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About ProcellaFeats and Traits:
----------- Feats: ----------- Noble Scion [of War] (1st):You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. Storm-lashed (3rd): You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects. Skill Focus [Swim] (5th): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Eldritch Heritage [Aquatic] (7th): Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. Additional Traits (9th): You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example. Blind Fight (11th):In melee, every time you miss because of concealment (see Combat), 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. Skill Focus [UMD] (13th): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Divine Protection (15th): You gain a bonus equal to your Charisma modifier on all saving throws. If your Charisma modifier is already applied as a bonus on all saving throw (such as from the divine grace class feature), you instead gain a +1 bonus on all saving throws. --------
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Extremely Fashionable (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. Reactionary (Combat): You gain a +2 trait bonus on initiative checks. Underlying Principles (Regional): You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is a class skill for you. Spark of Creation (Magic): You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. -------------
Oppressive Expectations: When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first. Power-Hungry: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. -------------
Dual Path [Champion] (1st): Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities. Mythic Eldritch Heritage (3rd): You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline's 1st-level bloodline power, use your full character level to determine its effect; for all other bloodline powers, treat your sorcerer level as your character level – 2. ---------------------
Archmage Arcana [Arcane Surge]: As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
Longevity [Universal] (1st): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores. Crafting Mastery [Archmage] (2nd): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements. Impossible Speed [Champion] (3rd): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. -----------------
Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative: At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. Recuperation: At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. ----------------
Dehydrating Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water. Aquatic Telepathy (Su): At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using demand or greater planar ally. Raise the Deep (Sp): At 15th level, you raise water as per control water, but no water need be present. This created water is stationary and does not flow out of the area where you create it; it lasts 1 round per sorcerer level and then disappears. At 20th level, the dimensions of the effect are doubled. You may use this ability once per day.
Spoiler:
Raise the Deep Dimensions: 160 ft. wide X 160 ft. long X 32 ft. deep; 819,200 cubic feet of water Skills (13 per level):
Italics indicate a trained only skill. Asterisks indicate a class skill. Acrobatics 12 (DEX:5 + Ranks:0 + Luck:2 +BootsOfS&S:5) Appraise 11 (INT:9 + Ranks:0 + Luck:2) Bluff* 41 (CHA:16 + Ranks:16 + Class:3 + Trait:1 + Luck:2 + Competence:3) Climb* 8 (STR:6 + Ranks:0 + Luck:2) Craft* 12 (INT:9 + Ranks:0 + Trait:1 Luck:2) Diplomacy* 41 (CHA:16 + Ranks:16 + Class:3 + Trait:1 + Luck:2 + Competence:3) Disable Device (DEX:5 + Ranks:0 + Luck:2) Disguise 29 (CHA:16 + Ranks:8 + Luck:2 + Competence:3) Escape Artist 7 (DEX:5 + Ranks:0 + Luck:2) Fly* 31 (DEX:5 + Ranks:16 + Class:3 + Luck:2 + O.S.:5) (Fly[good]:+4 --not included) Handle Animal (CHA:16 + Ranks:0 + Luck:2) Heal* 3 (WIS:1 + Ranks:0 + Luck:2) Intimidate* 45 (CHA:16 + Ranks:16 + Class:3 + Trait:1 + Luck:2 + Competence:3 + NightmareLord:4) Knowledge (Arcana) 27 (INT:9 + Ranks:16 + Luck:2) Knowledge (Dungeoneering) 12 (INT:9 + Ranks:1 + Luck:2) Knowledge (Engineering) (INT:9 + Ranks:0 + Luck:2) Knowledge (Geography) (INT:9 + Ranks:0 + Luck:2) Knowledge (History)* 21 (INT:9 + Ranks:7 + Class:3 + Luck:2) Knowledge (Local) 12 (INT:9 + Ranks:1 + Luck:2) Knowledge (Nature)* 21 (INT:9 + Ranks:7 + Class:3 + Luck:2) Knowledge (Nobility)* 18 (INT:9 + Ranks:2 + Class:3 + Luck:2 + Feat:2) Knowledge (Planes)* 21 (INT:9 + Ranks:7 + Class:3 + Luck:2) Knowledge (Religion)* 21 (INT:9 + Ranks:7 + Class:3 + Luck:2) Linguistics (INT:9 + Ranks:0 + Luck:2) Perception* 22 (WIS:1 + Ranks:16 + Class:3 + Luck:2) Perform (Sing) 37 (CHA:16 + Ranks:16 + Luck:2 + Competence:3) Perform 21 (CHA:16 + Ranks:0 + Luck:2 + Competence:3) Profession* (WIS:1 + Ranks:0 + Luck:2) Ride* 7 (DEX:5 + Ranks:0 + Luck:2) Sense Motive* 3 (WIS:1 + Ranks:0 + Luck:2) Sleight of Hand (DEX:5 + Ranks:0 + Luck:2) Spellcraft* 30 (INT:9 + Ranks:16 + Class:3 + Luck:2) Stealth* 35 (DEX:5 + Ranks:16 + Class:3 + Untyped:5 Luck:2 + NightmareLord:4) Survival* 3 (WIS:1 + Ranks:0 + Luck:2) [+5 to follow tracks] Swim* 38 (STR:6 + Ranks:8 + Class:3 + SkillFocus:6 + SwimSpeed:8 + Luck:2 + O.S.:5) Use Magic Device* 37 (CHA:16 + Ranks:16 + Class: 3 + Luck:2 + Competence:3) Racial Traits:
Stat Bonuses: +6 STR, +10 DEX, +6 CON, +6 INT, +2 WIS, +12 CHA Type: Monstrous Humanoid Size: Medium Speed: 30ft, Fly 60ft (good) Darkvision 120ft Immune Electricity SR 18 DR 5/Good or Silver Regeneration (Ex) 5/Good or Silver Child-scent (Ex) A storm hag has the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother. Storm Rider (Su) A storm hag is considered two size categories larger than she actually is in regard to wind effects. Storm Strike (Su) Each time a storm hag makes a successful attack with her bite, claws, or when she uses a weapon that is predominantly made of metal the attack deals an additional 1d6 points of electricity damage. Whipping Winds (Su) As a standard action, a storm hag can use her gust of wind spell-like ability to trip her foes. This ability can only affect one target within 30 feet, and the storm hag uses her combat maneuver bonus as if tripping a creature normally. The gust of wind spell doesn't possess its normal effects, but instead sweeps a creature off its feet. Attempting to trip a creature with this ability does not provoke an attack of opportunity, but casting the spell-like ability provokes attacks of opportunity as normal. Feign Death (Ex) Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive. Illusion Resistance (Ex) A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects. Fear Aura (Su) All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature's fear aura for 24 hours. This is a mind-affecting fear affect. Frightful Prescence This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet. Night Terrors (Su) Once a nightmare creature enters a target's mind with its dream or nightmare spell-like ability, it can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score. Dream Slave (Su) Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors. Nightmare Magic (Su) The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm) and shadow subschools. Skills Racial +4 to Intimidate and Stealth
Class Features:
Oracle: ------------- Mystery: Nature
Curse - Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Master of Storms:
Oceanic Spirit +5, resist 10 A Master of Storms gains a bonus equal to her class level on Fly and Swim checks, and never needs to make concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10.
Sea Sight At 2nd level, a Master of Storms can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Master of Storms to see through thick silt and other aquatic precipitates. Storm Shape (30 ft, Medium creatures, Ref DC 21) At 2nd level, a Master of Storms becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as whirlwind universal monster ability) for a number of minutes per day equal to her class level. This time need not be consecutive, but must be spent in 1-minute increments.
Aura of Calm (10 ft) At 3rd level, allies within 5 feet of a Master of Storms (including herself) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors.
Wave Breaker At 4th level, a Master of Storms gains a swim speed equal to twice her base land speed. She may breathe water for a number of hours per day equal to her class level. This time need not be consecutive, but must be spent in 1-hour increments. Thunderstruck At 5th level, a Master of Storms becomes immune to the deafened condition.
