Succubus

Chezare Leoni's page

No posts. Alias of Mystery Cult.


About Chezare Leoni

Level XVII | Art (Social) | Art (Real) |
Male Human (170 lbs, 6 ft, 23 y.)
[TN/LE] medium outsider (native)
Cardinal of Nocticula XVI x Oracle of Lore I
Init +6/+10*; Perception +29/+31*; Low-Light Vision
[*bonus by Heightened Awareness spell]
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Str 10 Deх 10 Con 16 (+3) Int 10 Wis 22 (+6) Cha 22 (+6)
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Defense
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AC 37, touch 21, flat-footed 29 (+9 armor +5 shield +6 cha +4 deflection +2 natural armor +1 insight)
+ doesn't lose dex/cha bonus vs invisible melee attacks
hp 139 (17d8+32)
Fort +15 Ref +14 Will +17
+4 bonus on saves against blindness and charm effects
Special Evasion; Constant Spider Climb Resist Cold 5, Acid 5 Immune Electricity, Fire
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Offense
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Base Atk +8/+3; CMB +7; CMD 31
Speed 30 ft.
Mwk Hand Crossbow +9/+4 (1d4; 19-20x, 30 ft.)
+3 Impact Heavy Mace +11/+6 (2d6+3; 20x2)
+ with Furry +18/+13 (2d6+10; 20x2)
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Special
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Focused Trance (6/day), Feign Curse (DC36; 4 rolls), Soulless Gaze (swift, +31/+35);
Chaos Blade (3/day, 6 rounds); Fury of the Abyss (swift; +7 to attack, CMB & dmg, -2 to AC for 1 round; 8/day)
Channel Energy (10d6, DC28, 9/day) + Channel Discord (1/day, 15 rounds)

Spells Known:

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+12 bonus on caster level checks made to overcome the spell resistance of outsiders [+28 total]
+2 to the DC & CL of all spells with the evil descriptor
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Orisons & Cantrips

CL11 (Race, 1/day): Purify Food and Drink, Create Water, Spark
CL10 (Cleric): Enhanced Diplomacy, Detect Poison, Light, Read Magic
CL1 (Oracle): Detect Magic, Guidance, Resistance, Stabilize

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Spell-like ability (in urban terrain; 1/day + recharge)
Heightened Awareness [160m, +2 Pers & Know, +4 Init]

Obedience
Suggestion [DC20, 17 hours]
Quickened Blindness/Deafness [DC20, 3/day, swift]

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Cleric (CL5)

Level 1 (6/day)
Infernal Healing (5/day)
Recharge Innate Magic
/ or Inflict Light Wounds DC17, 1d8+5
+ Domain: Doom [DC 17 W, 15 min, 240 ft]

Level 2 (5/day)
Bloody Tears and Jagged Smile [150 min, +4 to intimidate & Fear DC]
Soothing Word [nauseated, stunned, exhausted, frightened]
Protection from Law, Communal [16 min]
Resist Energy, Communal [30 points, 160 min]
+1 Free Spell Slot
/ or Inflict Moderate Wounds DC18, 2d8+10
+ Domain: Align Weapon [Chaos] [15 min]

Level 3 (5/day)
Shield of Darkness [16 rounds] (2/day)
Dispel Magic [d20+15] (2/day)
+1 Free Spell Slot
/ or Inflict Serious Wounds DC19, 3d8+16
+ Domain: Rage [5 creatures; concentration + 1 round/level]

Level 4 (5/day)
Fleshworm Infestation [DC22 F (part), 19 rounds] (2/day)
Aura of Doom [DC 20/24 W, 160 minutes]
Dimensional Anchor [240 ft., 15 min]
+1 Free Spell Slot
/ or Inflict Critical Wounds DC20, 4d8+16
+ Domain: Chaos Hammer [DC 20 W, 260 ft.]

