Painter Worshipper of Shelyn

Little Orphan Annie's page

332 posts. Alias of Edward Sobel.


Race

current map

Classes/Levels

quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

About Little Orphan Annie

(Template used: flame-Spawned creature)

Annie stats:

Annie

Annie (Gothic look)

Female Lava Gnome Sorcerer 4/Summoner 5
CN Small outsider (humanoid, elemental, extraplanar, fire, gnome)
Init +5; Senses bond senses, darkvision 60 ft.; Perception +10
Aura fiery aura (5 ft., DC 16)
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Defense
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AC 20, touch 16, flat-footed 15 (+2 armor, +5 Dex, +1 size, +2 natural)
hp 82 (5d8+4d6+18)
Fort +4, Ref +7, Will +9
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), modified regeneration, shield ally; DR 10/magic; Immune bleeds, critical hits, fire, flanking, paralysis, poison, precision damage, sleep, stunning; Resist fire 10, shield ally
Weakness vulnerability to cold
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Offense
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Speed 20 ft.

Melee
. . +1 dagger +7 (1d3+1/19-20)
. . unarmed strike +6 (1d2 nonlethal + 1d4 fire)

Special Attacks bloodline arcana: elemental, burn, +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 7th; concentration +17)
. . 9/day—elemental ray, summon monster
. . 1/day—flare (DC 16), prestidigitation (DC 16), produce flame, dancing lights

Sorcerer Spells Known (CL 4th; concentration +12):
2nd (5/day)—spontaneous immolation (DC 19)
1st (8/day)—burning hands (bloodline energy type) (DC 18), energy missile, magic missile, snowball (DC 18) (DC 19 fire)
0 (at will)—detect magic, flare (DC 16), prestidigitation (DC 16), ray of frost, read magic

Summoner Spells Known (CL 4th; concentration +13):
2nd (4/day)—lesser evolution surge (DC 18), lesser restore ediolon, summon eidolon
1st (6/day)—animate element, infernal healing, lesser rejuvenate eidolon, mage armor
0 (at will)—acid splash, daze (DC 16), guidance, mending, message, resistance
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Statistics
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Str 10, Dex 20, Con 14, Int 12, Wis 12, Cha 22
Base Atk +5; CMB +4; CMD 19

Feats Augment Summoning, Elemental Focus, Eschew Materials, Extra Evolution, Extra Gnome Magic, Spell Focus (conjuration)

Traits elemental pupil, focused mind, volatile conduit

Skills

  • Acrobatics +5 (+1 jump)
  • Bluff +10
  • Craft (alchemy) +7
  • Disguise +9 (+19 to appear as a plainly dressed Small human child, adult halfling, or adult gnome)
  • Intimidate +15
  • Knowledge (arcana) +5
  • Knowledge (planes) +5
  • Linguistics +5
  • Perception +10
  • Spellcraft +10
  • Survival +1 (+3 to avoid becoming lost)
  • Stealth +9
  • Racial Modifiers +2 Craft (alchemy)

Languages Common, Draconic, Gnome, Ignan, Orc, Sylvan

SQ bloodline arcana (change energy damage spells to match bloodline energy), bond senses (5 rounds/day), eidolon (named Eidolon), life link

Gear

  • alchemist's fire (3)
  • banshee ballerina firework (2)
  • tangleburn bag (5)
  • +1 spell storing haramaki
  • +1 dagger
  • cape of human guise
  • handy haversack
  • headband of alluring charisma +2
  • ioun stone (magenta prism, cracked)
  • wayfinder
  • Belt of Dexterity +2
  • Spell Lattice (2nd level) (Haste)
  • 135 gp

