Undine

Rosalind Thuvia's page

26 posts. Alias of Ash...


About Rosalind Thuvia

Crunch:
Dylan
Male djinni (Pathfinder RPG Bestiary 139)
N Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 25, touch 13, flat-footed 21 (+7 armor, +4 Dex, +5 natural, -1 size)
hp 50 (6d10+12)
Fort +4, Ref +9, Will +7; +2 trait bonus vs. charm or compulsion effects
Defensive Abilities air mastery; Immune acid
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Offense
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Speed 20 ft., fly 60 ft. (perfect)
Melee adamantine switchscythe +10/+5 (2d6+6/×4) or
. . 2 slams +9 (1d8+4)
Ranged darkwood composite longbow +10/+5 (2d6+4/×3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th; concentration +11)
. . At will—invisibility (self only), plane shift (willing targets to elemental planes, astral plane, or material plane only) (DC 19)
. . 1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
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Statistics
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Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Base Atk +6; CMB +11; CMD 25
Feats Cursed Love, Improved Initiative, Light Armor Proficiency, Medium Armor Proficiency
Traits guiding spirit, unswaying love
Skills Acrobatics +3 (-1 to jump), Appraise +9, Bluff +9, Craft (Sculpture) +9, Fly +18, Intimidate +8 (+10 when dealing with evil arcane casters), Knowledge (planes) +10, Perception +10, Sense Motive +10, Spellcraft +11, Stealth +3
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Combat Gear cold iron durable arrow (50), silver durable arrow (50), wand of cure light wounds, wand of inflict light wounds (50 charges); Other Gear armored kilt mithral mountain pattern armor[UC], adamantine switchscythe, darkwood composite longbow (+4 Str), wrist sheath, spring loaded, wrist sheath, spring loaded, 104 gp
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cursed Love (Completed, 1/day) +2intimidate with evil arcane casters; temp hp if dropped below 0.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Perfect) You can fly!
Immunity to Acid You are immune to acid damage.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.

