| master_marshmallow |
Alright, I am in the process of updating and creating my game world for pathfinder, and part of that comes into actually making character stat blocks rather than just having them exist in game and making up numbers on the fly to interact with my players. I find it becomes a lot easier if I have things written down. Plus my players have a tendancy to have their characters go evil and need to be put down every once and a while.
I'm currently working on my Elven Domain, and need help fleshing out characters and statting them.
I have:
Archmage Alodamaennon, leader of the elves and a lvl 20 Mystic Theurge.
Archdruid Meraeriel, a female lvl 15 Treesinger Druid who guards the forest.
Lore Keeper Daranariel, another female elf Lorekeeper Oracle, who is also lvl 15.
I need an Archwizard (who needs a name) at lvl 17, and an Archcleric (who also needs a name) at lvl 15. Cleric should worship Desna. I could also use an Archpsion at lvl 15 using the material from DSP, wow this is gonna be a lot more work than I thought...
All of these characters should use Elite Array (15, 14, 13, 12, 10, 8) and have access to standard NPC WBL guidelines. I had stats for these guys originally but I have since nixed and/or lost them. Sources can come from anything paizo.
The Domain itself is run by a magical council (which should be obvious by now) lead by the Mystic Theurge.
The archwizard is in charge of the Elven school of wizardry, which focuses on Elemental Schools of focus rather than the actual schools of magic like my other school of wizardry in the human kingdoms, if that adds any flavor for you. Crafting feats are encouraged as these guys will be powerful casters who the players will be coming to for aid.
| master_marshmallow |
I have lvl 10 wizards of every Element, they happen to be my Metamagic Rod crafters, as in my game I require magic item crafters to actually have all of the prereqs for crafting, so any player that wants a metamagic rod will have to come here for it.
Fire: Manaever (male)
Feats: Burning Spell, Flaring Spell, Dazing Spell, Maximize Spell, Elemental Spell
Familiar: Hawk
Skill: Perception +15
Racial Trait: Keen Senses
Water: Enoriel (female)
Feats: Rime Spell, Widen Spell, Lingering Spell, Intensified Spell, Empower Spell
Familiar: Otter
Skill: Swim +12
Racial Trait: Spirit of the Waters
Air: Ranalaena (female)
Feats: Reach Spell, Bouncing Spell, Piercing Spell, Disruptive Spell, Thundering Spell
Familiar: Bat
Skill: Fly +19
Racial Trait: Arcane Focus
Earth: Wylarel (male)
Feats: Extend Spell, Focused Spell, Merciful Spell, Sickening Spell, Concussive Spell
Familar: Armadillo
Skill: Craft (clothing)
Racial Trait: Keen Senses
Wood: Gavabridar (male)
Feats: Heighten Spell, Still Spell, Persistent Spell, Enlarge Spell, Quicken Spell
Familiar: Osprey
Skill: Craft (bows)
Racial Trait: Arcane Focus
Metal: Dallalalden (male)
Feats: Silent Spell, Echoing Spell, Ectoplasmic Spell, Toppling Spell, Bouncing Spell
Familiar: Raven
Skill: Craft (weapons and armor)
Racial Trait: Arcane Focus
Void: Adrobrenna (female)
Feats: Tenebrous Spell, Umbral Spell, Shadow Grasp, Piercing Spell, Focused Spell
Familiar: Owl
Skill: Perception +15
Racial Trait: Darkvision
Elementalist Wizard 10
CN Medium humanoid (elf)
Init +3
DEFENSE
AC 13, touch 13, flat-footed 10
hp 31
Fort +3, Ref +6, Will +7
OFFENSE
Speed 30 ft.
STATISTICS
STR 8 DEX 16 CON 12 INT 20 WIS 10 CHA 10
Base Atk +5; CMB +4; CMD 17
FEATS
Scribe Scroll, Alertness, Craft Rod, Arcane Builder (rod)
SKILLS
Appraise +17; Craft (rods) +17; Knowledge (arcana) +17; Knowledge (history) +17; Linguistics +17; Spellcraft +17
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Goblin, Orc, Sylvan, Gnoll, Giant, Tengu, Treant, Undercommon
Formatting may be a bit off, but for the most part all of my lesser wizards fit a skeleton and have their familiars, metamagic feats, skills, and racial abilities changed based on the character.
If I had any real preference, I'd say make him a Spellbinder, most likely with Arcane Focus, I'm tempted to also say he should be a Universalist who utilizes the metamagic powers of the school well.
| nate lange RPG Superstar 2012 Top 32 |
| 1 person marked this as a favorite. |
this should be pretty close to your format...
i didn't factor in any items at all, so you'll have to add those.
Archwizard Theldrassil (male)
Elementalist Wizard [wood] 10/Magaambyan Arcanist 7 (collegiate arcanist on pfsrd)
CG Medium humanoid (elf)
Init +3
DEFENSE
AC 13, touch 13, flat-footed 10 (+2 deflection vs evil)
hp 93
Fort +7, Ref +8, Will +12 (+2 resistance vs evil, to all 3)
OFFENSE
Speed 30 ft.
STATISTICS
STR 8
DEX 16 (14+2race)
CON 14 (13-2race+3enhance)
INT 21 (15+2race+4@4,8,12,16)
WIS 12
CHA 10
Base Atk +8; CMB +7; CMD 20
FEATS:
W1- Scribe Scroll
familiar- Alertness
1- spell focus [conjuration]
3- augment summoning
W5- Spell Mastery
5- scholar
7- improved familiar (faerie dragon)
9- superior summoning
W10- Opposition Study
11- sacred summons
13- craft staff
15- Arcane Builder
SKILLS (favored class bonus):
Knowledge [arcana] +27
Knowledge [geography] +25
Knowledge [history] +25
Knowledge [local] +25
Knowledge [nature] +27
Knowledge [planes] +25
Linguistics +25
Spellcraft +25
Languages: Common, Elven, 22 others
he has no prohibited spells and adds the "wood magic" spells plus 8 druid spells to his spell list. if he ever needs to get in to combat, he can summon creatures with the good subtype as a standard action (with the benefits from augment and superior summoning) and their durations are increased from virtuous spell and lasting goodness- so he'll quickly summon an army, then toss a couple buffs on them, and get ready to teleport away if things aren't going well (he'd also probably use invisibility early on unless he knew the enemy could see through it)
| XMorsX |
I will give a try for the Archcleric.
Narthanar, cleric of Desna 15
Domains: Luck, Travel
STR 13
DEX 16 (14+2)
CON 10 (12-2)
INT 10
WIS 18 (15+1+1+1)
CHA 8
1 Point Blank Shot
3 Precise Shot
5 Rapid Shot
7 Weapon focus: Composite longbow
9 Snap Shot
11 Combat Reflexes
13 Improved Snap Shot
15 Improved Precise Shot
It is thematic to make him a competent archer. Also, with the Snap Shot line, you can cast in your round and still attack with AoOs on the opponents turn, much like the reach cleric plays.
LazarX
|
I'll see what I can do with you for a wizard.