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TRACKED RESOURCES
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+1 dagger - 0/1
Alchemist's fire - 0/3
Banshee ballerina firework - 0/2
Bond Senses (4 rounds/day) (Ex) - 0/4
Dancing Lights (1/day) - 0/1
Elemental Ray (9/day) (Sp) - 0/9
Flare (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Produce Flame (1/day) - 0/1
Summon Monster II (9/day) (Sp) - 0/9
Tangleburn bag - 0/5
Volatile Conduit (1/day) - 0/1
Extra Gnome Magic (3/day) - 0/3
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Bond Senses (4 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Burn (DC 16) (Ex) A flame-spawned creature deals fire damage with any natural attack. Those hit by a flame-spawned creature 's natural attack must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. (1d4 damage)
Cap of human guise You can appear as a human child, adult halfling, or adult gnome.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Elemental Ray (9/day) (Sp) Ranged touch attack deals 1d6+2 Fire damage.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extra Gnome Magic (3/day) Gain 3 extra uses of gnome spell like abilities per day, split as desired daily.
Fiery Aura (5 ft., ) (DC 16) (Ex) You have a fiery aura and anyone within a set distance must succeed on a Fortitude save or take the listed fire damage from the intense heat. The save DC is Constitution-based. Combustibles automatically catch fire if they contact you. (1d4 damage)
Focused Mind +2 to Concentration checks
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Fire You are immune to fire damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Modified Regeneration (Ex) If the base creature has regeneration (fire), then this changes to regeneration (cold).
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can receive your personal spells.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell lattice (2nd, Haste) Cast selected spell if it is on your spontaneous spell list.
Summon Monster III (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Volatile Conduit (1/day) Elemental spell deals an additional 1d4 damage.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

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Tibbers:

Tibbers (Ediolon)
Male Biped (Claws)
CN Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 21 (*23), touch 13, flat-footed 18 (*20) (+2 Dex, +8 (*+10) natural, +1 dodge)
hp 53 (4d10+7)
Fort +6, Ref +3, Will +4
Defensive Abilities evasion; Resist fire 10
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Offense
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Speed 30 ft.
Melee
. . bite +9 (*+11) (1d8+7)(*1d8+9) and
. . 2 claws +9 (*+11) (1d6+5)(*1d6+7)
. . Bite (PA) +7 (*+9) (1d8+13)(*1d6+16)
. . 2 Claws (PA) +7 (*+9) (1d6+9)(*1d6+11)
(+2 to hit and damage with ring of the savage beast activated)

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Statistics
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Str 20 (*24), Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +9 (*+11); CMD 22 (*24) (immune to Trip)
Feats Dodge, Power Attack

Skills

  • Acrobatics +6
  • Intimidate +4
  • Perception +7
  • Sense Motive +7

Languages Common

SQ magic attacks

Gear ring of the savage beast
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TRACKED RESOURCES
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Ring of the savage beast (1/day) - 0/1
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.

how she survives::

she uses her cap of human guise to appear like a lost child or to get herself into an orphanage. she then goes from family to family getting what she can from them and moving on. sometimes if they start to catch on there, is a fiery accident. she doesn't really like to kill like that, she would prefer to just run away and get back into the system.

on adventures or when she is bored playing that roll she does not look too much different. her fire elemental trait stand out a little more though.

her red hair seems to crackle like fire, she radiates an aura of heat. She can actually inflict fire damage to people near her if she want to.

How she got to where she is:

Annie has been watched by various outsiders (especially other fire elemental's as her uniqueness is a bit of a curiosity. they are not sure if she is a threat or not.

But also Asmodeous has taken an interest in her as well. despite the fact that she is not a divine character, Asmodeous has granted her a special boon. (she can use the alternate summoner tables like a follower of Asmodeous)

added monsters for customized list (see Council of Thieves AP):

Summon II: Hell hound
Summon IV: Cerberi
Summon V: Bearded Devil

the story below is how she was noticed by Asmodeous in the first place.

story:

"Brown bear, brown bear, what do you see! hehehe!" Annie giggled as she danced around with her toy bear Tibbers in the forest behind her home off the main trails around the northern Shudderwood. Annie plopped down on her small wooden chair her father had made for her and set Tibbers down in front of her. Annie set down her tea set on the tree stump in front of her.

"Look Tibbers!" Annie held the teapot in her hands and closed her eyes. "Mmmm WAH!" The teapot let out a friendly whistle as steam rose from the top. Annie poured herself and Tibbers a glass and smiled mischievously at her bear.

"Tibbeeeeers are you hiding the honey again?" Annie said with a smile. She reached behind her toy bear and brought out a small bottle of honey. "Oh you silly bear, don't worry I'll give you extra!"

Annie couldn't have been happier with her tea party and favorite guest Tibbers. As a matter of fact so happy she forgot how long she had been out.

"Oh Tibbers mommy is not going to be happy with us." Annie said looking worried. She quickly grabbed Tibbers and started running back to her house.

