Post by Toptomcat on Nov 18, 2003 13:53:27 GMT -5
I'm gonna be converting quite a few things from the Life of Riley Webcomic
They will include:
Dan, Gore, Jone, William, Naisa, Dahn, Jezebel, Cowkitty, all the lesser Godesses, Jarris, 3vil Dan, Tess, Jasmine, Source's Tear, that Sunburst thing Tess had, the Paintball tanks and weapons the BOBs use, and anything else that comes to mind.
Here's my first attempt: Jone!
JONE
Medium Succubus Sorc18 (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+24 plus 18d4+36 (159 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 25 (+5 Dex, +9 natural), touch 15, flat-footed 19
Base Attack/Grapple: +21/+16/+11/+6
Attack: Claw +21 melee (1d6+4), barbed tail +21 melee (1d4+4)
Full Attack: 2 claws and barbed tail +21/+19/+19/+16/+11/+6 melee (1d6+4, 1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon, spellcasting
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +16, Ref +17, Will +20
Abilities: Str 18, Dex 21, Con 15, Int 16, Wis 12, Cha 29
Skills: Bluff +25, Concentration +16, Diplomacy +18, Disguise +23* (+25 acting), Escape Artist +16, Hide +16, Intimidate +25, Knowledge (Arcana) +33, Listen +25, Move Silently +16, Search +12, Spot +19, Spellcraft +33, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings), Use Magic Device +39
Feats: Combat Casting, Dodge, Spell Penetration, Improved Initiative, Still Spell, Brew Potion, Multiattack, Enlarge Spell, Mobility, Maximize Spell, Greater Spell Penetration
Environment: Barber’s Reef, Key West
Organization: Unique
Challenge Rating: 25
Treasure:Standard
Alignment:Chaotic neutral (Chaotic evil tendencies)
Advancement: By character class
Jone’s story is a long and unusual one for a succubus: she was conceived and trained by the Arch-Succubus Jezebel, but fell in love with her first designated target for seduction, a vampire named Gore. She soon became involved in a massive power grab of her mother’s to take control of the Prime Material Plane: she was briefly stripped of her magical nature by the Celestial “Starseed” named Nasia but regained it during the final confrontation of ClanBOB with Jezebel. She was actually a half-succubus, but is now arguably stronger than a normal one due to her absorption of Jezebel’s power during the battle. She continues to live with Gore in a small island called Barber’s Reef in Key West, despite his constant efforts to expel this irritating succubus.
Combat:
Don’t mess with Jone. Her training with Jezebel and subsequent absorption of her divine nature has made her a powerful being, just short of a minor Godhood herself. She is a powerful sorcerer who will not think twice about collateral damage or reducing any mortal who challenges her to a greasy smear. She recently decimated a strike team of powerful vampires in hand-to-hand combat before finishing them off (along with her last house) with a Meteor Swarm. She will plunge into combat with abandon, occasionally hurling off Stilled spells by dramatically shouting their names.
Jone’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): Jone drains energy from a mortal she lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, she must start a grapple, which provokes an attack of opportunity. Jone’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 25 Will save to negate the effect of the suggestion. The DC is 25 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 23), detect good, detect thoughts (DC 21), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 22), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a Jone can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. However, as Jone isn’t on the best terms with her mother or her minions, the vrock is as likely to attack her as serve her.
Tongues (Su): Jone has a permanent tongues ability (as the spell, caster level 12th). Jone usually uses verbal communication with mortals, and it pisses her off whenever her mother uses telepathy to speak.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her alter self ability, Jone gains a +10 circumstance bonus on Disguise checks.
