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23:04, 1st May 2024 (GMT+0)

Open Sheets (Cohorts)

Posted by Narrator VFor group 0
Narrator V
GM, 1575 posts
I am the rules judge
& apparently the sole GM
Mon 10 Apr 2023
at 00:43
  • msg #1

Open Sheets (Cohorts)

Copy and paste here, then delete any cohorts from the Open Sheets thread.

This is for cohort sheets.
Maynitra
player, 352 posts
Mistress of Denial
Mon 10 Apr 2023
at 00:47
  • msg #2

Open Sheets (Cohorts)

----------------------------------------------------------------------------------------------------------
Name    : Gyles Fane            | Race          :  Human        | Height        : 6'1"
Cohort  : Maynitra              | Gender        :  Male         | Weight        : 215 lbs
Update  :                       | Age           :  49           | Eyes          : Brown
Align   : Lawful Neutral        | Size          :  Medium       | Hair          : Black (speckled with grey)
Deity   : Wee Jas               | Speed         :  30'          | Hand          : Right
----------------------------------------------------------------------------------------------------------
Points                          |Temporary                      | Class/Level
      Ability   Score   Mod     | Score         Mod             |     Cleric of Wee Jas 3
[03]    STR      10      +0     |                +0             |     Human Paragon 3
[03]    DEX      10      +0     |                +0             |     Malconvoker 5
[05]    CON      12      +1     |                +0             |     Thaumaturgist 5
[08]    INT      16      +3     |                +0             |     Contemplative 1
[13]    WIS      24      +7     |  28            +9             |
[08]    CHA      16      +3     |  22            +6             | XP in levels: 136k    | XP over: 0
----------------------------------------------------------------------------------------------------------
           Total      Current      Subdual         |         Total   Dex    Misc        | BAB: +10/+5
HP    :      74                                    | Init : +  0   =  0  +              |
----------------------------------------------------------------------------------------------------------
BASE ATTACK: +10/+5     GRAPPLE:   +10

WEAPON                     TAB         DAM     CRIT/MOD    RI/MAX   CATEGORY   TYPE     PROPERTIES
+1 Adamantine Dagger     +11/+6       1d4+1      15/x2    10'/50'     Light     SP

CONDITIONAL:
----------------------------------------------------------------------------------------------------------
         Total         Armor  Shield    Dex   Size    Natural  Deflect   Wis   Insight   Misc
AC    :    18    10  +   8               0      0        0        0
  touch: 10  flat-footed: 18    flat-footed touch: 10

Conditional:
----------------------------------------------------------------------------------------------------------
SAVES                                   Ability
              Ability  Bonus      Base    Mod   Resist   Misc    Luck
Fort  :         Con     + 6    =   5.50   +1
Ref   :         Dex     + 8    =   8.17   +0
Will  :         Wis     +19    =  10.50   +9

Conditional:
* Immunity to all diseases, including magical diseases
----------------------------------------------------------------------------------------------------------
RACE/CLASS ABILITIES & FEATS                                                            SOURCE (Level)
  FEATS
    WP(Simple)                                                                          Cleric (1)
    AP(Light, Medium, Heavy, non-Tower Shields)                                         Cleric (1)
    Spell Focus: Conjuration                                                            Human (1)
    Augment Summoning                                                                   Feat (1)
    Persuasive                                                                          Human Paragon (2)
    Craft Wondrous Item                                                                 Feat (3)
    Skill Focus:Bluff                                                                   Feat (6)
    Craft Magic Arms and Armor                                                          Malconvoker (3)
    Craft Construct                                                                     Feat (9)
    Forge Ring                                                                          Feat (12)
    Create Portal (Stronghold Builder's Guidebook pg50)                                 Feat (15)
       Note: Might not be necessary -- see Player's Guide to Faerun pg42
             If not, then this will be Summon Elemental (Complete Mage pg47)

  CLASS ABILITIES
    Aura (Ex, Lawful)                                                                   Cleric (1)
    Cleric Spells                                                                       Cleric (1)
    Domains                                                                             Cleric (1)
        Magic
        Mind (Spell Compendium pg276-7)
    Spontaneous Domain Casting                                                          Cleric (1)
       Alternate Class Feature (Players Handbook II pg37)
       Lose ability to spontaneously convert prepared spells into cure/inflict spells
       Gain ability to spontaneously convert prepared spells into domain spells (Magic);
            also gain ability to prepare inflict spells in domain slots
    Rebuke Undead (Su)                                                                  Cleric (1)

    Adaptive Learning:Bluff                                                             Human Paragon (1)
    Ability Boost:Wisdom                                                                Human Paragon (3)

    Deceptive Summons                                                                   Malconvoker (1)
    Unrestricted Conjuration                                                            Malconvoker (1)
    Planar Binding                                                                      Malconvoker (2)
    Deceptive Summons (fury)                                                            Malconvoker (4)
    Fiendish Legion                                                                     Malconvoker (5)

    Improved Ally                                                                       Thaumaturgist (1)
    Extended Summoning                                                                  Thaumaturgist (3)
    Contingent Conjuration                                                              Thaumaturgist (4)
    Planar Cohort                                                                       Thaumaturgist (5)
              Vacal Mara'aleon (Rakshasa)

    Bonus Domain: Law                                                                   Contemplative (1)
    Divine Health                                                                       Contemplative (1)
----------------------------------------------------------------------------------------------------------
LANGUAGES
  Common, Abyssal, Celestial, Infernal
----------------------------------------------------------------------------------------------------------
SKILLS

CC                       Relevant Ability   Total   Ranks   Ability  Racial  Synergy Magic   Feat    Misc
      Appraise                  Int     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
                vs traps or sculptures                                         +2
      Balance                   Dex     =    - 2    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Bluff                     Cha     =    +36    |=20    |+ 6      |+0     |+0     |+0     |+5     |+2+3comp
      Climb                     Str     =    - 2    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Concentration             Con     =    +11    |=10    |+ 1      |+0     |+0     |+0     |+0     |+0
      Craft:Trapmaking          Int     =    +18    |=15    |+ 3      |+0     |+0     |+0     |+0     |+0
      Craft:Sculpting           Int     =    +12    |= 9    |+ 3      |+0     |+0     |+0     |+0     |+0
      Decipher Script           Int     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Diplomacy                 Cha     =    +30    |=15    |+ 6      |+0     |+4     |+0     |+0     |+2+3comp
      Disable Device            Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Disguise                  Cha     =    + 9    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0+3comp
                 act in character                                              +2
      Escape Artist             Dex     =    - 2    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Forgery                   Int     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Gather Information        Cha     =    + 9    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+3comp
      Handle Animal             Cha     =    +XX    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+3comp
      Heal                      Wis     =    + 9    |= 0    |+ 9      |+0     |+0     |+0     |+0     |+0
      Hide                      Dex     =    - 2    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Intimidate                Cha     =    +13    |= 0    |+ 6      |+0     |+2     |+0     |+2     |+3comp
      Jump                      Str     =    - 2    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Knowledge: Arcana         Int     =    + 8    |= 5    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Architecture   Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Dungeoneering  Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Geography      Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: History        Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Local          Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Nature         Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Nobility       Int     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Religion       Int     =    +18    |=15    |+ 3      |+0     |+0     |+0     |+0     |+0
      Knowledge: Planes         Int     =    +23    |=20    |+ 3      |+0     |+0     |+0     |+0     |+0
      Listen                    Wis     =    + 9    |= 0    |+ 9      |+0     |+0     |+0     |+0     |+0
      Move Silently             Dex     =    - 2    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Open Lock                 Dex     =    +XX    |= 0    |+ 0      |+0     |+0     |+0     |+0     |+0
      Perform                   Cha     =    + 9    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+3comp
      Profession:               Wis     =    +XX    |= 0    |+ 9      |+0     |+0     |+0     |+0     |+0
      Ride                      Dex     =    + 0    |= 0    |+ 0      |+0     |+0     |+0     |+0     |+0
      Search                    Int     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Sense Motive              Wis     =    +16    |= 5    |+ 9      |+0     |+0     |+0     |+0     |+2
      Sleight of Hand           Dex     =    +XX    |= 0    |+ 0      |+0     |+2     |+0     |+0     |-2ACF
      Speak Language:                                  0
      Spellcraft                Int     =    +17    |=12    |+ 3      |+0     |+2     |+0     |+0     |+0
      Spot                      Wis     =    + 9    |= 0    |+ 9      |+0     |+0     |+0     |+0     |+0
      Survival                  Wis     =    + 9    |= 0    |+ 9      |+0     |+0     |+0     |+0     |+0
                 on other planes                                               +2
      Swim                      Str     =    - 4    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-4ACF
      Tumble                    Dex     =    +XX    |= 0    |+ 0      |+0     |+0     |+0     |+0     |-2ACF
      Use Magic Device          Cha     =    +XX    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+3comp
                 vs scrolls                                                    +2
      Use Rope                  Dex     =    + 0    |= 0    |+ 0      |+0     |+0     |+0     |+0     |+0
----------------------------------------------------------------------------------------------------------
CLERIC SPELLS (Wis)
  General CL: 15
     [Law]: (marked with ^)
        +1 CL
     Conjuration Spells:
        Ignore alignment restrictions and evil descriptor spells don't change alignment
        [Summoning]: (marked with *)
            Summoned creatures gain +4 enhancement to Strength and Constitution for duration of summoning
            Duration is doubled (as per Extend Spell); stacks with Extend Spell
            Summon Monster line of spells:
                If summoning evil creatures, increase number summoned by +1
                Make Bluff check vs Sense Motive for each evil summoned creature; on success:
                    Spell duration is Extended (as per Extend Spell)
                    Creatures gain +2 bonus on weapon damage rolls and +2hp/HD
                Failure by 5+:
                    Creature breaks free and is hostile until spell ends

