Tenzekil Braybittle (Bleachling)

Crummock-i-Phail's page

1,583 posts. Alias of Luke_Parry.


Full Name

Crummock-i-Phail

Race

Bleachling (Gnome)

Classes/Levels

Oracle (Spirit Guide) 18 (HP 219+5/219+5) (AC 49/27/38) (CMD 24) (Fort +17, Ref +25, Will +17) (Init +2) (Perception+32)

Gender

Male

Size

Medium

Age

92

Alignment

Chaotic Neutral

Deity

Desna

Languages

Common, Celestial, Aklo*, Hallit, Skald, Sylvan, Giant, Abyssal, Draconic, Auran, Terran*, Ignan, Aquan, Goblin, Infernal, Necril, Dwarven, Elven, Iobaran, Triaxian, Russian, Protean, Gnome, Orvian, Adlet, Treant, Sasquatch, Elder Thing,

Occupation

Universal Language of the First World, Canto, Flail Snail, Latin, French, English, Hebrew, Sphinx, Sahuagin, Czech, Polish, Aboleth, Shadowtongue

Strength 14
Dexterity 5
Constitution 22
Intelligence 12
Wisdom 12
Charisma 32

About Crummock-i-Phail

Baba Yaga's Boons:
+1 Natural Armor
DR 5/-
+2 Insight Bonus to Constitution

Crummock's Miracle:
"Say my full name thrice, and I will Hear you..."

Knowing who said his name, and where they are (if he considers them to be a 'True Ally').

The Miracle of the Wolf:
Granting Greta the ability to shift between Human and Winter Wolf form, at will, in perpetuity.

The Miracle of the Afterlife:
"I desire the Miracle of choice - that all those whom I call True Friends may, upon their death, have a second option in the Great Beyond - if they so wish, their spirit may come to this Eden for their eternal rest..."

Eaglesoul 2/day (CL8)

Loot Sheet

Active Spells:
Crummock: Permanent Enlarge Person, Greater Magic Weapon x2, Extended Magic Vestment, Life Bubble, Extended Delay Poison, Extended Resist Energy (Cold) x5, Extended Resist Energy (Fire) x5, Freedom of Movement x9.
Dimitri: Greater Magic Weapon x2.

Initiative: +2 [-3 Dex + 1 (Cracked Dusty Rose Ioun Stone) + 2 Trait + 2 Spell]
Senses: Low Light Vision, 60' Darkvision, Perception +32
Speed: 30 ft, Fly 60' (Average)

AC: 49 (10 + 10 (Air Barrier) + 5 ((+4) MW Light Steel Shield) + 11 Cha + 1 (Ring of Protection +5) + 5 (Natural Armor) + 2 (Amulet of Natural Armor +1) + 1 Dusty Rose Prism Ioun Stone)
Touch: 27 (10 + 11 Cha + 1 (Ring of Protection +5) + 1 Dusty Rose Prism Ioun Stone)
Flat-footed: 38 (10 + 10 (Air Barrier) + 5 ((+4) MW Light Steel Shield) + 1 (Ring of Protection +5) + 5 (Natural Armor) + 2 (Amulet of Natural Armor +2) + 1 Dusty Rose Prism Ioun Stone)

Hit Points: 219/219

Fort: +17 Ref: +25 Will: +17

+1 trait bonus on saving throws against charm and compulsion effects.

+2 racial saving throw bonus against illusion spells and effects.

Combat:

Base Atk: +13/+8/+3; CMB: +16; CMD: 28

(+4) MW Cold Iron Starknife: +32/+27/+22 to hit; 1d4+15 damage +1d6 Electricity damage; crit 20/x3; Type P

Skills:

Skill Points per level:
Oracle: 4 (Class) + 1 (Intelligence) + 2 (Background)
Acrobatics -3 (-3 Dex)
Appraise +1
Bluff +15 (+11 Cha + 1 rank + 3 Circlet)
Climb +2 (+2 Str)
Craft(Any) +1
Diplomacy +36 (+11 Cha + 18 ranks + 3 class skill + 1 trait + 3 Circlet)
Disguise +14 (+11 Cha + 3 Circlet)
Escape Artist -3 (-3 Dex)
Fly +18 (-3 Dex + 18 ranks + 3 class skill)
Handle Animal +32 (+11 Cha + 18 ranks + 3 Circlet)
Heal +1
Intimidate +15 (+11 Cha + 1 rank + 3 Circlet)
Linguistics +21 (+1 Int + 18 ranks + 2 Racial)
Perception +31 (+1 Wis + 17 ranks + 3 class skill + 1 Trait + 5 Eyes + 4 Feat)
Perform(Any) +14 (+11 + 3 Circlet)
Ride -3 (-3 Dex)
Sense Motive +20 (+1 Wis + 10 ranks + 3 class skill + 2 racial + 4 Feat)
Spellcraft +11 (+1 Int + 7 ranks + 3 class skill)
Stealth -3 (-3 Dex)
Survival +1
Swim +2 (+2 Str)
Use Magic Device +32 (+11 Cha + 18 ranks + 3 Circlet)

Trait:
Varisian Tattoo:
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.

Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Seeker:
You are always on the lookout for reward and danger.

Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:

1st: Divine Fighting Technique (Desna) **Divine Anthology Version**
3rd: Extra Revelation
5th: Additional Traits (Two World Caster, Reactionary)
7th: Craft Wondrous Item
9th: Celestial Servant
11th: Divine Interference
13th: Quicken Spell
15th: Spell Penetration
17th: Greater Spell Penetration

Racial Abilities:
Truespeaker:
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Blended View:
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.

Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.

Illusion Resistance:
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Bleachling Magic:
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 3/day — Speak With Animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Class Features:
Tongues:
In times of stress or unease, you speak in tongues.

Effect:

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelation - Prophetic Armor (Ex):
You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Revelation - Primal Companion (Ex):
You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

Bonded Spirit (Su):

At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery.

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Form of the Beast (Su):
As a standard action, you can assume the form of a Small or Medium animal, as beast shape I. At 9th level, you can assume the form of a Tiny or Large animal, as beast shape II.
At 11th level, you can assume the form of a Diminutive or Huge animal or a Small or Medium magical beast, as beast shape III. At 13th level, you can assume the form of a Tiny or Large magical beast, as beast shape IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 7th level to select this revelation.

Spells, Concentration +33:

Orisons: Create Water, Guidance, Light, Mending, Message, Purify Food and Drink, Read Magic, Spark, Stabilize

1st (0/9 0 used): Cultural Adaptation, Divine Favor, Decompose Corpse, Remove Fear, Shield of Faith, Cure Light Wounds, Fumbletongue

2nd (9/9 used): Delay Poison, Grace, Lesser Restoration, Inflict Moderate Wounds, Silence, Cure Moderate Wounds, Dust of Twilight

3rd (3/9 0 used): Borrow Fortune, Dispel Magic, Magic Vestment, Summon Totem Creature, Cure Serious Wounds, Rage

4th (8/8 used): Air Walk, Freedom of Movement, Greater Magic Weapon, Spell Immunity, Cure Critical Wounds, Moonstruck

5th (6/8 0 used): Breath of Life, Life Bubble, Plane Shift, Raise Dead, Cure Light Wounds, Mass, Aspect of the Wolf

6th (0/8 8 used): Harm, Heal, Wind Walk, Cure Moderate Wounds, Mass, Litany of Madness

7th (0/8 0 used): Archon's Trumpet, Particulate Form, Scrying, Greater, Cure Serious Wounds, Mass, Lunar Veil

8th (0/6 0 used): Angelic Aspect, Greater, Planar Ally, Greater, Cure Critical Wounds, Mass, Blood Mist

9th (0/4 0 used): Miracle, Heal, Mass, Polar Midnight

Spirit:
Wind:
Spirit Magic Spells: Alter winds (1st), gust of wind (2nd), cloak of winds (3rd), river of wind (4th), control winds (5th), sirocco (6th), control weather (7th), whirlwind (8th), winds of vengeance (9th).

Air Barrier (Su):
The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2 (+10). At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Shocking Touch (Su):
As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.

Spark Soul (Su):
The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

Equipment:

Dark Blue Rhomboid Ioun Stone
Scarlet and Blue Sphere Ioun Stone
Tourmaline Sphere Ioun Stone
Western Star Ioun Stone
Dusty Rose Prism Ioun Stone
Cracked Pale Green Prism Ioun Stone x2
Cracked Emerald Ellipsoid Ioun Stone x5
Orange Prism Ioun Stone
Silver Spindle Ioun Stone (Blood Money)
Headband of Alluring Charisma +6
Circlet of Persuasion
Habit of the Winter Explorer
Tunic of Careful Casting
Eyes of the Eagle
Cloak of Resistance +5
Butterfly amulet (Amulet of Natural Armor +2)
Necklace of claws from Yrax, White Dragon Warlord
Silver Brooch in the shape of a butterfly
Darkleaf Quilted Cloth Armor
Belt of Mighty Constitution +4
Spellguard Bracers
MW Light Steel Shield, emblazoned with a leaping dolphin
MW Cold Iron Starknife
Spring-loaded Wrist Sheath #1 - (5)
- Wand of CLW [47/50]
Spring-loaded Wrist Sheath #2 - (5)
- Oil of Bless Weapon
Spell Component Pouch x2 (10)
Ring of Protection +5
Ring of Sustenance
Cracked Dusty Rose Ioun Stone x2
Planar Fork (Crummock's Eden)
Boots of Speed