Kylandia Seneshal of the Arcaniria
Kylandia CR 16
XP 76800
Female Tower Elf Wizard (Scroll Scholar) 17
LN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 deflection)
hp 113 (17d6+51)
Fort +11, Ref +12, Will +14; +2 vs. enchantments
Immune magic sleep; Resist elven immunities; SR 18
--------------------
Offense
--------------------
Speed 40 ft.
Spell-Like Abilities
. . Constant—comprehend languages, identify
Wizard (Scroll Scholar) Spells Prepared (CL 17th; concentration +22):
9th (1/day)—time stop
8th (2/day)—summon monster viii, stormbolts (DC 26)
7th (3/day)—scouring winds, vortex (DC 23), control weather
6th (4/day)—greater dispel magic, sirocco (DC 23), freezing sphere (DC 23), path of the winds (DC 22)
5th (5/day)—break enchantment (DC 20), icy prison (DC 22), cone of cold (DC 22), acidic spray (DC 21), sending
4th (4/day)—scrying (DC 19), solid fog, wandering star motes (DC 19), obsidian flow (DC 20)
3rd (5/day)—wind wall, cloak of winds (DC 18), hydraulic torrent, daylight, lightning bolt (DC 21)
2nd (5/day)—mirror image, scorching ray (x2), see invisibility, communal mount
1st (6/day)—alter winds (DC 16), burning hands (DC 18), endure elements, obscuring mist, stone shield, sure casting
0 (at will)—arcane mark, read magic, detect magic, scrivener's chant
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 12
Base Atk +8; CMB +8; CMD 22
Feats Craft Rod, Craft Wand, Craft Wondrous Item, Elemental Focus, Elemental Focus, Elemental Focus, Elemental Focus, Empower Spell, Greater Elemental Focus, Scribe Scroll, Spell Focus (evocation), Toughness
Skills Acrobatics +3 (+7 jump), Appraise +10, Diplomacy +5 (+7 to gather information), Fly +11, Knowledge (arcana) +33, Knowledge (dungeoneering) +15, Knowledge (engineering) +18, Knowledge (geography) +31, Knowledge (history) +18, Knowledge (local) +13, Knowledge (nature) +28, Knowledge (planes) +33, Linguistics +13, Perception +3, Sense Motive +7 (+9 to read a social situation), Spellcraft +25 (+27 to determine the properties of a magic item)
Languages Aquan, Auran, Celestial, Common, Draconic, Elven, Gnome, Ignan, Infernal, Orc, Sylvan, Terran
SQ arcane bonds (object [staff of travel] [1/day]), arcane focus, elven magic, flash of insight, metamagic mastery, specialized schools (universalist), urbanite
Combat Gear Robe of the archmagi (gray), Staff of travel; Other Gear Belt of physical might (Str & Con +2), Ring of protection +1, 1800 GP
--------------------
TRACKED RESOURCES
--------------------
Arcane Bond (Staff of travel) (1/day) (Sp) - 0/1
Comprehend Languages (Constant) (Sp) - 0/0
Dimension Door - 0/10
Flash of Insight (2/day) (Su) - 0/2
Fly - 0/10
Identify (Constant) (Sp) - 0/0
Metamagic Mastery (5/day) (Su) - 0/5
Staff of travel - 0/10
Teleport - 0/5
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of travel) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elemental Focus (Acid) +1 DC to spells that deal damage of the chosen energy.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Flash of Insight (2/day) (Su) Gain +5 bonus to an attack, save, or caster level check.
Greater Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Mastery (5/day) (Su) Apply a metamagic feat you know for free 5/day.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
--------------------
it has been decades since Kylandia has retired from the active life of an adventurer, devoting her time to research and instruction. She maintains close contact with most of her former apprentices, several of which are now teaching students of their own.
Kylandia has access to a wide variety of spells thanks to her position leading the primary school of magic in the Elven realm. The memorised spell list shown below is a battle set provided sufficient advanced notice. Actual day to day activities would add more utility spells to this list.
| XMorsX |
I will give a try for the Archcleric.
Narthanar, cleric of Desna 15
Domains: Luck, Travel
STR 13
DEX 16 (14+2)
CON 10 (12-2)
INT 10
WIS 18 (15+1+1+1)
CHA 81 Point Blank Shot
3 Precise Shot
5 Rapid Shot
7 Weapon focus: Composite longbow
9 Snap Shot
11 Combat Reflexes
13 Improved Snap Shot
15 Improved Precise ShotIt is thematic to make him a competent archer. Also, with the Snap Shot line, you can cast in your round and still attack with AoOs on the opponents turn, much like the reach cleric plays.
ITEMS:
Cestus
Some potions of Enlarge person and large arrows
Handy Haversack
Efficient Quiver
+1 Seeking Holy +1 Mighty Composite Longbow
Belt of Dexterity +2
Headband of Wisdom +2
Bracers of Archery, Lesser
+1 Mithral Breastplate
Lesser Rod of Extend
Boots of Elvenkind
Eyes of the Eagle
Pearl of Power (1st lvl)
Put ranks in Acrobatics and Perception every lvl.
| master_marshmallow |
Love it so far guys.
@nate, I didn't even think about having them Prestige out and I love the result
@LazarX I love that you included a prepared spells list.
I might just use both and have 2 wizards, because wizards.
I also really like where this cleric thing is going, bows are gonna be everywhere as is, and it just makes sense.
| nate lange RPG Superstar 2012 Top 32 |
i have a completely different take on the 'cleric' too, if you want to do anything with it...
High Priestess Iomelindë (female)
Stargazer Oracle [Heavens] 15
CG Medium Outsider [Native] (a musetouched aasimar- elven, not human, descent)
Init +3
DEFENSE
AC 13, touch 13, flat-footed 10 (+10 to AC and FF w/Coat of Many Stars)
hp 82
Fort +6, Ref +8, Will +10
Resist 5 vs. acid, cold, and electricity
(DR 5/slashing w/Coat of Many Stars)
OFFENSE
Speed 30 ft., fly 30 ft.[average] (60ft [good] when using Lure of the Heavens)
SLA- glitterdust 1/day, CL 15 (DC 17)
STATISTICS
STR 8
DEX 16 (14+2race)
CON 12
INT 10
WIS 13
CHA 20 (15+2race+3@4,8,12)
Base Atk +11; CMB +10; CMD 23
Curse: Tongues- in combat, speak only Celestial or Auran
Revelations: Guiding Star, Coat of Many Stars, Star Chart, Lure of the Heavens, Interstellar Void
FEATS:
1- revered guidance [elf]
3- martial weapon proficiency [starknife]
5- angelic blood
7- skill focus: knowledge [nature]
9- eldritch heritage [starsoul]
11- angelic wings
13- improved eldritch heritage [starsoul] (Aurora Borealis)
15- forge ring
SKILLS (favored class bonus):
Diplomacy +25 (+29 with elves)
Fly +21 (+28 when using Lure of the Heavens)
Knowledge [nature] +24
Perform [singing] +22
Spellcraft +18
Languages: Common, Elven, Auran, Celestial; constant tongues
she always floats about 6 inches above the ground, and the sight of her hovering, wings unfurled, the billowing white gown of Desna's clergy flapping lazily in an almost non-existent breeze, is truly breath-taking. though her powers come naturally rather than through the study typical of clerics, her charm and diplomatic acumen (along with great beauty and otherworldly powers) have brought her to the highest religious office in the elvish lands.
