Difference between revisions of "LongestRoadEzelPathfinder"

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(Familiar)
(Familiar)
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==Defenses==
 
==Defenses==
 
* HP: (1/2 of Wizard HP)
 
* HP: (1/2 of Wizard HP)
 +
* AC: 21 = 10 +3 Dex +6 Familiar Natural +1 Half-Fiend Natural +1 Size
 +
** Flat-Footed: 18 = 10 +6 Familiar Natural +1 Half-Fiend Natural +1 Size
 +
** Touch: 14 = 10 +3 Dex +1 Size
 +
 +
* Init: +3 Dex
 +
 +
* Saves:
 +
** Fort: 10=6 Master +4 Con
 +
** Ref: 8=5 Master +3 Ref
 +
** Will: 11=9 Master +2 Will
 +
** Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
 +
** Spell Resistance (Ex): 16 = Master's level + 5
 +
*** Overwrites Half-Fiend's SR of 12 (11 + CR)
 +
 
===Half-Fiend===
 
===Half-Fiend===
 
* DR 10/magic
 
* DR 10/magic
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* Immune to Poison
 
* Immune to Poison
  
 +
==Movement/Vision==
 +
===Dog===
 +
* Speed 40
 +
===Half-Fiend===
 +
* Darkvision 60 ft
 +
* Fly at speed 80
 
==Skills==
 
==Skills==
 
{|border=1 cellpadding=1
 
{|border=1 cellpadding=1
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* Half-Fiend: Starting Skill points are 6 per HD.
 
* Half-Fiend: Starting Skill points are 6 per HD.
 +
==Feats and Abilities==
  
 
==Half-fiend==
 
==Half-fiend==
AC: +1 Half-Fiend Natural
 
 
Darkvision 60 ft
 
Immune to poison
 
Acid Cold Fire Electricity Resist 10
 
DR 5/Magic ( if > 12 HD)
 
SR 12 (11 + CR)
 
Fly at 2x walk speed
 
Smite Good 1/day can add damage (= to its HD) to a good foe
 
 
Spell-like abilities is based on HD, if it has Int or Wis of 8 or higher. 1/day unless otherwise noted.
 
Spell-like abilities is based on HD, if it has Int or Wis of 8 or higher. 1/day unless otherwise noted.
  
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* Alterness (Ex): When the familiar is within arms reach, the master gains this feat.
 
* Alterness (Ex): When the familiar is within arms reach, the master gains this feat.
* Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if they fail.
 
 
* Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
 
* Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
 
* Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
 
* Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
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* Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand it without magical help.
 
* Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand it without magical help.
 
* Speak with Dogs (Ex): This includes dire kinds, wolves, and other canines.
 
* Speak with Dogs (Ex): This includes dire kinds, wolves, and other canines.
* Spell Resistance (Ex): Master's level + 5
 
 
* Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day
 
* Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day

Revision as of 11:55, 4 February 2010

Ezel

Chad's character

  • Class: 11 Wizard/1 Lich/6 Planeshifter
  • XP: (Level 18 min + bonus from summaries)
  • Race: Lich (was a Human)

Money:

GP 3681
CP 202

Languages: Common, Draconic, Elven, Dwarven, Undercommon, Abyssal, Celestial, Infernal, Sylvan

Stats

Name Stat Bonus Derived
Str 12 +1
Dex 14 +2
Con 10 0
Int 27 +8 +2 Human +3 Bonus Stat +2 Lich +6 Headband of Int
Wis 16 +3 +2 Lich
Cha 21 +5 +2 Lich +1 Bonus Stat +4 Rod of Splendor

Attacks

  • BAB: 8/3 = 5 Wizard + 3 Planeshifter
  • Combat Maneuver
    • Bonus: 9 = 8 BAB + 1 Str
    • Defense: 21 = 10 + 8 BAB + 1 Str + 2 Dex

Arcane Strike

  • 1 swift action
  • +3 bonus damage (Caster Level /5)
  • Weapons are treated as magical for overcoming DR
  • Lasts for 1 round

Dagger of Entry

  • +1 dagger
    • Knock, Find Traps, Detect Secret Doors
    • 9th level caster
    • Found in Arms and Equipment Guide, page 104

Lich Touch Attack

  • +9 to hit (8 + 1 Rings of Force Armor)
  • 1d8 + 8 (HD/2) + 1d4 (Rings of Force) damage
  • with a Paralyzing Touch

Paralyzing Touch

    • Fort Save DC 23 (10 +8 (HD/2) +5 Cha) or Permanently Paralyzed
    • Remove Paralysis spell or Remove Curse can free the victim
    • User appears dead (DC 20 Perception or DC 15 Heal to notice victim is alive)