A Noxian Demon in the Heartlands? Not since the destruction of the Gray Order. The hooded and cloaked figure slowly walked amongst the settlements founded by the old Order slowly navigating themselves towards the unsavory area of town. The figure walked into a nearby tavern and took a seat at the bar.

"What'll it be stranger?" The bartender asked trying to peer under the patron’s hood to make out a face.

The stranger didn't say anything but just slipped the barkeep a note and an envelope.

"Ah alright." The bartender pocketed the envelope and beckoned over two mercenaries that were sitting in the corner of the tavern. The two got up and followed the stranger out of the tavern. Outside in the alleyway the mercenaries looked the hooded stranger up and down. Then they looked inside the envelope they were each handed. After smiling approvingly at the sum inside they walked off towards the Hastur residence.

"This is it man this is our big break." One mercenary said to the other nervously. "We just drop these summoning stones inside the house and no more scrappin’ for money."

"Shut up and cover your face!" The other said in a hushed whisper, "if that Gregori Hastur fellow is really as good as he's supposed to be we're DEAD MEN if they see us."

Night was already falling when they arrived on the hill with the Hastur residence. Only one light was on in the upper story window and the back gate was open. The mercenaries walked up along the side window and slowly lifted the latches.

"Hey Charles these void stones from that Demon feller will deal with the wizards inside so I got to thinkin that while they are busy with that why don't we see if we can get our hands on anything inside. These wizard folk always have all sorts of them magic items that we could sell off in the market ye?" The mercenary said excitedly.

"Alright we'll see throw those void stones inside and we'll sneak into the other window." The one called Charles instructed.

The two mercenaries dropped the two violet void stones they were given inside the window and ran to the far side of the house.

Gregori and Amoline were upstairs in the study reading from their collection of tomes and scrolls. They would have been too focused in their work to notice the crackling of summoning stones just one floor below them. Nor they would have noticed the demon that was lurching its way out of the temporary portal to the stones opened. They wouldn't have heard the beast dropping its clawed feet onto the wood floor and stretching its sickle hands into the air. Little did they know the foul stench of human only further enraged it and the taste of magic only empowered the being. The powerful mages would have been prepared for the beast crawling up the stairs. But that is the price of the endless pursuit of knowledge for the only things the mercenaries heard were the sounds of rippling bolts of magical energy and tearing of flesh; afterwards only the latter could be heard.

While the beast was quietly feasting on its new meal it did not smell the two mercenaries sneak into the house… but that is the price of an insatiable desire for flesh. But most importantly neither the beast nor the two now would be thieves noticed a little girl entering through the back door coming home after a long day of play.

As Annie slowly creaked her back door open she could sense something was amiss, "Mommy..." her call went unanswered, "Daddy?" silence. She clutched Tibbers tightly against her side. Annie let out a little whimper as she saw the entire first floor ransacked. The drawers were emptied and the shelves were all knocked over. The trembling little Annie flicked her finger to all lamps into the room lighting the area. Annie stood in place and looked around there were bloodied foot prints all around her some human some a shape she had never seen before.

"Mommy...?" Annie called. Then a single drop of blood fell from the floorboards above her and landed on Annie's cheek. The thing about frightened little children with immense power is that when their emotions are unstable so is their power. Annie's eyes lit up with flame and a molten sphere formed around her. She started giggling uncontrollably.

"Come out; come out where ever you are." Annie chirped as she hurled a fireball towards the closet door, blowing it off its hinges. As the smoke cleared Annie witnessed a man hunched over on the floor of the closet trembling as he tried to keep his partner from bleeding. There were vorpal spikes protruding from the mercenary lying on the floor, each infected wound bleeding profusely.

"Dammit Charles...ah jeez I'm so sorry man, just stop bleeding..." He looked up to Annie that was beaming as if she found a new toy.

"Have you seen my bear Tibbers?" She asked the mercenary and before he could answer a sickle claw burst through the side of the closet wall and dragged the screaming mercenary away. Annie giggled with glee thinking they were now playing hide and seek. Annie loved to play that game.

As Annie skipped over to the closet closer to the sound of gurgled screams she stepped over the dying mercenary and peered into the hole where the other one was just dragged through.