LEVEL            0       1       2       3       4       5       6       7       8
Base:            6      5+1     5+1     5+1     4+1     4+1     3+1     2+1     1+1
Bonus:           -       2       2       2       1       1       1       1       -
Resist DC:      17      18      19      20      21      22      23      24      25
Conjuration DC: 18      19      20      21      22      23      24      25      26

    Domains
       Magic -- spontaneous domain casting
           1 Magic Aura
           2 Identify
           3 Dispel Magic
           4 Imbue with Spell Ability
           5 Spell Resistance
           6 Antimagic Field
           7 Spell Turning
           8 Protection from Spells
       Mind (Spell Compendium pg275)
           1 Comprehend Languages
           2 Detect Thoughts
           3 Lesser Telepathic Bond
           4 Discern Lies
           5 Rary's Telepathic Bond
           6 Probe Thoughts (Spell Compendium p162)
           7 Brain Spider (Spell Compendium p38)
           8 Mind Blank
       Law
           1 Protection from Chaos
           2 Calm Emotions
           3 Magic Circle against Chaos
           4 Order's Wrath
           5 Dispel Chaos
           6 Hold Monster
           7 Dictum
           8 Shield of Law
----------------------------------------------------------------------------------------------------------
PURCHASES (100,000gp)
Cloak of Charisma +6                                                                               36,000
Periapt of Wisdom +4                                                                               16,000
Circlet of Persuasion                                                                               4,500
Heward's Handy Haversack                                                                            2,000
  Reasonable mundane equipment, expensive components, and spell foci                               10,000
  Other miscellaneous magical equipment                                                             4,650

Elven Chainmail +3, glamered                                                                       15,850
+1 Adamantine Dagger                                                                                5,302
Ring of Mind Shielding                                                                              8,000
Gloves of Object Reading (Magic Item Compendium pg107)                                              3,000
TOTAL                                                                                             100,000
----------------------------------------------------------------------------------------------------------
EQUIPMENT & STUFF

WORN
    Location                                                                                   Weight (lb)
Head        : Circlet of Persuasion                                                                --
Face/Eyes   :
Neck        : Periapt of Wisdom +4                                                                 --
Chest/Shirt :
Body/Armor  : Elven Chainmail +3, glamered                                                         20
Waist/Belt  :
Back/Cloak  : Cloak of Charisma +6                                                                  2
Arms/Bracers:
Hands/Gloves: Gloves of Object Reading (Magic Item Compendium pg107)                               --
Feet/Boots  :
Left Ring   : Ring of Mind Shielding
Right Ring  :

CARRIED
+1 Adamantine Dagger                                                                                1

Heward's Handy Haversack                                                                            5
  Reasonable mundane equipment, expensive components, and spell foci (10,000)
  Other miscellaneous magical equipment and consumables (4,650)


LOAD:  LIGHT: 33lbs  MEDIUM (-3): 66lbs  HEAVY/MAX (-6): 100lbs  LIFT (X2): 200lbs  PUSH/DRAG (X5): 500lbs
----------------------------------------------------------------------------------------------------------
DESCRIPTION
It is clear that, once upon a time, Gyles Fane was a physical force to be reckoned with. And although age
and a more sedentary lifestyle have softened his body, he still carries himself with an air of regal
power long practiced when he was in his physical prime. His short, wavy black hair is streaked with
silver and grey, to the point where the silver circlet that rides high on his forehead almost blends in
against his hairline. Sharp brown eyes roam the space around him, seemingly missing little of what
transpires in his vicinity; the smile lines that crease his cheeks and mouth do not extend strongly up
to the corners of his eyes.

His robes are heavy and volumous, like those a noble might wear, but simpler and more elegant in design.
Two silver chains hang around his neck; one vanishes beneath the folds of his robes, but the other dangles
against his chest, bearing a holy symbol of the Goddess Wee Jas. A cloak of blood red velvet, trimmed in
white sable, hangs from his shoulders to the back of his knees; his folded hands and forearms are covered
in elegant black gloves.


