Author Topic: The Fall of Pun-Pun, Recycled: Character Sheets  (Read 8888 times)

phaedrusxy

  • Elite
  • ***
  • Posts: 415
  • Gender: Male
  • Magic 8-Ball Problem Solver
    • View Profile
    • Awards
The Fall of Pun-Pun, Recycled: Character Sheets
« on: January 23, 2013, 12:54:19 AM »
Go ahead and post your sheets here (or links to them), when they're ready.

And go ahead and give yourself inherent bonuses to any (or all) of your stats, as you wish, up to the +5 cap. This will just save us trouble from having to tweak sheets by adding this later. This will NOT affect your skill points, however (going forward from here it will, but we're going to assume that you just go access to the Wish economy, and hence these bonuses.)

For any discussion, let's use this OOC thread.


Percy - Aetherforge
Venn - Warper
Boz - Speedened? Or Agraramel?
Agita - Nullblade
Kuroimaken - Raoul Bonerges the III (but I don't know what the build is)
MetroMagic-Bliss, the Water Dragon
« Last Edit: January 23, 2013, 08:47:30 AM by phaedrusxy »

MetroMagic

  • Mook
  • *
  • Posts: 8
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #1 on: January 23, 2013, 11:00:12 AM »
Blisss:  Blissslloblop’poooll

Blisss is a very young river water dragon, a Naiadragon of the Glaciadragon clan, who live in cold climes near ice. Separated from his clan while still an egg, he has lost his heritage, and has adopted those around him as the friends he has. He is learning about himself as he goes along.

Here are a concept writeup and story line in several parts. As you will see, he is more of a support character than combat-heavy, with versatile and creative uses of water, and dabs of magic.

Blue Mage looks like a perfect class for Blisss. He learns *everything* by observation and imitation! Human/demihuman culture, language, behaviors, even what kind of creature to look like. He has an alien perspective, knowing he is not like anyone else around him, but still enjoying their company and trying to fit in despite their sometimes incomprehensible actions and motivations. He is also naturally tough so the dangerous, experimental nature of the class will work, and he wants to be likeable, so the high Charisma aspect of the class will suit him.


Blisss' Eye - Looking at You



Water Dragons


WATER DRAGONS

Water dragons have many sizes, shapes, interests, and places, from streams to rivers to oceans to Oceanus and the Styx.

Many pass a great part of their lives observing but unobserved by other creatures; they are indistinguishable from the water where they often abide, though divination magic might find them if they are young. They consider their lair to be all of the body of water they occupy, and they consider their hoard to be all the knowledge they have gathered about it as well as all the riches sunk in it.

Playful as wavelets, deep as the ocean floor, the water dragon’s eternal perspective is like water, ageless. Water does not age; neither do water dragons while in water.

Water dragons live in far-flung clans across miles of water, slowly spreading to fill the available volume. When the density becomes too crowded, most of the mature water dragons use their natural ability to gate into the Plane of Water or other nearby Prime Material Plane location to depart for new realms, taking their near relatives with them and substantially depopulating the overcrowded area, to begin its water dragon cycle again.

Water dragons mate for life and care for their young. Their eggs are nested in shallows in seasons where many fish swim through; the water dragons believe that the flow of life passing through the egg, which is also indistinguishable from water, brings an appreciation for life to the developing dragon even before hatching.

Like many dragonkind, water dragons know their own name from the first moment of awareness, but are taught the ways and culture of their kind by their extended multi-generation clans.

Since they are ageless in water, water dragons often develop very slowly, soaking in knowledge across ages. They can leave their watery form and depart from water to speed up their maturing process, which is a matter of personal import since maturing to the next stage in dragon development is not reversible (excepting by using magic). All water dragons have the natural ability to Shapechange, much like gold dragons, which enables such a departure for an extended period of time if desired. A water dragon’s Shapechange ability is limited to creatures that are substantially made of water, which includes most humanoids and natural animals, but few Outsiders except creatures from the Plane of Water.

Besides the natural ability to Shapechange, and their depth of knowledge, extremely keen senses and perception, and curiosity, all water dragons have three other abilities due to their nature: they can vanish instantly into any amount of water (or become a little puddle of water) and become undetectable, and then re-form at will; they do not need to breathe; and they only need to consume water for sustenance, no matter what form they take. All water dragons also have breath weapons, various defensive resistances, and other characteristics much like other dragons, and some abilities with respect to water elementals and other creatures from that Plane, but these vary from clan to clan, being primarily inherited. They learn about these abilities from their clan. Many of these abilities only develop as they mature, and so may take a very long time to manifest.
Blissslloblop’poooll's Story


BLISSSLLOBLOP’POOOLL’S STORY

Blissslloblop’poooll was an unusually small egg, inadvertently picked up while still in the egg by a big beaked fishing sea bird much like a pelican but more the size of a roc, this highly unusual circumstance made possible only through the combination of highly unusual sizes.

Because he was not raised in a water dragon community, his self-knowledge is limited to knowing his own name, like some other species of dragon. He does not know he is a water dragon; he is not sure that he is not simply water, though he knows that all the other water he has met is not self-aware.

However, he has observed many creatures coming to the river where he has abided, and the most self-aware were the children who jumped into the stream and tickled him as well as tickling his interest.

Blissslloblop’poooll eventually noticed how other creatures moved, and began to move himself, first to move other objects through the water (including the rescue of many children and other small animals over many years), then to move himself in water form onto the land, running in large rivulets out from the water and back again.

He took a cue from the rigidity of some forms he observed in nature to begin to move himself further on land to explore, aided by moving through the frozen water in snow cover during winter, and eventually found his way into a village and an inn, using the water pooling under the door from melted snow to enter. The smells and sights inside overtook him, especially the sight of the children he missed, and his wish to share being one of them overtook him as well, triggering his natural Shapechange ability.

The villagers weren’t sure what happened; there was some movement at the door, and a small child seemed to stumble into the room, perhaps through the dog flap, naked, gasping, and icy cold. They quickly dressed him in boots, gloves, and other clothes and fed him hot soup, which seemed to clear his confusion quickly. All he could say was a sound that he made clear was his name; some said it was like the sound of a river dancing through rapids into deeper water.

The innkeep family felt they couldn’t turn him out into the snow, and so let him stay and began his education, first teaching him to speak the local language, and then other things. He was a quick learner, with endless concentration, sharp perception and an appetite for knowledge. Much to their surprise he taught himself to read by borrowing travelers’ books, and became a source of lore about many things local in nature despite his very young age.

From his ears and build and quickness it seemed that faerie must run in his blood, but since he could tell them nothing of his heritage, his origins remained a mystery. When asked where he came from he simply says that all he remembers is living in and by the river, and when it got cold he came inside to find other children. If pressed, he laughs and tells them that he must be made of water, but so are they.

Blissslloblop’poooll eventually realized that he wished himself into the shape of a child, and began to experiment with this ability but kept it secret. He also discovered that he did not need to breathe, and need only drink water to survive. Other than that he tremendously enjoyed living as a child in the village with friends and learning all there was to know.
The Villagers’ Story

THE VILLAGERS’ STORY

Yet another waif has been taken in at the Inn & Tavern by the innkeep husband and wife. One evening last winter after the first deep snow landlocked the village, and much of the town had gathered at the inn to share hot mulled cider and mild frostbite, there was some movement at the door, and a small child seemed to stumble into the room, perhaps under the dog flap, clothed in rags, or naked (the story is hazy on this point), gasping, and icy cold. They quickly dressed him in boots, gloves, and other clothes and fed him hot soup, which seemed to clear his confusion quickly. All he could say was a sound that he made clear was his name.

The innkeeps couldn't just turn him out into the snow, and so they let him stay and earn his keep. They soon found out that he seemed to love washing dishes, mopping the floor, soaping the windows, and doing the laundry, all with great energy, thoroughness, and splashing. Since no one else really wanted those jobs, and he was happiest sleeping in the stable with the animals rather than in a bed, his welcome at the inn apparently has been extended indefinitely - especially since he eats very little, hardly more than a few sips of water every day.