she (obviously) has Cure spells for those that are automatically learned, and would know as many spells as (reasonably) possible from the freedom, travel, and luck domains, as well as some divinations. if forced into combat, she would almost certainly be prepared with Coat of Many Stars already active- most of her spells are not combat oriented so she would rely on abilities like interstellar void and aurora borealis, and seek to flee as quickly as possible.
ps- i just noticed that i forgot a 17th level feat for Theldrassil, so enjoy picking that :)
edit: took a while for this post, so i didn't see all the stuff you're looking for... this one is really designed as a priestess of Desna, so i'm not sure which role you'd use it in... but, like i said before, feel free to use it however you see fit- maybe you could use her for the oracle seat on the council but keep her head of the church of Desna and just tweak the cleric to keep that seat also (that cleric doesn't have much Desna flavor- you could pretty easily switch domains and have him lead the church of Cayden Cailen or some other diety)
| XMorsX |
Aethanion, Half-Elf Ancient Lorekeeper Oracle of Nature 15
STR 13
DEX 12
CON 14
INT 10
WIS 8
CHA 20 (15+2 racial+1+1+1)
1 Spell Focus: Evocation, Revelation: Nature’s Whispers
3 Spell Specialization: Fireball, Revelation: Bonded Mount
5 Greater Spell Focus: Evocation
7 Intensify Spell, Revelation: Nature’s Whispers
9 Improved Initiative
11 Dazing Spell, Revelation: Erosion Touch
13 Empower Spell
15 Spell Perfection: Fireball, Revelation: Undo Artifice
Horse
Feats: Light armor proficiency, Power Attack, Weapon Focus (bite), Dazzling Dissplay, Cornugon Smash, Intimidating Prowess
Take Fireball as one of your bonus spells and apply to it the dazing spell along with other metamagic as you wish. The horse is there to intimidate the enemies and lower their saving throws.
| XMorsX |
well, apparently there are a few of us posting, and often doubling up on the same concept...
i call dibs on the witch
(try to post it within the hour)
Fine, I don't know much about witches anyway :)
As far as the bonded witch is about, I believe that it is better to have an improved familiar. That being said, it is a nice way to get rid of book-keeping the familiar, so I would consider it. Ring seems the best choice, as it is less likely to be a sunder target, it cannot be disarmed and it gives nice defensive spells. Also, it provides you a way to enchant your ring. You would not take the feat Forge Ring anyway.
Finally, who wouldn't want to have a Ring of Power?
| nate lange RPG Superstar 2012 Top 32 |
ok, witch. for all of these i'm not including any equipment, mostly because i don't know what kind of wealth you want them to have. also, your expanded post didn't mention specific levels... so i'll assume they're all at 15 unless i see you state otherwise somewhere /shrug
Lord-Warlock Elrôgar Halfelven (male)
Scarred Witch Doctor 15
N Medium Humanoid [elf, human]
Init +2
DEFENSE
AC 12, touch 12, flat-footed 10 (+7 to AC and FF when using scarshield)
hp 157 (favored class bonus)
Fort +10, Ref +7, Will +9
OFFENSE
Speed 30 ft.
STATISTICS
STR 13
DEX 14
CON 20 (15+2race+3@4,8,12)
INT 12
WIS 10
CHA 8
Base Atk +7; CMB +8; CMD 20
Patron: Strength
Hexes: Charm, Evil-Eye, Flight, Slumber; Agony, Ice Tomb, Retribution, Weather Control
FEATS:
1- racial heritage [orc]
1/2 elf- ewp [fauchard]
3- toughness
5- combat reflexes
7- craft magic arms and armor
9- nature soul
11- ability focus: Agony
13- animal ally (wolf)
15- boon companion
SKILLS:
Knowledge [nature] +21
Ride +17 (if you give NPCs a trait, use his to make this a class skill)
Spellcraft +19
Languages: Common, Elven, Orcish
as if growing up a half-elf in the heart of elvendom wasn't hard enough, Elrôgar's green eyes, black hair, and slightly upturned nose lead to rumors (and taunts) that he was tainted with orcish blood (which, in fact, he is...). being an outcast bred in him a desire to grow powerful enough that none would dare mock him; this drive, coupled with some self-loathing, led him to explore the dark rituals of self mutilation through which the witch doctors of his orcish ancestors acquired power. by elven standards, he grew in power with extraordinary speed and recently became the youngest ever Lord-Warlock (the highest title in witchcraft). neither evil nor truly vengeful, now that he has amassed both mystical and political power he has gained a new sense of self-acceptance and peace.
Elrôgar is often seen riding his large wolf companion. in combat he typically buffs himself quickly (usually just one large buff) and then uses his turns to incapacitate attackers with Agony, Ice Tomb, or Slumber while relying on the wolf and AoOs to dispatch them.
edit: @lazarX- i'm not sure if you've read my posts but i've been trying to build them all as cool/interesting (maybe even memorable?) concepts rather than optimized adventurers (murder hobos)
re-edit: although, ironically, this particular build has some murder hobo undertones...
LazarX
|
| 1 person marked this as a favorite. |
And now for the ArchDruid
Meraeriel CR 14
XP 38400
Female Elf Druid (Treesinger) 15
NG Medium humanoid (elf)
Init +0; Senses low-light vision; Perception +25
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 21 (+5 armor, +5 natural, +1 deflection, +2 dodge)
hp 103 (15d8+32)
Fort +13, Ref +8, Will +17; +2 vs. enchantments, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Immune magic sleep, poison; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +12/+7/+2 (1d3+8)
Special Attacks wooden fists
Spell-Like Abilities
. . At will—a thousand faces
Druid (Treesinger) Spells Prepared (CL 15th; concentration +22):
8th (1/day)—control plants (DC 23), mass cure serious wounds
7th (2/day)—changestaff, animate plants, siege of trees
6th (3/day)—fire seeds, greater dispel magic, repel wood, transport via plants
5th (5/day)—tree stride, call lightning storm (DC 20), wall of thorns, cure critical wounds, jungle mind, threefold aspect
4th (5/day)—grove of respite, command plants (DC 19), scrying (DC 19), arboreal hammer, cape of wasps, communal protection from energy
3rd (5/day)—spike growth (DC 18), plant growth, speak with plants, nature's exile (DC 18), silverlight (DC 18), ward of the season
2nd (5/day)—barkskin, warp wood (DC 17), summon swarm, defoliate, forest friend, greensight
1st (6/day)—goodberry, endure elements, pass without trace, entangle (DC 16), faerie fire, blend, commune with birds
0 (at will)—know direction, stabilize, detect magic, detect poison
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 12, Int 12, Wis 21, Cha 14
Base Atk +11; CMB +12; CMD 25
Feats Attuned to the Wild (Forest), Attuned to the Wild(Jungle), Brew Potion, Guardian of the Wild, Mage of the Wild, Natural Spell, Nature Soul, Toughness
Skills Climb +9, Handle Animal +15, Heal +13, Knowledge (geography) +17, Knowledge (nature) +25, Perception +25, Profession (herbalist) +15, Ride +5, Spellcraft +14 (+16 to determine the properties of a magic item), Survival +17; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Sylvan
SQ elf druid, bramble armor, elven magic, green empathy, plant bonds (plant), resist nature's lure, spontaneous casting, timeless body, trackless step, wild shape, wild shape (plant), woodland stride
Combat Gear Oil of shillelagh, Potion of barkskin +2, Potion of cure serious wounds, Potion of darkvision (2), Potion of delay poison, Potion of endure elements, Potion of enlarge person, Staff of journeys; Other Gear +2 Leaf armor, Cloak of resistance +3, Headband of inspired wisdom +4, Ring of protection +1, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Bramble Armor (15 rounds/day) (Su) - 0/15
Detect Snares and Pits - 0/10
Endure Elements - 0/10
Freedom of Movement - 0/5
Longstrider - 0/10
Oil of shillelagh - 0/1
Pass without Trace - 0/10
Potion of barkskin +2 - 0/1
Potion of cure serious wounds - 0/1
Potion of darkvision - 0/2
Potion of delay poison - 0/1
Potion of endure elements - 0/1
Potion of enlarge person - 0/1
Staff of journeys - 0/10
Wild Shape (6/day) (Su) - 0/6
Wooden Fists +7 (8 rounds/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
+1 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
A Thousand Faces (At will) Can change your appearance at will while in your normal form, as alter self.