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Rosalind
Female undine vampire wizard (exploiter wizard) 7 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 270, Pathfinder RPG Bestiary 2 275)
LE Medium undead (aquatic, augmented outsider, native)
Init +10; Senses darkvision 120 ft.; Perception +17
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Defense
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AC 27, touch 18, flat-footed 20 (+2 armor, +1 deflection, +6 Dex, +1 dodge, +7 natural)
hp 77 (7d6+42); fast healing 5
Fort +8, Ref +12, Will +8; +1 insight bonus vs. necromancy
Defensive Abilities channel resistance +4; DR 1/—, 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10, negative energy 10, positive energy 10
Weaknesses vampire weaknesses
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Offense
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Speed 30 ft., swim 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . darkwood quarterstaff +5 (1d6+1) or
. . silver dagger +4 (1d4/19-20) or
. . slam +4 (1d4+1 plus energy drain)
Ranged +1 adaptive darkwood composite longbow +10 (1d8+2/×3)
Special Attacks arcane reservoir (4/10), blood drain, children of the night, create spawn, dominate (DC 17), energy drain (2 levels, DC 17)
Wizard (Exploiter Wizard) Spells Prepared (CL 7th; concentration +12)
. . 4th—communal protection from energy[UC], shadow conjuration
. . 3rd—appearance of life (DC 19), haste, wind wall
. . 2nd—euphoric cloud[ACG] (DC 17), glitterdust (DC 17), make whole, see invisibility
. . 1st—color spray (DC 17), expeditious retreat, feather fall, mage armor, protection from good, shield
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
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Statistics
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Str 13, Dex 22, Con —, Int 21, Wis 12, Cha 18
Base Atk +3; CMB +4; CMD 22
Feats Alertness, Combat Reflexes, Dodge, Eldritch Heritage[UM], Improved Initiative, Leadership, Lightning Reflexes, Scribe Scroll, Skill Focus (Knowledge [religion]), Solid Shadows, Spell Focus (illusion), Thanatopic Spell[UM], Threnodic Spell[UM], Toughness
Traits magical lineage, trap finder
Skills Acrobatics +9, Bluff +12, Climb +2, Craft (sculpture) +13, Disable Device +9, Disguise +5, Escape Artist +7, Fly +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +12, Linguistics +12, Perception +17, Ride +7, Sense Motive +18, Spellcraft +15, Stealth +14, Survival +2 (+4 to avoid becoming lost), Swim +19, Use Magic Device +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aquan, Auran, Common, Draconic, Elven, Ignan, Nightsong, Sylvan, Terran
SQ amphibious, change shape (dire bat or wolf, beast shape II), gaseous form, hydrated vitality[ARG], mostly human, shadowless, spider climb
Combat Gear adamantine durable arrow (20), cold iron durable arrow (50), lesser extend metamagic rod, riffle scroll of knock, runeward tattoo (necromancy), silver durable arrow (50), wand of cure light wounds, wand of inflict light wounds (50 charges); Other Gear +1 deathless adamantine haramaki[UC], +1 adaptive darkwood composite longbow (+1 Str), dagger, darkwood quarterstaff, silver dagger, amulet of natural armor +1, blessed book, clear spindle ioun stone, cloak of resistance +2, efficient quiver, fruitful sash, ring of protection +1, secure paypack, wayfinder, smuggler's, backpack, bedroll, belt pouch, fishhook (2), flint and steel, haversack contents (worth 4,000 gp), masterwork fetters[ARG], masterwork thieves' tools, mug/tankard, sewing needle, signal whistle, spells purchased (worth 2,000 gp), string or twine[APG], subversive vest[UI], thread (50 ft.), trail rations (7), waterskin, weapon cord[APG] (10), whetstone, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 31 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Arcane Reservoir +2 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dominate (DC 17) (Su) As a standard action, can use dominate person on foe in 30 ft.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Drain (2 levels, DC 17) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Hydrated Vitality (14 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Leadership (score 11: 7th; 6) You attract loyal companions and devoted followers.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Solid Shadows Shadow descriptor spells produce 20% more realism.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Swim (30 feet) You have a Swim speed.
Thanatopic Spell Spell pierces protection from death effects & can affect undead. +2 Level.
Threnodic Spell Mind affecting spell affects undead (even mindless) but not living foes. +1 Level.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

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Gentle
Water wysp (protector) (Pathfinder RPG Bestiary 5 283)
N Tiny outsider (elemental, water)
Init +1; Senses darkvision 60 ft.; Perception +10
Aura resonance (30 ft.)
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Defense
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AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 38 (3d10+6)
Fort +5, Ref +4, Will +6
Immune elemental traits
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Offense
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Speed 30 ft., swim 90 ft.
Melee 2 tendrils +9 (1d3+3)
Space 2½ ft.; Reach 0 ft.
Special Attacks drench
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Statistics
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Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +4; CMD 13 (can't be tripped)
Feats Bodyguard[APG], Combat Reflexes, Power Attack, Weapon Focus (tendril)
Skills Acrobatics +4, Bluff +7, Climb +2, Disable Device +0, Disguise +2, Escape Artist +2, Fly +6, Heal +6, Knowledge (planes) +5, Linguistics +4, Perception +10, Ride +2, Sense Motive +11, Spellcraft +7, Stealth +14, Survival +2, Swim +19, Use Magic Device +7
Languages Aquan
SQ living battery, loyal bodyguard, servitor, shield master
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
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.
Living Battery (Ex) Kill self to heal creature benefitting from resonance 2 hp per its hit die.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resonance (30 ft.) (Ex) +2 atk/dmg, DC of racial abilities for creatures within 30 ft, w/elemental subtype, (+1 atk/dmg for kineticists.)
Servitor (Ex) Aid another to creature benefitting from resonance grants +4 instead of +2.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Swim (90 feet) You have a Swim speed.

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Spellbook:
Once I figure out how to export it