MW Backpack: (50)
Alchemist's Fire x2
Blackfire Clay x3
Tindertwig x22, in a silver canister worth 50gp
Rod of Extend, Lesser x4
Mnemonic Vestment
Scroll of Permanency
Lucky Horseshoe
Book of Eibon
Liber Ignium
Double-Barrelled Shotgun + 20 Metal Cartridges(Pellets)
Flawed Opalescent Pyramid Ioun Stone (Double-Barrelled Shotgun)
Silver Scrying Mirror
Dream Journal of the Pallid Seer
Page of Spell Knowledge (Resist Energy)
Page of Spell Knowledge (Make Whole)

Belt Pouch: (1)
Flint and Steel (1)
Smelling salts
Hip-flask half full of strong Applejack
Potion of Feather Step
Oil of Grease x2
Oil of Bless Weapon
Potion of Remove Fear x2
Potion of Remove Sickness x2
Potion of Invigorate x2

Scroll of Simulacrum (8HD) - Crummock's Apostles
Scarlet and Blue Sphere Ioun Stone (Disguise)

Coins: 5061gp 8sp 2cp

Slots:
Head: Circlet of Persuasion
Headband: Headband of Alluring Charisma +6 - Celestial: "Even when all hope seems lost, there is always Light."
Face: Eyes of the Eagle
Neck: Amulet of Natural Armor +2
Shoulders: Cloak of Resistance +5
Chest: Tunic of Careful Casting
Body: Habit of the Winter Explorer
Belt: Belt of Mighty Constitution +4
Wrists: Spellguard Bracers
Hands:
Ring #1: Ring of Protection +5
Ring #2: Ring of Sustenance
Feet: Boots of Speed

Geist, Celestial Siberian Tiger Animal Companion 16:
N Animal
Init +4; Senses: Low-light vision, Scent; Perception +14, +22 if scent-based

DEFENSE
AC: 43, Touch: 14, Flat-footed: 38 (10 + 5 Dex + 19 natural - 1 Size, +9 ((+4) Mithral Agile Breastplate Barding))
hp: 99/110, DR: 10/Evil
Fort: +25, Ref: +26, Will: +19

+4 morale bonus on Will saves against enchantment spells and effects

SR: 18

Resist Acid 15, Resist Cold 15, Resist Electricity 15

OFFENSE
Speed 40 ft.
Melee Bite +18 (1d8+9+Grab+1d6 Fire), Claw +18 (1d6+9+Grab+1d6 Acid +1d6 Fire), Claw +18 (1d6+9+Grab+1d6 Acid +1d6 Fire)

STATISTICS
Str 28, Dex 20, Con 18, Int 4, Wis 15, Cha 10
BAB +9; CMB +22; CMD 35
Feats: Light Armor Proficiency, Medium Armor Proficiency, Narrow Frame, Improved Unarmed Strike, Dragon Style, Eldritch Claws, Combat Stamina
Skills: Acrobatics +7 (+9 on Jump), Climb +8, Escape Artist +9, Intimidate +0, Linguistics (-3), Perception +14, Stealth +5, Survival +2, Swim +8
SQ: Link, Share Spells, Improved Evasion, Rake(1d6), Grab, Pounce, Smite Evil 1/day
Languages: Aklo (can't speak)
Tricks: Air Walk, Attack, Attack(Anything), Come, Defend, Down, Exclusive, Flank, Guard, Heel, Hunt, Maneuver(Trip) Menace, Serve, Sneak, Stay, Track, Work,
Equipment: Amulet of Mighty Fists(Flaming), Cloak of Resistance +2, Mithral Agile Breastplate Barding, Cracked Pale Green Prism Ioun Stone x2, Deliquescent Gloves

Dimitri:
LN Humanoid(Human) Fighter(Trench Fighter) 17
Init +11; Senses: Perception +32

DEFENSE
AC: 26, Touch: 21, Flat-footed: 15 (10 + 4 Mage Armor + 1 Natural Armor + 11 Dex)
hp: 157/157
Fort: +18, Ref: +21, Will: +15, +2 Vs. Enchantment(Charm, Compulsion) effects

OFFENSE
Speed 30 ft.
Ranged 'Maggie' (+4)+1 Holy Reliable Mosin-Nagant M1891 Rifle: +30/+30/+25/+20/+15 to hit, 1d10+28 damage, Crit 19+/x4, Type B and P, Range 80'