Attuned to the Wild (Favored Terrain [Forest]) Double natural healing in specified wilderness environment.
Attuned to the Wild (Favored Terrain [Jungle]) Double natural healing in specified wilderness environment.
Bramble Armor (15 rounds/day) (Su) Foes striking you take 1d6+7 damage.
Druid (Treesinger) Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Green Empathy +17 (Ex) Improve the attitude of an plant, as if using Diplomacy.
Guardian of the Wild Your mystic connection with the wilderness enhances your ability to react to threats.
Prerequisites: Attuned to the Wild, elf.
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mage of the Wild Your mystic connection with the wilderness enhances your spellcasting.
Prerequisites: Attuned to the Wild, elf.
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on cas
Natural Spell You can cast spells while in Wild Shape.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Timeless Body (Ex) You no longer take ability score penalties from aging.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Shape (6/day) (Su) Shapeshift into a plant creature one or more times per day.
Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
Wooden Fists +7 (8 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +7 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Meraeriel spends almost all her her time tending to the Alun'die Lale the secluded druidic grove just outside the capital city. She prevents any non-elf from violating it's sanctity and discourages all but druids and rangers from visitation. It is extremely rare for her to leave the forest to attend Council meetings save to bring up a matter of dire concern to the elven forest. She will do so generally on the behest of the Treants she relies on for advice.
An accomplished herbalist, she provides the council with potions and herbal infusions that are stockpiled against need. Those who come to her for aid may receive potions from what she has carried on her.
Visitors to the elven forests are generally advised that Meraeriel gives little warning to those who mistreat the forest. Those who innocently trespass will find themselves restrained by sudden surges of plant life. More violent offenders or known enemies are dealt with considerably more harshly.
| master_marshmallow |
And now for the ArchDruid
** spoiler omitted **...
This is so beyond perfect it's almost unreasonable.
I'm not gonna lie, I almost like the idea of taking that witch and rather than having it be an NPC in the elven domain, have it be a boss battle of a derelict elf who wages war on the rest of his kind.
| XMorsX |
Aethanion, Half-Elf Ancient Lorekeeper Oracle of Nature 15
STR 13
DEX 12
CON 14
INT 10
WIS 8
CHA 20 (15+2 racial+1+1+1)1 Spell Focus: Evocation, Revelation: Nature’s Whispers
3 Spell Specialization: Fireball, Revelation: Bonded Mount
5 Greater Spell Focus: Evocation
7 Intensify Spell, Revelation: Natural Divination
9 Improved Initiative
11 Dazing Spell, Revelation: Erosion Touch
13 Empower Spell
15 Spell Perfection: Fireball, Revelation: Undo ArtificeHorse
Feats: Light armor proficiency, Power Attack, Weapon Focus (bite), Dazzling Dissplay, Cornugon Smash, Intimidating Prowess
Take Fireball as one of your bonus spells and apply to it the dazing spell along with other metamagic as you wish. The horse is there to intimidate the enemies and lower their saving throws.
EDIT: Corrected 7th lvl revelation.
| nate lange RPG Superstar 2012 Top 32 |
you can use that witch however you like. i like the happy ending of him earning acceptance from others and learning to accept himself- but it would be easy to just undo that last plot element and have him be bitter and seeking dominance rather than respect...
did you settle on one of the oracles?
also, i have less time now than i did last night but i might try to put together the mystic theurge a little later...
(or maybe i'll do another witch so you can evil the first one out)
| master_marshmallow |
I'm leaning towards keeping the Aasimar Oracle for something other than my elven Domain.
Mainly because the overall vibe I want this place to give is that they don't believe in noble or special bloodlines, hence they don't have a king but rather a council of power spellcasters.
I'm also considering not including any commoners, aristocrats, or experts in the elven domain, but rather 'inventing' (really just borrowing from a 3.5e homebrew) an adept class that happens to be arcane, and have all the elf NPCs be adepts that are either arcane or divine, perhaps even including some psionics.
About the forest threats, mostly in the past there has been conflict with Orcs (as with all races in the central region of the continent which is where their forest is) and other various monsters.
Normally, I borrow from the Zelda formula as far as story boards go, that is you travel to a place, meet the new race/people there, then find out they have a problem and then go dungeon crawling to solve said problem. For this particular area I plan on mixing that formula up. Surrounding the Elven Domain, is a magically enchanted (with rediculously powerful, ancient epic magic) maze in the forest which traps whoever enters it in forever, unless they can find their way out. The dungeon in this case is the maze of the forest itself which is loaded with Conjuration Auras and Transmutation Auras which warp paths and teleport would be trespassers in a never ending loop. Naturally random monsters, treasure hunters, and other elven enemies would be found in this dungeon randomly walking around lost, trying to find their way either out of the forest or into the elven Domain, at this point they don't really care. Boss battle here would most likely involve some Ogres and maybe even an Ogre Mage.
Reaching the Elven Domain is crucial for spellcasting characters for this is the only place well known on this continent to gain access to metamagic rods, and special types of training for anyone who wants to have their character go into the retraining process.
| nate lange RPG Superstar 2012 Top 32 |
yeah, the idea for her to have celestial blood was kind of Tolkien inspired (Luthien, the elf woman that marries the human Beren- the couple that Aragorn sings about, her mom was actually a Maiar, which are like lesser gods)- i thought it turned out awesome, but i can totally understand if it doesn't fit with your setting (although, you could keep the mechanics the same and just tweak her backstory: make her lineage something people were wary of, and have it be that she overcame prejudices to achieve her position instead of the otherworldly nature helping her get there?)
if you're not excited about either oracle option right now let us know and i'm sure someone will post another option :)
| Tinalles |
| 1 person marked this as a favorite. |
Okay, here's a stab at Daranariel, Lorekeeper Oracle 15.