Level 5 (4/day)
Cure Light Wounds, Mass 1d8+15; 15 creatures
True Seeing
Plane Shift
+1 Free Spell Slot
/ or Inflict Light Wounds, Mass DC21, 1d8+16
+ Domain: Dispel Law [16 rounds]

Level 6 (3/day)
Inspiring Recovery [6d8; 250 ft]
Summon Barghest II [17 rounds, Greater Barghest]
+1 Free Spell Slot
/ or Inflict Moderate Wounds, Mass DC22, 2d8+16
+ Domain: Planar Binding

Level 7 (3/day)
Destruction [60 ft., DC23F, 150 or 10d6] (3/day)
/ or Inflict Serious Wounds, Mass DC23, 3d8+16
+ Domain: Word of Chaos [DC23]

Level 8 (2/day)
Nine Lives [15 hours]
Heart of the Mammoth [15 rounds]
/ or Inflict Critical Wounds, Mass DC23, 4d8+16
+ Domain: Cloak of Chaos [16 rounds]

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Oracle (CL1; 5/day)

Level 1
Infernal Healing, Obscuring Mist,
Inflict Light Wounds, Cure Light Wounds

Skills:

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Bluff +37 (+17 rank +3 class +6 cha +4 feat +2 oracle +5 competence)

Intimidate +32/+36 (+17 rank +3 class +6 cha +2 oracle +4 class +4 Bloody Tears and Jagged Smile)

Disguise +25 (+1 rank +3 class +2 feat +6 cha +2 kit +1 guidance +10 disguise self)

Sense Motive +19 (+11 rank +3 class +5 wis)

Diplomacy +15/+17 (+1 rank +3 class +6 cha +5 competence +2 Enhanced Diplomacy) & -4 with good or lawful creatures

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Knowledge (Planes) +6/+8* (+3 rank +3 class)

Knowledge (Any Other) +4/+6* (+1 [9] rank +3 class)

Craft (Alchemy) +4 (+1 rank +3 class)

Linguistics +4 (+1 rank +3 class)

Spellcraft +4 (+1 rank +3 class)

Appraise +4 (+1 rank +3 class)

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Perception +29/+31* (+17 rank +3 class +5 wis +4 item)

Stealth +24/+28 (+17 rank +3 class +5 cloak +4 in crowd -1 armor)

Heal +11 (+3 rank +3 class +5 wis)

Profession (Torturer) +9 (+1 rank +3 class +5 wis)

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*+2 on Perception and Knowledge checks by Heightened Awareness spell

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Feats:

Demonic Obedience: You physically defile yourself, others, or holy objects in order to prove your blasphemous devotion to a demon lord and gain special boons. Nocticula, Our Lady in Shadow: Ingest a dose of psychedelic plants or fungi and engage in any number of sexual acts (either alone or with others), during which at least a pint of blood must be shed. Gain a +4 profane bonus on saves against blindness and charm effects.
- The Lady's Charms (Sp): Charm Person 3/day, Darkness 2/day, or Suggestion 1/day
- Instant Blindness (Sp) Three times per day, you can cast quickened blindness/deafness.

Channel Discord: You can focus the Abyss’s power to sow discord among those who take damage from your channeled energy. Once per day when you channel negative energy to harm living creatures, in addition to dealing damage you can choose to affect those who fail their Will save against your channel with a song of discord (caster level equal to your effective cleric level).

Fiendskin The forces of darkness gird you against the light. You gain defensive abilities related to your patron’s outsider subtype:
- One Damnation Feat: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.
- Two Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance.
- Three Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type.
- Four Damnation Feats: Your creature type changes to outsider (native). Additionally, choose one energy type to which your patron’s outsider subtype grants immunity or resistance. You gain immunity to that energy type.

Mask of Virtue: Your alignment is known to you and you alone. Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites:
- One Damnation Feat: The spell or special ability returns an inconclusive result.
- Two Damnation Feats: Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment.
- Three Damnation Feats: Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment.
- Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.

Soulless Gaze: Otherworldly dread infuses your gaze. You can use the Intimidate skill to manipulate and terrify others:
- One Damnation Feat: You gain a +2 bonus on Intimidate checks.
- Two Damnation Feats: When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.
- Three Damnation Feats: You gain a +2 bonus on Intimidate checks (this stacks with the earlier benefits of this feat).
- Four Damnation Feats: You can use Intimidate to demoralize opponents as a swift action.

Maleficium: You are a master of dark magic. You cast spells with the evil descriptor with increased potency.
- One Damnation Feat: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast.
- Two Damnation Feats: When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level).
- Three Damnation Feats: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast. This bonus stacks with the earlier benefits of this feat.
- Four Damnation Feats: Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.