----------------------------------------------------------------------------------------------------------
PLANAR COHORT
  .-------------------------------------------------------------------------------------------------------
  .Name  : Vacal Mara'aleon ("Mara")| Race          :  Rakshasa ("human")| Height        : 5'11" (5'2")
  .Cohort: Gyles Fane               | Gender        :  Female            | Weight        : 185 lbs (112lbs)
  .Update:                          | Age           :  49                | Eyes          : Gold (Green)
  .Align : Law-Neutral (w/Evil Tend)| Size          :  Medium            | Hair          : Orange (Black)
  .Deity : Wee Jas                  | Speed         :  40' (30')         | Hand          : Right
  .-------------------------------------------------------------------------------------------------------
  .Points                          |Temporary                      | Class/Level
  .      Ability   Score   Mod     | Score         Mod             |     Rakshasa Racial HD 7
  .[03]    STR      12      +1     |                +0             |     Rakshasa Level Adjustment 7
  .[06]    DEX      18      +4     |                +0             |     Sorcerer 1
  .[06]    CON      20      +5     |                +0             |
  .[04]    INT      14      +2     |                +0             |
  .[06]    WIS      16      +3     |                +0             |
  .[16]    CHA      25      +7     |  27            +8             | XP in levels: 105k    | XP over: 0
  .-------------------------------------------------------------------------------------------------------
  .           Total      Current      Subdual         |         Total   Dex    Misc        | BAB: +7.5
  .HP    :      78                                    | Init : +  4   =  4  +              |
  .-------------------------------------------------------------------------------------------------------
  .BASE ATTACK: +7/+2     GRAPPLE:   +8
  .
  .WEAPON                     TAB         DAM     CRIT/MOD    RI/MAX   CATEGORY   TYPE     PROPERTIES
  .Bite                       +8          1d6+1     16/x2     melee     natural    SPB
  .2 Claws                    +3          1d4+1     16/x2     melee     natural    SP
  .Unarmed Strike            +8/+3        1d8+1     16/x2     melee     natural     B
  .Javelin +1               +12/+7        1d6+2     16/x2    30'/150'   ranged      P       Force effect
  .
  .CONDITIONAL:
  .-------------------------------------------------------------------------------------------------------
  .         Total         Armor  Shield    Dex   Size    Natural  Deflect   Wis   Insight   Misc
  .AC    :    23    10  +                   4     0         9                3                1
  .  touch: 18  flat-footed: 23    flat-footed touch: 14
  .
  .DR: 15/Good and Piercing
  .
  .Conditional:
  .-------------------------------------------------------------------------------------------------------
  .SAVES                                   Ability
  .              Ability  Bonus      Base    Mod   Resist   Misc    Luck
  .Fort  :         Con     +10    =   5.83   +5
  .Ref   :         Dex     + 9    =   5.83   +4
  .Will  :         Wis     + 9    =   6.00   +3
  .
  .Spell Resistance: 28 (27 + class levels)
  .
  .Conditional:
  .
  .-------------------------------------------------------------------------------------------------------
  .RACE/CLASS ABILITIES & FEATS                                                         SOURCE (Level)
  .  RACIAL ABILITIES
  .    Darkvision 60'                                                                   Rakshasa
  .    Natural armor +9                                                                 Rakshasa
  .    Natural Weapons: bite (1d6) and 2 claws (1d4)                                    Rakshasa
  .    Detect Thoughts (Su): DC19 (12+Cha)                                              Rakshasa
  .    +4 racial bonus to bluff and disguise                                            Rakshasa
  .    Change Shape (Su)                                                                Rakshasa
  .    damage reduction 15/good and piercing                                            Rakshasa
  .    Spell Resistance (27 + class levels)                                             Rakshasa
  .
  .  FEATS
  .    WP(Simple)                                                                       Cleric (1)
  .    Alertness                                                                        Feat (1)
  .    Eschew Materials                                                                 Feat (3)
  .    Craft Wand                                                                       Feat (6)
  .
  .  CLASS ABILITIES
  .    Sorcerer Spells                                                                  Sorcerer (1)+Rakshasa
  .    Summon Familiar                                                                  Sorcerer (1)+Rakshasa
  .                Charlie (Cat)
  .-------------------------------------------------------------------------------------------------------
  .LANGUAGES
  .  Common, Infernal, Sylvan, Undercommon
  .-------------------------------------------------------------------------------------------------------
  .SKILLS
  .
  .CC                    Relevant Ability   Total   Ranks   Ability  Racial  Synergy Magic   Feat    Misc
  .   Appraise                  Int     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Balance                   Dex     =    + 4    |= 0    |+ 4      |+0     |+0     |+0     |+0     |+0
  .   Bluff                     Cha     =    +22    |=10    |+ 8      |+4     |+0     |+0     |+0     |+0
  .              while using Detect Thoughts                           +4
  .   Climb                     Str     =    + 1    |= 0    |+ 1      |+0     |+0     |+0     |+0     |+0
  .   Concentration             Con     =    +15    |=10    |+ 5      |+0     |+0     |+0     |+0     |+0
  .   Craft:                    Int     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Decipher Script           Int     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Diplomacy                 Cha     =    +10    |= 0    |+ 8      |+0     |+2     |+0     |+0     |+0
  .   Disable Device            Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Disguise                  Cha     =    +22    |=10    |+ 8      |+4     |+0     |+0     |+0     |+0
  .              while using Change Shape                                                              +10circ
  .              while using Detect Thoughts                           +4
  .              act in character                                              +2
  .   Escape Artist             Dex     =    + 4    |= 0    |+ 4      |+0     |+0     |+0     |+0     |+0
  .   Forgery                   Int     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Gather Information        Cha     =    + 8    |= 0    |+ 8      |+0     |+0     |+0     |+0     |+0
  .   Handle Animal             Cha     =    +XX    |= 0    |+ 8      |+0     |+0     |+0     |+0     |+0
  .   Heal                      Wis     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
  .   Hide                      Dex     =    +14    |=10    |+ 4      |+0     |+0     |+0     |+0     |+0
  .   Intimidate                Cha     =    +12    |= 0    |+ 8      |+0     |+2     |+0     |+2     |+0
  .   Jump                      Str     =    + 1    |= 0    |+ 1      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Arcana         Int     =    +12    |=10    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Architecture   Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Dungeoneering  Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Geography      Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: History        Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Local          Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Nature         Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Nobility       Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Religion       Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Knowledge: Planes         Int     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Listen                    Wis     =    +15    |=10    |+ 3      |+0     |+0     |+0     |+2     |+0
  .   Move Silently             Dex     =    +17    |=10    |+ 4      |+0     |+0     |+0     |+0     |+3
  .   Open Lock                 Dex     =    +XX    |= 0    |+ 4      |+0     |+0     |+0     |+0     |+0
  .   Perform:Storytelling      Cha     =    +18    |=10    |+ 8      |+0     |+0     |+0     |+0     |+0
  .   Profession:Librarian      Wis     =    +XX    |= 4    |+ 3      |+0     |+0     |+0     |+0     |+0
  .   Ride                      Dex     =    + 4    |= 0    |+ 4      |+0     |+0     |+0     |+0     |+0
  .   Search                    Int     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
  .   Sense Motive              Wis     =    +15    |=10    |+ 3      |+0     |+0     |+0     |+0     |+2
  .   Sleight of Hand           Dex     =    +XX    |= 0    |+ 4      |+0     |+2     |+0     |+0     |+0
  .   Speak Language:                                  0
  .   Spellcraft                Int     =    +14    |=10    |+ 2      |+0     |+2     |+0     |+0     |+0
  .   Spot                      Wis     =    +20    |=10    |+ 3      |+0     |+0     |+0     |+2     |+5 comp
  .   Survival                  Wis     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
  .   Swim                      Str     =    + 1    |= 0    |+ 1      |+0     |+0     |+0     |+0     |+0
  .   Tumble                    Dex     =    +XX    |= 0    |+ 4      |+0     |+0     |+0     |+0     |+0
  .   Use Magic Device          Cha     =    +XX    |= 0    |+ 8      |+0     |+0     |+0     |+0     |+0
  .              vs scrolls                                                    +2
  .   Use Rope                  Dex     =    + 4    |= 0    |+ 4      |+0     |+0     |+0     |+0     |+0
  .-------------------------------------------------------------------------------------------------------
  .SORCERER SPELLS (CHA)
  .  General CL: 8
  .
  .LEVEL            0       1       2       3       4
  .Base:            6       6       6       5       3
  .Bonus:           -       2       2       2       1
  .Resist DC:      17      18      19      20      21
  .
  .KNOWN:
  .0th: Arcane Mark, Amanuensis (Spell Compendium pg9), Detect Magic, Launch Item (Spell Compendium pg130),
  .     Mage Hand, Prestidigitation, Read Magic, Stick (Spell Compendium pg206)
  .1st: Endure Elements, Feather Fall, Floating Disk, Grease, Serene Visage (Spell Compendium pg182)
  .2nd: Blast of Force (Spell Compendium pg31), Blindness/Deafness, Spymaster's Coin (Complete Scoundrel pg104)
  .3rd: Servant Horde (Spell Compendium pg182), Tongues
  .4th: Charm Monster
  .-------------------------------------------------------------------------------------------------------
  .PURCHASES (59,000gp)
  .Anklet of Translocation (Magic Item Compendium p71)                                             1,400
  .Eyes of Truth (Magic Item Compendium pg99)                                                      5,500
  .Gloves of Endless Javelins (Magic Item Compendium pg194)                                        7,000
  .Winged Vest (Magic Item Compendium pg195)                                                      12,000
  .Monk's Belt                                                                                    13,000
  .Lesser Rod of Metamagic:Extend Spell                                                            3,000
  .Chronocharms
  .    Celestial Wanderer                                                                            500
  .    Fateweaver                                                                                    500
  .    Grand Master                                                                                  500
  .    Horizon Walker                                                                                500
  .    Uncaring Archmage                                                                             500
  .Ioun Stone: Pink and Green (+2 Enhance to Cha)                                                  8,000
  .+1 Adamantine Dagger                                                                            5,302
  .Other Miscellaneous equipment and consumables                                                     798
  .
  .TOTAL                                                                                          59,000
  .-------------------------------------------------------------------------------------------------------
  .EQUIPMENT & STUFF
  .  * Array of the Manticore Collection Benefit: feather fall at will
  .
  .WORN
  .    Location                                                                                Weight (lb)
  .Head        :
  .Face/Eyes   : Eyes of Truth                                                                     --
  .Neck        : Chronocharms                                                                      --
  .                  Celestial Wanderer
  .                  Fateweaver
  .                  Grand Master
  .                  Horizon Walker
  .                  Uncaring Archmage
  .Chest/Shirt : Winged Vest                                                                        2
  .Body/Armor  :
  .Waist/Belt  : Monk's Belt                                                                        1
  .Back/Cloak  :
  .Arms/Bracers:
  .Hands/Gloves: Gloves of Endless Javelins                                                        --
  .Feet/Boots  : Anklet of Translocation                                                           --
  .Left Ring   :
  .Right Ring  :
  .
  .CARRIED
  .Ioun Stone: Pink and Green (+2 Enhancement to Cha)                                              --
  .
  .+1 Adamantine Dagger                                                                             1
  .
  .Lesser Rod of Metamagic: Extend Spell                                                            5
  .Other Miscellaneous equipment and consumables (798)
  .
  .LOAD:  LIGHT: 33lbs  MEDIUM (-3): 66lbs  HEAVY/MAX (-6): 100lbs  LIFT (X2): 200lbs  PUSH/DRAG (X5): 500lbs
  .-------------------------------------------------------------------------------------------------------
  .DESCRIPTION
  .The first impression one might get from Mara is one of a typical unassuming librarian of uncertain
  .lineage, as the delicate point of her ears suggests a distant elven or fae ancestor. That impression,
  .however, is quickly dispelled by even the shortest interaction. Although average of height and build
  .for a human female, something about her presence and demeanor is breathtaking -- as if it is, in all
  .situations, naturally her given right to command others and be instantly obeyed, regardless of the
  .circumstances. Her long straight black hair is bundled into a tight bun on the back of her head, from
  .which not a single hair dares to escape. A pair of wire-rimmed glasses are perched high upon the bridge
  .of her aquiline nose, and the pale bluish lenses serve as windows to the world for a pair of stern
  .emerald eyes. A silver chain connects the arms of the glasses, removing the risk of misplacement
  .during the few times Mara removes them.
  .
  .Her appearance is both conservative and scholarly. Her starched white shirt is cinched at the bust by
  .a brown cloth vest, and a long black pencil skirt loosely hugs her legs down to mid-calf. A brown
  .corded belt wraps her waist multiple times before being tied off in a neat knot high on her left hip.
  .Elbow length white silk gloves encase her hands, most likely to protect the pages of ancient tomes from
  .damage. Simple leather sandals clad each foot; a silver chain snugly wraps her left ankle. An ornate
  .necklace of woven gold hangs around her neck, bearing a series of small charms, and a tiny object floats
  .in a lazy orbit around her head, just above the line of her vision. Invariably a trail of larger objects
  .similarly drift along in her wake -- open books, closed books, piles of books, sheets of parchment,
  .stacks of vellum, ink pots, quills, and similar -- dutifully and obediently following to serve at a
  .moment's whim. Occasionally she is accompanied by an orange and white tabby cat, whom she lovingly
  .calls Charlie.
  .

