two female heads, one with Blond hair the other Black [Hair that seems to have a life of its own] they have Amber and Opel each with 3ed eyes of the name sake Gems per head. they have a tall slender body, two arms, two legs, three breasts, they Move with grace and always seem to be looking into everything, well two heads after all. They talk a lot, mostly to each other, but there is also some thing about them, some thing other worldly.

about Amber's personality:

The Amber [Left head Blond] you can tell who as her head has eyes of Amber,Amber is the chatty one, Friendly where her sister is cold, she seems to be into every thing, always looking making wise cracks , She has a small Fairy Dragon who sits on her one shoulder.

about Opel's personality:

The Opel [Right head Dark Hiar] Where Amber is chatty, Opel is all logic and cold thought, harsh and some times cold, with a sharp wit and mind. She has a small crystal Fairy Dragon who sits on her one shoulder.

Magic sight:

They carry two cold iron Daggers non magic and two necklaces, one Amber one Opel, Very magic, and two forms, one Taddol, one fey.

IMAGE HOW THEY normal in the never never

CRUNCH:

Senses:
low-light vision,see-invisibility, tongues, read-magic, darkvision 60', detect-magic, comprehend-languages, arcane-sight, Aura sight, Conceal thoughts, Danger sense, Detect Psionics/powers, Detect remote viewing Detect Teleportation, Heightened vision, Know direction and location, Ubiquitous vision.

Movemnet
Move 30' Flight 45 [good] Teleport(Su) 160' per 1d4r

SAVES
Base +5/+5/+10

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).

Spell Resistance (Ex) SR27 [race]

Skills:

Fey 6 + its Intelligence modifier.
16x[6+11]+16 = 304

Acrobatics +26 16r [+7Dex]<
Appraise +16 1r, [+11int]
Autohypnosis* +25 16r [+6Wis],
Bluff +27 16r, [+8Cha]<
Climb +10 4r, [+6Str]
Craft +-- [+6Wis]<
Diplomacy +20 12r, [+8Cha]
Disable Device -- --r, [+7Dex]
Disguise +24 16r,[+8Cha]
Escape Artist +26 16r,[+7Dex]<
Fly +26, 16r [+7Dex]<
Heal +25 16r [+6Wis]<
Intimidate +27 16r[+8Cha]<
Knowledge (Arcana) +30 16r, [+11int]<
Knowledge (Engineering) +20 6r, [+11int]<
Knowledge (Geography) +20 6r, [+11int]<
Knowledge (History) +20 6r, [+11int]<
Knowledge (Nature) +30 16r, [+11int]<
Knowledge (Nobility) +30 16r, [+11int]<
Knowledge (Planes) +30 16r, [+11int]<
Knowledge (Religion) +20 6r, [+11int]<
Knowledge (Local) +20 6r, [+11int]<
Knowledge (Dungeon) +20 6r, [+11int]<
Linguistics +8 1r,[+4int]
Perception +26 16r, [+6Wis]< +4race
Perform (All) +8 --r [+8Cha]
Profession(All) +6, 0r [+6Wis]<
Sense Motive +10 4r [+6Wis]
Sleight of Hand +10 3r [+7Dex]
Spellcraft +30 16r [+11int]<
Stealth +27 16r, [+8Cha]<
Survival +7 1r, [+6Wis]
Swim +10 1r[+6Str]<
Ride + [+6Str]
Use Magic Device +27 16r,[+8Cha]<

Concentration +10+16+11+3=40

Race:

Mothers race
+2 Strength, +2 Intelligence, -2 Charisma: Taddols are very strong and exceptionally bright. While very talkative and even good at mediating between quarreling parties, they still have trouble relating to races who have just one head. Consequentially, they often seem rude, blunt, and unsympathetic.

Medium:
Taddols have no bonuses or penalties due to size.
Normal Speed: Taddols move at base speed of 30 feet.

Low-Light Vision:
Taddols can see twice as far as humans in conditions of dim light.

Half-blood:
Taddols count as both elves and giants for any effect related to race.

Multitalented:
Taddols choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Two Heads:
Taddols gain a +4 bonus to Perception skill checks. For magic items, the taddol has the same slots as a single character with twice the number of head and neck slots. A vorpal weapon can lop the head off of a taddol on a roll of 19 or 20, provided that the attack is also a critical hit. Losing one head is still fatal for a taddol. Taddols share effects regardless of which head is targeted.