Spellcasting:
Spells known:
0th lvl: Resistance, Mage Hand, Detect Magic, Read Magic, Arcane Mark, Open/Close, Mending, Message, Predigestation (Save DC 19)
1st lvl: Magic Missile, Charm Person, Hypnotism, Identify, Grease (Save DC 20)
2nd lvl: Detect Thoughts, Knock, Spider Climb, Cat’s Grace, Eagle’s Splendor (Save DC 21)
3rd lvl: Dispel Magic, Stinking Cloud, Suggestion, Major Image (Save DC 22)
4th lvl: Bestow Curse, Remove Curse, Black Tentacles, Animate Dead (Save DC 23)
5th lvl: Cloudkill, Major Creation, Dominate Person, Hold Monster (Save DC 24)
6th lvl: True Seeing, Mass Suggestion, Create Undead (Save DC 25)
7th lvl: Banishment, Limited Wish, Prismatic Spray (Save DC 26)
8th lvl: Mass Charm Monster, Demand, Polar Ray (Save DC 27)
9th lvl: Wish, Meteor Swarm, Gate (Save DC 28)
Caster level of spells is at +4 vs. SR
Spells per day:
Cantrips: 6
1st lvl: 9
2nd lvl: 8
3rd lvl: 8
4th lvl: 8
5th lvl: 8
6th lvl: 7
7th lvl: 7
8th lvl: 7
9th lvl: 7
My next effort's Dan. Here's a rough outline: whaddya think?
Dan: Smart 2/Fast 1, d20 Modern style.
Stage 2: +6 native outsider HD, +8 to all stats, +12 to Int and Wis, +10 deflection bonus to AC, gains Expertise, Power Attack, CMA, Improved Damage Threshold (2) 1d10 base unarmed damage, +20 to Jump, Emanation Field grants Reach 15 ft, and the ability to use Computer Use from three miles.
Stage 3: +20 native outsider HD, +10 to all stats, +20 Int and Wis, +20 deflection bonus to AC, Wis to AC, Int to AC, threatens as armed when unarmed, 100 ft. flight (perfect), 2d6 base unarmed damage die, gains Expertise, PA, Dodge, Mobility, Cleave, CMA, ICMA, ACMA, DCMA, Heroic Surge, Agile Riposte, Combat Reflexes, Improved Damage Threshold (6), Improved Initiative, Emanation Field grants Reach 30 ft, and the ability to use Computer Use from 200 miles.
They will include:
Dan, Gore, Jone, William, Naisa, Dahn, Jezebel, Cowkitty, all the lesser Godesses, Jarris, 3vil Dan, Tess, Jasmine, Source's Tear, that Sunburst thing Tess had, the Paintball tanks and weapons the BOBs use, and anything else that comes to mind.
Here's my first attempt: Jone!
JONE
Medium Succubus Sorc18 (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+24 plus 18d4+36 (159 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 25 (+5 Dex, +9 natural), touch 15, flat-footed 19
Base Attack/Grapple: +21/+16/+11/+6
Attack: Claw +21 melee (1d6+4), barbed tail +21 melee (1d4+4)
Full Attack: 2 claws and barbed tail +21/+19/+19/+16/+11/+6 melee (1d6+4, 1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon, spellcasting
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +16, Ref +17, Will +20
Abilities: Str 18, Dex 21, Con 15, Int 16, Wis 12, Cha 29
Skills: Bluff +25, Concentration +16, Diplomacy +18, Disguise +23* (+25 acting), Escape Artist +16, Hide +16, Intimidate +25, Knowledge (Arcana) +33, Listen +25, Move Silently +16, Search +12, Spot +19, Spellcraft +33, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings), Use Magic Device +39
Feats: Combat Casting, Dodge, Spell Penetration, Improved Initiative, Still Spell, Brew Potion, Multiattack, Enlarge Spell, Mobility, Maximize Spell, Greater Spell Penetration
Environment: Barber’s Reef, Key West
Organization: Unique
Challenge Rating: 25
Treasure:Standard
Alignment:Chaotic neutral (Chaotic evil tendencies)
Advancement: By character class
Jone’s story is a long and unusual one for a succubus: she was conceived and trained by the Arch-Succubus Jezebel, but fell in love with her first designated target for seduction, a vampire named Gore. She soon became involved in a massive power grab of her mother’s to take control of the Prime Material Plane: she was briefly stripped of her magical nature by the Celestial “Starseed” named Nasia but regained it during the final confrontation of ClanBOB with Jezebel. She was actually a half-succubus, but is now arguably stronger than a normal one due to her absorption of Jezebel’s power during the battle. She continues to live with Gore in a small island called Barber’s Reef in Key West, despite his constant efforts to expel this irritating succubus.