HP Rolls:
    18:25, Sun 30 Apr: Secret Roll: Maynitra rolled 49 using 5d8+11d4 with rolls of 4,2,5,3,6,2,1,4,3,2, 3,1,3,4,2,4.  HP for Cohort.
    18:26, Sun 30 Apr: Secret Roll: Maynitra rolled 30 using 6d8+1d4 with rolls of 2,3,3,7,7,6,2.  HP for Planar Cohort.

This message was last edited by the player at 03:31, Tue 10 Oct 2023.
Ghanek Brightwave
player, 110 posts
Ancient Mariner
Future Harbormaster
Mon 10 Apr 2023
at 07:07
  • msg #3

Open Sheets (Cohorts)

Cohort WIP
Garth Brightwave
Hadozee   Male  Level 16  Classes: Rogue6/Ranger6/Wavekeeper/4  Alignment:  LN
Notes:
Will not go any further upriver than Ivost, whatever the circumstances.  He loves the sea. Captain of the Sun on the Waves.
ABILITIES
Ability  Purchased  Racial Mod Level Adjustments  Actual  Ability Mod
STR      12         +0          +0                 12      +1
DEX      14         +2          +2                 18      +4
CON      12         +0          +0                 12      +1
INT      16         +0          +0                 16      +3
WIS      16         +0          +0                 16      +3
CHA      14         -2          +2                 14      +2
Total Points: 40

BAB               13  [base]
Fortitude Save    11  [base]          +1 [constitution]     =  12
Reflex Save       14  [base]          +4 [dexterity]        =  18
Will Save         08  [base]          +3 [wisdom]           =  11
Initiative =      +0  [base]          +4 [dexterity]        =  04*
Land Speed =      30  [Hadozee Base]  +0                    =  30
Swim Speed =      20  [Wavekeeper]    +20 [Rapid Swimming]  =  40
Glide Speed=      40  [Hadozee Base]  +0                    =  40
Hitpoints         = [(d8+1 [con])*10] + [(d6+1 [con])*6]    =  84
*  Sea Legs gives +1 bonus to initiative rolls aboard ship
Animal Companion - Porpoise

DEFENCE
AC  =  21  =  10 [base]  +  5 [Electric Eel Hide Armour]  +  4 [Dex]  +2 [ring of 4 Winds]
Armour:  Electric Eel Hide Armour  = +2 Buoyant, Slick hide with extra attacks from electricity)
Electric Eel Hide Armour     23,015gp  AC+5  max Dex= +4  Check pen  -2  Weight  12.5lbs

OFFENCE
Range Weapons  +13 [BAB]  +4 [Dex]  =  17/12/7/2
Melee Weapons  +13        +1 [Str]  =  14/9/4
Finesse        +13        +4        =  17/12/7/2

MW Aquatic Crossbow  +18      1d8+2  19-20*2  40' [land and underwater]
Javelin              +10/+17  1d6+1       *2  30' [land]  (1st to hit melee, 2nd thrown)
Spear                +14/+17  1d8+1       *3  20' [land]  (1st to hit melee, 2nd thrown)
MW Cutlass           +17      1d6+2  19-20*2  -   [land and underwater]

SPELLS
2 1st level and 1 2nd level Ranger or Ocean spell(s) per day (including bonuses)
effective ranger level 9
In addition to all Ranger Spells including:
1ST-LEVEL RANGER SPELLS
  • Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
  • Quickswim: Your swim speed increases by 10 ft.
  • Tern’s Persistence: Subject can travel overland 50% longer without fatigue.
  • Urchin’s Spines: Target grows spines that damage opponents.
  • Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.

