Painter Worshipper of Shelyn

Trompe L’oeil's page

21 posts. Alias of hallowsinder.


About Trompe L’oeil

Painter who has become a painting who still paints paintings.

But what that means is the idea of a Painter who wanted the perfection of skill in their painterly arts, and wanted to be that perfect themselves. And upon their death, their wish was granted, sort of.

She now has "perfect" skill, with her skill being such that Trompe can exactly reproduce any image she imagines, exactly as she imagine it. And this is horrible.

Good form, structure, and having an idea of where you're going before you get there are certainly important parts of art. But it is often the moments where you compensate for an error, or when what comes out of your own hands surprises you, that you grow. Trompe finds that with her absolute control, she's no longer surprising herself with her own art and she really can't stand that.

Being turned into living paint, is less of a problem to her, than the fact that her absolute control of paint seems to be holding her back from enjoying painting.

Themes I'm going for are "be careful what you wish for" and "what are all the ways one grows in art" and "why is creating art rewarding".

Race:

Trompe L'oeil is well, a trompe l'oeil. A sentient construct of paint. Given her name, powers over paint, and destiny, Trompe wonders if she is not perhaps the ur-trompe l'oeil, the prototype, the mold from which all others descend. She considers that perhaps that may be thinking too highly of herself. But, ultimately, she considers it not too outlandish an idea to be discarded entirely.

Autotelic (Ex)
A trompe l’oeil uses its Charisma score in place of its Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).

Enter Painting (Su)
As a standard action, a trompe l’oeil can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.

The trompe l’oeil can use its normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the trompe l’oeil can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the trompe l’oeil gains the freeze universal monster ability to appear as part of the painting. The trompe l’oeil can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the trompe l’oeil entered. If someone destroys or damages the painting, the trompe l’oeil is unharmed, but exits the image.

Trompe L’oeil Canvases
A trompe l’oeil remains magically connected to the surface on which it was painted. Unless its canvas is destroyed, a trompe l’oeil can rejuvenate after it is killed. Although most trompe l’oeils are painted on large canvases, any solid surface can serve as the “canvas” for a trompe l’oeil. If the trompe l’oeil is painted on a wall, only the surface must be destroyed to prevent the creature from rejuvenating. The canvas is enhanced by its connection to the trompe l’oeil. It has a hardness equal to the trompe l’oeil’s HD (maximum 20) or the material’s hardness, whichever is higher. It has hit points equal to half the trompe l’oeil’s maximum hit points. Its dimensions must be at least as tall and wide as the trompe l’oeil itself.

Veils and stuff:

Veils, and the Akashic Mechanic as a whole, is being used to mechanically represent Trompe's ability to weave incredible and fantastic effects out of the magical paint that she commands. Veils representing the specific creations, and Essence the amount of Paint invested.

Veils have: 20 Hardness, and +6 on saves. If sundered or otherwise destroyed, taking 40 or more damage in a single attack, it is suppressed for 1d4 rounds before returning to use.

Essence used : 32/32
Veils used : 7/7

Infinite Canvas - 0 Essence, Wrist Bind
The palms of Trompe's hands have a subtle, white canvas texture, the portal to hidden canvas and painting supplies.

This veil grants a nondimensional space, where Trompe can access items inside or put items away in as a swift action. It can hold up to 10 cubic feet and 50 lbs worth of materials.

When Trompe would be hit by an attack that targets her directly, Trompe may make an acrobatics or stealth check with a DC equal to the attack's attack roll (or 15 + the attacking creature's CR in the case of targeted attacks that don't require an attack roll, such as magic missile) as an immediate action to negate the attack and treat it as a miss.

RGB Dragons - 6 Essence, Belt Bind
Around Trompe's waist is a belt of three interwoven cords, Red, Green, and Blue, absolutely pulsing with vibrant energy. You'd be forgiven for not noticing it, however, with the three similarly colored large serpentine dragons cuddling around her.