Combat:
Don’t mess with Jone. Her training with Jezebel and subsequent absorption of her divine nature has made her a powerful being, just short of a minor Godhood herself. She is a powerful sorcerer who will not think twice about collateral damage or reducing any mortal who challenges her to a greasy smear. She recently decimated a strike team of powerful vampires in hand-to-hand combat before finishing them off (along with her last house) with a Meteor Swarm. She will plunge into combat with abandon, occasionally hurling off Stilled spells by dramatically shouting their names.
Jone’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): Jone drains energy from a mortal she lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, she must start a grapple, which provokes an attack of opportunity. Jone’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 25 Will save to negate the effect of the suggestion. The DC is 25 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 23), detect good, detect thoughts (DC 21), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 22), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a Jone can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. However, as Jone isn’t on the best terms with her mother or her minions, the vrock is as likely to attack her as serve her.
Tongues (Su): Jone has a permanent tongues ability (as the spell, caster level 12th). Jone usually uses verbal communication with mortals, and it pisses her off whenever her mother uses telepathy to speak.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her alter self ability, Jone gains a +10 circumstance bonus on Disguise checks.
Spellcasting:
Spells known:
0th lvl: Resistance, Mage Hand, Detect Magic, Read Magic, Arcane Mark, Open/Close, Mending, Message, Predigestation (Save DC 19)
1st lvl: Magic Missile, Charm Person, Hypnotism, Identify, Grease (Save DC 20)
2nd lvl: Detect Thoughts, Knock, Spider Climb, Cat’s Grace, Eagle’s Splendor (Save DC 21)
3rd lvl: Dispel Magic, Stinking Cloud, Suggestion, Major Image (Save DC 22)
4th lvl: Bestow Curse, Remove Curse, Black Tentacles, Animate Dead (Save DC 23)
5th lvl: Cloudkill, Major Creation, Dominate Person, Hold Monster (Save DC 24)
6th lvl: True Seeing, Mass Suggestion, Create Undead (Save DC 25)
7th lvl: Banishment, Limited Wish, Prismatic Spray (Save DC 26)
8th lvl: Mass Charm Monster, Demand, Polar Ray (Save DC 27)
9th lvl: Wish, Meteor Swarm, Gate (Save DC 28)
Caster level of spells is at +4 vs. SR
Spells per day:
Cantrips: 6
1st lvl: 9
2nd lvl: 8
3rd lvl: 8
4th lvl: 8
5th lvl: 8
6th lvl: 7
7th lvl: 7
8th lvl: 7
9th lvl: 7
My next effort's Dan. Here's a rough outline: whaddya think?
Dan: Smart 2/Fast 1, d20 Modern style.
Stage 2: +6 native outsider HD, +8 to all stats, +12 to Int and Wis, +10 deflection bonus to AC, gains Expertise, Power Attack, CMA, Improved Damage Threshold (2) 1d10 base unarmed damage, +20 to Jump, Emanation Field grants Reach 15 ft, and the ability to use Computer Use from three miles.
Stage 3: +20 native outsider HD, +10 to all stats, +20 Int and Wis, +20 deflection bonus to AC, Wis to AC, Int to AC, threatens as armed when unarmed, 100 ft. flight (perfect), 2d6 base unarmed damage die, gains Expertise, PA, Dodge, Mobility, Cleave, CMA, ICMA, ACMA, DCMA, Heroic Surge, Agile Riposte, Combat Reflexes, Improved Damage Threshold (6), Improved Initiative, Emanation Field grants Reach 30 ft, and the ability to use Computer Use from 200 miles.