2ND-LEVEL RANGER SPELL
  • Tojanida Sight: Gain all-around vision

Available Ocean spells are:
1ST LEVEL OCEAN SPELL
  • Endure Elements

2ND LEVEL OCEAN SPELL
  • Sound Burst: Deals 1d8 sonic damage to subjects; might stun them


SPELL-LIKE ABILITIES
Feather Fall            at will          [Ring of the Four Winds]
Stormrunner's Ward      3 times per day  [Ring of the Four Winds]
  • You add a +4 bonus on any checks made to sail in severe winds, windstorms, or gales. You also add this bonus to foundering checks and capsizing checks for that ship.

electrical damage      3 times a day    [electric eel hide armour]
  • +5d6 electrical damage by a melee touch attack or (in water) +2d6 to ALL creatures within 5 feet other than wearer of the armour

Purify Food and Drink  3 times a day    [rod of the legendary mariner]
Create Water           3 times a day    [rod of the legendary mariner]
Find Ship              1 time a day     [rod of the legendary mariner]
Water Breathing        1 time a day     [Wavekeeper lvl 4]
  • Allows a number of creatures touched to breathe water for a duration equal to (2 hours * class level)/the number of creatures touched

Wave Master            2 times a day    [Wavekeeper lvl 4]  (see Wavekeeper below)

Languages             Common, Hadozee, Aventi, Aquan, Elven

SKILLS                Total Skillpoints = 181  Max = 19  Mac CC = 9
Skill                        Ability  CC?  Tr.Only?  Total  =  Ranks  Modifier  Misc.
Appraisal                    Int      No   No        3      =  0+     3+        0*
Balance                      Dex      No   No        30     =  19+    4+        7*
Bluff                        Cha      No   No        7      =  5+     2+        0*
Climb                        Str      No   No        21     =  16+    1+        4*
Concentration                Con      No   No        1      =  0+     1+        0
Craft (Jewellery)            Int      No   No        8      =  5+     3+        0
Craft Other                  Int      No   No        3      =  0+     3+        0
Decipher Script              Int      No   Yes       8      =  5+     3+        0*
Diplomacy                    Cha      No   No        6      =  0+     2+        4*
Disable Device               Int      No   Yes       4      =  1+     3+        0
Disguise                     Cha      No   No        2      =  0+     2+        0*
Escape Artist                Dex      No   No        14     =  5+     4+        5*
Forgery                      Int      No   No        8      =  0+     3+        0
Gather Information           Cha      No   No.       4      =  0+     2+        2*
Handle Animal                Cha      No   Yes       21     =  19+    2+        0*
Heal                         Wis      No   No        6      =  1+     3+        2*
Hide                         Dex      No   No        4      =  0+     4+        0
Intimidate                   Cha      No   No        4      =  0+     2+        2*
Jump                         Str      No   No        8      =  5+     1+        2*
Knowledge (Dungeoneering)    Int      No   Yes       8      =  5+     3+        0*
Knowledge (Geography)        Int      No   Yes       8      =  5+     3+        0*
Knowledge (Local)            Int      No   Yes       8      =  5+     3+        0*
Knowledge (Nature)           Int      No   Yes       10     =  5+     3+        2*
Listen                       Wis      No   No        7      =  0+     3+        2*
Move Silently                Dex      No   No        4     =  0+     4+        0
Open Lock                    Dex      No   Yes       5      =  1+     4+        0
Perform (Any)                Cha      No   No        2      =  0+     2+        0
Profession (Sailor)          Wis      No   Yes       23     =  19+    3+        1*
Ride                         Dex      No   No        6      =  0+     4+        2*
Search                       Int      No   No        8      =  5+     3+        0*
Sense Motive                 Wis      No   No        8      =  5+     3+        0*
Sleight of Hand              Dex      No   Yes       7      =  1+     4+        2*
Spellcraft                   Int      No   Yes       6      =  1+     3+        2*
Spot                         Wis      No   No        3      =  0+     3+        0
Survival                     Wis      No   No        13     =  8+     3+        2*
Swim                         Str      No   No        20     =  19+    1+        0
Tumble                       Dex      No   Yes       12     =  6+     4+        2*
Use Magic Device             Cha      No   Yes       3      =  1+     2+        0*
Use Rope                     Dex      No   Yes       10     =  5+     4+        1*
NOTES:
5 points in Craft (Jewellery)          gives +2 points to Appraise checks related to Jewellery.
5 points in Tumbling                   gives +2 points to Balance and Jump checks
5 points in Bluff                      gives +2 points to Diplomacy, Intimidate and Sleight of Hand Checks
5 points in Bluff                      gives +2 points to Disguise checks to act in character.
5 points in Use Rope                   gives +2 points to Climb checks involving ropes
Hadozee                                get +4 bonus to Climb and Balance Checks
5 points in Decipher Script            gives +2 points to Use Magic Item checks relating to Scrolls
5 points in Sense Motive               gives +2 points to Diplomacy Checks
5 points in Escape Artist              gives +2 points to Use Ropes checks to bind someone
5 points in Use Ropes                  gives +2 points to Escape Artist checks involving being bound
5 points in Knowledge (Nature)         gives +2 points to Gather Information checks.
5 points in Handle Animal              gives +2 points to Ride and Wild Empathy checks
5 Points in Jump                       gives +2 points to Tumble checks
5 points in Knowledge (Dungeoneering)  gives +2 points to survival checks underground
5 points in Knowledge (Geography)      gives +2 points to survival checks to avoid getting lost
5 points in Knowledge (Nature)         gives +2 points to survival checks above ground
5 points in Survival                   gives +2 points to Knowledge (Nature) checks
5 points in Search                     gives +2 points to Survival checks to find or follow tracks
Old Salt                               gives a +1 bonus to Balance, Profession (Sailor) and Use Rope checks
Sailor's Balance                       gives a +5 competence bonus to Balance checks aboard ship
Sea Legs                               gives +2 to Balance and Tumble aboard ship
Self Sufficient                        gives +2 to Heal and Survival checks
Sextant                                gives +2 to Knowledge (Geography) to plot position and course
Electric Eel Hide Armour               gives +5 bonus to Escape Artist checks

FEATS
Level 1         Sailor's Balance       Bonus to balance and can move at full speed on slippery decks
Level 3         Old Salt               +1 to Balance, Profession (Sailor) and Use Rope checks.  Can also use Profession (Sailor) instead of Survival to predict weather.
Level 6         Sea Legs               +2 to Balance and Tumble and +1 to initiative aboard ship.
Ranger 1 Bonus  Track
Ranger 2 Bonus  Rapid Shot
Ranger 3 Bonus  Endurance
Level 9         Weapon Finesse
Ranger 6 Bonus  Manyshot
Level 12        Self Sufficient
Level 15        Rapid Swimming

MONEY AND EQUIPMENT
Unspent Gold               449gp
Mundane Items
Masterwork Aquatic Crossbow         550gp   4lb    worn on shoulder
60 crossbow bolts                     6gp   6lb    but in Efficient Quiver
Masterwork Cutlass                  315gp   3lb    worn on belt
18 javelins                          18gp  18lb    but in efficient quiver
6 Spears                             12gp  36lb    but in efficient quiver
Bicorne Hat                          50gp   1lb    worn on head
Sextant                             250gp  10lb    in haversack
SUBTOTAL                          1,201gp

Magic Items
Rod of the Legendary Mariner     20,000gp      -    in haversack
Ring of the Four Winds           20,000gp      -    worn on finger
Full set of Feather Tokens        1,900gp      -    1 each of Anchor, Bird, Fan, Swan Boat, Tree and whip (each usable only once) in haversack
Efficient Quiver                  1,800gp     2lb    worn on hip
Handy Haversack                   2,000gp     5lb    worn on back
Electric Eel Hide Armour         23,150gp    12.5lb  worn
SUBTOTAL                         68,850gp

Garth has upgraded the Sun on the Waves as follows:
Huge Davit                        1,500gp
Launch                              500gp
Oars of Speed (fitted to Launch)  2,500gp
Light Bombard                     2,000gp
SUBTOTAL                          6,500gp

GRAND TOTAL                      76,551gp     Enc = 27.5
Remaining Wealth
449 Gold