XP 38400
Female Old Elf Oracle (Ancient Lorekeeper) 15
N Medium humanoid (elf)
Init -2; Senses low-light vision; Perception +19
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Defense
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AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 56 (15d8-15)
Fort +6, Ref +10, Will +11; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Spell-Like Abilities
. . 1/day—automatic writing
Oracle (Ancient Lorekeeper) Spells Known (CL 15th; concentration +20):
7th (4/day)—mass cure serious wounds, legend lore, reverse gravity, greater scrying (DC 24), resurrection
6th (6/day)—mass cure moderate wounds, greater glyph of warding (DC 21), contact other plane, find the path, truespeak
5th (7/day)—mass cure light wounds, cleanse, scrying (DC 22), arcane eye, telekinesis, ancestral memory, mark of justice
4th (7/day)—discern lies (DC 21), cure critical wounds, tongues, divination, clairaudience/clairvoyance, gilded whispers (DC 21)
3rd (7/day)—blood biography (DC 20), locate object, cure serious wounds, speak with dead (DC 18), detect thoughts (DC 20), glyph of warding (DC 18)
2nd (7/day)—identify, cure moderate wounds, silence (DC 17), zone of truth (DC 17), augury, minor image (DC 17), levitate, communal protection from evil, share language (DC 19)
1st (8/day)—disrupt undead, shield of faith, detect good, detect evil, sanctuary (DC 16), cure light wounds, know the enemy
0 (at will)—spark (DC 15), resistance, mage hand, detect magic, mending, create water, detect poison, read magic, ghost sound (DC 15), guidance, light
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Statistics
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Str 7, Dex 7, Con 9, Int 26, Wis 14, Cha 20
Base Atk +11; CMB +9; CMD 17
Feats Breadth of Experience, Diviner's Delving, Great Fortitude, Greater Spell Focus (divination), Run, Scholar, Spell Focus (divination), Spell Penetration
Skills Acrobatics +3 (+7 to jump with a running start), Diplomacy +18, Knowledge (arcana) +32, Knowledge (dungeoneering) +20, Knowledge (engineering) +10, Knowledge (geography) +25, Knowledge (history) +28, Knowledge (local) +23, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +32, Knowledge (religion) +28, Linguistics +15, Perception +19, Ride +3, Sense Motive +20, Spellcraft +21 (+23 to determine the properties of a magic item), Swim +3; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Orvian, Osiriani, Ancient, Shadowtongue, Sphinx, Sylvan, Thassilonian
SQ elven lore, elven magic, mysteries (lore)
Other Gear Headband of mental prowess (Int & Cha +2) (Sense M, 35000 GP)
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Special Abilities
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Automatic Writing (Commune) (1/day) (Su) Use Commune as a spell-like ability.
Diviner's Delving Divination spells gain +2 vs. Spell Resistance, and information gained over multiple rounds comes 1 rd faster.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Lore +7 Add half oracle level to Knowledge checks about elves.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Greater Spell Focus (Divination) +1 to the Save DC of spells from one school.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scholar (Knowledge [arcana], Knowledge [planes]) +2 bonus on two Knowledge skills
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Think on It (1/day) (Ex) Reattempt a failed Knowledge check at +10
Throughout the Elven Dominion, Lorekeeper Daranariel commands two things: respect, and fear. The respect rises from her vast knowledge of virtually every topic. The fear derives from the unsettling certainty she evokes in her visitors that she sees things -- knows things -- that perhaps no one should. Her habit of speaking in an even monotone while staring just past the shoulder of whomever she addresses gives the distinct impression that she is speaking to, or at least aware of, entities no one else can see. But despite her spooky mannerisms, elves throughout the dominion know that if you desperately need an answer to a question, Lorekeeper Daranariel is your best bet.
She is also a woman driven to answer one question of her own: what is the true purpose of the maze? From the time her powers blossomed as a young elf, she has been obsessed with a theory that the vast maze enclosing the Elven Dominion is not a protection, but instead a vast rune which some unknowable entity is inscribing on the surface of the world. Its routine shifts of space and form merely indicate that it is not done. Now approaching the winter of her life, she lives in fear that she will not discover its true purpose before it is ... finished.
That's about the best I could do considering how little I know about the world. If the maze around the elven lands is something they built themselves, well, her backstory won't work without adding a paranoid conviction that the elves who built and maintain it are mere unknowing puppets of ... whomever.
The character started with the standard Elite array.
10 STR - 3 age = 7
8 DEX + 2 racial - 3 age = 7
14 CON - 2 racial - 3 age = 9
13 INT + 2 racial + 2 age + 5 mental acuity + 2 enhance + 2 level = 26
12 WIS + 2 age = 14
15 CHA + 2 age + 1 level + 2 enhance = 20
At levels 8-15 I used the elven favored class bonus to add 1/2 level to her Mental Acuity revelation, meaning it's functioning as if she were considerably higher level as an oracle. The other favored class bonuses went to skill points.
First and foremost, she's an Oracle. If she doesn't flat-out know the answer, she can probably find out via her assorted divinatory abilities. She may also be able to help with some healing, though there are almost certainly better healers out there.
EDIT: Argh, Hero Lab omitted most of her revelations. Those are:
Spontaneous Symbology: can cast "symbol" spells as if they were on her spells known list.
Sidestep Secret: CHA governs AC and Reflex saves instead of DEX.
Mental Acuity: May cast "cure" spells as a swift action by spending 2 slots, plus some inherent INT bonuses
LazarX
|
| 1 person marked this as a favorite. |
and finally the Psion:
A dark haired elf in ebon robes and bearing a crystal sword turns to greet you. He reacts to your speech almost before you've said it.
Chaelleon CR 14
XP 38400
Male Elf Psion 15
LN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +32
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Defense
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AC 33, touch 14, flat-footed 30 (+11 armor, +8 shield, +3 Dex, +1 deflection)
hp 82 (15d6+15)
Fort +8, Ref +10, Will +12; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
--------------------
Speed 30 ft., fly 40 ft. (average)
Melee +2 crystal, deep longsword +9/+4 (1d8+2/19-20)
Psion Spells Known (CL 15th; concentration +21): 248 Power Points
8th (1/day)—mind seed (DC 24)
7th (1/day)—crisis of life (DC 23), energy conversion, psychosis (DC 23)
6th (2/day)—mind switch (DC 22), sustained flight, temporal acceleration
5th (2/day)—mind probe (DC 21), catapsi (DC 21), metaconcert, tower of iron will
4th (2/day)—intellect fortress, energy adaptation, memory modification (DC 20), psychic reformation, schism
3rd (2/day)—mental barrier, dispel psionics, hostile empathic transfer (DC 19), solicit psicrystal
2nd (3/day)—id insinuation (DC 18), cloud mind (DC 18), brain lock (DC 18), biofeedback
1st (3/day)—energy ray, mind thrust (DC 17), force screen, inertial armor, mindlink
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 23, Wis 12, Cha 8
Base Atk +7; CMB +7; CMD 21
Feats Chain Power, Combat Manifestation, Craft Cognizance Crystal, Endowed Mind, Expanded Knowledge, Overchannel, Power Penetration, Psicrystal Affinity, Psion Weapon Proficiencies, Psionic Body, Psionic Meditation, Scribe Tattoo, Widen Power
Skills Autohypnosis +19, Bluff +17, Craft (tattoo) +15, Diplomacy +20, Fly +11, Knowledge (arcana) +15, Knowledge (geography) +10, Knowledge (history) +15, Knowledge (local) +13, Knowledge (nature) +10, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (psionics) +24, Knowledge (religion) +12, Perception +32, Sense Motive +20, Spellcraft +15 (+17 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Lashunta, Orc, Tien
SQ detect psionics, discipline talents (telepath), disciplines (telepath [telepathy]), elven magic, last respite, mental intrusion, psionically focused, telepathy
Other Gear +2 Crystal, Deep Longsword, Cloak of resistance +2, Cognizant Crystal (5 pp) (5Until Replenished), Crawling Tattoo of Energy Bolt (Cold), Crawling Tattoo of Energy Bolt (Electricity), Crawling Tattoo of Energy Bolt (Sonic), Headband of vast intelligence +4 (Perception, Sens, Ioun stone (dull grey), Ioun stone (dull grey), Ioun stone (dull grey), Psionatrix of Telepathy, Ring of protection +1, Third Eye (Aware), 1535 GP
--------------------
TRACKED RESOURCES
--------------------
Cognizant Crystal (5 pp) (5Until Replenished) - 0/5
Last Respite (1/day) (Su) - 0/1
Read Magic (10 minutes) (1/day) - 0/1
Read Magic (10 minutes) (1/day) - 0/1
Read Magic (10 minutes) (1/day) - 0/1
--------------------
Special Abilities
--------------------
+3 bonus on Diplomacy checks You gain the Alertness feat while your familiar is within arm's reach.
