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Post by at on Oct 15, 2012 3:51:24 GMT -5
Current FormLady Callo XhalaxOne of Callos more publicly know forms, and one of many to bear her chosen name, Lady Xhalax - of no particular nobility - is a trader and collector of curiosities and can typically be found frequenting art galleries, performances, and tea houses around the city. It is said she can find almost anything for the right price, though exactly how is a question best left unasked. ------ Focus 1 : Cleric (+dex) Focus 2 : Arcane (+int) Vestige 1 : Malphas Vestige 2 : Buer Pact Augmentations: DR 1/-, Resist Fire 5 Chosen Weapon : Dagger Bonus Feat : Minor Shapeshift Modified Ability ScoresSTR: 12 (+1) (includes +2 enhancement from shapechanging)DEX: 24 (+7) (includes +4 sacred from inner beauty)CON: 14 (+2) (includes +2 enhancement from choker)INT: 26 (+6) (includes +4 enhancement from headband)WIS: 14 (+2) CHA: 20 (+5) (includes +4 sacred from inner beauty. +2 circumstance bonus on all Charisma-related checks)TotalsHit Points: 120 / 120 +30/30 temporary (earth heart) +13 temporary hit points per round (minor shapeshift) AC: 30 (10, +7 Dex, +1 Natural, +6 Greater Mage Armour, +2 Shield, +2 Luck, +1 Deflection, +1 Insight, -1 Flaw, +3 magic vestment(shield))Touch: 20 Flatfooted: 25 (32 with uncanny dodge) Initiative: +15 (+7 base, +3 Luck(sandles), +5 primal speed) Movement: 40 feet (30 base, +10 primal speed) Swim speed equal to land speed (heart of water) BAB: +9 - Melee: +10 (9 BA + 1 Str)- Ranged: +14 (9 BA + 7 Dex - 2 Flaw)Attacks+1 Adamantine dagger; +13/+8 to hit, 1d4+4, 19-20/x2 (wyvern poison, DC 17, 2D6 con/2D6 con) Modified SavesFort: +26 (7 Base, +2 Con, +3 Resistance(greater), +4 Sacred(armour), +2 Luck, +4 focus, +4 Moral(conviction spell)) Ref: +26 (4 Base, +7 Dex, +2 Luck, +5 resistance - primal speed, +4 Sacred(armour), +4 Moral(conviction spell)) Will: +32 (7 Base, +2 Wis, +2 Feat, +3 Resistance(greater), +4 Sacred(armour), +2 Luck +8 focus, +4 Moral(conviction spell)) (+1 untyped (feat) bonus vs spells and spell-like effects)(reroll one failed save per day)(+4 vs magic from boosted gauntlet)Spell Resistance: 24 Fire Resistance: 25 Immune to critical hits and sneak attacks (heart of air/earth/fire/water) +8 vs bull rush, trip, overrun (heart of earth) Breath water (heart of water) Skill Boosts: - (C) +4 competence bonus on Knowledge (arcana) checks, Knowledge (religion) checks, and Spellcraft checks (B2) +4 heal, +4 Knowledge(nature), +4 survival Special Abilities: - (B1) Birds eye viewing (B1) Invisibility (B1) Poison use (B1) Sudden strike (4d6) (B2) Immunity to disease and poison, all existing disease/poison effects instantly cured. (B2) Allies within 30' do not suffer the effects of disease and poison until they leave range (though they take saves as normal) (B2) Fast Healing 1 (B2) Cure 1 point of damage with a touch each round, or 1d8+13 every 5 rounds. (B2) Gain the Track feat Memorised spells - Arcane :0th : 4 - Mage Hand, Mending, Cantrip, Ray of Frost1st : 7 - Charm Person, Featherfall, Alarm, Shield, Magic Missile, Protection From Evil, [Empty]2nd : 6 - Whirling Blade, Magic Circle, Rope Trick, Protection From Arrows, Resist Energy, Shatter3rd : 7 - Phantom Steed, Greater magic