Command Undead: Using foul powers of necromancy, you can command undead creatures, making them into your servants. As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Selective Channeling: You can choose whom to affect when you channel energy. When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy

Improved Channel: Your channeled energy is harder to resist. Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Extra Revelation (Focused Trance): You have discovered a new aspect of your mystery. You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Blind-Fight: (Wayfinder) You are skilled at attacking opponents that you cannot clearly perceive. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Improved Initiative: (Bonus) Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Great Fortitude: (Bonus) You are resistant to poisons, diseases, and other maladies. You get a +2 bonus on all Fortitude saving throws.

Deceitful: (Bonus) You are skilled at deceiving others, both with the spoken word and with physical disguises. You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Feign Curse: (Deceitful, Bluff 5 ranks, Spellcraft 1 rank) You can fool others into believing you have ensorcelled them. As a standard action, you can feign placing a curse on a target. The target must attempt a Sense Motive or Spellcraft check (whichever skill that target has a higher bonus with) against a DC equal to 15 + your number of ranks in Bluff + your Charisma modifier, with a bonus on his skill check equal to any conditional bonus he has on saving throws against hexes or curses (like from the spell hex ward). If he fails, he becomes plagued by self-doubt and second-guesses himself. For his next two attack rolls, saving throws, skill checks, or ability checks, he rolls twice and takes the lower result; for every 5 ranks of Bluff you possess beyond 5, this ability affects an additional roll. This is a mind-affecting effect, and it doesn't work if the target is immune to curses. Once you attempt to feign putting a curse on a creature, you cannot do so again against the same creature for 24 hours, and if the target succeeds at detecting your ruse, he gains a +10 bonus against future attempts.

Defensive Combat Training: You excel at defending yourself from all manner of combat maneuvers. You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

Special Qualities:

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Cardinal of Nocticula:
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Chaos (Demon):

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Political Skill: A cardinal adds Bluff, Intimidate, Knowledge (geography), and Knowledge (local) to her list of class skills. She gains a number of skill ranks equal to 6 + her Intelligence modifier at each level, instead of the normal 2 + her Intelligence modifier. However, she gains only one domain, and her base attack bonus from cleric levels is equal to half her class level (which is the same as for a sorcerer or wizard). This ability replaces the cleric’s spontaneous casting ability. It alters the cleric’s domains, as well as her class skills, skill ranks per level, and base attack bonus.

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Oracle of Lore:
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Demonic: Your heart is cursed with the pull of the Abyss. You cannot cast spells with the good or lawful descriptors, nor can you summon good or lawful creatures. Good and lawful creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks.

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

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Traits:

Sacred Conduit [Faith]: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Ordinary [Social]: The only thing extraordinary about your appearance is its ordinariness. You carry yourself in an understated way, and many people who see your face soon forget it. You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.

Equipment:

Slippers of Spider Climb

Orb of Utter Chaos

2 Incense of Meditation

Belt of mighty constitution +6 - 36 000

+3 Mithral Breastplate
+3 Fortification (Heavy) Mithral Heavy Shield

Handy Haversack

Ring of Protection +4 - TR
Ring of Evasion

Staff of Healing (7/7)

Wand of Cure Critical Wounds (12/15)

1 Wands of Hold Person [9/10] (DC13, 2 rounds)

Wand of Cure Moderate Wounds [17/50]

Wand of Lesser Restoration [43/50]

Phylactery of Negative Channeling - 11 000

Masterwork Spiked Gauntlet - TR

Cloak of Elvenkind - TR

MWK Crossbow, hand - TR

Disguise Kit (6/10)

Bolt(s), crossbow (14) - 2 gp

Divine Focus Tattoo - 100 gp

Scrolls: Remove Fear, Remove Disease, Greater Restoration, Break Enchantment

Portions: Remove Paralysis, Cure Moderate Words, Invisibility

Ion stones:

Pink and Green Sphere (+2 cha) - 8500 gp
Incandescent Blue Sphere + Wayfinder (+2 wis, blind-find) - 8000 gp
Dusty Rose Prism (+1 insight AC) - 5000
Western Star (disguise self) - 4000
Mulberry Pentacle (+5 competence bonus on Bluff and Diplomacy) - 10 000 gp

Coin

39 000

Spent

Languages:

Common, Abyssal, Infernal

Racial Traits:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (Urban). The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-Light Vision: Many feyborn have low-light vision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)