Spells and Spell-Like Abilities:
Ⓜ denotes an SLA/Spell that Procella can cast the mythic version of Nightmare Lord Spell-Like Abilities (CL 16; concentration +32)
Storm Hag Spell-Like Abilities (CL 10th; concentration +25)
Bloodline Spell-Like Abilities (CL 16th; concentration +32)
Item granted Spell-Like Abilities
Oracle Spells Known (CL 4th; concentration +20)
Gear:
---------Worn Magic Item Slots----------- Head: Greater Hat of Disguise/Circlet of Persuasion Headband: Headband of Mental Prowess (Int, Cha) +6 Face/Eyes: Neck: Amulet of Natural Armor +2 Shoulders: Cloak of the Hunt Body: Robe of Arcane Heritage Torso: Arms: Sleeves of Many Garments Hands: Gloves of Shaping Belt: Meridian Belt of Physical Perfection +2 Feet: Boots of Striding and Springing Ring: Ring of Freedom and protection +2 (on left foot) Ring: Ring of battering Revelation [War-sight] (on right foot) H.o.G. Ring: Ring of Revelation [Moonlight Bridge] Rune: Rune of the Inscrutable One -------------------------------------------------------------- Darkwood Buckler +2
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Procella Truenokin - ECL 14 MT 3
Encumbrance: Light: 172 lbs; Medium: 344 lbs; Heavy: 516 lbs COIN
Appearance: Background:
As any orphan can tell you, a childhood without parents is difficult. As a changeling, Procella never knew her mother nor her father. She was left at an orphanage as a baby, no note or message. Two months after her fifth birthday a local nobleman and his wife who had been unsuccessfully trying to have a child visited the orphanage. Tired of exploring the same dusty rooms and playing in the small grove behind the orphanage, Procella decided this was her chance to get out of here. She made sure the other kids weren't going to step up (mostly through the use of threats) and put on her sweetest act to win over the nobleman and his wife. This would be the start of her new life, she was destined to rule. Life as the adopted daughter of a noble family definitely had its perks. There were servants and good food as well as an enormous plot of land outside the magnificent house. However, not all aspects of Procella's time as a noblewoman were as splendid. Her father was an alcoholic and very abusive, he drunk himself into an angry stupor nearly every week. After dealing some heavy handed blows to Procella, her father would pass out and her mother would take her servant into the bedroom. Procella managed to keep herself entertained for a while by practicing her singing and dancing but even that was not enough to keep her attention for long. A few years later, her father found out about his wife's deeds when he managed to wake up right after the fact. The nobleman in a fit of rage threw the servant out a window and began beating his wife. It was at about this time that Procella left. She packed up some food and water and left the broken home that was the Truenokin family. As she ventured away from her previous home a tugging feeling started pulling her farther and farther away. Procella tried her hardest to ignore the feeling but as it grew and grew she found it increasingly difficult. She found herself wandering away from any nearby city into a forest when the feeling that had been drawing her became so powerful that she collapsed onto the soft ground beneath her, slipping into unconsciousness. When she woke she found a figure looming over her, a crone with skin as black as night and fiery red eyes. She feinted from fright, surely she was about to die. However this was no ordinary monster, not to a changeling at least. This was a Night hag who had happened upon what the Night hag thought was her daughter. Procella was part of a ritual that was intended to transform the Night hag's changeling daughter into another denizen of the Dimension of Dreams, but Procella was not the daughter of a Night hag. Procella came from the union of a Storm Hag and her Undine father. The magic of the ritual mixed with her heritage and turned her into something that wasn't entirely a Night hag nor a Storm hag. The ritual was complete and Procella was awoken to the excited cries of the hag. She was told that not many people become a Nightmare lord, and that she was lucky to have even survived. However Procella didn't really care about how lucky she was, she was more concerned with what she was. Convinced by the words of the other hag Procella decided to visit the Dimension of Dreams to get a better understanding. Procella found herself coursing with energy and just by merely willing it she was able to shift from the material plane and the Dimension of Dreams. The place she landed was not what she expected, to be honest she wasn't sure what she expected.
Personality: Mordkatt:
* Activates upon: a charge, an attack during a surprise round, or a successful DC 15 Intimidate or Perform check. |