This veil grants +8 Insight bonus to Acrobatics and Fly. When succeeding an acrobatics check to avoid attacks of opportunity, Trompe can partially dissolve into paint, ignoring non-magical difficult terrain and not provoking any further attacks of opportunity due to movement until the end of her turn.

As a standard action, Trompe may summon a large, quasi-real, draconic creature that can be used as a mount as a standard action. It is only rideable by Trompe or one person for whom she specifically painted it. It has a telepathic connection to its rider and follows any commands instinctively, using its own actions to do so.

Animals shun the dragons and refuse to attack them. May have up to 3 dragons at a time, but each must be painted with its own standard action.

Each dragon has AC 26|FF21|T15, 70 HP, base and fly speed 80 ft, with average maneuverability, holding its riders weight +200 lbs.
Bite +36 1d8+6d8 negative energy, 2 Claws +36 1d6+6d6 negative energy, dragon attacks may benefit from Trompe's Enigmas.
Breath Weapon 20d6 Negative energy within a 60 ft cone, 1d4 round recharge. DC 26 Reflex for half.

Paint Wisp Anklets - 7 Essence, Foot Bind
A swarm of little multicolored paint wisps dance around Trompe, focused near anklets that they seem to derive sustenance from. They will form under her feet to provide her flight, when she so wishes it, and otherwise prove pesky nuisances for those seeking to attack her. They also are quite capable of acting spooky, when the time is needed for that.

This veil grants 40 ft fly speed, clumsy, 50% concealment against all attacks, and +7 Insight bonus to the DC of any fear effects Trompe makes.

Cascading Color Cloak - 7 Essence, Neck Bind
Not content with merely wisps for protection, Trompe also has a painted cloak that can suddenly wrap around her to protect her from explosions, ranged attacks, and the like, as well as spells in general.

This veil grants, +7 Insight bonus to AC vs ranged attacks, +4 Insight bonus to saving throws, and Improved Evasion.

Paint Shooters - 6 Essence, Hand Bind
One might think Trompe has been playing too much Splatoon with these paint shooters. But she actually never played. She has heard of it and found the connection funny though.

This veil creates two +5 Seeking Hand crossbows that never need to be reloaded, and may use veilweaver level in place of BaB when using these. Bolts fired lower the light level by 1 step in a 30 ft radius after each successful attack. This may create deeper darkness.

Creative Painting Related Name - 6 Essence, Hand Bind
Things. Technically a melee thing, but I'm just here for the +6 AC not ignored by incorporeal, and because I need to have two hand binds.

Other creative painting thing - 0 Essence, head bind.
Uncanny dodge and +2 Insight Perception/Sense Motive

Offense:

BaB: +15
MaB: +15 = 15 BaB
RaB: +20 = 15 BaB + 5 Dex
CMB: +15 = 15 MaB
Paint Shooters:
Attack: +30 = 25 RaB (uses Veilweaver instead of BaB) + 5 Enhancement 30 ft range
Damage: 1d4+5 Piercing, 19-20 Crit.

Other See Enigmas. +2 circumstance bonus on attack and damage rolls when in dim or darker light.

Defense:

HP: 221 = (8+1+5+5+8+8+3+2+6+5+5+8+8+8+1+8+3+2+4+3) + 20 Construct + 100 Charisma

AC: 41 = 10 base + 10 Armor + 5 Dexterity + 5 Deflection +6 Shield + 5 Enhancement
Touch AC: 25 = 10 base + 5 Dexterity + 5 Deflection + 5 Enhancement
Flat-footed AC: 36 = 10 base + 10 Armor + 5 Deflection + 6 Shield + 5 Enhancement
Flat-footed Touch AC: 20 = 10 base + 5 Deflection + 5 Enhancement

CMD: 35 = 10 base + 15 BAB + 5 Dexterity + 5 Deflection
Flat footed CMD: 30 = 10 base + 15 BAB + 5 Deflection

