About Cherry PoppinsSpells Active:
Ant Haul(14H) Communal Air Walk(M) Life Bubble(7H) FoM(140M) Crunch:
Female Half-Elf Oracle 14 NG Medium Humanoid (Elf) Init +11; Senses: Darkvision 60', Low-Light Vision; Perception +20 -------------------- Defense -------------------- AC 34, touch 17, flat-footed 31 (+9 armor, +5 shield, +4 Dex, +3 NA, +3 Deflect) Hp 136 (14d8+63) Fort +14, Ref +18, Will +15; -------------------- Offense -------------------- Speed 30 ft. Ranged +14 -------------------- Statistics -------------------- Str 8, Dex 18, Con 18, Int 10, Wis 12, Cha 28 Base Atk +10; CMB +18; CMD Feats: Augment Summoning, Divine Interference, Eldritch Heritage(Arcane), Improved Eldritch Heritage(Arcane), Noble Scion(War), Quick Channel, Selective Channel, Skill Focus(Know Arcane), Spell Focus(Conjuration), Stealth Synergy, Summon Guardian Spirit, Superior Summons Traits: +1 Fort Trait, Reactionary Skills: Diplomacy +26, Disable Device +28, Heal +18, Know(Arcana) +23, Know(Local) +8, Know(Religion) +8, Perception +20, Spellcraft +17, Stealth +19, Survival +18, UMD +26 Languages: Common, Elven SQ: Bunch of Stuff Gear: Adamantine Light Mace +3, Mithril Breastplate +3, Medium Shield +3, Travlers Clothes, Silver Holy Symbol(Pharasma), 425 gp. -------------------- Special Abilities -------------------- Adaptability Skill Focus(Know Arcane) Blended View Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Evasion (Ex) If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. FCB Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast. Improved Evasion (Ex) This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Improved Uncanny Dodge (Ex) A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. Keen Senses Half-elves receive a +2 racial bonus on Perception checks. Sneak Attack +7d6 if flanking or opponent is denied dex bonus/flat-footed. Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Trap Sense (Ex) She gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Uncanny Dodge (Ex) She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. Usable:
Potion of Fly Potion of Gaseous Form(2) Scroll of Raise Dead 5k diamonds(2)
Spells:
Oracle Spells Prepared (CL 14th): CC +27, SP +14 0 (at will) Detect Magic, Ghost Sound, Guidance, Light, Mage hand, Stabilize, +5 1st(7/9) Ant Haul, Bless, Command(DC 20), Cure Light Wounds, Detect Undead, Liberating Command, Sanctuary(DC 20), Shield of Faith 2nd(8/8) Cure Moderate Wounds, Delay Disease, Grace, Hold Person(DC 21), Lesser Restoration, Levitate, Minor Image, Silence, Sound Burst(DC 21), Spiritual Weapon 3rd(7/8) Communal Resist Energy, Cure Serious Wounds, Daylight, Dispel Magic, Invisibility Purge, Neutralize Poison, Searing Light, Stone Shape, Telekinesis 4th(6/8) Blessing of Fervor, Cure Critical Wounds, Death Ward, Dismissal(DC 23), Divination, Freedom of Movement, Holy Smite(DC 23), Restoration 5th(6/8) Breath of Life, Communal Air Walk, Life Bubble, Mass Cure Light Wounds, Raise Dead, Summon Monster V, Teleport, Trueseeing 6th(4/6) Blade Barrier(DC 25), Greater Dispel Magic, Heal, Mass Cure Moderate Wounds, Summon Monster VI 7th(3/4) Greater Restoration, Mass Cure Serious Wounds, Summon Monster VII Eldritch Heritage:
Effective Level - 12th Arcane Bond Bonded Object - Heirloom Ring New Arcana (Ex) Add one spell(teleport), plus one at 15th level. Curse:
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known. Revelations:
Channel (Su) 10/day, 7d6 Healing, exclude up to 9 bad guys. DC 26 Combat Healer (Su) 2/day, whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. Energy Body (Su) 14R/Day, as a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. Life Link (Su) Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. Rogue Talents:
Combat Trick - Bonus combat feat(Stealth Synergy). Ninja Combat Trick - Bonus combat feat(Combat Casting). Charmer - (3/day) Roll twice for Diplomacy. Fast Stealth - Move at full speed while stealthing. Resiliency - Immediate action gain 14hp if brought to 0 hp. Greater