"I found you!" Annie said happily, "come out and play...heeheehee...don't make me hurt you!" Annie said in a sing song voice. Disappointed when nobody answered Annie rushed up the stairs to tell mommy about her new friends. When she opened the door to the study she didn't find her parents. What used to be a neat and orderly room was littered with scorch marks and blood. Annie slowly walked over to her mother's favorite chair and picked up the purple riding hood she always wore. Annie slowly started to sob. The child slowly came to the realization of what could have happened and this made her very angry.

Annie began to wail, kick and scream her tantrums causing the furniture around her to spontaneously combust.

"MOMMYYYY!!!" She yelled through her tears. Her cry did not fall on deaf ears, as she looked up she saw the beast staring right at her mouth agape from the door. Its glowing eyes and fangs dripping with blood hungered for her. Annie hurled a fireball at the beast which glanced off its plated back. The now irritated monster lunged for Annie and inches from her face let out a feral scream that would have silenced any normal human but Annie only screamed back at it. Almost on cue a Tibbers tore away from Annie's hand and grew into the feral bear. It lunged onto the beast and ferociously bit into the beast neck as the void creature tore into Tibbers with its own fangs and claws.

The louder Annie screamed the larger the flames emanating from Tibber’s body engulfed the two beasts, locked in a death struggle. Annie thinking the two were dancing wiped away her tears and skipped around the two as they tore at each other. In her delight Annie hurled balls of flame in all directions as her entire house was ablaze. She was the conductor of a fiery opera her hands waving madly as fire sprung from her palms and all around her.

"Ring around the rosy, a pocket full of posies, ashes, ashes, Your all Gonna BURN!!!" Annie shouted gleefully as the burning house started crumbling about her.

The house burned through the moonlight with the roars of Tibbers and the beast slowly dying down as the night passed on. The fires slowly turned to ash when there was no more left to burn. The burnt wood and smoking embers were all that was left of the Hastur residence. A hooded and cloaked character, The markings of Asmodeous cleverly hidden among his clothing, walks up to the wreckage and surveys the damage.

As the cloaked figure walks up the charred steps, stops and stares, at an unfamiliar sight, in the middle of everything; There lying in the middle of the wreckage was a little girl quietly sleeping while sucking on her thumb and holding a burnt stuffed bear by her side. Behind her lies what was the charred remains of a giant beast with its arms and legs torn from its body.

The figure chuckles, what is this, he wondered. A little child had slain the mighty Cho'gath? He bent over and picked up a small violet riding hood that was next to the sleeping girl, then slowly placed it on Annie's head and brought down the ends and tied it in a neat bow under her chin. He then turned to go “It’s not your time yet dark child, but I will have my eyes on you. You have yet more tests to pass.

The figure was startled by the sound of approaching footsteps. “Your next test begins now dark Child” he whispered. And with a wave of his hand he vanished along with the remains of the Demon Cho’gath.

“There!” One of the approaching soldiers exclaimed, seeing the charred remains of the manor. The soldiers, looking over the wreckage, came across the same scene. But this time, Annie stirs slowly waking.

new spells:

Energy Missile
School evocation [see text]; Level sorcerer/wizard 1

Casting Time 1 standard action
Components V, S

Range medium (100 ft. + 10 ft./level)
Targets up to 5 creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
A bolt of a chosen energy type (acid, cold, electricity, fire, or sonic) blasts from your fingertips and with a successful ranged touch attack deals 1d6+1 points of the chosen energy type of damage.

For every two caster levels beyond 1st, you gain an additional missile: two at 3rd level, three at 5th, four at 7th, and five bolts at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature with one attack roll or several creatures with multiple attack rolls. A single bolt can strike only one creature.

animate element
School: Transmutation; see text
Casting Time: 1 round
Components: V, S, M (a puff of air, pinch of dirt, a spark
of fire or a drop of water)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One small volume of an element
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None; Spell Resistance: No

The caster animates a small section of air, earth, fire, or
water. The animated element has the statistics of a Small
elemental (see Pathfinder Bestiary), and attacks as directed
by the caster. It cannot move beyond the range of
the spell.

Spontaneous Immolation
School evocation [fire]
Casting Time 1 standard action
Components V, S, M (pinch of saltpeter)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude half and Reflex (see description); Spell Resistance yes

DESCRIPTION
You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.