They began his education, first teaching him to speak the local language, and then other things. He seemed to understand some of what was said to him from the start but didn't speak until a few weeks later, and only haltingly at first. He was a quick learner though, with endless concentration, sharp perception and an appetite for knowledge. Much to their surprise he taught himself to read by borrowing travelers' books, and became a source of lore about many things local and distant in nature despite his apparent very young age. That soon became another curiosity about him, besides liking to do dishes - knowing a lot of odd unrelated facts and old tales. He freely admits not to know the answers to many questions, but occasionally he does have an answer for a question - often enough to make it worth the asking, just in case.

He is small and quick, quiet of step, sharp-eared and sharp-eyed, with sandy hair and seagreen eyes, thin at a scant 3-1/2 feet tall and less than 40 pounds, about the size of a human 6 year old. From his ears and build and quickness it seemed that faerie must run in his blood, though the Elves (he has started speaking with them, too) say that he resembles no specific creature of the woods - perhaps he is part faerie, part human. Since he could tell them nothing of his heritage, his origins remained a mystery. When asked where he came from he has simply said that all he remembers is living in and by the river, and when it got cold he came inside to find other children.

He does seem to love to swim, and was in the river as soon as the thaw allowed, and nearly every day since. He seems to love the outdoors as well, even in winter, spending hours playing in the plentiful snow, long after the human children were called inside.

He said his name from the first, and the innkeep wife tried writing his name out in longhand Common, trying to capture the sound as best she could: Blissslloblop'poooll. Most folk have taken to calling him Blisss, partly because in the manner of children he always seemed delighted with something, and he began answering to it, albeit reluctantly at first.

He enjoys the other young people living in the village, especially those who are adventurous and get into and out of trouble easily, and his friendly, open manner and perceptive, discreet company have earned their trust, though he seems disinclined to get into trouble simply for its own sake the way some of them do.

After a time, and not long after the villagers began to wonder aloud to each other why the boy was not growing up like the rest of the village children, Blisss moved on to explore more of the world he found himself in.
A short piece from birth, Blisss' Point of View


BLISSSLLOBLOP’POOOLL

Suns rose and set. Moons hung in the heavens, sending icy white flakes swirling across the surface, chill.  Cold winds followed warm, seasons spun a hundred times since the snatched dropped sunk egg hatched in the depths.

Suns warmed the surface. Rising air chilled, rained back. Currents flowed from far away above to far away down, echoing stories of snowy rocky spires and warm lazy sandy strands. Awake, awash in twirling tales.

Wolves drank, deer drank, otters played, beavers dammed. A thousand children splashed, tickling. Chuckles rippled. Some slipped beneath breathless but washed safely to shore in caring caresses.

Wolves, deer, otters, beavers, children moved in steps, waves moved, stepped to shore. Light played on sparkling sprays, drops dancing, prancing, standing. Up a hill, down a rill, rivulet ran round and back again.

Cattails stood tall, tree limbs floated in passing, bones sank and stayed. Sharp icicles at angles lanced upward leaving long snow tracks round the hills and back again, curious, questing, children gone in chilly dark lonely days.

Over hills, under trees, across meadows wrapped in snow. Puddles under warm inn doors baked by toasty orange light hot like a sun, dancing across wood, smoky air, children within well wrapped and laughing. Wishing, rising, childlike, stepping, stumbling, icy feeling fading by the fire as blouse and breeches and boots and gloves gave shape. Shock, gasping, gulping, tasting air, tasting smoke, tasting hot soup, liquid relief, familiar again.

Tears flowed. Eyes like children’s opened, mouth opened.

“Blissslloblop’poooll.” I always knew who I was.


Race: Water Dragon (Naiadragon)
Alignment: CG->NG
Class: Naiadragon 2 Blue Mage 6

Class Features for Naiadragon, incl. adjustments for Glaciadragon clan
A major thankyou to FireInTheSky for the Naiadragon write-up; this couldn’t have been done without all his great work.

It began from an earlier Naiadragon write-up from SirPercival that I used when playing Blisss before in his campaign, and that writeup was an embodiment of the character concept and backstory that I had already written when I came into the game – the same backstory I posted for this game.

FireInTheSky did not have the objective of preserving all of Blisss’ characteristics since he was creating a monster class for general interest, so I have a few adjustments to make that are more in keeping with who Blisss is and capture some of the important Blisss details from SirPercival’s writeup that were not carried over. In fact, reading FireInTheSky’s writeup made certain characteristics of Blisss much clearer to me, ones that distinguish Blisss’ dragon clan among other Naiadragons.

For game purposes, Blisss can be considered a subspecies of Naiadragon: a Glaciadragon, one whose clan origins are from near the border of the Plane of Water where it crosses into the Para-Elemental Plane of Ice, when moving toward the Plane of Air. Those fine Planar distinctions were lost in 3.5, but they are well documented.

All Glaciadragons are immune to Cold, but take 50% more damage from Fire; both the immunity and the penalty carry over into any form the Glaciadragon may take using Liquid Body. This Fire percentage penalty does not stack with other Fire percentage penalties; the larger penalty applies.

While Naiadragons in general may be of any Alignment and are well equipped for violence if they are so inclined, the dragons of Blisss’ clan are non-Evil guardians and preservers, gentle and learned creatures who usually attack only with great cause in the defense of good, and so they gain a few of the more delicate abilities earlier, but gain their attacks and attack bonuses later. Here are the trade-offs:

-2 STR, +1 CHA, +1 INT (initially; further adjustments for Naiadragons occur at later levels)

At 1st Level and 2nd Level, the attack bonus is 0 instead of +1 and +2. The attack bonus progression begins at 3rd Level with +1. Also, the claw and bite attacks are not gained until 2nd Level; only Water Breath is available for self-defense at 1st Level.

At 1st Level, instead of an attack bonus, claw attacks, bite attacks, “swim speed 60” and “+8 Swim”, the Glaciadragon gains the Naiadragon abilities Amphibious (use abilities while submerged) and Reflecting Pool (disappear into a puddle of water), a new ability called Watertell, which requires Concentration to use, and a new class feature called “One With Its Environment” which replaces “swim speed 60” and “+8 Swim” for Naiadragons. All of these adjustments, and especially “One With Its Environment”, represent that even more than most Naiadragons, the Glaciadragon is nearly indistinguishable from the water where it usually lives. To attack with claw or bite requires a hardening of the creature’s watery form; at 1st Level the Glaciadragon has not matured enough to master hardening sufficiently to do damage, though it has enough mastery to use its claws to manipulate objects.

At 2nd Level, the Glaciadragon can harden enough to attack, but not very effectively. Instead of an attack bonus, the Glaciadragon gains the Naiadragon ability Font of Knowledge (all trained Knowledge checks use the best single Knowledge bonus).

Watertell
Watertell

The effect of Watertell is that Water conveys whatever stories it has “seen” or “heard” to the Glaciadragon. The following table provides guidance to the DM as to what information to provide, but the information the Glaciadragon receives is always under the DM’s control and at the DM’s discretion, and the DM should modify the table’s suggestions about distance and time according to circumstance. For example, water that is ice in a glacier may know stories that are very much older, but much more local, than water that rains from a cloud in the sky, which may know stories that are only hours or days old but from miles away. The stories almost always will have no in-game value beyond knowledge of geography, weather, and a general idea of the types of creatures found in the area. At the DM’s discretion, the DM may use the results of this ability to introduce particular information into the game.