STATISTICS
Str 10, Dex 32, Con 16, Int 10, Wis 12, Cha 7 (5)
BAB +17; CMB +17; CMD 38 (55 Vs Sunder, 65 Vs Disarm)
Feats: Point Blank Shot, Precise Shot, Skill Focus(Perception), Rapid Shot, Rapid Reload(Rifle), Weapon Focus(Rifle), Weapon Specialization(Rifle), Deadly Aim, Point Blank Master, Improved Critical(Rifle), Skill Focus(Survival), Critical Focus, Gunsmithing, Improved Precise Shot, Quick Draw, Clustered Shots, Staggering Critical, Blinding Critical, Censoring Critical, SF: Profession(Soldier), Stunning Critical
Skills: Craft(Gunsmithing) +20, Linguistics +1, Perception +32, Profession(Soldier) +26, Sleight of Hand +30, Survival +27
SQ: Armed Bravery (+4), Trench Warfare(Rifle, Revolver, Machine Gun, Flame Thrower), Weapon Training(Firearms) (+4), Versatile Training(Firearms - Perception, Sleight of Hand), Warrior Spirit
Traits: Birthmark
Languages: Russian, Common
Equipment: Goz Mask, Belt of Incredible Dexterity +6, Cloak of Resistance +5, +1 Holy Reliable Rifle + Locked Gauntlet, Eyes of the Eagle, Endless Bandolier, Handy Haversack, Gunsmith's Kit, 337 metal cartridges, 5gp

Arthur, the Mantis Guard:
LE Colossal outsider (lawful, evil, extraplanar)
Init +21; Senses darkvision 240 ft., deathwatch, true seeing; Perception +27
Defense
AC 45, touch 15, flat-footed 32 (+13 Dex, +30 natural, -8 size)
hp 382 (17d8+306); regeneration 20
Fort +37, Ref +32, Will +28
Defensive Abilities freedom of movement, improved evasion; DR 10/epic; Immune ability damage, ability drain, blindness, death effects, energy drain, fire, mind-affecting effects, paralysis, poison; Resist acid 10, cold 10, electricity 10; SR 21
Offense
Speed 180 ft., climb 80 ft., fly 180 ft. (average)
Melee 4 claws +25 (2d8+16/15-20) and bite +23 (4d6+8/15-20) and sting +23 (2d8+6/15-20 plus poison)
Ranged 2 spikes +22 (2d8+16/18-20 plus poison)
Space 30 ft., Reach 30 ft.
Special Attacks create gate, rend 4d8+24
Statistics
Str 43, Dex 36, Con 46, Int 6, Wis 24, Cha 20
Base Atk +17; Grapple +49
Feats Awesome Blow, Combat Reflexes, Hover, Improved Bull Rush, Improved Critical (claw, bite, sting), Improved Initiative, Iron Will, Multiattack, Power Attack, Wingover
Skills Acrobatics +33, Climb +44, Perception +27, Stealth +17
Languages Infernal
SQ savage criticals
Special Abilities
Create Gate (Su) Once per minute, as a move action, the Mantis Guard can create a portal between planes by raking one of its claws through the air. This duplicates the effects of a gate spell used for planar travel. The gate remains open as long as Arthur concentrates.

Deathwatch (Su) The Mantis Guard can sense life and death, as if under the effects of a deathwatch spell at all times.

Freedom of Movement (Su) The Mantis Guard is constantly protected by freedom of movement, as per the spell.

Improved Evasion (Ex) This ability works like the rogue special ability of the same name.

Poison (Su) Injury, Fortitude DC 36, initial and secondary damage 1d4 negative levels. Creatures that are immune to poison can still be affected by this supernatural venom’s secondary damage (not its initial damage), although they gain a +10 circumstance bonus on their saving throw to resist the toxin. The save DC is Constitution-based.

Regeneration (Su) Only damage dealt by a creature of demigod or greater status deals lethal damage to the Mantis Guard. Arthur regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Mantis Guard fails its save against a spell or effect that would kill it instantly, the effect instead deals nonlethal damage equal to the Mantis Guard’s full normal hit point total +10 (normally 775 points of damage). The Mantis Guard is also immune to effects that produce incurable or bleeding wounds (such as a clay golem’s cursed wound or a wounding weapon). There are rumors of specific weapons or legendary monsters capable of dealing lethal damage to the Mantis Guard as well.

Rend (Ex) If the Mantis Guard hits a creature with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 4d8+24 points of damage.

Savage Criticals (Ex) All of Arthur’s natural weapons threaten a critical hit on a roll of 18–20 (and with its Improved Critical feats, these attacks threaten on a 15–20). Any creature the Mantis Guard strikes with a critical hit must make a DC 34 Fortitude save to avoid being stunned for 1 round from the force of the blow. The save DC is Strength-based.

Tail Spike (Ex) As a standard action, the Mantis Guard can hurl two poisoned spikes from its stinger. Spikes hurled are replenished immediately. This ranged attack has a range increment of 100 feet.

True Seeing (Su) Arthur continuously uses this ability, as the spell.