weapon x2, Nondetection, Heart of Water, Greater Mage Armour, [Empty]4th : 5 - Resistance(greater), Heart of Earth, Freedom of Movement, Inner Beauty, Dimension door 5th : 3 - Heart of Fire, Vitriolic sphere, Wall of Force, [regain for 10hp], [regain for 10hp]6th : n/a Spell DC = 18+Spell level Memorised spells - Divine :0th : 4 - Create water, Guidance, Cure minor, Detect magic 1st : 7 - Primal Hunter, Cure light, Endure elements, Pass without trace, Waste strider, Conviction, [Empty]2nd : 6 - Primal Instinct, Protection from Dessication, Lesser Restoration, Find Traps, Heart of Air3rd : 6 - Primal Senses, Magic vestment, Magic vestment, Soul of the Waste, Hammer of Righteousness, [Empty]4th : 5 - Primal Speed, Death Ward, Detect Scrying, Armour of Darkness, [Empty]5th : 3 - True Seeing, Revivify, [Empty]6th : n/a Spell DC = 18+Spell level Pearls of Power: 2nd(unused) Primal combination effect :+5 competence bonus on Acrobatics, Swim, Survival, Perception, and Initiative checks +5 resistance bonus on reflex saves +10 to all speeds Improved uncanny dodge as a barbarian of your caster level (16) Heart of X combination effects :Immunity to critical hits and sneak attacks (reduced to light fortification if only 2 or 3 spells are active) +8 vs Bull rush, trip, overrun +20 resist fire (included above) +10 to ground and air speed Swim speed equal to ground speed, Breath water +10 to jump, +5 to escape artist 30 temporary hitpoints when cast Convert Heart of Air into featherfall (1 round per caster level) as an immediate action Convert Heart of Water into Freedom of Movement (1 round per caster level) as a swift action Convert Heart of Earth into Stoneskin (1 round per caster level) as a swift action Convert Heart of Fire into fire shield (1 round per caster level) as a swift action action Daily powers :Detect Magic, Nystul's Magic Aura, Nystul's Undetectable Aura, Read Magic
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Post by at on Oct 15, 2012 3:51:45 GMT -5
Core BuildBashir: If you lie all the time, no one is going to believe you, even when you're telling the truth. Garak: Are you sure that's the point, Doctor? Bashir: Of course. What else would it be? Garak: That you should never tell the same lie twiceNAME: Callo RACE: Magic Blooded Changeling CLASS: Binder 5 / Chameleon 8 ALIGNMENT: Chaotic Good LEVEL: 13 Ability ScoresSTR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) (+2 circumstance bonus on all Charisma-related checks)TotalsHit Points: 108 / 108AC: 22 (10, +3 Dex, +1 Natural, +5 Armour, +2 Shield, +2 Luck, +1 Insight, -1 Flaw)Touch: 16 ( 19 with mage armour) Flatfooted: 19 Initiative: +3 BAB: +9 - Melee: +9 (9 BA + 0 Str)- Ranged: +10 (9 BA + 3 Dex - 2 Flaw)Attacks+1 Adamantine weapon; +10 to hit, 1d?+1, ?-20/x? SavesFort: +9 (6 Base, +1 Con, +0 Resistance, +2 Luck) Ref: +8 (3 Base, +3 Dex, +0 Resistance, +2 Luck) Will: +14 (6 Base, +2 Wis, +2 Feat, +0 Resistance, +2 Luck +2 Wis-item) (+1 untyped (feat) bonus vs spells and spell-like effects)(reroll one failed save per day)Spell Resistance: 24 LanguagesCommon, Nomadic, Goblinoid Elven, Draconnic, Giant, Dwarven Class Abilities- Soul Binding (1 vestige, 4th level) - Pact augmentation (2 abilities) - Suppress sign - Aptitude focus 2/day (+4) - Mimic