Watertell (Su) – Beginning at 1st level, a Glaciadragon can hear the tales that water whispers from far away. The Glaciadragon can take a full minute to commune with the water, making a Concentration check to hear the tales. Glaciadragon level and CHA modifier stack as bonuses to the check. The water has not necessarily heard or seen anything relevant or interesting; how far back and far away the Glaciadragon hears about is dependent on the result of the Concentration check:

Check DC  – Length of Time and Distance; How Far Back/Away
10  – 1 hour, 1 mile
15  – 1 day, 10 miles
20  – 1 week, 100 miles
25  – 1 month, 1000 miles
30  – 1 year, 10,000 miles
35  – 10 years, other Worlds
40  – 100 years, other Planes
45  – 1000 years, anywhere
50  – any time (possibly even the future), anywhere

Regardless of the DC, the water has not necessarily heard or seen anything relevant or interesting (this is always at the DM’s determination). For example, the weather 100 years ago on another Plane may be a remarkable piece of information but is highly likely not to have current in-game value.
One With Its Environment
One With Its Environment

Even more than most Naiadragons, the Glaciadragon is nearly indistinguishable from the water where it usually lives.

Abilities have their cost; to attack with claw or bite requires a hardening of the creature’s watery form and at 1st Level the Glaciadragon has not matured enough to master hardening sufficiently to do damage, though it has enough mastery to use its claws to manipulate objects. Even at 2nd Level the Glaciadragon’s attacks are not very effective; the Glaciadragon has no attack bonus until 3rd Level.

  • The Glaciadragon only needs to consume water for sustenance; this ability carries over into any form the Glaciadragon may take using Liquid Body.
  • The Glaciadragon does not need to breathe, drawing what it needs directly from its surroundings; this ability carries over into any form the Glaciadragon may take using Liquid Body. (This replaces “can breathe underwater” in Naiadragon Body.)
  • The Glaciadragon moves in water and ice by phasing its essence through the water like a waveform, passing through water and ice at twice its base land speed; this ability carries over into any form the Glaciadragon may take using Liquid Body provided that the form is substantially made of water. This includes most humanoids and natural creatures. (This ability replaces “swim speed 60” and “+8 Swim”.) When the Glaciadragon reaches a Level where it gains flight, it also gains the ability to phase through clouds, fog, steam, and other conditions of water in similarly quasi-gaseous form which it may use in lieu of flying when those conditions are present.
  • The Glaciadragon restores itself when in water for an hour continuously, regardless of its form; ability score reductions are washed away. However, this restoration does not remove negative levels, even in its natural form.
  • The Glaciadragon retains its senses, including those gained from Special Abilities, in any form the Glaciadragon may take using Liquid Body provided that the form is substantially made of water. This includes most humanoids and natural creatures. It may gain additional senses from the form taken.


Other adjustments may be needed to keep the gentle guardian aspect of the Glaciadragon, because Naiadragons get some more highly destructive abilities at higher Levels that a Glaciadragon would likely never use, but we’ll deal with those if/when Blisss progresses to a Level where they become relevant.

Naiadragon (Glaciadragon) Class Features, Consolidated List
Naiadragon 2:
  • Naiadragon Body: Darkvision 60’; Low-light Vision; Immunity to magic Sleep-effects and Paralysis; Bite 1d8, 2 Claws 1d6; 30’ base land speed; medium size; wings too weak for flight; Armor bonus 1+Con modifier
  • Water Breath: Exhale a gush of water, 70ft line, every 1d4 rounds, 1d8 nonlethal damage/HD; Reflex Save DC 10 + ½ HD + Con modifier for half damage; failed save, make Str check, same DC, or affected by a Bull Rush.  The Naiadragon also takes 2 points of nonlethal damage per HD.
  • Amphibious: Use abilities while submerged
  • Create Water: HD/day
  • Font of Knowledge: all trained Knowledge checks use the best single Knowledge bonus
  • Immune to Cold, 50% more damage from Fire
  • Knowledge Focus: +2 to a Knowledge skill
  • Liquid Form: change to Humanoid, Animal, Monstrous Aquatic/Water Humanoid
  • Locate Water: know the direction and distance of the nearest body of water
  • One With Its Environment: Feed on, restored by, phase through, water and ice
  • Reflecting Pool: Disappear into a puddle of water, or become one
  • Waterhealing: ConMod/round non-lethal damage; does not age
  • Watertell: Listen to water’s stories, with Concentration


Ability Scores
Racial adjustments: -2 STR, +1 CHA, +1 INT
32 point buy, items included 8-14=1,15-16=2,17-18=3

Str 8 [0p] -2 Race = 6; 20lb = light
Dex 14 [6p]
Con 16 [10p] +1 L4 +1 L8 +2 Amulet of Health = 20
Int 15 [8p] + 1 Race = 16
Wis 8 [0p] -2 Magic-Blooded = 6
Cha 15 [8p] +1 Race +2 Magic-Blooded = 18

HP: 79
HD and mods
2d12 Naiadragon +6d6 Blue Mage +32 Con +8 Amulet of Health
Saves: F+13/+15, R+7, W+18; Immunity to Cold, magic Sleep-effects and Paralysis; 50% more damage from Fire
Save sources and mods
Naiadragon 2: 3/0/3  Blue Mage 6: 2/2/5  ConDexCha: 4/2/4  Mass Conviction: 3/3/3 Circlet 0/0/3; Amulet of Health 1/0/0; Targath 2/0/0 vs. disease; Immunity to Cold, magic Sleep-effects and Paralysis (Naiadragon/Glaciadragon)
AC: 26 touch 17(21) flat-footed 24; DR3/-
AC/DR sources and mods
10 +1 Size of preferred form +4 Mage Armor bonus +3 Shield of Faith Deflection bonus +1 +5 CON Naiadragon +2 DEX

DR3/- Blue Mage Azure Defense
Speed: 30 ft. base; 60 ft. in water and ice; no flight yet
Initiative: +2
Senses: Darkvision 60 ft; Low light vision; Detect Magic continuous; Comprehend Languages; Listen +9, Spot +9
BAB/Grapple: +4/-2
Attack sources and mods
+0 Naiadragon, +4 Blue Mage, -2 STR
Attacks: 1 Bite attack 1d8 damage; 2 Claw attacks 1d6 damage; Water Breath
(Blisss does not know he has the claw and bite attacks, never has used them)
Why doesn’t Blisss know? Aren’t attacks instinctive?
From using their jaws to eat, most creatures quickly realize that their jaws can do damage, but Blisss had no occasion to find this out. Glaciadragons only need to consume water for sustenance, so Blisss didn’t fully realize he could harden his jaws and use them to bite, and for a very long time he couldn’t harden them enough to do damage anyway. He has seen other creatures biting things since he came out of the water to play with the children, and some of the children even bit each other. He has used his preferred child-form’s jaws to eat like other children, though he doesn’t need to do this and finds it very strange when he does. Much the same applied to his claw attacks. He knows that he can harden his claws and jaws to manipulate objects, but without another Glaciadragon to instruct him, even now he has not thought through the implications to realize that he could use his claws and jaws for attacks.

Blisss does know that he has a breath weapon though he simply thinks of it as blowing water at something to tangle it up (Entangling Exhalation feat at 1st Level) or make it go away; this was an easy eventual realization in the ages that passed while he watched.