Fear Aura

    • Will Save DC 23 (10 +8 (HD/2) +5 Cha)
    • < 5 HD within 60 feet or become frightened
    • >= 5 HD within 60 feet or become shaken for 17 (HD) rounds
    • Mind Altering Fear affect
    • Those who save are immune for 24 hours

Defenses

  • HP: 17d8 + 17*5 Cha
  • DR 15/Bludgeoning and Magic from Lich
  • Immune to Cold, Electricity
  • Ioun Stone, Pearl Black: Deals 1 hp of negative damage every 10 minutes
    • Ezel is undead, so this will restore him instead
  • AC: 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor
    • Flat-footed: 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor
    • Touch: 10 + 2 Dex +3 Ring of Protection Deflection
    • Rings of Force provide +4 Armor like Mage Armor spell but is overwritten by Robe of the Magi

Init: 7 (2 Dex + 5 Forewarned)

  • Forewarned: You always get to act during the surprise round (you are flat-footed until you act.) Your init bonus = 1/2 Wizard level.
  • Divine Power (Sp): 11/day (3 + Int) touch a creature as a standard action. They get a +5 insight bonus (Wizard/2) to attack rolls, skill checks, ability checks and saving throws for 1 round.
  • Scrying Adept (Su): Permanent Detect Scrying on you. When you scry, treat the target as one step more familiar. Very familiar are at a -10 penalty.

Saves:

  • Spell Resistance 18 (Robe of the Archmagi)
  • Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi
  • Refl 11 = 3 Wizard +2 Planeshifter +2 Dex +4 Robe of the Archmagi
  • Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi

Undead

  • are immune to:
    • Mind-Affecting Effects
    • Death effects, Disease, Paralysis, Poison, Sleep, Stunning
    • Ability Drain, Non lethal damage, Energy Drain
    • Str Dex or Con damage
    • Exhaustion and Fatigue
    • Any Fort save unless it affects objects
    • Massive Damage (destroyed at 0 hp however)
    • Raise Dead spell (Resurrection and True Resurrection return undead to life)
    • Breathing, Eating, Sleeping

Lich

    • Rejuvenation: Will grow a new body after 1d10 days at the phylactery.
    • +4 Turn Resistance
    • Can use Touch attack as a Full-Round Action to heal self

Rings of Force

  • +4 Armor bonus to AC
    • Anyone who touches the wearer with bare skin takes 1d4 damage
    • unarmed strikes gain +1 to hit and 1d4 damage
    • Arms and Equipment guide, page 124

Movement/Vision

Lich

  • 60 ft Darkvision (Lich)

Wizard

  • Permanent See Invisibility (Wizard)
  • Permanent Tongues (Wizard)

Planeshifter

  • Plane Shift 1/day (Sp)
  • Analyze Portal 6/day (Sp)
  • Planar Survival (Ex)
    • Immune to normal planar effects
    • Any planar effect neutralized by Avoid Planar Effects
    • Also gains weaknesses of that plane
  • Morphic Stability
    • Highly Morphic planes are stablized within 180 feet (30 * Planeshifter)
  • Greater Planar Survival (Su)
    • Planar Survival trait is given to 6 (Planeshifter level) people
    • Lasts for 24 hours or if they are on a different plane
  • Control Planar Flux (Su)
    • Caster's level is 4 levels higher when casting Dimensional Anchor and Dismissal spells

Gear

  • Winged Boots
    • Command word sprouts wings and emulates Fly spell
    • (+4 to Fly checks)
    • 3/day up to 5 minutes of flight
  • Cloak of the Bat
    • Hang upside down from the ceiling, like a bat
    • Can polymorph into a bat (as per Beast Shape 3 spell)
    • Hold the edges of the garment to emulate Fly spell
    • (+7 to Fly checks)
      • Can fly only in darkness or near dark conditions
    • Can fly up to 7 minutes, must wait that long to renew it

Other

Rod of Splendor

  • Creates fine garments that last for 12 hours
    • Disappears if given away or stolen
    • Value is 1d4+6 * 1000 gp
    • Once per week, palatial tent for 200 people lasts for 1 day

Hat of Disguise

  • Emulates Disguise Self spell
    • Can form hat as a different garment

Feats and Abilities

General

  • Skill Focus (Spellcraft) (Human bonus feat)
  • Skill Focus (Bluff) (Level 1)
  • Spell Focus (Divination)
  • Alertness
  • Eschew Materials
  • Skill Focus (Diplomacy)
  • Improved Counterspell
  • Spell Penetration
  • Energy Substitution
  • Arcane Strike