Class feature 2/day - Ability Boon +4 - Double Aptitude - Rapid Refocus (10 minutes) Racial Traits- Base speed 30ft - Medium size - Dark Vision 60' - +1 Natural Armour - Hardened fingernails (claw for 1d4 damage per hand) - +2 Racial bonus of Spellcraft & Knowledge (arcana) - Spell-like abilities - Detect Magic 1/day, Nystul's Magic Aura 1/day, Nystul's Undetectable Aura 1/day, Read Magic 1/day - Inherited Racial Trait - Minor Change Shape - Disguise Self at will (but not possessions) as a Full Round Action. This is a Transformation, not an Illusion, and grants a +10 Circumstance bonus on Disguise checks. Feats / SkillsFeats - (DEFUNCT-replaced) Able Learner (1) - Spellcasting Prodigy (1 - replacement for above) - Luck of Heroes (1 - Flaw Vulnerable - over-reliant on luck/magic) - Nymph's Kiss (1 - Flaw Shaky - lacking in true martial training) - Iron Will (n/a - Otyugh Hole) - Improved Binding (3) - Practiced Binder (4 - bonus) - Spell Finesse (5) - INT for all spell casting - Expel Vestige (7) - Least Legacy - Isis Gauntlet (n/a) - bonuses/penalties capped at 7th level - Mother's Gift (9) - SR 6+character level - Rapid Pact Making (11) - Practiced Binder (13)
Traits Fate's favored (Whenever you gain a luck bonus, that bonus increases by 1) Lessons of Chaldira (Once per day you can reroll a failed save)
Skills (Total = Ranks + Class + Ability + Synergy + Other Mods) Max Ranks: 16 / 8 Bluff -cha-: +22 (13+3+5+0+1 Mirrorarmour) Disguise -cha-: +33 (13+3+5+2+10 Changeling) Sense Motive -wis-: +20 (13+3+2+0+0 +2 Wis-item) Intimidate -cha-: +15 (5+3+5+2+0) Perform(oratory/wit) -cha-: +13 (5+3+5+0+0)
Diplomacy -cha-: +15 (5+3+5+2+10 Coutier's obi(when worn)) Disable device -int-: +11 (5+0+4+0+2 Tools) Stealth -dex-: +17 (6+0+3+0+8 Dark subtype) Spellcraft -int-: +17 (6+3+4+2+2 Racial) Perception -wis-: +13 (6+0+2+0+5 Raptor mask) (+5 when Primal senses active)
Acrobatics -dex-: +13 (6+0+3+2+0) (+5 when Primal hunter active) Concentation -con-: +10 (6+3+1+0+1 Githcraft) Heal -wis-: +4 (2+0+2+0+0) Open Lock -dex-: +7 (2+0+3+0+2 Tools) Survival -wis-: +7 (3+0+2+0+0 +2 Wis-item) (+5 when Primal instinct active) Swim -str-: +5 (5+0+0+0+0) (+5 when Primal hunter active)
Appraise -int-: +5 (1+0+4+0+0) Ride -dex-: +4 (1+0+3+0+0) Use Magical Device -cha-: +10 (5+0+5+0+0) Craft (painting/calligraphy) -int-: +11 (5+0+4+0+2) Perform (string instruments) -cha-: +9 (1+3+5+0+0)
Knowledge (arcana) -int-: +14 (5+3+4+0+2 Racial) Knowledge (history) -int-: +5 (1+0+4+0+0) Knowledge (nature) -int-: +5 (1+0+4+0+0) Knowledge (religion) -int-: +8 (1+3+4+0+0) Knowledge (the plains) -int-: +8 (1+3+4+0+0)
Tricks Assume quirk, Second impression, Social recovery, Collector of stories, Group fake-out, Swift concentration, Timely misdirection.
BackgroundBorn to pact-magic users Callo was never wholly human, possessed of an innate ability to understand magic and change her physical form. It was believed that one day she would ascend to the highest ranks of the Cabal of the Anima, but her tuition was cut short by the witch hunts of the Seropaenes. Those few members of the Cabal who survived scattered, Callo harnessing her powers of disguise and deception to slip through the Seropaenean net and escape to the blasted lands of Sira where the order held no sway.