Class Features, Blue Mage
Blue Mage 6:
  • Spells -- 2/2/2/1 number per encounter, and number known
  • Learn new spell from any list by interacting with it, DC15+spell level, Blue Mage Level as bonus, attempt once per encounter as Free Action
  • Cast spells any number of times per day, must wait at least 5 minutes before reusing a 2/2/2/1 slot
  • Use Magic Device activates items that require having a spell on Class list
  • Azure Defense: DR3 to all forms of HP damage; if damage 0, effects depending on damage fail
  • Detect Magic (Sp): Detect Magic as a Spell-Like Ability any number of times per day
  • Mirror Move: 3 Feats, 6 min; always known; doesn’t count against spells known
Blue Mage Spells Known and Prepared to Cast
Spells Known and Prepared to Cast

Spells: 2/2/2/1 number per encounter, and number known

0th
Prestidigitation
No Light Range 40 ft., 20-ft.-radius, 1 min/CL, darkvision sees

1st
Mage Armor 6 hr +4 Force armor bonus; note, applies vs, Incorporeal
Shield of Faith +3 deflection bonus to AC, 6 mins

2nd
Mass Snakes Swiftness (Druid 2) all allies in 20ft get an immediate attack
Snilloc’s Snowball Swarm 160ft, 10ft radius, 3d6 cold

3rd
Legion’s Conviction all allies in 20ft get Conviction, +3 morale to all saves, 6 mins

Daily Spellcasting Strategy, incl. What Is Active NOW
Daily Spellcasting Strategy
Blisss keeps the following Spells active on himself at all times:
Prestidigitation – uses it constantly to stay clean, not muddy, and dry when he exits water; changes clothes’ color to match surroundings and lighting conditions
Mage Armor – Force +4 AC
Shield of Faith – Deflection +3 AC
Legion’s Conviction – Morale +3 Saves
Detect Magic (SLA)
Read Magic (Helm)
Comprehend Languages (Helm)
Mage Hand (Item)
Fire Eyes – prepared only if foggy or smoky natural conditions

Blisss keeps the following Spells active on friends at all times:
Prestidigitation – friends’ gear stays clean, dry, warm, and colored to surroundings, if they want it
Mage Armor – anyone who can use it, one at a time, since it lasts long
Shield of Faith – one friend, generally the party’s big fighter
Legion’s Conviction – all within 20 feet
Fire Eyes – prepared only if foggy or smoky natural conditions

Blisss has ready to cast at almost all times:
2xNo Light (unless Fire Eyes for foggy or smoky conditions)
2xMass Snakes Swiftness OR Snilloc’s Snowball Swarm
Cure Light Wounds (at will SLA)
Detect Poison (Eternal Wand)
Mend (Eternal Wand)
Nystul’s Magical Aura (at will SLA)
Nystul’s Undetectable Aura (at will SLA)
2xCreate Water (2/day)
Locate Water (at will SLA)
Watertell (at will SLA)
Water – a *lot* of it (from Decanter)
Earthglide (at will SLA, 6 rd every 5 min)
Mimic (at will SLA, 6 rd every 5 min, 150cuft object)
Immune if SR applies (at will SLA, 6 rd every 5 min)

Blue Mage Swift Action Learned Abilities
Blue Mage Swift Action Learned Abilities 3 at 6th Level
They operate for 6 rounds when activated, and may be activated at 5 minute intervals

Earthglide, 20ft/round for 6 rounds (Minor Xorn; CR3; HD3)
Mimic any object up to 150 cu ft (Mimic; CR4; HD7)
Immune to spells and SLA that allow SR, except Magic Missile and Maze (Will-O-Wisp; HD9; CR6)

Feats, Flaws, Traits, Templates

Feats

1st – Force of Personality CHA for WILL Saves

1st (Flaw) – Entangling Exhalation Breath weapon entangles d4 rounds, half damage

1st (Flaw) and 3rd – Attune Node, Improved Attune Node to Positive Plane Ability: Infusion, Cure Light Wounds at will as Swift Action (DC15, +4 1/2CL +2 Int = +6, or healing is halved)

6th – Scribe Scroll of any spell that you know; base price = spell level × caster level × 25 gp; cost is 1/2 of base price and 1/25 of base price in XP; time is 1 day per 1000gp base price.

9th – Practiced Spellcaster Increase Caster Level by 2

12th – Extend Spell Increase Spell Level by 1, double Duration


Flaws

Free Spirited Effective weight of gear is doubled, armor check penalties doubled/tripled swimming

Cute Things Lover WILL Save against cute creatures, DC 15 + the creature's CHA mod, or Fascinated for 1 round plus the creature's CHA mod

Traits

Iron Liver
Benefit: Immune to alcohol's detrimental effects
Drawback: -1 on Fortitude saves against any other recreational drug
Blisss flavor: He stayed in the Inn for years, likes water, drank what liquids there were, didn’t know some had alcohol, didn’t notice. Other recreational drugs? Never met any, not interested. Alcohol isn’t a recreational drug for him anyway – for him, it’s pretty much just like water, does nothing whatsoever. Amusing roleplay.
 
Soft Palms Iron Knuckles
Benefit: +2 Circumstance bonus to Use Magic Device, Handle Animal, Handling anything fragile (to see if you break it). +3 bonus to damage when using an Unarmed Strike with your hands or with a fist weapon.
Drawback: Your soft hands make it difficult to grasp certain objects. -2 Circumstance modifier to Climb, Escape Artist. Unarmed strikes count as lethal damage unless you take -2 to hit and damage.

Template

Magic-Blooded
Magic-Blooded
Ability Adjustments: +2 Charisma, –2 Wisdom
Vision: low light
Skills: +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
Spell-Like abilities: Detect Magic, Nystul's Magical Aura, Nystul's Undetectable Aura, Read Magic
1/day (Caster Level=Character Level)


Skills
99 Skill Points: Naiadragon 6+Int(x4) Blue Mage 6+Int

Spot 11 ranks -2 Wis = +9
Listen 11 ranks -2 Wis = +9
Search 0 ranks +3 Int = +3

Autohypnosis 11 ranks -2 Wis +2 Concentration = +9
Concentration 11 ranks + 4 Con +1 Amulet of Health +2 Focus (Tool) = +18
Spellcraft 11 ranks + 2 Int +2 Magic-Blooded = +15
Use Magic Device 11 ranks +4 Cha +2 Trait +3 Circlet = +20 (+2 Decipher Script if Scroll)
Decipher Script 5 ranks +3 Int +5 Helm = +13

Knowledge (Arcana) 11 ranks + 3 Int +2 Knowledge Focus (Ex) +2 Magic-Blooded +2 Book (Tool) = +20
Knowledge (History) 5 ranks + 3 Int = +8
Knowledge (Psionics) 1 ranks +2 Autohypnosis +3 Int = +6
Knowledge (Nature) 1 ranks +3 Int = +4
Knowledge (Unnatural Creatures) 1 ranks +3 Int = +4
Knowledge (The Planes) 1 ranks + 3 Int = +4
Knowledge (Religion) 1 ranks + 3 Int = +4
Knowledge (Sailing) 1 ranks + 3 Int = +4
Knowledge (Geography) 1 ranks + 3 Int = +4
Knowledge (Navigation) 1 ranks + 3 Int = +4
Knowledge (Wilderness Survival) 1 ranks + 3 Int = +4
Knowledge (Engineering) 1 ranks + 3 Int = +4
Collector of Stories Skill Trick (2 skill points) +5 on knowledge to identify a creature

Escape Artist 0 ranks +2 Dex – 2 Trait = 0
Trait: Climb -2, Escape Artist -2

Equipment & Wealth; Daily Equipment Strategy
WBL: 27k

Remaining wealth: pocket change, 3gp in silver and copper coins

Handy Haversack
Spoiler
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.
Hand of the Mage
Spoiler
Utilize the spell Mage Hand at will.

Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900 gp; Weight 2 lb.
Helm of Comprehend Languages and Read Magic
Spoiler
Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Decipher Script checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

Faint divination; CL 4th; Craft Wondrous Item, comprehend languages, read magic; Price 5,200 gp; Weight 3 lb.
Decanter of Endless Water
Spoiler
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

    "Stream" pours out 1 gallon per round.
    "Fountain" produces a 5-foot-long stream at 5 gallons per round.
    "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp; Weight 2 lb.
Circlet of Persuasion
Spoiler
This silver headband grants a +3 competence bonus on the wearer’s Charisma-based checks.

Faint transmutation; CL 5th; Craft Wondrous Item, eagle’s splendor; Price 4,500 gp.
Amulet of Health +2
Spoiler
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.

Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Targath Sling Stone
Spoiler
+2 Resistance bonus to Fort saves against disease (Ebberon CS, p127); Price 3gp; Blisss has 2 so he can lend one to a sick friend.
Conductor Stone a glowing chip of stone wired inside a clever metal vial hung on a long loop
Spoiler
One stone by itself has no power, but it glows with light like a Sunrod (Eberron CS, p271); no value for the stone, but price of vial is 1gp. The chip of stone is fixed by wire inside a metal vial. By rotating the top and bottom in opposite directions a grating to the inside lines up and the light spills out all around. By removing the cap (attached by wire to the body of the vial so it won’t get lost) the light spills out the end in a beam. A long loop is attached to the bottom of the vial so it can be worn instead of carried. Blisss doesn’t need it to see in the dark so he usually keeps it closed, but he can carry light for others in the party if they need it.
Eternal Wand – Mend
Eternal Wand – Detect Poison
Spoiler
I found the cost formula: (Spell Level)*(Caster Level)*(360) + 50. Mend and Detect Poison are 0 Level, which counts as 1/2. Cost for each: (1/2)*(1)*(360)+50= 230gp
Spell Component Pouch
Spoiler
5gp; Weight 2 lb.
Tool, Masterwork
Masterwork Arcana reference book, “Principia”
Masterwork Concentration focus
Spoiler
This well-made item is the perfect tool for the job. It grants a +2 Circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack. Cost per tool: 50gp

Scrolls
Spoiler
0th, 12.5gp/2 (total initial cost for 10: 62.50gp)
1xPrestidigitation
3xNo Light
3xFire Eyes
1xGhost Sounds
2xDisrupt Undead

1st, 25gp/2 (total initial cost for 8: 100gp)
1xMage Armor
3xShield of Faith
1xTrue Strike
1xLesser Restoration (Paladin 1)
1xMagic Missile
1xGrease

2nd, 150gp/2 (total initial cost for 6: 450gp)
1xMass Snakes Swiftness (Druid 2)
3xSnilloc’s Snowball Swarm
2xCloudburst

3rd, 375gp/2 (total initial cost for 1: 187.5gp)
1xMass Conviction

Materials for Scrolls 4x0th or 2x1st, cost 25gp

Daily Equipment Strategy
For items that are worn, Blisss keeps them in a transformed state no matter what shape he has taken, so that he can readily change back and forth between his preferred form and his natural water form, and take on other forms, without worrying about them. To use the Handy Haversack, he changes to release it from transformed state, takes out or puts in what he needs, and changes again to put it back into transformed state.

Wish List notes
Bag of Holding
Necklace of Bless, cost 1800 gp

Scrolls
Invisibility 2
Wings of Cover
Spoiler
Immediate action blocks one attack for self and 2 adjacent allies; momentary hemisphere/sphere of Force wings unfurl
Greater Magic Weapon 3
Fly 3
Lightning Bolt 3
Dispel Magic 3

Log of Changes by Date
2012-08-10
Initial post
2012-08-10
Clarifying text, typo cleanup
2012-08-11
Oops, forgot Cold Immunity; fixed
2012-08-13
More typo and consistency/clarity cleanup, no substantive changes
2012-08-15
Added Blue Mage “Daily Spellcasting Strategy”, what Blisss keeps continuously active, or ready to use, and “Daily Equipment Strategy”, how Blisss deals with his items
2012-10-01
Consolidated “Daily Spellcasting Strategy” as its own spoiler

In Equipment, added:
(1) Eternal Wand – Mend
(2) Eternal Wand – Detect Poison
(3) Conductor Stone, a glowing chip of stone wired inside a clever metal vial. Blisss doesn’t need it to see in the dark but can carry light for others in the party if needed.
(4) Added a few low level scrolls, materials, and small items by reducing how many of a few others.

In “Blue Mage Swift Action Learned Abilities”:
(1) Added: “They operate for 6 rounds when activated, and may be activated at 5 minute intervals”
(2) I read the latest commentary on Blue Mage and realized there is just no way to observe the Good Fortune SLA, so instead of that, I’m back to Blisss learning from a Will’O’Wisp, which has an ability that’s very much like the example of good SR mentioned in that commentary as one a Blue Mage could get by observation. The ability: “Immune to spells and SLA that allow SR, except Magic Missile and Maze” for 6 rounds; note: the ability is not continuous or automatic, it’s started by Swift Action and lasts 6 rounds.
2012-10-07
To Wish List notes, added Wings of Cover
2012-10-09
Adjusted cost of Eternal Wands and reduced number of scrolls to cover; fixed some omissions & small inconsistencies

sirpercival

  • Elite
  • ***
  • Posts: 303
  • Gender: Male
  • you can't stop the miles
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #2 on: January 23, 2013, 05:14:29 PM »
Not done yet, but posted here so I can work on it.

Dwvar Valnorr
TN Lesser Bytopian Planetouched Dwærrow Ætherforge 10

Pic

Ability Scores
Racial adjustments: -2 Str -2 Dex +4 Con +4 Wis -2 Cha
36 point buy, items included

Str [2p] 10 - 2 racial = 8 (-1)
Dex [4p] 12 - 2 racial +5 inherent = 15 (+2)
Con [10p] 16 +4 racial +5 inherent = 25 (+7)
Int [6p] 14 (+2)
Wis [10p] 16 +4 racial +2 level +5 inherent = 27 (+8)
Cha [4p] 12 - 2 racial = 10 (+0)

HD: 10d8+70 (118 hp)
Saves: F +14, R +5, W +15, +2 vs spells & spell-like effects
AC: 20 (+2 Dex +8 deflection), touch 20, flat-footed 18
Initiative: +2
Senses: Darkvision 60 ft, Æthersense 30 ft, Blindsense 40 ft
BAB/Grapple: +5/+4
Attacks:
Defenses: Fast healing æ/3, immune to poison & sleep, 25% to negate crits & precision, cannot be flanked

Racial Traits
Dwærrow:
  • -2 Dex, +2 Con, +2 Wis, -2 Cha
  • Humanoid (dwarf).
  • Languages: Comman, Dwarven, Undercommon, Draconic
  • Æthercraft: +1 unit of æther in pool
  • Æthersense: blindsense 30 feet, only picks up creatures who produced magical effects w/in 1 round
  • +2 racial bonus on saving throws against poison, as well as on saving throws against spells and spell-like effects.
  • +2 racial bonus on Craft checks that are related to stone or metal.

Lesser Bytpopian Planetouched:
  • Ability Adjustments: -2 Str, +2 Con, +2 Wis
  • Resourceful (Ex): Planetouched from Bytopia are generally diligent, if nothing else, and can make the most out of any situation if they simply try hard enough. Once per day per point of Constitution modifier, when the Planetouched has failed a skill or ability check, they may choose to negate that result and reroll, this time adding their constitution bonus to the roll on top of any other modifiers.

Class Features
Ætherforge 10:
  • Forging: Æther 10+1, 12 forgings known.
  • Bonus metaforge feat x2
  • Æthereal essence (Su): At 4th level, an ætherforge's body begins to undergo physical changes, as he learns to use æther to maintain his own bodily processes. The ætherforge gains fast healing equal to one third the number of æther units remaining in his pool (and not bound to a forging) at any given time.
  • Æthereal transformation (Ex): Upon reaching 5th level, more changes have affected the ætherforge's physiology, as he begins to replace portions of his anatomy with pure æther. He becomes immune to poison and sleep effects.
  • Forged body (Ex): Starting at 6th level, the ætherforge's body continues to transform. He has a 25% chance to negate critical hits and precision damage.
  • Æthereal presence (Su): At 8th level, an ætherforge's force of will surrounds him with a constant swirl of æther. He gains a deflection bonus to armor class equal to his Wisdom modifier at all times.
  • Improved æthereal transformation (Ex): Upon reaching 9th level, more changes are wrought on the ætherforge's body. He becomes immune to paralysis.
  • Æthereal awareness (Ex): Starting at 10th level, an ætherforge becomes even more closely attuned to eddies in the æther which alert him to the presence and movement of creatures around him. He becomes immune to flanking, and gains blindsense at a range of 5 feet times his Wisdom modifier.