Guardian Spirit:
Lucy (At Summon Monster VII, Lasts 14M) CG Tiny outsider (azata, chaotic, extraplanar, good) Init +12; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +21 ------------- Defense ------------- AC 28, touch 28, flat-footed 20 (+8 Dex, +2 size, +8 misc) hp 147 (11d10+77) Fort +11, Ref +16, Will +16, SR 22 DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 ------------- Offense ------------- Speed 30 ft., fly 80 ft. (perfect) Melee slam +13 (1d2+2) Range shortbow +21 (1d2) Space 2-1/2 ft., Reach 0 ft. Special Attacks starlight blast Spell-Like Abilities (CL 11th; concentration +19, SR +11) Constant—detect evil, detect magic, freedom of movement At will—dancing lights, daze (DC 18), guidance, summon instrument, ventriloquism (DC 18) 1/day-cure light wounds(x), lesser confusion (DC 19)(), silent image (DC 19)() 1/day-break enchantment(), breath of life(), contagious flame(), cure serious wounds(x), death ward() 1/week-commune (6 questions, CL 12th) ------------- Statistics ------------- Str 15, Dex 26, Con 22, Int 20, Wis 24, Cha 26 Base Atk +11; CMB +17; CMD 27 Feats Agile Maneuvers, Great Fortitude, Lightning Reflexes, Improved Initiative, Iron Will, Toughness Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +28, Knowledge (planes) +19, Perception +21, Perform (string) +22, Sense Motive +21, Spellcraft +19, Stealth +30 Languages Celestial, Draconic, Infernal; truespeech SQ traveler’s friend ------------- Special Abilities ------------- Fated Guardian (Su) For 1 round, any time the creature makes an attack or attempts a saving throw, it rolls twice and takes the better result. Smite Threat (Su) (2/day) As a swift action, the guardian spirit can add its Charisma bonus on attack rolls and its HD on damage rolls against a foe that currently threatens its ward or has attacked the ward within the past 24 hours. Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 5d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. DC 21 Reflex for 1/2. Traveler’s Friend (Su) Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener. Summons:
Summon Monster 7 1d3+1 6th or 1d4+1 5th or below Augmented Celestial Dire Tiger N Large animal Init +6; Senses darkvison 60', low-light vision, scent; Perception +12 ------------ Defense ------------ AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) hp 133 (14d8+70), DR 10/evil Fort +14, Ref +11, Will +5, Spell Resistance 14 Resist Acid 15, Cold 15, Elec 15 ------------ Offense ------------ Speed 40 ft. Melee 2 claws +20 (2d4+10 plus grab), bite +20 (2d6+10/19–20 plus grab) Space 10 ft., Reach 5 ft. Special Attacks pounce, rake (2 claws +20, 2d4+10), smite evil(1/day) +14 damage ------------ Statistics ------------ Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10 Base Atk +10; CMB +21 (+25 grapple); CMD 33 (37 vs. trip) Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw) Skills Acrobatics +6, Perception +12, Stealth +15 (+23 in tall grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass) Huge Elementals
Summon Monster 6 1d3+1 5th or 1d4+2 of 4th or below
Augmented Celestial Dire Lion
Kitty Attacks:
Kitty 1 [dice=Bite]1d20+14+1+1[/dice] [dice=Dam]1d8+9[/dice] [dice=Claw 1]1d20+15+1+1[/dice]
[dice=Claw 2]1d20+15+1+1[/dice]
[dice=Rake 1]1d20+15+1+1[/dice]
[dice=Rake 2]1d20+15+1+1[/dice]
[dice=Claw Haste]1d20+15+1+1[/dice]
Kitty 2
[dice=Claw 1]1d20+15+1+1[/dice]
[dice=Claw 2]1d20+15+1+1[/dice]
[dice=Rake 1]1d20+15+1+1[/dice]
[dice=Rake 2]1d20+15+1+1[/dice]
[dice=Claw Haste]1d20+15+1+1[/dice]
Kitty 3
[dice=Claw 1]1d20+15+1+1[/dice]
[dice=Claw 2]1d20+15+1+1[/dice]
[dice=Rake 1]1d20+15+1+1[/dice]
[dice=Rake 2]1d20+15+1+1[/dice]
[dice=Claw Haste]1d20+15+1+1[/dice]
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