Two-Weapon Fighting:
At 1st level, the taddol gains Two-Weapon Fighting as a bonus feat, regardless of whether or not he meets the prerequisite. Additionally, a taddol qualifies to take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting without meeting the Dexterity prerequisite, though he must qualify in all other ways to take these feats.

Languages: Taddol begin play speaking Common and Taddol, which is a pidgin of Elf, Giant, Goblin, and Orc. Creatures that can speak any two of these languages may succeed on a DC 15 Intelligence check to understand the Taddol tongue. Each additional language in common with the pidgin reduces the DC by 5. Check once for each piece of information. Taddols cannot understand individual elements of their ancestral tongue any more than other races that are also unfamiliar with these dialects. They can however, better understand ettins, and require Intelligence checks DC 5 to communicate with one.

Father
Fey Creature
"Fey Creature" is an inherited or acquired template that can be added to any living, corporeal creature. A fey creature retains the base creature's statistics and special abilities except as noted here.

Type:
The creature's type changes to fey.
Do not recalculate HD, BAB, or saves.

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.

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.

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
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead
15-16 Project image

Languages:
Fey creatures speak Sylvan as well as any languages spoken by the base creature.

Special Abilities: x4
A fey creature gains one of the following abilities for every 4 HD or fraction thereof.

1: Change Shape (Su) Taddo to Fey
A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.

2:Spell Resistance (Ex) SR27
A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

3: Long Step (Su) 160' per 1d4r
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.

4: Vanish [invisibility] (Su) 16r/day
As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.

Amber WITCH L16:

BAB+8/+3
SAVES base +5/+5/+10

Hex x4
major hex x4

Aura of Purity (Su):
The witch's aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be onsecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch's class level are unaffected.

*Cauldron (Ex): [FAQ]
The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Feral Speech (Su):
This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.

At 12th level, the witch can use this hex to communicate with vermin. Source: Ultimate Magic

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows. Source: Ultimate Magic

M hexs x4

Major Healing (Su):
By calling upon eerie powers, the witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.

Speak in Dreams (Sp):
The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period. Source: Ultimate Magic

Vision (Su):
A witch with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the witch that granted them. For example, the visions granted by a chaotic evil witch often show scenes of death and destruction, while those of a neutral good witch tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A witch cannot use this ability on herself. Unwilling creatures receive a Will save to negate the vision.

Speak in Dreams (Sp):
The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.

Beast Eye (Su):
The witch can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within 100 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a Will save; the witch may use this ability on her own familiar as if it were an animal. If the witch has the coven hex, all other witches within 10 feet of her who also have the coven hex can see through this animal at will, although the acting witch still controls the ability. The witch can use this ability for a number of minutes per day equal to her level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Patron spells
Transformation: 2nd—jump, 4th—bear’s endurance, 6th—beast shape I, 8th—beast shape II, 10th—beast shape III, 12th—form of the dragon I, 14th—form of the dragon II, 16th—form of the dragon III, 18th—shapechange.
[aways a fairy dragon]

Spells

0 level
putrefy-food-and-drink, mending, Stabilize, Dancing Lights

1 Level 7
charm-person
enlarge-person
mage-armor
Mount
reduce-person
transfer-tattoo
unseen-servant

2level 7
tattoo-potion
detect-thoughts
carry-companion
alter-self
blood-transcription
commune-with-birds
hold-person

3 Level 7
vermin-shape-i
tongues
seek-thoughts
share-senses
harrowing
dispel-magic
anthropomorphic-animal

4level 6
absorb-toxicity
arcane-eye
familiar-melding
enervation
ride-the-waves
secure-shelter

5level 6
teleport
reincarnate
secret-chest
baleful-polymorph
curse-major
reincarnate

6 level 5
true-seeing
dust-form
analyze-dweomer

7level 5
waves-of-ecstasy
teleport Greater 1600 miles
Heal
arcane-sight
scrying

8 level 3
Nine lives
Create-demiplane
Clone

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
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead
15-16 Project image

Permanency:
see-invisibility
tongues
read-magic
darkvision
detect-magic
comprehend-languages
arcane-sight

ITEM

[Third Eye] [Amber Gem]
These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.

A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.

Powers x3
1: Nevernever/Dream Plane Vision at will
2: 1/2 the Key to the Bright gate*
3: Pain shift [at will]

*Known to Ryo an Lynora

secret-chest
Clothing
Coldean
Pots pans
Potions making stuff.
Witch stuff.
nick nacks.