Feats
1st - Æther Conduit
3rd - Force Æther, Expand ForgingB
6th - Mystic
7th - Multiply ForgingB
9th - Historian

Skills
Knowledge (Arcana) 13 ranks + 2 Int = 15
Knowledge (History) 13 ranks + 2 Int = 15
Spellcraft 13 ranks +2 Int = 15
Listen 13 ranks + 8 Wis = 21

Equipment


Forgings Known
  • Ætherbeast - Form a construct out of æther to attack your enemies. (1)
  • Ætherfire Aura - Your target's attacks deal extra force damage. (1)
  • Æther Shard - Hurl a shard of æther to damage opponent. (1)
  • Æther Bubble - Carry yourself and others around in a flying bubble of æther. (5)
  • Æther Piston - Greatly increase gravity in a narrow cylinder to crush opponents. (5)
  • Æther Probe - Identify magical auras and effects. (1)
  • Æther Inflation - Increase your target's size. (2)
  • Æthereal Deflation - Reduce your target's size. (3)
  • Æther Launch - Fling objects or creatures. (2)
  • Æther Jump - Teleport your target through the æther. (3)
  • Æther Spy - Create a magical sensor out of æther to view a distant location. (3)
  • Æther Trap - Trap target in an æther cage. (4)

Background
WIP

Equipment Wish List
WIP
« Last Edit: January 26, 2013, 08:36:13 PM by sirpercival »
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

Homebrew Notebook
PbP Char Notebook

Agita

  • Mook
  • *
  • Posts: 39
  • You shouldn't talk to people who don't exist.
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #3 on: January 25, 2013, 08:24:00 AM »
Ris-Janna
NE Lesser Hades Planetouched Human Nullblade

Pic

Ability Scores
Racial adjustments: +2 Dex, +2 Con, +2 Wis, -4 Cha
36 point buy, items included

Str 12  (8 base + 4 Inherent)[0p]
Dex 23 (12 base + 2 Race + 5 Inherent + 4 Enhancement)[4p]
Con 25 (14 base + 2 Race + 5 Inherent + 4 Enhancement)[6p]
Int 20 (16 base + 4 Inherent)[10p]
Wis 31 (18 base + 2 Race + 5 Inherent + 2 level + 4 Enhancement)[16p]
Cha 4  (8 base - 4 Race)[0p]

HD: 10d10+70 (129 hp)
Saves: F +17, R +17, W +25
AC: 31 (10 +6 Dex +10 Armor +3 Deflection +2 Shield), touch 29, flat-footed 29; +4 vs. AoOs; 20% concealment
Initiative: +9; roll twice and take better
Speed: 40 ft. land, 20 ft. swim speed; Air Walk
Senses: +33 Spot, +36 Listen (Take 10: 43, 46); Darkvision 30 ft.; Listen checks as a free action, half range penalties on Listen; Blindsense 60 ft.
BAB/Grapple: +7/+8
Defenses: Evasion, Mettle; DR 5/-; Acid, electricity, cold, fire, sonic resist 10; 50% fortification; immunity to poison, sleep, paralysis, stunning, disease, death, necromancy; Uncanny Dodge; Will of the Void
Attacks: Melee: Voidstrike (touch) +21/+21/+16/+16 (10d4+4 plus Con drain/19-20/x2), Fatal Strike +16 (1d8+5/19-20/x2)
Ranged: Premature Senescence (touch) +13 (1d6+5 Str or Dex penalty) range 50 ft.

Racial Traits
Extra feat
Bonus skill points
Consume Emotions (Su): Planetouched born of the Yugoloth of Hades are like the plane itself, weathering away all emotion until only apathy remains. As a standard action, the Planetouched can invoke one of a few effects in a creature within 20 feet. Aside from their mechanical effect, they should probably have a genuine effect on the target's personality as well.

Consume Fear: Remove all shaken, frightened, panicked, or cowering conditions from the target. The Planetouched is shaken for 1 round.
Consume Happiness: Remove all morale bonuses from the target. For 1 round, the Planetouched gains whatever morale bonuses the target had.
Consume Anger: Remove a barbarian’s rage (or similar, like a Frenzied Berserker’s frenzy ability) or the effects of a Rage spell. The Planetouched is fatigued for 1 round.
Consume Sadness: Remove magically induced fatigue, exhaustion, or sadness (such as caused by the Crushing Despair spell or Wave of Exhaustion). The Planetouched is exhausted for 1 round.

Class Features
Invocations (Least & Lesser)
Nullify (Spell, Tactic, Attack, Ability): Immediate action; 10/encounter roll 1d20+level+Wis to counter a spell, Ex/Su/Ps/Sp ability, or combat maneuver or attack being used on self. Opposed by 1d20+CL/equivalent or 1d20+HD.
Voidstrike (Improved): Attack action; (class level)d4 untyped damage. Objects get Fort save for half. If a creature is hit 2+ times in the same round, force Fort save vs. 1d6 Con drain on subsequent attacks. Bypasses immunity to ability drain from type.
Will of the Void: Replace Dex and Con with Wis on Ref and Fort saves, respectively.
Evasion: Evasion.
Null Body (Improved): See defenses.
Terminate (Spell): Standard action; spend 2 Nullify uses and roll 1d20+level+Wis vs. DC 11+CL/ML/IL to end the effect of a spell/power/maneuver, PLA/SLA, or Su ability.
Mettle: Mettle.
Touch of the Void: Take more than 1 immediate action per round. For each action after the first, beat Will DC 15+2x(immediate actions taken total) or lose standard and move actions next turn.
Void Infusion: No autofail on a 1 on saves and attack rolls.

Feats, Flaws, Traits
Human: Insightful Strike
1: Wedded to History (Survivor)
3: Two-Weapon Fighting
6: Alertness
9: Danger Sense

Background:
 Veteran of The War
There was a great and terrible war that wracked the lands, and you fought on one or more sides of it.
Effect: Veterans have proficiency with 3 Martial weapons and one armor type. Veterans who belong to a class that already has martial weapon proficiency begin play with proficiency in 3 Exotic weapons appropriate to the lands upon which the battles raged.
Proficiencies: Rapier, kukri, scimitar; some kind of armor

Tome feats
Alertness (Listen ranks)
0: You gain a +3 bonus to Listen checks.
4: You can make a Listen check once a round as a free action. You don’t take penalties for distractions on your Listen checks.
9: You gain blindsense to 60 feet. You don’t take penalties for ambient noise, such as loud winds. Divide any distance penalties you take on Listen checks by two.

Danger Sense (BAB)
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be “actively searching”. You also get Uncanny Dodge.
+6: You may take 10 on Listen, Spot, and Search checks.

Insightful Strike (BAB)
+0: You may use your Wisdom Modifier in place of your Strength Modifier for your melee attack rolls.
+1: Your attacks have The Edge against an opponent who has a lower Wisdom and Dexterity than your own Wisdom, regardless of relative BAB.
+6: Your melee attacks have a doubled critical threat range.

Two-Weapon Fighting (BAB)
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of at-tacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra at-tacks of opportunity must be made with your off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat-footed.