Fortitude: +31 = 12 Base + 5 Charisma + 5 Resistance +4 Insight + 5 Enhancement
Reflex: +31 = 12 Base + 5 Dexterity + 5 Resistance +4 Insight + 5 Enhancement
Will: +25 = 6 Base + 5 Wisdom + 5 Resistance +4 Insight + 5 Enhancement

Construct Immunities: Mind-Affecting, disease, death, necromancy, paralysis, poison, sleep, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, nonlethal damage, things that require a fortitude save (unless the effect also works on objects or is harmless), massive damage, breathing, eating, or sleeping.

Other: Rejuvenation (Su), resurrected after 8 hours as long as original canvas is intact. +2 Circumstance bonus to saving throws, AC, and CMD within dim or darker lighting. +5 Luck bonus on saving throws made in areas of dim or darker lighting.

Veil Effects: Concealment (50%), +7 Insight on AC vs Ranged, Improved Evasion, +4 Insight on saves (already included), +6 Shield that works vs Incorporeal (already included), Uncanny Dodge.

Feats:

1. Increase the maximum essence of the Cascading Colors Cape veil.
3. More essence 2.
5. More essence 2.
7. Increase the maximum essence of the Paint Wisp Anklet veil.
9. More essence 2.
11. More essence 2.
13. More essence 2.
15. More essence 2.
17. Gain the Neck Bind slot.
19. Gain Access to Head Veil

Ability Scores:

Strength: 10 (+0) = 10 fiat
Dexterity: 20 (+5) = 14 Base + 6 Enhancement
Constitution: - (+0) = Nope, construct.
Intelligence: 30 (+10) = 14 Base +5 Level +5 Inherent +6 Enhancement
Wisdom: 20 (+5) = 14 Base + 6 Enhancement
Charisma: 20 (+5) = 14 Base + 6 Enhancement

Skills:

Ranks: (6 Class + 10 Int)*20 = 320
Acrobatics: +36 = 20 rank + 5 Dexterity + 3 trained + 8 Insight
Bluff: +28 = 20 rank + 5 Charisma + 3 trained [+5 to appear as base race]
Craft (Painting): +33 = 20 rank + 10 Intelligence + 3 trained
Diplomacy: +28 = 20 rank + 5 Charisma + 3 trained
Disable Device: +38 = 20 rank + 5 Dexterity + 3 trained +10 Trapfinding
Disguise: +28 = 20 rank + 5 Charisma + 3 trained [+10 to appear as base race]
Escape Artist: +28 = 20 rank + 5 Dexterity + 3 trained
Fly: +13 = 5 Dexterity + 8 Insight
Knowledge (Arcana): +33 = 20 rank + 10 Intelligence + 3 trained
Knowledge (History): +33 = 20 rank + 10 Intelligence + 3 trained
Knowledge (Nobility): +33 = 20 rank + 10 Intelligence + 3 trained
Knowledge (Planes): +33 = 20 rank + 10 Intelligence + 3 trained
Knowledge (Religion): +33 = 20 rank + 10 Intelligence + 3 trained
Perception: +30 = 20 rank + 5 Wisdom + 3 trained + 2 Insight [+10 vs Traps]
Spellcraft: +33 = 20 rank + 10 Intelligence + 3 trained
Stealth: +28 = 20 rank + 5 Dexterity + 3 trained [+5 to hide in a painting][+10 competence in dim or darker light, without any painted shells active]
Use Magic Device: +28 = 20 rank + 5 Charisma + 3 trained
Other: +2 Circumstance bonus to all skills within dim or darker light.

Enigma:

Whenever making an attack action or a targetted veil ability, against an opponent who is flat-footed, flanked, denied their dex bonus to AC, or who is unaware of Trompe's presence, she may take use one of the following enigma's. If in a single attack action, more than one attack is made, only one attack needs to land to cause the Enigma's effect, but multiple hits do not cause it to happen multiple times (other than Enimgas that make hits easier to land).