Opel PSIONIC (Generalist->Erudite) L16:

BAB+8/+3
BS +5/+5/+10

Weapon and Armor Proficiency:
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

From Psion

Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Bonus Feats X4
1st 1: psicrystal-containment-psionic
5th 2: extend-power-metapsionic
10th 3: scribe Psionic Tattoo
15th 4: expanded-knowledge max power level 7

Detect Psionics/Magic (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics [Magic v transparency rules] at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

From Generalist->Erudite Psion
A psion who chooses to remain more general in his studies of psionics is known as a generalist. While he does not gain the unique abilities each discipline grants to the specialized psions, he is able to broaden his powers and blend them in unique ways.

Discipline Talents (Ps)
When you meditate to regain your power points for the day, choose two powers from the following list: call to mind, catfall, create sound, far hand, hammer, and telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The competence bonus from call to mind is reduced to +2, the effect of catfall only treats your fall as 20 ft. shorter than it is, the duration of create sound is one round per two psion levels (minimum 1 round), and the damage of hammer is reduced to 1d4.

1:hammer 1d4
2:Call to mind +2

Daily Powers: x3
At 2nd level, each day, you may choose one power from the Psion/Wilder list that is not on your list of powers known and manifest that power as if it was. You must have manifested the power from a power stone at some point prior to choosing it as a daily power and the power's level may not exceed your maximum power level. You may decide which power to manifest at the time of manifesting. Once this choice has been made, it cannot be changed until you have meditated to regain your daily power points after resting. At 7th level and every five psion levels thereafter, you may choose one additional power per day to treat as if a power known (2 at 7th level, 3 at 12th level, 4 at 17th level). These Powers are in addition to your normal powers known.

Breach Power Resistance (Su)

At 8th level, anytime you manifest a power, you may expend your psionic focus to add your Intelligence modifier on any check to overcome power resistance. This bonus increases by 1 every two psion levels thereafter.

Double Manifest (Ex)

At 14th level, once per day, you may manifest two powers with a single action, but the combined power point cost cannot exceed your manifester level and the two powers must be of different disciplines. The two powers must have the same manifesting time and if they have a target, the targets for the powers may be different.

Power Points 221 (+88 Int) = 301
Powers Know 24
Max level 8th
Max PP per use 16pp
The Difficulty Class: for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Powers L1
mind-thrust
inertial-armor
locate-secret-doors

Powers L2
biofeedback DR5/-- 16mins
sustenance
body-equilibrium

Powers L3
telekinetic-force
mind-trap *On
solicit-psicrystal

Powers L4
energy-adaptation
correspond
augured-answer

Powers L5
pierce-the-veils]
power-resistance
shatter-mind-blank

Powers L6
disintegration
retrieve
temporal-acceleration*

Powers L7
ultrablast
bend-reality
cosmic-awareness Always on 16 hours

Powers L8
body-of-iron
psychoport Greater
shadow-body

Expanded knowledge Powers X3 Max power level 7
1:Metamorphosis-Greater 32mins 13pp
2: dream-travel
3:Mindlink, Thieving

*Daily Powers: X3
1: object-reading
2: clairvoyant-sense
3: sensitivity-to-psychic-impressions
*Seer (Clairsentience) Discipline Powers][/url]

+2 days remote-view-trap ->40hours
+16 days trigger-power
** psychic-reformation

Incarnated Powers
Aura sight, Conceal thoughts, Danger sense, Detect Psionics/powers, Detect remote viewing Detect Teleportation, Heightened vision, Know direction and location, Ubiquitous vision.

FC = Taddol (Count as elf)
Choose one Discipline talent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented.

Item

[Third Eye] [Opel Gem]
These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.

A third eye is treated as Eyewear or goggles for the purpose of determining which items can be worn on the body.

Powers
1: Nevernever/Dream Plane Vision at will
2: 1/2 the Key to the Bright gate*
3: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the barred mind power.

*Known to Ryo and Lynora

Amber and Opel's Followers, Familiars and other:

All are Fey or fey like.

Cohort 1 Ebbon LeprechaunL14
Cohort 2 Leasoa Ollro Pixie L13

Familiar 1 Hip-pook Fairy Dragon L16
Familiar 2 Nibs Norocks brownie L16

PsiCrystal 1 Trorn In the shape of a Crystal Fairy Dragon PsiCrytal L16