The Cabal of the Anima: Beings that cannot exist inhabit a place that cannot be. Cursed by gods and feared by mortals, these entities fall outside the boundaries of life, death, and undeath. They are untouchable by even the most powerful deities, though they can be summoned and used by the weakest mortal.
Many centuries ago a Cabal of mages gathered a scattered group of binders together to form a unified academy of learning and research in defiance of the religious organisations who sought to prevent the faithful learning of beings that can exist beyond the reach of the gods.
The Cabal created many wonders, but also many enemies, and even as their power rose to new heights so the forces in the shadows around them moved to strike.
Mere years after their destruction at the hands of the shadowy Seropaenes almost all knowledge of the Cabal had been washed away, their works and teachings lost save for a few scattered artefacts and survivors.
The Order of the Seropaenes: The order is an alliance of various religious groups sworn to destroy pact magic and conceal its existence. Though the specific faiths are often at odds about other issues, their members are willing to work together in order to negate the greater threat posed by binders. The order was originally founded by a cleric of Vecna, and to this day remains veiled in secrecy - quietly cleansing all records of its creation from the annals of history.
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Post by at on Oct 15, 2012 3:52:12 GMT -5
Mundane equipmentBasic Adventuring GearVarious outfits (desert, traveller, courtier, peasant, entertainer, pyjamas) Dragonhide gloves (black) Spellbooks, components & spare pouch, sealed canvas bag Masterwork Thieves Tools Masterwork Calligraphy Tools Lute Holy Symbol (silver, indistinct), chain of miscellaneous specific holy symbols Disguise Kit Grey Ioun Stone - Continual Flame Small tent Parasol Knapsack Ornate, sacrificial silver dagger, Several concealed knives & daggers Masterwork light crossbow 20 crossbow bolts 1 Adamantine crossbow bolt Large Masterwork Darkwood Shield Feycrafted Masterwork Twistcloth Cash : 340gp Magical item list:Head - Headband of Intellect +4 Face/Eyes - Raptor Mask/adaption Neck – Collar of umbral metamorphosis / blood claw choker Shoulders - Shadow cloak of storing - 2x 20lbs of shrunken/time-frozen objects, +1 deflection, 3/day immediate teleport 10' when attackedBody - Githcraft firebrass shirt +1, Empyreal, Glamered Body (additional) - Elven Mirror-armour Body (crystal) - Crystal of adaption, lesser - Endure elementsTorso - NoneArms/Wrists - Bazubands of the Blast Barrier - Feycrafted Nephelium Dastanas +1, Shield AC +2, Bluff checks +1Hands – (Legacy) Isis Gauntlet +1, spellstrike, deflecting - (DC20 ref vs projectile, 1/round, CW 134)Ring – Bloodflame Ring (not always worn) Ring – Ring of Silent Spells Belt – Belt of Healing / Coutier's obi (+10 comp diplomacy) Feet - Sandles of the Vagabond (+2 luck to initiative, immune to exhaustion)(Callo casts Nystul's Undetectable Aura each day, rotating through her magical items to keep them masked from detection)WeaponsAdamantine Weapon +1, Changeling, Shaping. Other magical itemsHat of Many Spells Implements of binding +4 Raptor arrow (variant - crossbow quarrel) Arcane thieves tools Everfull mug Scrying shard Pearl of Power (2nd level) Wyrmbane helm (dragon magic, not worn, concealed) Amber pinwheel (dragon magic) Heward's Fortifying Bedroll Dragonblood elixir (gold) 5x Blessed Bandages 2x Potion of Cure Light Wounds Wand of Cure Light (Arcane - bard) Wand of Cure Light (Divine - cleric) Safewing emblem (single use automatic featherfall) Special Equipment - full descriptionsHat of Many Spells - Held Found within the tomb of Isis Summon material components (up to 1000gp) for any spell cast - the components last 1 round before dissolving. The hat can be used to empower a spell during casting (as per the feat) or to cast a spell from the character's spellbook in place of one already prepared - the spells must be of the same level. Roll a d% when the empower or spell swap is used - on a 1-35 the spell is wasted and a rod of wonder effect happens, on a 36-65 you get the spell and the rod of wonder, and on 66+ the spell is cast as desired.