Bleach Mind
Deal 5 points of Wisdom Damage.

Blotch Form
-8 penalty to all concentration checks, if the target has martial, or psionic focus, or is currently in a stance from a maneuver or style feat, it is lost unless the succeed a DC 36 Fort save. They must make an individual save for each aplicable thing they have.

Drain Essence
Drain one of: a 7th level spell or lower, 7 arcane pool, essence, ki, grit or other aplicable by GM fiat points, or 13 power points. If anything is drained, heal 1 point of essence burn or gain 1 point of temporary essence up to a max of five for 1 minute.

Inescapable Brush
+7 Profane bonus to hit.

Repeat Performance
Repeat the triggering veil effect a second time on the target.

Color Alone
Target is defened for 6 rounds, or if the veil effect already causes deafness, they are deafened for 5 more rounds.

Inkblot
Target is blinded for 5 rounds, or if the veil effect already causes blindness, they are blinded for 5 more rounds.

Erase
The target muss pass a DC 28 Fortutitude saving throw or die. This is a death effect.

Potent Brush
+7 DC to targetted veil effect.

Perspective Trickery
+35 ft to natural reach of melee weapon attack.

Eclipse:

Trapfinding, +10 perception to locate traps and disable device. And eclipse can use disable device to disarm magical traps.

Painted Shells (Su)
As a standard action, Trompe may create up to two copies of herself. They can be anywhere within 60 ft, it has a fly speed of 60 ft. with perfect maneuverability, and they can teleport to any area of dim or darker light within 100 ft and line of sight as a move action. They move immediately in the turn they are created. They both only recieve move actions, but Trompe may use her own actions through them as though she was at their location. Trompe may also spend a swift action to activate an attack action or veil ability that would require a standard action through one of her painted shells.

Painted Shells share all of Trompe's statistics, but not consumable or limited use items. Trompe can switch her perceptions between herself and painted shells as a free action on her turn. Painted shells can threaten, and make AoO, but this comes from Trompe's AoO per turn pool. A Painted Shell can be dismissed as a free action. If the Painted Shell is ever more than 1050 ft away from Trompe, it dissipates.

Painted Shells are destroyed if they take any damage or fail any saving throw, and they suck in all color and life around them when they do. Any creatures within 20 ft must pass a DC 30 Reflex save, or be moved as close to the Painted Shell's last location as they are capable of being, and take 10d6 bludgeoning damage and 10d6 cold damage, on a successful saving throw they are unmoved and take only 5d6 cold damage.

When no Painted Shells are out, Trompe has a +10 bonus to armor, +10 competence to stealth in dim or darker light, hide in plain sight, dimension door between dim/dark lights, 3/day shadow walk CL20, and 1/day when reduced to 0 or fewer hp, may regain up to 60 HP as an immediate action even if they have been killed. If this is enough to keep them above 0, they remain alive. Using the 1/day 60 hp thing prevents Painted Shells from being created until it is refreshed.

Colorful Intensity
May shape and bind an additional veil in hand or feet slot, ignoring usual 1 per slot rule. Will always be choosing hands, which grants the ability to attack with up to two weapons as a single attack action, taking a -2 penalty to hit.

Paintlord
In dim/dark light, gain +2 circumstance bonus to attack, damage, saving throws, skill checks, AC, and CMD, darksense (true seeing in dim light/darkness), detect living and health within 60 ft, as blindsense and deathwatch continuously active. Mind Blank protects against detect living/health, but not true seeing.

ABP Assumptions:

+5 Deflection
+5 Resistance
+6/6/6 Enhancement to mental stats
+5 Inherent to Int
+6 Enhancement to physical stats.
+6/6 Weapon, Quarterstaff with each head having +5 Defending and +5 Guardian respectively.