HADOZEE RACIAL TRAITS
  • A race of simianlike humanoids, Hadozee are often referred to as “winged deck apes.” It’s easy to see where they would come by such a moniker: they are covered in light brown fur, with a slightly stooped posture, a shaggy mane, and a fanged muzzle. And they have flaps of skin that hang beneath their arms that enable gliding, if not true flight. Because they’re also good climbers and balancers, hadozee are particularly suited for life aboard a ship sailing the seas of adventure.
  • Hadozee stand at about 5–1/2 to 6 feet tall, though they always seem slightly shorter due to their natural stooped posture. They tend to weigh between 200 and 250 pounds, most of that weight being solid muscle. Their eyes are black and glitter brightly, and their fur can range in color from a light tawny golden brown to a deep chocolate. Hadozee do not really need clothing due to their fur covering, though many who work aboard ships wear harnesses and belts for their tools and weapons. Hadozee generally have about the same lifespan as humans, though they are considered adults a little earlier.
  • Most fascinating of all, however, is a hadozee’s patagial flaps—flaps of skin between legs and arms, similar to those of a flying squirrel. With these patagia, the hadozee can launch herself into the air and glide for significant distances. It is not uncommon for hadozee in the rigging of ships not to bother climbing down, but simply throw themselves into the air and glide to another part of the ship.
  • +2 Dexterity, –2 Charisma.
  • Medium: As a Medium creature, a hadozee has no special bonuses or penalties due to her size.
  • Hadozee base land speed is 30 feet.
  • Gliding: Hadozee can use their arm-flaps to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A hadozee glides at a speed of 40 feet (average maneuverability).
  • +4 racial bonus on Balance and Climb checks: Hadozee are natural climbers and have no fear of narrow pathways. A hadozee does not lose her Dexterity bonus to AC while climbing and can climb unimpeded while holding something in one hand.
  • Automatic Languages: Common, Hadozee. Bonus Languages: Aquan, Elven, Halfling.
  • Favored Class: Rogue.


CLASS TRAITS
ROGUE
  • Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields[/*]

Sneak Attack
  • If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
  • The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
  • Ranged attacks can count as sneak attacks only if the target is within 30 feet.
  • With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
  • A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
  • Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
  • Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
  • Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
  • A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
  • At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)
  • At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
  • Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)
  • Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

RANGER
Favored Enemy (Ex)
  • At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
  • At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
  • If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.  Garth has chosen Monstrous Humanoids (eg Sahuagin) and Outsiders (fire)

Track
  • A ranger gains Track as a bonus feat.

Wild Empathy (Ex)
  • A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
  • To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
  • The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)
  • At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
  • If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
  • If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
  • The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Garth has chosen archery

Endurance
  • A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex)
  • At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
  • Garth's animal companion is a Porpoise
  • This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
  • With Wavekeeper (below) Garth's effective Druid level is six

Spells
  • Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
  • To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
  • Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does (But see Wavekeeper below)
  • A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
  • Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
  • However, with Wavekeeper (below) Garth's caster level is (half ranger level) + (Wavekeeper level -1) ie 6

Improved Combat Style (Ex)
  • At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
  • If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
  • As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


WAVEKEEPER
Entry Requirements
  • Alignment: Any neutral.
  • Base Attack Bonus: +4.
  • Skills: Survival 8 ranks, Swim 5 ranks.
  • Spellcasting: Able to cast 1st-level divine spells.
  • Special: Animal companion with aquatic subtype or swim speed.

Weapon and Armor Proficiency
  • You gain no weapon or armor proficiencies.

Spellcasting:
  • Beginning at level 2, a wavekeeper gets a further spellcasting level in an existing spellcasting class at every level.
  • Thus Garth's current Ranger casting level is 6.

Masterful Swimmer (Ex):
  • You augment your swimming using the minutest of currents and swimming patterns, granting you a swim speed of 20 feet or increasing your existing swim speed by 10 feet if you have a natural swim speed.

Mysteries of the Sea:
  • You master the powers of nature that make up the oceans. Choose one of the following domains: Blackwater, Ocean, Storm, or Water. The spells of that domain are added to your divine spellcaster class list, and you can prepare them normally. You also gain
  • the granted power associated with that domain.
  • Garth has chosen the Ocean domain

Beast of the Sea (Ex):
  • Starting at 2nd level, your animal companion continues to advance. Subtract 1 from your class level and add the result to your effective druid level for determining the abilities of your animal companion.
  • Thus Garth's effective druid level is 6.

Granted Power (Ocean Domain):
  • You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effect is no longer needed. [THIS IS REDUNDANT SINCE GARTH HAS BECOME AMPHIBIOUS]
  • This duration need not be consecutive; it can be used in increments as small as 1 round.

Wave Master (Su):
  • Beginning at 2nd level, when near a body of water you can focus a rush of water at a single creature within 30 feet. This jet of water can bludgeon or push back a creature, at your option.
  • As a bludgeoning attack, the wave of water deals 1d6 points of nonlethal damage per class level. A Reflex save reduces damage to half (DC 10 + one-half class level + Wisdom modifier).
  • If you instead choose to push back a creature, treat thewave of water as a bull rush with a bonus on the Strength check equal to 8 + your class level.

Mastery of Breath (Ex):
  • At 3rd level, you adapt to your watery environment, becoming amphibious and able to breathe water or air interchangeably.

Water Breathing (Sp):
  • At 3rd level, you gain the ability to use a water breathing effect once per day, as a spelllike ability with a caster level equal to your class level and two times the normal duration.

This message was last edited by the player at 19:27, Thu 18 May 2023.
Hathra Bonecrown
player, 127 posts
Mystical Theurge Lich
Overlord of Undead
Mon 10 Apr 2023
at 17:34
  • msg #4

Open Sheets (Cohorts)

(larger image; https://rare-gallery.com/uploa...V-A-Realm-Reborn.jpg)

20:44, Today: Hathra Bonecrown rolled 14 using 3d6+6, dropping the lowest dice only.  Nalasha's stat roll.

20:44, Today: Hathra Bonecrown rolled 17 using 3d6+6, dropping the lowest dice only.  Nalasha's stat roll.

20:44, Today: Hathra Bonecrown rolled 17 using 3d6+6, dropping the lowest dice only.  Nalasha's stat roll.

Going for two 17's, normally cost 13 each but are now 11 both. Leaving 18pts in point buy.




Name  :Nalasha Eburn'Mors   | Race  :Catfolk            | Height:5'9
Player:Cohort               | Gender:Female             | Weight:155lb
Update:3.7.2023             | Age   :25                 | Eyes  :White
Align :Lawful Evil          | Size  :Medium             | Hair  :White
Deity :Wee Jas              | Speed :40'ft              | Hand  :Rigth
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  | Sorcerer              6
STR   10     +0   |               | Nightmare Spinner     5
DEX   22     +6   |               | Dread Witch           5
CON   12     +1   |               | Archmage              1
INT   14     +2   |               |
WIS   14     +2   |               |XP  :                  Char Level:17
CHA   22     +6   |               |Need:                  ECL       :17
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex     Misc
HP    : 17d4+17   69              | Init  :  +6   =  +6   +
----------------------------------------------------------------------------
        Total         Armour   Shield   Dex   Size   Natural   Defl   Misc
AC    :  21   =     +   4    +        +  6  +      +    1    +      +
----------------------------------------------------------------------------
        Total   Base   Str   Size |         Total   Base   Dex   Size
Melee : +7    =   7  +  0  +      | Range : +13   =   7  +  6  +
---------------------------------------------------------------------------
SAVES      Key                    Ability
         Ability   Bonus     Base   Mod   Magic   Misc
Fort  :    Con      +7     =  4   +  1  +   2   +
Ref   :    Dex      +12    =  4   +  6  +   2   +
Will  :    Wis      +21    =  15  +  2  +   2   + 2
Note: Gain Cha mod to will saves vs Fear effects (if any bypass her immunity to fear)
----------------------------------------------------------------------------
RACE/CLASS ABILITIES & FEATS

Catfolk Racials
  • +4 Dex, +2 Cha
  • Base land speed 40'ft
  • +1 Natural Armor
  • Low-Light Vision
  • +2 Racial bonus to Listen and Move Silently
  • +1 LA (bought off)


Sorcerer Features
  • Spellcasting (Cha based, witch list)
  • Divine Companion
  • Domain Access: Domination