Chain Power You can manifest powers that arc to hit other targets
in addition to the primary target.
Cognizant Crystal (5 pp) (5Until Replenished) Cognizance crystals store power points that psionic characters can use to pay for manifesting their powers.
Physical Description: A cognizance crystal consists of a core crystal and two or three smaller crystals arranged in specific positions around it on strands of silver wire. The crystals give off a faint glow. A typical cognizance crystal weighs approximately 1 pound, has AC 7, 10 hit points, a hardness of 8, and a break DC of 16.
Activation: The user must merely hold or have a crystal on her person for a period of at least 10 minutes (which is long enough to attune oneself to the crystal). Thereafter, the owner can use power points stored in the crystal to manifest powers she knows.
The maximum number of points a cognizance crystal can store is always an odd number and is never more than 17. It can store only as many power points as its original maximum, set at the time of its creation. When a cognizance crystal's power points are used up, the glow of the crystal dims. However, the user can recharge it by paying power points on a 1-for-1 basis. While doing this depletes the user's own power point reserve for the day, those power points remain available in the cognizance crystal until used.
A user cannot directly replenish her personal power points from those stored in a cognizance crystal, nor can she draw power points from more than one source to manifest a power.
Faint to strong psychokinesis; ML equal to maximum power point storage; Craft Cognizance Crystal; Weight
1 lb.
Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
Crawling Tattoo of Energy Bolt (Cold) Each of these tattoos is keyed to one energy type: cold, electricity, fire, or sonic. This crawling tattoo delivers the energy bolt power, dealing 5d6 points of damage of its energy type.
Aura faint psychokinesis; ML 5th
Slot -; Price 750 gp; Weight -
Crawling Tattoo of Energy Bolt (Electricity) Each of these tattoos is keyed to one energy type: cold, electricity, fire, or sonic. This crawling tattoo delivers the energy bolt power, dealing 5d6 points of damage of its energy type.
Aura faint psychokinesis; ML 5th
Slot -; Price 750 gp; Weight -
Crawling Tattoo of Energy Bolt (Sonic) Each of these tattoos is keyed to one energy type: cold, electricity, fire, or sonic. This crawling tattoo delivers the energy bolt power, dealing 5d6 points of damage of its energy type.
Aura faint psychokinesis; ML 5th
Slot -; Price 750 gp; Weight -
Detect Psionics (DC 23)(Ps) All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Talents (Telepath) (Mindlink, Conceal Thoughts) (DC 23)(Ps) Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be a
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endowed Mind You can make your powers more difficult to resist.
Expanded Knowledge (Psion) You learn another power.
Flight (40 feet, Average) You can fly!
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole).
Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.
Resonant Power:
Read magic 1/day for 10 minutes.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole).
Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.
Resonant Power:
Read magic 1/day for 10 minutes.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole).
Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.
Resonant Power:
Read magic 1/day for 10 minutes.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Last Respite (1/day) (Su) Last Respite Mind Switch save DC 23.5 vs Will.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power's save DC.
Overchannel Take 1d8 to gain +1 manifester level.
Power Penetration Your powers are especially potent, breaking through power resistance more readily than normal.
Psicrystal Affinity You have created a psicrystal
Psionic Body Your mind reinforces your body.
Psionically Focused You are psionically focused.
Psionic Meditation You can recover your psionic focus as a move action.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Telepath (Telepathy) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Telepathy (Su) You gain telepathy out to 470 feet. While maintaining psionic focus, detect others using telepathy within 30 feet.
Third Eye (Aware) These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.
A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
Aware: This kind of third eye continually grants the wearer a +10 competence bonus on Perception checks. Moderate clairsentience; ML 7th; Craft Wondrous Item,
creator must have 10 ranks in Perception.
Widen Power You can increase the area of your powers.
--------------------
When not training initiates in the Crystal Tower, Chaelleon is frequently seen at Council ensuring that the members remain free from mental influences. He is masterful at giving the appearance of sincere friendship even to races whose presence he can barely tolerate such as dwarves and most humans. He does hoever delight in engaging powerful minds both for what they bring in knowledge and challenge.
What he has kept secret from the Council, in terms of preserving deniability is that he has planted mind seeds in two foreign diplomats who now are essentially surrogate avatars of his personality and serve as sleeper agents that he occasionally visits on side diversions from scheduled trips.
--------------------
Chaellon's Psicrystal
Psicrystal (Friendly)
LN Diminutive construct (psicrystal)
Init +2; Senses Perception +21
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 21 (+2 Dex, +4 size, +7 natural)
hp 41 ()
Fort +5, Ref +7, Will +9
Immune construct traits; Resist power resistance
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft., fly 50 ft. (poor)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities
. . 1/day—sight link
. . —channel power
--------------------
Statistics
--------------------
Str 1, Dex 15, Con —, Int 13, Wis 10, Cha 10
Base Atk +7; CMB +5; CMD 10
Skills Autohypnosis +15, Bluff +15, Climb +18, Diplomacy +15, Fly +4, Perception +21, Sense Motive +15, Spellcraft +7, Stealth +6
Languages Common, Elven
SQ deliver touch powers, improved evasion, personality, self propulsion, share powers, sighted, telepathic link, telepathic speech
--------------------
TRACKED RESOURCES
--------------------
Sight Link (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Channel Power (Sp) If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power's originator, and all ranges are calculated from its location.
When channeling a power throug
Climbing (20 feet) You have a Climb speed.
Deliver Touch Powers (Su) If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then
Flight (50 feet, Poor) You can fly!
Immunity to Bleeds You are immune to bleeds.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Personality (Artiste) (Ex)
Power Resistance (20) (Ex) You have Power Resistance.