Raptor Mask ++ Adaption - Face This golden half-mask has a large, sharp beaklike that of an eagle and feathery flanges of gold that sweep away from the eyes. Each eyehole is covered by a large ruby that gleams withan inner light. +5 Spot, Immune to Blinding and Dazzling, Surrounded by clean air while worn, even underwater.
Collar of umbral metamorphosis/Blood claw choker - Neck A nondescript leather band, fading away to a subtle shadow when active, this collar is a wisp of the plane of shadow made solid. Dark subtype (Speed +10, Darkvision 60 ft, Superior low-light vision, Hide in Plain Sight (Ex), Resist Cold 10, Hide +8, Move Silently +6) +2 Enhancement to Con. Regain up to two spell slots/cast spells per day, max level 5, costing 2hp per spell level
Sometimes used in combination with the armour of darkness spell (4th level) - granting a deflection bonus of 3+1 per 4 levels(max +8), +2 untyped saves vs holy, good, and light spells, and a shroud of shadowy light that conceals the wearers features
(Legacy) Isis Gauntlet +1, spellstrike, deflecting - Left Hand Taken in exchange for a token of Isis. Gain item's enchantment bonus to saves, DC20 ref vs projectile, 1/round, CW 134 Legacy, 7th level, -4 max hitpoints(table 4-1), at will Scorching Ray, caster level 10 (2 rays, 4d6 damage each)
Githcraft firebrass chain shirt +1, Empyreal, Glamered - Body Crafted by the anima mages of the conclave prior to their destruction, calling upon the knowledge of Astaroth and Zceryll to create wonderful but alien armour and weaponry. Though glamered the armour is still concealed from sight when worn. Githcraft Firebrass (mithril) Chain Shirt, AC 5, SF 5%, ACM 0, Concentration + 1 Empyreal(BoED) Some or all of the armours enchantment bonus can be transferred to a sacred bonus to saves
Bloodflame Ring - ring, not always worn This adamantine ring was a dwarven heirloom, once worn by the betrayer King Ezelgar of the Glimmerhold. How Callo came by it is something of which she does not speak, nor does she discuss the events that led to the destruction of the Glimmerhold and all those within. When worn, it transforms your blood into pure molten iron, which does not harm you. Gain Fire Subtype. Creatures striking or biting take d6 fire damage. Immune to blood drain. Count as a ferrous creature for the purposes of rusting grasp.
Elven Mirror-armour - Body (additional) A priceless piece of art and symbol of wealth and influence - and a prize of battle from Callos youth. This elven-crafted armour from Siras distant past still shines as brightly as the day it was crafted, its glass-like Nephelium surface as durable as forged iron. Also known as chahar-aina, mirror armour is a partial plate armour worn over mail and often polished to a mirror shine as a protection from not only steel but from supernatural influence. Callo also possesses a pair of matching bracers, though they are commonly concealed beneath silk sleeves or wrappings. Feycraft Nephelium Chahar-aina, AC +1, SF 0%, ACM 0, Bluff +1 Magical abilities and permanent spell effectsShrine of the Weapon Master Drawing upon the knowledges of the vestiges Callo is able to pick out glimpses of battles of ages lost, of ancient mortal heroes and even gods. By attuning herself to these memories she can briefly adopt the techniques to augment her own skills. +2 to hit and damage on one weapon, chosen each morning
Hat of Disguise, Greater (+2 to strength when disguised in medium size) An extension of Callo's natural shape-changing ability
Ring of Sustenance An extension of Callo's natural magical nature
Daazix Vest (+5 SR) An extension of Callo's natural spell resistance