Wizard

  • Scribe Scroll (Wizard bonus feat)
  • Craft Wondrous Item (Wizard bonus feat)
  • Spell Mastery (Wizard bonus feat)
  • A familiar (Demon Dog)
  • Specialize in Divination schools
    • Forewarned
    • Divine Power
    • Scrying Adept (8 Wizard)
  • Neglect Necromancy and Enchantment schools
  • Cantrips

Lich

  • Lich Touch Attack
  • Lich Fear Aura
  • Lich Defenses

Undead

  • Undead Traits

Planeshifter

  • Plane Shift 1/day (Sp)
  • Add Planeshifter levels to spellcasting list and level
  • Analyze Portal level/day
  • Planar Survival (Ex)
  • Morphic Stability
  • Greater Planar Survival
  • Control Planar Flux

Skills

Skill point total: 148 = (2 Wizard +5 Int +1 Human) * 11 + (4 Planeshifter +5 Int + 1 Human) * 6

Skill Stat Total Derived Optional
Appraise Int 13 5 Rank +8 Int +3 Class Skill
Bluff Cha 13 5 Rank +5 Cha +3 Skill Focus
Diplomacy Cha 24 10 Rank +5 Cha +6 Skill Focus +3 Class Skill
Disguise Cha 13 5 Rank +5 Cha +3 Class Skill +10 Hat of Disguise, Enhancement +2 Disguise Kit, Circumstance
Fly Dex 9 4 Rank +2 Dex +3 Class Skill
Knowledge(Planes) Int 28 17 Rank +8 Int +3 Class Skill
Knowledge(Arcana) Int 28 17 Rank +8 Int +3 Class Skill
Knowledge(Religion) Int 28 17 Rank +8 Int +3 Class Skill
Knowledge(History) Int 28 17 Rank +8 Int +3 Class Skill
Intimidate Cha 11 3 Rank +5 Cha +3 Class Skill
Linguistics Int 16 5 Rank +8 Int +3 Class Skill
Perception Wis 23 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
Sense Motive Wis 23 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill
Spellcraft Int 34 17 Rank +8 Int + 3 Class Skill + 6 Skill Focus
Stealth Dex 23 5 Rank +2 Dex +8 Lich +3 Class Skill +5 Cloak of the Bat
Survival Wis 11 5 Rank +3 Wis +3 Class Skill

Spells

Level 0 1 2 3 4 5 6 7 8 9
Class 4 4 4 4 4 4 4 3 2 1
Stat - 2 2 2 2 1 1 1 1
Total 4 6 6 6 6 5 5 4 3 1
  • DC: 10 + 8 Int = 18 + spell level
  • bonus to overcome SR = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
  • Spell Focus (Divination): +1 DC to spells from this school.
  • Rod of Metamagic, Extend: User can cast up to 3 spells up to 6th level that act as if Extended.
    • Extend Spell: Spell lasts twice as long as normal. Durations of Concentration, Instant or Permanent are not affected.
  • Energy Substitution (Complete Arcane, page 79): Choose one type of energy (acid) You can modify a spell with an Energy descriptor to use that instead.
  • Eschew Materials: Do not need spell components less than 1 gp when casting spells.
  • Improved Counterspell: When Counterspelling, you may use a spell in the same school that is at least one level higher than the target spell.
  • Spell Mastery: 5 spells can be memorized without needing the spellbook.
  • Blessed Book
    • Waterproof, Durable Pages
    • Has 1000 pages
    • Can scribe spells onto them without costs

Items

Plot Items

  • Anti-scry staff (plot)
  • House

These are in Pathfinder and standard D&D

  • Ring of Protection +3
  • Rod of Metamagic Extend (6th level spell)
  • Rod of Splendor (+4 Cha bonus)
    • Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it.
  • Headband of Int +6
  • Boots, Winged
  • Cloak of the Bat
  • Hat of Disguise
  • Ioun Stone, Pearl Black (Based on Pearly White)
  • Robe of the Archmage (Black)
  • Blessed Book (renamed from Boccob's Blessed Book)
  • Disguise Kit

Generic Items

  • Secret Chest & Minichest
  • 200g of gems
  • Magic Manacles

Other Items, will find later

  • Prot Evil Ring
  • Tuning fork to plane of air

Familiar

Sunshine

  • Half-fiend Dog

Stats

Name Stat Bonus Derived
Str 17 +3 +2 Half-Fiend
Dex 17 +3 +4 Half-Fiend
Con 19 +4 +4 Half-Fiend
Int 13 +1 11(Wizard Familiar) +2 Half-Fiend
Wis 14 +2 +2 Half-Fiend
Cha 10 0 +4 Half-Fiend

