About Trompe L’oeilPainter 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)
Enter Painting (Su)
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
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
Infinite Canvas - 0 Essence, Wrist Bind
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
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.
Paint Wisp Anklets - 7 Essence, Foot Bind
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
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
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
Other creative painting thing - 0 Essence, head bind.
Offense:
BaB: +15
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
CMD: 35 = 10 base + 15 BAB + 5 Dexterity + 5 Deflection
Fortitude: +31 = 12 Base + 5 Charisma + 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
Blotch Form
Drain Essence
Inescapable Brush
Repeat Performance
Color Alone
Inkblot
Erase
Potent Brush
Perspective Trickery
Eclipse:
Trapfinding, +10 perception to locate traps and disable device. And eclipse can use disable device to disarm magical traps. Painted Shells (Su)
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
Paintlord
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. |