Arazni

Mad Alice's page

119 posts. Alias of Crayfish Hora.


Full Name

Mad Alice

SQ:
Dark Vision 60ft, Negative Energy Affinity, Negative Level Refresh on 24th hour, 1d6+1 detonation on death (DC 13 Ref for half, 5ft)(DC 13 Fort or blind 1 round, 10ft)

Race

Half-Undead

Vitals:
AC: 14 , Touch: 14 , FF: 10 HP 10 Fort:+2, Ref:-1, Will:+3 (+2 vs. mind affecting, +2 vs spells)

Classes/Levels

Fair and True

Skills:
Perception +7, Bluff +8 (+9 vs. evil critters), Disguise +8 (+9 vs. evil critters), Spellcraft 3

Gender

Female

Size

Medium

Age

NA

Special Abilities

Animate Dead 3/day, Many Lives, Spirit Vessels, Nature's Whisper

Alignment

CE

Deity

Herself

Location

Logged in.

Languages

Common, Necro

Strength 14
Dexterity 9
Constitution 15
Intelligence 12
Wisdom 16
Charisma 18

About Mad Alice

Alice's normal body

OFFENSE:
Weighted Spear, +2 [+4] (1d8/1d6 +2)
Speed: 30ft

STATISTICS:
14 Str, 9 Dex, 17 Con, 12 Int, 16 Wis, 18 Cha
BAB: +0, CMB+x, CMD: 14
Feats: Troth of the Forgotten Pharaoh
Traits: Theoretical Magician, Wicked Leader
Skills: Perception +7, Bluff +7, Disguise +7, Spellcraft +3
Languages: Common, Necro
SQ: Animate Dead 3/day

RACIAL ABILITIES:
Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Dual Minded; 1 point

CLASS ABILITIES:
Many Lives; Druid
Spirit Vessels; Oracle Mystery
Animate Dead 3/day
Nature's Whisper; Oracle Mystery

Background:

Being the age where she realized that she was stuck in student debt for practically forever, Nora Alkov found her escape in video games. Usually, the games included being able to attack the other players, such as invading their private little worlds and setting them ablaze (Dark Souls meets Don't Starve Together).

But one day, after stressing about her finals for several months in advance, she was playing this new game and was stung by a stray wasp. That was the first time she found out that she was allergic, deathly, but she lived alone and passed...

But her character was still logged in and stood about for some time as people passed her. She was just going to invite some team members help her clear this hard dungeon floor (but actually watch as they died and then animate their dead bodies). Then, her character began to move and send messages and act as her player would have wanted her to...

Mad Alice lives yet!

Skills:

Perception= 1 rank, +3 for class skill +3 for Wisdom bonus. = +7
Bluff= 1 rank, +3 for class skill, +4 for Charisma bonus. =+8
Disguise= 1 rank, +3 for class skill, +4 for Charisma bonus. =+8
Spellcraft =+1 for int bonus, +2 for Theoretical Magician = +3.

Spirit Vessels:
Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Animate Dead:
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Editor's Note: The bloody skeleton and burning skeleton variants are created by use of the animate dead spell but count as double their normal HD when doing so.

A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Editor's Note: The rule regarding costing double HD for creating variant bloody skeleton and burning skeleton variants was not included in the fast zombie and plague zombie variant zombie template details. It is left to the GMs discretion if that rule would apply to creating variant zombies.

Many Lives:
At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.

Nature's Whispers:
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.