Self Propulsion (Su) As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su) At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a du
Sight Link (1/day) (Sp) If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.
Sighted (Ex) Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink
Telepathic Speech (Ex) If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
| nate lange RPG Superstar 2012 Top 32 |
| 1 person marked this as a favorite. |
alright... and here's the mystic theurge- there is one part of the build that may be a bit debatable, but IMO it works either way
Archmage Alodamaennon (male)
Wizard 3/Cleric 1/Mystic Theurge 10/Loremaster 6
NG Medium humanoid (elf)
Init +2
DEFENSE
AC 12, touch 12, flat-footed 10
hp 90
Fort +10, Ref +8, Will +18
OFFENSE
Speed 30 ft.
STATISTICS
STR 8
DEX 12 (10+2race)
CON 10 (12-2race)
INT 19 (15+2race+2@4,16)
WIS 17 (14+3@8,12,20) **needs at least a +2 item**
CHA 13
Base Atk +9; CMB +9; CMD 21
racial alternative: arcane focus
School: Universalist|arcane crafter
bond: ?item? (maybe like a staff of the magi or something the PCs will be sure to remember)
god: Yuelral
Domains: Magic|arcane; Fate (inquisition, per the portfolio chart)
channel [magic]: 4/day, 30', heal 1d3 damage and +1 sacred bonus to caster level checks and concentration checks for 1 turn
secrets: secret health, the lore of true stamina, applicable knowledge
FEATS:
W1- Scribe Scroll
1- magical aptitude
W3- craft wondrous item
3- skill focus [knowledge{arcana}]
5- craft wand
7- forge ring
9- spell penetration
11- craft staff
13- skill focus [spellcraft]
15- breadth of knowledge
17- arcane builder [wondrous item]
L5- arcane builder [staff]
19- greater spell penetration
SKILLS (favored class bonus):
Knowledge [arcana] +38
Knowledge [history] +27 (only 15 ranks)
Knowledge [nature] +32
Knowledge [planes] +32
Knowledge [religion] +32
Knowledge [all others] +13 (1 rank each)
Spellcraft +37 (+49 to identify items; +41 to craft staves or wondrous items)
Use Magic Device +28
Languages: Common, Elven; Celestial, Draconic, Orcish, Sylvan; Dwarven
so, the debatable part is how you apply the Loremaster caster levels... "+1 level of existing class" is elaborated in the description as "the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class," so it seems like those bonus levels can be applied to Mystic Theurge. i've seen on the forums that some people don't think it works that way, but that's how we've always done it- if you accept it that way he ends up casting as Wiz 19/Cl 17 (9th level spells in both classes), if not put 4 levels toward wizard and 2 toward cleric to end up Wiz 17/Cl 13 (9th lvl arcane an 7th level divine), still good but definitely not as good.
either way- he's pretty straightforward: unrivaled mystical power, probably the foremost expert in the world on identifying magic items (and close for spellcraft in general and knowledge[arcana]), and he might be the best overall magic item crafter too. he won't willingly engage in combat- prefering to teleport to safety and merely reshape reality to better suit his desires. he is virtually never alone, traveling constantly with councilmembers, pupils, and eldritch knight councilguards- if these companions seem set on engaging (and assured of victory) he will stay to provide buffs and heals.
| master_marshmallow |
Okay, here's a stab at Daranariel, Lorekeeper Oracle 15.
** spoiler omitted **...
I purposely left the backstory ambiguous to be able to throw in this kind of lore and characterization. I love what you have done with the character,and the way you have her is almost exactly how I imagined her. She would work wonders as an NPC who the players can come to for answers to random questions, especially late game when they have the need for it.
| nate lange RPG Superstar 2012 Top 32 |
This is beyond awesome.
thanks :)
when i re-read it, the line "prefering to teleport to safety and merely reshape reality to better suit his desires" struck me as one of the best things i've written in a while, lol.
also, i have a second idea for an NPC witch (so you could switch Elrôgar to a villain and not feel bad about it)... i'll try to post it tomorrow, but its gonna be a busy day so it might not go up til friday. (sorry, its already 1:30 hear and a still have some actual work to do before i go to bed...)
| nate lange RPG Superstar 2012 Top 32 |
| 1 person marked this as a favorite. |
"Witchqueen" seemed like a fitting counterpart to 'Archmage' and parallels the masculine Lord-Warlock... (its a translation into common- the original elven doesn't have any monarchical overtones)
Witchqueen Teludômë (female)
Witch [winter witch] 5/Winter Witch 10
N Medium humanoid (elf)
Init +0
DEFENSE
AC 10, touch 10, flat-footed 10
hp 82 (favored class bonus)
Fort +6, Ref +4, Will +10
Immunity to Cold
OFFENSE
Speed 30 ft.
STATISTICS
STR 10
DEX 10 ( 8+2race)
CON 11 (13-2race)
INT 20 (15+2race+3@4,8,12)
WIS 12
CHA 14
Base Atk +7; CMB +7; CMD 19
Racial Variants: tower elf- Arcane Focus, Urbanite
Patron: Winter
Hexes: frost foot, frozen caress, water lung, feral speech, slumber, ice tomb, numbing chill, hoarfrost
FEATS:
1- evolved familiar [resistance] (familiar gains Resist Cold 15)
familiar- Alertness
3- craft wondrous item
5- craft magic arms and armor
7- improved familiar (tide-pool dragon)
9- craft construct
11- leadership
13- toughness
15- great fortitude
SKILLS:
Diplomacy +17 (+19 gather info)
Knowledge [arcana] +23
Knowledge [nature] +23
Sense Motive +16 (+18 hunch in social situations)
Spellcraft +23
Survival +19
Use Magic Device +20
Languages: Common, Elven; Auran, Celestial, Draconic, Gnomish, Sylvan
unlike many of the council members, Teludômë maintains a beautiful estate in the capital. all of her followers (from the leadership feat) dwell there and care for the daily affairs. its 'well known' (widely assumed) that the Witchqueen dwells within the manor house and many citizens believe they know her face, having 'seen her' moving to and fro on council business. what is know to very few outside of the council is that this 'well known' woman is not Teludômë at all but her neice Tessahra (her cohort) with whom she has established a permanent telepathic bond.
hidden deep within the ancient elven forest lies Lake Linoleth, a frozen plane of perpetual ice. frequently obscured by rolling fog, the frozen lake shows no sign of being subject to the passing of seasons but rather a chill hangs ever in the air. old magic is palpable there, to any with the senses to notice. deep below the frozen surface the lake hides a secret- a palace of ice rests on the lake bed, attended by ice golems, and therein dwells the Witchqueen.
[obviously it will be a pretty big pain in the ass to actually meet with her- find the lake, break through the ice, burn up resources on waterbreathing, potentially fight underwater (which either burns more resources for freedom of movement or is giant pain in itself), find the actual palace, and then talk to her without causing insult... the thought here was that she's not aloof or paranoid but that she's guarding something- a great secret, or an ancient artifact, or some other things that the PCs might need badly enough to make the journey (also, based on the other builds i've seen, i think she's the only Elf capable of enchanting a +5 enhancement bonus on a weapon or armor, which might be enough on its own)]
Envoy Tessahra
Magus [hexcrafter] 12
N Medium humanoid (elf)
Init +4
DEFENSE
AC 14, touch 14, flat-footed 10
hp 78 (favored class bonus)
Fort +9, Ref +8, Will +9
Resist Cold 5
OFFENSE
Speed 30 ft.