Half Fiend: +4 to 3 stats, +2 to the others

Attacks

  • BAB: 8/3 (Master's BAB)
  • Combat Maneuver
    • Bonus: 10=8 BAB + 3 Str -1 Size
    • Defense: 23=10 + 8 BAB + 3 Str +3 Dex -1 size
      • +4 Bonus when resisting a trip attempt

Half-Fiend

  • Natural Attacks: 2 claws and a bite based on small creature
    • Bite 1d4+3 Str damage
    • 2 Claws -5 (Secondary Penalty) 1d3+1 (1/2 Str) damage
  • Smite Good
    • 1/day
    • Adds 17 damage(HD) against any good-aligned foe.

Defenses

  • HP: (1/2 of Wizard HP)
  • AC: 21 = 10 +3 Dex +6 Familiar Natural +1 Half-Fiend Natural +1 Size
    • Flat-Footed: 18 = 10 +6 Familiar Natural +1 Half-Fiend Natural +1 Size
    • Touch: 14 = 10 +3 Dex +1 Size
  • Init: +3 Dex
  • Saves:
    • Fort: 10=6 Master +4 Con
    • Ref: 8=5 Master +3 Ref
    • Will: 11=9 Master +2 Will
    • Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
    • Spell Resistance (Ex): 16 = Master's level + 5
      • Overwrites Half-Fiend's SR of 12 (11 + CR)

Half-Fiend

  • DR 10/magic
  • Resistance 10 to acid, fire, cold, electricity
  • Immune to Poison

Movement/Vision

Dog

  • Speed 40

Half-Fiend

  • Darkvision 60 ft
  • Fly at speed 80

Skills

Name Stat Total Derived Optional
Acrobatics 1 1 Rank +4 Racial when jumping, +4 When Jumping
Perception Wis 8 4 Rank +1 Wis +3 Skill Focus
Survival Wis 1 1 Rank +4 Racial when tracking by scent
  • Half-Fiend: Starting Skill points are 6 per HD.

Feats and Abilities

Half-fiend

Spell-like abilities is based on HD, if it has Int or Wis of 8 or higher. 1/day unless otherwise noted.

HD Abilities
1-2 Darkness 3/day
3-4 Desecrate
5-6 Unholy Blight
7-8 Poison 3/day
9-10 Contagion
11-12 Blasphemy
13-14 Unholy Aura 3/day, Unhallow
15-16 Horrid Wilting
17-18 Summon Monster 9(Fiends Only)
19-20 Destruction

Dog

  • Saves
    • Fort 4 = 2 Animal + 2 Con
    • Ref 3 = 2 Animal + 1 Dex
    • Will 1 = 1 Wis
Name Stat Total Derived Optional
Acrobatics 1 +4 Racial when jumping, +4 When Jumping
Perception Wis 8 4 Rank +1 Wis +3 Skill Focus
Survival Wis 1 +4 Racial when tracking by scent

Skills: Each HD gives 6+Int mod.

Speed 40 ft

HP 1d8 + 2 Con

BAB 0, CMB 0, CMD 11 (15 vs trips) Melee bite +2 attack (1d4+1 damage)

Feats: Skill Focus (Perception)

Wizard Familiar

Special Ability: +2 to Reflex saves

HD: Master's Character Level or creatures, whichever is higher

HP: Master's HP / 2

Attacks: Use the master's BAB. Use familiar's Dex or Str, whichever is higher for natural attacks

Saves: Animal's 2/2/0 or the master's, whichever is betterr

Skills: Acrobatics, Climb, Fly, Perception, Stealth and Swim are Class Skills. Use the master's skill ranks or the animal's natural skill rank, whichever is better.

Familiar Abilities: Based on master's level in classes that grant familiars.

Master's Class Level Natural Armor Bonus Int Abilities
1-2 +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3-4 +2 7 Deliver Touch Spells
5-6 +3 8 Speak with Master
7-8 +4 9 Speak with animals of its kind
9-10 +5 10
11-12 +6 11 Spell Resistance
13-14 +7 12 Scry on Familiar
15-16 +8 13
17-18 +9 14
19-20 +10 15
  • Alterness (Ex): When the familiar is within arms reach, the master gains this feat.
  • Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
  • Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
  • Deliver Touch Spells (Su): Sunshine can be designated as the "toucher" when Ezel casts a touch spell. It will dissipate if Ezel casts another spell before the touch is delivered.
  • Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand it without magical help.
  • Speak with Dogs (Ex): This includes dire kinds, wolves, and other canines.
  • Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day