Nightmare Spinner Features
  • Spellcasting (Cha based, witch list, progresses +4)
  • Bonus Spells (+1 spell slot every spell level for casting illusions)
  • Immunity to Fear (Su)
  • Inspire Fear (Su, will save DC 23, 30'ft single target); 9/day
  • Nightmare Phantasm (Su); 9/day
  • Spirit Chill (Su)
  • Deadly Nightmare (Su, will save DC 23); 3/day


Dread Witch Features
  • Spellcasting (Cha based, witch list, progresses +4)
  • Master of Terror +10
  • Unnatural Will
  • Absorb Fear (Su): Confirmed function even while being immune to fear
  • Fearful Empowerment (Su, will save DC 23); 2/day
  • Delay Fear (Su); 2/day (on self, unlimited on others)
  • Greater Master of Terror (Su)
  • Horrific Aura (Su, will save DC 23); 6/day
  • Reflective Fear (Su)


Archmage Features
  • Spellcasting (Cha based, witch list, progresses +1)
  • High Arcana (Su); Arcane Reach


FEATS
1st: Apprentice (Philosopher, completed)
3th: Brew Potions
Sorc 5: Spell Focus [Enchantment]
6th: Spell Focus [Illusion]
9th: Skill Focus [Spellcraft]
12th: Fell Frighten
DW 1: Unnatural Will
15th: Silent Spell
----------------------------------------------------------------------------
LANGUAGES
Common, Feline, Sylvan, Draconic
----------------------------------------------------------------------------
                          Max Ranks (3 + Level):21     CC Max Ranks (/2):10
Skill points: 90
                           Key    Skill Ability                    Misc
CC Skill                 Ability   Mod    Mod     Ranks    Synergy  Mod
   Appraise                Int    +2   =  +2        0       +0       +0
   Balance                 Dex    +6   =  +6        0       +0       +0
   Bluff                   Cha    +20  =  +6       14       +0       +0
   Climb                   Str    +0   =  +0        0       +0       +0
   Concentration           Con    +11  =  +1        8       +0       +2
   Craft:
   Alchemy                 Int    +8   =  +2        6       +0       +0
   Decipher Script         Int    +5   =  +2        3       +0       +0
   Diplomacy               Cha    +15  =  +6        5       +4       +0
   Disable Device          Dex    +?   =  +0        0       +0       +0
   Disguise                Cha    +6   =  +6        0       +0       +0
   Escape Artist           Dex    +6   =  +6        0       +0       +0
   Forgery                 Int    +2   =  +2        0       +0       +0
   Gather Information      Cha    +6   =  +6        0       +0       +0
   Handle Animal           Cha    +?   =  +0        0       +0       +0
   Heal                    Wis    +2   =  +2        0       +0       +0
   Hide                    Dex    +6   =  +6        0       +0       +0
   Intimidate              Cha    +25  =  +6        7       +2       +10
   Jump                    Str    +xx  =  +0        0       +0       +0
   Knowledge:
   Arcana                  Int    +20  =  +2        18      +0       +0
   Religion                Int    +7   =  +2        5       +0       +0
   Listen                  Wis    +4   =  +2        0       +0       +2
   Move Silently           Dex    +8   =  +6        0       +0       +2
   Open Lock               Dex    +?   =  +0        0       +0       +0
   Perform: Oratory        Cha    +6   =  +6        0       +0       +0
   Profession
   Teacher                 Wis    +7   =  +2        5       +0       +0
   Ride                    Dex    +6   =  +6        0       +0       +0
   Search                  Int    +2   =  +2        0       +0       +0
   Sense Motive            Wis    +7   =  +2        5       +0       +0
   Sleight of Hand         Dex    +9   =  +6        1cc     +2       +0
   Speak Language                                   0
   Spellcraft              Int    +23  =  +2        18      +0       +3
   Spot                    Wis    +2   =  +2        0       +0       +0
   Survival                Wis    +2   =  +2        0       +0       +0
   Swim                    Str    +0   =  +0        0       +0       +0
   Tumble                  Dex    +?   =  +6        0       +0       +0
   Use Magic Device        Dex    +?   =  +6        0       +0       +0
   Use Rope                Dex    +6   =  +6        0       +0       +0

(Above is an example of skill layout CC denotes Cross Class skills.)
----------------------------------------------------------------------------
WEAPON          TAB     DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES


----------------------------------------------------------------------------
SORCERER SPELLS (LEVEL)

LEVEL     0   1   2   3   4   5   6   7   8   9
Known:    8   4   4   3   3   3   2   1   -   -
Per Day:  6   8   8   7   7   7   7   3   0   0


SORCERER SPELLS KNOWN

LEVEL 0 (DC: 16, +1 Illusion/Enchantments, +2 fear effects)
Arcane Mark, Detect Magic, Read Magic, Detect Poison, Ghost Sound, Daze, Dancing Lights, Mending

LEVEL 1 (DC: 17, +1 Illusion/Enchantments, +2 fear effects)
Command (1/day), Cause Fear, Speak with Animals, Charm Person, Power Word: Pain

LEVEL 2 (DC: 18, +1 Illusion/Enchantments, +2 fear effects)
Enthrall (1/day), Bane, Doom, Phantasmal Assailants, Scare, Detect Thoughts,
Cure Moderate Wounds

LEVEL 3 (DC: 19, +1 Illusion/Enchantments, +2 fear effects)
Suggestion (1/day), Mask of Ideal, Bestow Curse, Dispel Magic

LEVEL 4 (DC: 20, +1 Illusion/Enchantments, +2 fear effects)
Dominate Person (1/day), Whelm; Mass, Remove Curse, Polymorph

LEVEL 5 (DC: 21, +1 Illusion/Enchantments, +2 fear effects)
Command; Greater (1/day), Nightmare, Mirage Arcana, Leomund's Hidden Lodge

LEVEL 6 (DC: 22, +1 Illusion/Enchantments, +2 fear effects)
Geas/Quest (1/day), Shadow Evocation, Heroe's Feast

LEVEL 7 (DC: 23, +1 Illusion/Enchantments, +2 fear effects)
Suggestion; Mass (1/day), Insanity

----------------------------------------------------------------------------
COIN:    PP:    GP:200gp  SP:     CP:
GEMS:

                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
GEAR

Runestaff of Illusion (MIC pg180), 19,000gp
Spells 1/day
  • Disguise Self (1st)
  • Mirror Image (2th)
  • Major Image (3th)
  • Rainbow Pattern (4th)
  • Persistent Image (5th)
  • Mislead (6th)


Third Eye; Sense, 24,000gp
Robe of Arcane Might (Illusion), 21,000gp
Bracers of Arcane Freedom, 2,300gp
Silkslick Belt, 2,000gp
Boots of Landing, 500gp

Wraith's Woe set (slightly customized);
Choker of Life Protection, 14,000gp
Gloves of Ghost Fighting, 4,000gp
Shirt of Wraith Stalking w/Vest of Resistance+2, 13,000gp
----------------------------------------------------------------------------
DESCRIPTION

Nalasha Eburn'Mors is five and nine-tall catfolk female whose eyes and hair and tail
are bleached white, she wears a dark dress and carries a gnarled ebony staff with
dark amethyst attached to it and wears a choker and pair of bright aqua feathers
hanging from one of her feline ears and she keeps her hair cut short. Despite an
attractive or even charming-looking presence, she has a naturally terrifying aura
around her which makes people feel unease near her (Horrific aura, affects all 6 HD or less).

----------------------------------------------------------------------------
PERSONALITY

Nalasha is charming, and soft-spoken but also has a sharp witty demeanor that tolerates
minimal nonsense from people.She is scholarly curious and she is deeply devoted to matters
of arcane and mastering her arcane arts and helping others unlock their potential.
----------------------------------------------------------------------------
BACKGROUND

Nalasha was found by Hathra when she was a child and had started to manifest her dark
sorcerous powers  (which made her parents abandon her) and heard a feminine voice inside
her head, Hathra figured that  she bore a bloodline directly to Wee Jas, while she was
mortal, and that lineage's innate sorcerous power  has awakened and considering Wee Jas
nature as a goddess her power source was thus divine. Hathra educated her own to master
her magic, along with philosophical discussion about the nature of
life and death and their place in the world.