STATISTICS
STR 8
DEX 18 (15+2race+1@4)
CON 12 (14-2race)
INT 17 (13+2race+2@8,12)
WIS 12
CHA 10
Base Atk +9; CMB +8; CMD 22
Racial Variants: tower elf- Arcane Focus, Urbanite; Elemental Resistance
Arcana: close range, aquatic agility, spell shield
Hexes: aqua lung, ice tomb
FEATS:
1- weapon finesse
3- dervish dance
5- craft magic arms and armor (up to +4 enhancement...)
M5- wf[scimitar]
7- craft wondrous item
9- craft construct
11- cooperative crafting
M11- wpn spec [scimitar]
SKILLS:
Diplomacy +12 (+14 gather info)
Perform [Dance] +12
Sense Motive +13 (+15 hunch in social situations)
Spellcraft +18
Use Magic Device +15
Languages: Common, Elven; Aquan, Draconic, Sylvan
Tessahra manages Teludômë's affairs in her absence and serves as her proxy at council meetings (the council is aware of her telepathic link with Teludômë). She is adequate in social matters but relies heavily on Teludômë's guidance even when not addressing council issues. Wherever she goes she is accompanied by a Shield Guardian Ice Golem that she and Teludômë consructed together.
Tessahra is a compotent combatant- weak opponents (anyone she thinks has a low Fort) she simply encases with her ice tomb hex; tougher opponents she engages with spell combat and spellstrike, adding curses and cold effects to her swirling scimitar (while her golem fights by her side).
| nate lange RPG Superstar 2012 Top 32 |
edit (after the allotted time): i just realized i posted a version of Teludômë that was missing 2 corrections...
1. under languages: replace Auran with Aquan (which may seem obvious if you've read her description)
2. under hexes: replace Slumber with Swamp Hag... this change is largely because i forgot that the Winter Witch prestige class losses one caster level (which throws off some of the feat slots and ends up with her only able to craft a +4 enhancement bonus on arms/armor) but swamp hag is an SLA (its CL will default to effective witch level, which in this case equals character level), so it fixes that issue; non-metagame, either she's from a swamp before moving to Lake Linoleth or that lake wasn't always frozen and the power is a throwback to that earlier time.
non-edit: no offense to anyone who posted a cleric build but it seems that's the only slot (beside witch) that hasn't elicited a 'favorite' from you yet... i have a rough idea for a different cleric build i may look at later (if i have time)
| nate lange RPG Superstar 2012 Top 32 |
man, i keep noticing errors in this last post... (i hope the others are better and not just less carefully re-read) two more: Teludômë's Will save should be +12, not +10; and, the lake is a "plain of perpetual ice" not a "perpetual plane of ice" (a large flat ice sheet that never melts, not an endless plane of ice).
@tinalles- help yourself :)
| nate lange RPG Superstar 2012 Top 32 |
and, finally (?), another take on the cleric of desna...
Archcleric Tinuval Halfelven (male)
Cleric [scroll scholar] 15
CG Medium humanoid (elf, human)
Init +1
DEFENSE
AC 11, touch 11, flat-footed 10
hp 82 (favored class bonus)
Fort +8, Ref +6, Will +13
OFFENSE
Speed 40 ft.
STATISTICS
STR 10
DEX 12
CON 8
INT 16 (15+1@12)
WIS 18 (14+2race+2@4,8)
CHA 13
Base Atk +11; CMB +11; CMD 22
racial alternative: ancestral arms
god: Desna
Domains: Travel; Luck (sacrifice level 1 power)
channel [luck]: 4/day, 30', heal (7d6)/2 damage and +4 sacred (or luck) bonus on one roll (attack roll, CMB check, saving throw, or skill check) before end of next turn
SLAs: constant- comprehend languages, identify
Flash of Insight: +5 bonus on a single attack roll, caster level check, or saving throw as an immediate action, 2/day
FEATS:
1/2elf- martial wpn prof [longbow]
1- nature soul
3- toughness
5- extend spell
7- heighten spell
9- preferred spell [dimension door]
11- enlarge spell
13- craft rod
15- quicken spell
SKILLS:
Knowledge [geography] +28
Knowledge [nature] +32
Knowledge [local] +28
Perception +21
Spellcraft +21 (+31 to identify items)
Survival +23
Languages: Common, Elven; Goblin, Orcish, Sylvan
Tinuval is the most mobile (and, often, hardest to locate) of the high council. a renowned astrologer, the high cleric of Desna in the elven lands is also a devoted explorer. it is commonly said that he has walked the length and breadth of all elvendom, and even whispered that he has passed both ways through the great maze on more than one occasion; even among the council it is believed that he is more familiar with the great maze than any other living elf (and, in fact, he does know secret ways and hidden sites within its sprawl). in addition to this maze-knowledge, he is also a talented crafter of magical rods able to produce a number of divine rods, as well as several sought after meta-magic rods. (currently you have 0 NPCs that can craft a quicken rod... he meets all the requirements except CL 17- so if your PCs get to the point where getting one would be reasonable you may want to advance him to 17th level?)
when in the capitol attending to council business, he is often seen dressed simply in the flowing white robes typical of Desna's clergy- usually studying, or drawing, star charts and maps. when traveling or exploring he adds to this light armor and his trusty longbow (and sometimes a handful of eldritch knight or arcane archer councilguards). he prefers to avoid combat but when it is necessary he engages at a distance using summons, buffs, and bow attacks, and reposittioning with dimension doors (or enlarged dimension doors) as needed- and he always has a teleport at the ready in case of emergencies.
i know i used "Halfelven" as the surname for the first witch, too... if you're going to use him as a villain i was assuming you'd probably change that (if not, you could drop it here or make it more of a title that anyone with human blood has to adopt).
i'll keep an eye out for the last two 'favorites'... if you have any questions (or requests) for any of my builds (or a new one) feel free to PM me.
| master_marshmallow |
"Witchqueen" seemed like a fitting counterpart to 'Archmage' and parallels the masculine Lord-Warlock... (its a translation into common- the original elven doesn't have any monarchical overtones)
** spoiler omitted **...
I love this build, I was considering finding a way to throw a magus build in also and this works nicely, is she also a Spelldancer? Is that archetype even compatible with hexcrafter?
It's entirely possible that I may use more than one of each character presented here, or even amalgamate them into something. Once I get that straightened out I'll make a post with that information, this thread was super helpful.
| nate lange RPG Superstar 2012 Top 32 |
you can stack spelldancer with hexcrafter. i didn't because i think arcane pool is better than the spelldancer's movement abilities. i gave her perform [dance] because its a requirement for dervish dance- i put max ranks in it because i thought it was a nice character trait/quirk (her diplomatic skills are not the best but everyone who's been to the elite social events of the capitol has seen her dancing ability). its not a class skill right now, so if you did add spelldancer it would go up a little.