Skills
Knowledge (Arcana) +15 (10 ranks + 5 Int)
Knowledge (Dungeoneering) +25 (10 ranks + 5 Int + 10 Competence)
Knowledge (Nature) +15 (10 ranks + 5 Int)
Knowledge (The Planes) +28 (13 ranks + 5 Int + 10 Competence)
Knowledge (Psionics) +15 (10 ranks + 5 Int)
Knowledge (Religion) +15 (10 ranks + 5 Int)
Listen +36 (13 ranks + 10 Wis +3 Feat +10 Competence)
Martial Lore +15 (10 ranks + 5 Int)
Psicraft +15 (10 ranks + 5 Int)
Spellcraft +25 (10 ranks + 5 Int + 10 Competence)
Sense Motive +20 (10 ranks + 10 Wis)
Spot +33 (12 ranks + 10 Wis + 1 Trait + 10 Competence)

Skill Tricks:
Collector of Stories

Traits:
Far-Sighted: +1 Spot, -2 Search

Equip & Wealth
   WBL: 1 lvl 15, 1 lvl 14, However many 15k gp or less
Moon's Eyes Skull
Whispering Oblivion Skull
Ever Restless Boots
Enchanted Cross Amulet
Belt of the Void Adept
Shirt of Emptiness
Choker of Insight
Cloak of Displacement, Minor (24,000)

Unattuned:
Bottle of Air: Infinite air!
Decanter of Endless Water: Infinite water!
Deck of Illusions: Throw card for illusion
Necklace of Adaptation: Breathe anywhere
Eversmoking Bottle: Unstopper for 50' cloud of smoke, +10' per round up to 100'
Sovereign Glue + Universal Solvent: Stick anything to anything, dissolve stuff
Immovable Rod: Immovable rod.
Tome of Worldly Knowledge: 3/day +Competence to Knowledge check
Third Eye Improvisation: 1/day make skill check untrained and gain +Competence to it

Invocations
Least (2)
Baleful Utterance: Speak word of the Dark Speech and shatter objects as the Shatter spell.
Premature Senescence: As ray of clumsiness or ray of enfeeblement.

Lesser (2)
Radiance of the Void: Absorb light like deeper darkness. You and your allies can see through this darkness, but enemies within may be fatigued. [previously Unholy Radiance]
Scorn Earth: Walk on thin air (as Air Walk) for 24 hours.

Background
Once there was a young woman, born to a shadow demon. Wanting nothing whatsoever to do with the Blood War, she deserted and made her home on the material plane, where she joined a temple of assassins and put her skills and bloodlust to use. On one mission, she was petrified, only to be restored hundreds of years later, and then she went on an adventure.

But this isn't about her, because none of that ever actually happened.

Equipment Wish List
WIP
« Last Edit: January 28, 2013, 09:30:00 PM by Agita »

Bozwevial

  • Minion
  • **
  • Posts: 50
  • Gender: Male
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #4 on: January 25, 2013, 11:40:55 PM »
Marlowe
AL Human Agraramel 10

Pic

Ability Scores
36 point buy, items included

Str 14  (10 base + 4 inherent) [2p]
Dex 24 (15 base + 5 inherent +4 enhancement) [8p]
Con 22 (14 base + 4 inherent + 4 enhancement) [6p]
Int 29 (18 base + 5 inherent + 2 level + 4 enhancement) [16p]
Wis 14 (10 base + 4 inherent) [2p]
Cha 14 (10 base + 4 inherent) [2p]

HD: 10d6+60 (107 hp)
Saves: Fort +18, Ref +25, Will +18
AC: 39 (10 + 4 armor + 7 Dex + 4 natural + 2 shield + 1 deflection + 9 insight + 2 dodge), touch 29, flat-footed 27; +3 when skirmishing
Initiative: +18 (7 Dex + 9 insight + 2 eager), reroll and take the better of the two
Speed: 30 feet (60 when Hasted)
Senses: +27 Spot, +27 Listen, darkvision 30', permanent See Invisibility
BAB/Grapple: +7/+9
Defenses: Fast healing 5, light fortification, death ward, Flashstep, Missed Me!, There's Always Time, not subject to flanking/high ground bonuses or Power Attack damage
Attacks: Melee: Second-Splitter (eager, revelation crystal) +20/+15 and Aeon's Ending (magebane, demolition crystal) +20/+15 (1d6+6, 18-20/x2, +3d6 skirmish, +9d6 ghost step)
Ranged:

Racial Traits
Extra feat
Bonus skill points

Class Features
Potential: Store up to 29 Moments (Int+2*class level) in potentiometer, add one as swift action or refill with full-round action
Flash Step: Move 5' per Moment spent as an immediate action
Hide in Plain Speed: Spend 7 Moments while moving at least 10' to gain Greater Invisibility until the end of your next turn; True Seeing and the like cannot reveal you
Before Its Time: Spend 5 Moments after a successful attack to make a targeted greater dispel against all magical effects on the target (CL = class level; non-permanent spells only)
Missed Me!: Spend 1 Moment to make a ranged attack automatically miss; spend 2 to have the attack target something else within 10'
Pop: Teleport 5' per Moment spent as a free action, once per round
Skirmish: +3d6/+3 damage and AC in a round where you have moved at least 10 feet
Chrono-Trigger: Treat the following as being on a class spell list for activating items:
Spoiler
Animal Growth, Arcane Lock, Blink, Clone, Contingency, Cure (any) Wounds, Death Knell, Delay Poison, Destruction, Dimensional Lock, Diminish Plants, Disintegrate, Erase, Expeditious Retreat, False Life, Featherfall, Foresight, Gentle Repose, Harm, Haste, Heal, Inflict (any) Wounds, Knock, Legend Lore, Make Whole, Mending, Moment of Prescience, Open/Close, Permenancy, Plant Growth, Purify Food and Drink, Raise Dead, Regenerate, Rusting Grasp, Simulacrum, Slay Living, Slow, Temporal Stasis, Timestop, Undeath to Death
Stolen Time: Skirmish attacks restore a number of Moments equal to the skirmish damage dice dealt
Temporal Reversal: Fast healing 5 (1/2 class levels)
There's Always Time: Spend a Moment to avoid being flat-footed or act in a surprise round, spend extra Moments to gain a bonus to initiative
Time Warp: Spend 1 Moment per creature to target them with Haste or Slow
Ageless: Permanently Adult, no aging penalties or bonuses, cannot die of old age
Visions from the Past: Spend Moments to look into the past for one day per Moment as a full-round action; helpless/blind/deaf during the scan and dazed for as many rounds afterward
Age Manipulation: Adjust own apparent age; modify target ages temporarily
Visions from the Future: As Visions from the Past, except reveals events most likely to occur excluding actions taken by user
Time Hole: Drop targets into time holes as per Time Hop
See it Coming: Add Int modifier to saves, AC, and initiative
A Moment Forever: Spend 3 Moments to gain a round of Time Stop, plus 1 round per 3 extra
Temporal Stasis: Spend 8 Moments to cast Temporal Stasis
Time for Action: Spend 9 Moments as a swift action to gain a standard action, 15 to gain a full-round action; add 5 to use as an immediate action instead of swift
Advanced Time Compression: Spend 10 Moments to cast Heal

Feats, Flaws, Traits
Human: Elusive Target
1: Two-Weapon Fighting
3: Horde Breaker
6: Intelligent Fighter
9: Whirlwind

Background:
 Veteran of The War
There was a great and terrible war that wracked the lands, and you fought on one or more sides of it.
Effect: Veterans have proficiency with 3 Martial weapons and one armor type. Veterans who belong to a class that already has martial weapon proficiency begin play with proficiency in 3 Exotic weapons appropriate to the lands upon which the battles raged.
Proficiencies: Scimitar, kukri, longbow, medium armor

Tome feats
Elusive Target (BAB)
+0: You gain a +2 dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.

Horde Breaker (BAB)
+0: You gain an extra number of attacks of opportunity per round equal to your Dexterity bonus.
+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack, which is considered an attack of opportunity.
+6: You may take a bonus 5' step every time you are entitled to a cleave attack, which you may take either before or after the attack.

Intelligent Fighter (BAB)
+0: Your attacks have the Edge against an opponent whose Intelligence and Dexterity are less than your own Intelligence, regardless of relative BAB.
+1: You may use your Intelligence bonus on both melee and ranged attack rolls.
+6: You may use your Intelligence bonus in place of your Charisma bonus when feinting. You may also use a special feint, called a Ghost Step, when you take a move action to move around your opponent while staying in melee range. This feint may be based on either your BAB or ranks in Bluff, plus your Intelligence bonus. If it's successful, your opponent loses his Dexterity bonus as normal, and your next successful attack made against that opponent before the start of his next turn deals an extra +Xd6 damage, where X is equal to your Intelligence bonus. This damage is not multiplied on a critical hit, and Ghost Step can only be used once per round.