Unlike most sorcerers her magic was more limited but had also methods that other sorcerers
did not. As she lacked normal flashy means of sorcerers she embraced subtlety and trickery;
so thus learning the arts of enchantment and illusions and maxing out the illusion
prowess she could.

She for a time traveled alone and studied by herself on matters of the arcane, but she was
always harassed or mistreated cause she was a sorcerer and more so a natural-born
practitioner of witchcraft. She embraced the dark stigma and taboo of witchcraft
and mastered creating fear even so potent it scares paladins and she started warping
her illusions with frightening power. The result of mastering fears bleached her
completely and also using long time artifact which protected her from the undead
also made her pale up considerably.

As she heard of Hathra doing magic academy in Ivost, she approached and returned
back to him with the desire to become the principle of said magic academy and help
run it and help protect Ivost as a place of learning and academics and other threats
with her full arsenal.

This message was last edited by the player at 10:55, Sun 01 Oct 2023.
Vythisk
player, 61 posts
Thu 27 Apr 2023
at 22:43
  • msg #5

Open Sheets (Cohorts)


Name: Kiira Darkaxe
Race: Female Dwarf
Class: Archivist 9 / Runecaster 8
Alignment: LN
Feats: Academic Priest, Inscribe Rune, Draconic Archivist, Knowledge Devotion, Legendary Artisan, Extraordinary Artisan, Scribe Scroll

Abilities:
Ability      Purchased   Racial  Age    Level  Magic    Total
STR          10                                           10
DEX          14                                           14
CON          14            +2                             16
INT          18                          +4      +4       26
WIS          12                                           12
CHA          14            -2                             12

Fortitude: 15
Reflex: 7
Will: 13 (15 vs enchantments)
BAB: 10 MAB: 10 RAB: 12
HP: 9d6+8d8 + 51

Abilities:
Dark Knowledge: 6/day: Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Rune Craft: Add this bonus to the runecaster's Craft checks made to inscribe runes. +3.

Improved Runecasting: As a runecaster rises in level, he can create runes that function more than once and have different means of being triggered. The extra features increase the cost of the rune, however as shown on the table below.

Works When Read or Passed: Any attempt to study, identify, or fathom a rune's meaning counts as "reading" the rune. Passing through a portal that bears a rune counts as "passing" the tune. A rune must have an unbroken line of effect to a target to affect that target, and the target must be within 30 feet.

A rune that is triggered when passed can be set to almost any special conditions the runecaster specifies. Runes can be set according to physical characteristics (such as height or weight) or creature type, subtype, or species (such as "drow" or "aberration"). Runes can also be set with respect to good, evil, law, or chaos, or patron deity. They cannot be set according to class, Hit Dice, or level. Runes respond to invisible creatures normally but are not triggered by those who travel past them ethereally. When placing a rune with a "pass" trigger, a rune caster can specify a password or phrase that protects a creature using it from triggering the rune.

Rune Power: For runes created by the runecaster, add this value to the DC of all saves and attempts to erase, dispel, or disable the rune, and to caster level checks to overcome the spell resistance of a target. +2

Maximize Rune: The runecaster can create runes that are maximized, as if under the effects of a Maximize Spell feat, without altering the level of the spell being used to create the rune. Maximizing the rune adds +5 to the DC of the Craft check required to inscribe it.

Items:
+2 Mithril Shirt        5,100
+1 Morningstar          2,308
Ring of Invisibility   20,000
Headband of Intellect  16,000
Ring of Blinking       27,000
Bag of Holding II       5,000
Blessed Book           12,500
Belt of Hidden Pouches  5,000
Greater Glyph Seal      4,000
Quill of Scribing       1,750
-----------------------------
                       98,658

Skills:
Concentration          4  (+7)
Decipher Script        5 (+13)
Craft: Stoneworking   20 (+28)
Craft: Metalworking   12 (+20)
K: Arcana             20 (+28)
K: Religion           20 (+28)
K: Planes             18 (+26)
K: Nature             12 (+20)
K: Arch & Eng          8 (+16)
Spellcraft            20 (+28)
Profession             5  (+6)
Search                 5 (+13)
Diplomacy              7  (+8)




LEVEL     0  1  2  3  4  5  6  7  8  9
Per Day:  4  7  7  7  7 6  6  5  4  2

This message was last edited by the player at 22:01, Sat 08 July 2023.
Narya
player, 34 posts
Tue 30 May 2023
at 23:31
  • msg #6

Open Sheets (Cohorts)

Narya's cohort is an erinyes named Zaivari who assists in running the libraries of Ivost. She is excellent at writing contracts, administration, and ensuring the return of overdue items in the collection.

She typically appears as a slightly aloof human who is often reading slim tomes. She can enjoy subtle games, such as sometimes holding her books upside down as a test of the astuteness of interesting newcomers who enter the library. She is unusually thin and tall and has very long, striking hair of a pale red color. In temperament, she has little patience with arrogance and much fondness of the learned. She is honest and keeps promises to a fault, and those who annoy her find her impeccable honesty does not always equate to truth. Those who tell her secrets receive her favor.

She often serves as a messenger or scout for simpler tasks. She rarely joins the party on adventures and keeps an eye on things while Narya is away. She also assist Narya with the practice of espionage.

Zaivari does not enjoy combat, preferring to use wits, stealth, or charm to obtain her ends. If she is forced to fight, she will try to arrange to arrive with superior forces and enjoys seeming to be at a disadvantage to cause enemies to lower their guards.



Zaivari

Level 17 (Erinyes 16, Ninja 1)


Sheet
Medium Outsider (Devil, Extraplanar, Evil, Lawful)
hp 8+7d8+1d6+50 (~97)
Init +8, Senses True Seeing, See in Darkness, Darkvision 20'
Speed 30', fly 50' (good)
Spot +18, Listen +18, Search +13, Gather Information +7, Telepathy 100’
AC 41, touch 25, flat-footed 32 (+8 armor, +8 dex, +1 dodge, +8 natural, +6 wis)
Base Atk +9; Grapple +13
Melee +17 unarmed (1d6+4) (16-18/x2)
Ranged +17 touch (Entangle)
Space 5'; reach 5'

Special Attacks: Entangle, Spell-like abilities, summon devil, sudden strike (1d6)
Special Qualities: DR 5/good, Darkvision 60', immune fire and poison, resist acid 10 and cold 10, See in Darkness, SR 21, telepathy 100', true seeing, AC bonus (+Wis), ki power, trapfinding
Saves:  Fort 11, Ref 16, Will 14
Str 18, Dex 26, Con 20, Int 16, Wis 22, Cha 24
Skills Bluff +16, Concentration +17, Disguise +17 (+2 to act in character, +2 if using disguise kit), Diplomacy +21, Hide +25, Intimidate +9, Knowledge (Religion) +15, Listen +18, Move Silently +15, Profession (Administrator) +18, Profession (Spy) +18, Sleight of Hand +10, Spot +18, Sense Motive +18, Search +13, Survival +6 (+2 to follow tracks), Use Rope +8

Feats: Unarmed Strike (b), Dodge (b), Mobility (b), Darkstalker, Weapon Finesse, Smooth Talk, Master Manipulator
Languages Infernal, Celestial, Draconic, Halfling, Gnomish, Undercommon
Proficiencies:  all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham, and any martial weapons.

Equipment: War Wizard Cloak, Sending Stones (pair), Bracers of Armor +8, Ring of Chameleon Power, Disguise Kit, Potion of Undetectable Alignment x 3, (4,950 gp)

An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 21), minor image (DC 19), unholy blight (DC 21). Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).

This message was last edited by the player at 14:05, Tue 04 July 2023.
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