Whirlwind (BAB)
+0: As a full-round action, you may make a single attack against each opponent you can reach. Roll one attack roll and compare to each available opponent's AC individually.
+1: You gain a +3 bonus to Balance checks.
+6: As a full-round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.

Two-Weapon Fighting (BAB)
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat-footed.

Skills and Languages
Hide +32 (13 ranks + 10 competence + 7 Dex + 2 circumstance)
Move Silently +30 (13 ranks + 10 competence + 7 Dex)
Tumble +30 (13 ranks + 10 competence + 7 Dex)
Use Magic Device +25 (13 ranks + 2 Cha + 10 competence)
Spot +27 (13 ranks + 10 competence + 2 circumstance + 2 Wis)
Listen +27 (13 ranks + 10 competence + 2 circumstance + 2 Wis)
Concentration +19 (13 ranks + 6 Con)
Balance +10 (7 Dex + 3 feat)
Bluff +25 (13 ranks + 2 Cha + 10 competence); +32 feinting
Knowledge (the planes) +32 (13 ranks + 9 Int + 10 competence)
Knowledge (arcana) +20 (1 rank + 9 Int + 10 competence)
Knowledge (religion) +20 (1 rank + 9 Int + 10 competence)
Knowledge (psionics) +20 (1 rank + 9 Int + 10 competence)

Traits:
???

Languages:
???

Equip & Wealth
   1 25k item, 1 18k item, any 15k items
Midnight Brooch
Suit of the Batman
Timeslip Tie
Second Sight Spectacles
Servant's Kit
Second-Splitter
Aeon's Ending(non-attuned)
Unattuned slot
Wands (fill in)
Potentiometer (pocketwatch)
etc.

Background
If you're seeing this placeholder, consider upgrading to a browser that supports time-travel encryption.

Equipment Wish List
WIP
« Last Edit: January 28, 2013, 08:18:09 AM by Bozwevial »

VennDygrem

  • Minion
  • **
  • Posts: 175
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #5 on: January 28, 2013, 01:56:13 AM »
Cade
Lower-planes Aasimar (Tiefling) Warper 10

Pic

Ability Scores
Racial adjustments:
36 point buy, items included

Str 16->28 (+8) [10p]
Dex 12->21 (+5) [ 4p]
Con 14->23 (+6) [ 6p]
Int 14->19 (+4) [ 6p]
Wis 16->28 (+9) [10p]
Cha  8->15 (+2) [ 0p]

HD: 10d8+60 (108.5 hp)
Saves: F +13, R +16, W +15
AC: 42 (10 +11 Armor +7 Shield +5 Dex +5 Deflection +2 Competence +2 Cover), touch 24, flat-footed 31
Initiative: +5
Speed: 30 ft.
Senses: +33 Listen, +33 Spot, Darkvision 60', Aware of all open spaces and dimensional anomalies within 100' (Spatial Sense), Burrowing Transdimensional Touchsight 100' (Warp Sense)
BAB/Grapple: +7/+17
Defenses: DR 7/Adamantine (armor), Blink (Reality Stutter), Anticipate Teleportation 30' (See the Paths), Nondetection (In All Places), Xeno's Treadmill
Attacks: +4 Lg. Ghost Touch Greatsword (+19/+14 att., 3d6+28 dmg., 19-20/x2 crit.)
Racial Traits
WIP

Class Features
WIP

Feats, Flaws, Traits
1) Product of Infernal Dalliance (Tanar'ri)
3) Multi-Handed Fighting
6) Extra Arms
9) Ironhide

Product of Infernal Dalliance [General]
Benefit: You may take any feat with the [Fiend] subtype. In addition, you radiate faint evil, have either two claws or one bite natural weapon, and have Cold Resistance 5 or Fire Resistance 5. When this feat is gained, you also gain the [baatezu], [tanar’ri], [yugoloth], or [demodand] subtype.

--Tanar'ri subtype: Immune to Electricity and Poison, Resist Acid/Cold/Fire 10, Telepathy 100'

Multi-Handed Fighting
"It takes more than one hand to wield my weapon."
BAB: Benefit
0: When you wield a weapon with more than one hand, add the number of hands used times your strength modifier to damage, instead of your strength modifier times 1.5 (Yeah, this works with boulders and bows. Happy Hanukkah) .
1: When you use the power attack option, multiply the additional damage by the number of hands wielding your weapon.
6: When you have the edge, you can make a free trip attempt against an opponent when you strike them in melee.
11: You have the edge against any opponent whose strength and dexterity are both less than your strength.
16: You can ignore your opponents' shield and deflection bonuses.

Extra Arms [Fiend]
Prerequisites: Character level 6 (per extra pair)
Benefit: You have two extra humanoid arms. Each arm has your full strength and dexterity. Special: You may take this feat more than once, its effects stack. You must have a minimum of 6 levels for each iteration of this feat (so a 12th level character may have 2 sets of extra arms).

Ironhide (Combat)
You have learned how to maximize the protection afforded by armor.
This combat feat scales with your base attack bonus.
+0: Pick one specific suit of armor. You have trained so extensively with this armor that it is like a second skin. You no longer are fatigued after sleeping in this armor.
+1: All armor check penalties are halved for this armor for you.
+6: You gain a +1 competence bonus to AC for every 4 character levels you have when wearing that armor. You lose this bonus any time you are denied your Dex bonus to AC.
+11: When wearing this armor, you gain DR X/- where X is equal to the AC bonus granted by your armor.You lose the DR any time you are denied your Dex bonus to AC.
+16: You gain fire, lightning, acid, and cold resistance equal to your BAB when wearing this armor.

By spending 1 day "breaking in" a new set of armor, you change the armor that this feat applies to.

Skills
WIP:

Listen +33 (8 Wis + 13 ranks +10 Competence +2 Racial)
Spot +33 (8 Wis + 13 ranks +10 Competence +2 Racial)

Equip & Wealth
   Item totals not finished, still a WIP
Attuned:
+4 MW Adamantine Breastplate (6150gp, 7 AC, +4 Enh +5 Max Dex, -2 ACP, -0 ASP)
+4 Force Shield (2950gp, 3 AC, +4 Enh, -0 ACP, -0 ASP)
+4 Wis item, +10 Spot/Listen
+4 Dex item
+4 Con item, +4 Resistance to Saves
+4 Str Strongarm Bracers (4000+6000=10000)
Non-attuned:
2x +4 Lg. Ghost Touch Greatswords (8400x2)


Background
WIP

Equipment Wish List
WIP
« Last Edit: January 28, 2013, 10:48:44 PM by VennDygrem »

phaedrusxy

  • Elite
  • ***
  • Posts: 415
  • Gender: Male
  • Magic 8-Ball Problem Solver
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #6 on: January 29, 2013, 10:40:55 AM »
Quote
Kuroi's old character sheet:

http://www.myth-weavers.com/sheetview.php?sheetid=171944

His hit points should be: 6+3d6+3d4+14 (6+4+3+4+2+3+2+14, 38 hit points)

Warmage: http://www.tgdmb.com/viewtopic.php?p=103905

Modified Warmage spell list: http://www.minmaxboards.com/index.php?topic=729.0

Naga Apostle: http://www.minmaxboards.com/index.php?topic=729.msg69085#msg69085

It still needs to be updated to 10th level. :P

phaedrusxy

  • Elite
  • ***
  • Posts: 415
  • Gender: Male
  • Magic 8-Ball Problem Solver
    • View Profile
    • Awards
Re: The Fall of Pun-Pun, Recycled: Character Sheets
« Reply #7 on: January 29, 2013, 11:17:58 AM »
Sir "Not Appearing in this Film"