Dragonsblood Pool (CM) The power of long dead dragons still lingers in these lands, for those who know where to find it and how to harness it to their will. One extra 3rd level arcane spell slot Spellbooks0th : All (PHB) 1st : Alarm, Protection from Evil, Magic Missile, Endure elements, Comprehend Languages, Featherfall, Mage Armour, Disguise Self, Lesser Orb of acid/cold/fire/electricity/sound/force(CA), Charm Person, Cure Light, Identify, Sleep, Grease, Burning Rage(PHB2), Stay the Hand(PHB2-B) 2nd : Alter Self, Protection from arrows, Rope trick, See invisibility, Shatter, Scorching Ray, Knock, Levitate, Locate Object, Resist Energy, Detect thoughts, Mirror image, Misdirection, Heroism, Vestigewrack(TM), Chameleon(CA), Scale Weakling(Drac), Hydrate(Sand), Whirling Blade(CA), Blinding Colour Surge(PHB2), Cloud of Knives(PHB2), Heroics(SpellComp), Create Magical Tatoo(SpellComp), Heart of Air(CM) 3rd : Dispel magic, Phantom steed, Wind wall, Gaseous Form, Nondetection, Tongues, Glibness, Invisibility Sphere, Sleet Storm, Tiny Hut, Charm Monster(B), Scry(B), Greater magic weapon, Greater mage armour(CA), Discern Shapechanger(CA), Dragonskin(Drac), Vision of the Omniscient Eye(DragMag), Create Fetch(CS), Ring of Blades(CA), Doom Scarabs(PHB2), Sonic Shield(PHB2-B), Protection from Dessication(Sand), Heart of Water(CM) 4th : Assay Resistance(CA), Defenestrating Sphere(CA), Polymorph, Dimension door, Detect Scrying, Greater invisibility, Remove curse, Illusory Wall, Fire Shield, Break Enchantment(PHB-B), Modify Memory(PHB-B), Baleful Polymorph(hex), Legend Lore, Lesser Globe of Invulnerability, Locate Creature, Hold Monster(B), Freedom of Movement, Secure Shelter, Resilient Sphere, Minor Creation, Resistance(greater), Anticipate Teleportation(CA), Orb of acid/cold/fire/electricity/sound/force(CA), Lower Spell Resistance(Drac), Voice of the Dragon(Drac), Hide from Dragons(Drac), Wings of Flurry(RotD), Trollshape(PHB2), Heart of Earth(CM), Inner Beauty(FC1) 5th : Vitriolic sphere(CA), Wall of Force, Prying Eyes, Permanency, Dismissal, Passwall, Overland Flight, Greater Heroism, Scry Location (PHB-B), Shadow Walk(PHB-B), Private Sanctum, Freezing fog(CA), Mass Fire Shield(CA), Evacuation Rune(CS), Draconic Might(Drac), Draconic Polymorph(Drac), Heart of Fire(CM)
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Post by at on Oct 15, 2012 3:52:52 GMT -5
SpellcastingSpell Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Per day | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | - |
Caster level : 16 (+1 when magical tattoo used) (all spellcasting using INT. Treat INT as 2 higher for the purposes of calculating bonus spells.) Base Arcane Spell DC = 14+Spell level Base Divine Spell DC = 14+Spell level Special rulesBonus Feat: At the start of each day choose any one temporary bonus feat to possess for that day.
Ability Boon (Ex): When choosing an aptitude focus, you also gain a +4 competence bonus to an ability score of your choice. Lasts until ability focus(es) changed. Chameleon Focus TypesArcane Focus: Gain the ability to prepare and cast arcane spells (INT based) Caster level is equal to twice class level. +4 competence bonus on Knowledge (arcana) checks and Spellcraft checks. +4 bonus on Will saves
Combat Focus: Proficiency with all martial weapons. +4 competence bonus on attack rolls and weapon damage rolls +4 bonus on Fortitude saves.
Divine Focus: Gain the ability to prepare and cast divine spells (WIS based) May use the spell list of any divine spellcasting class. Cannot spontaneously cast spells Caster level is equal to twice class level. +4 competence bonus on Knowledge (religion) checks +4 bonus on Fortitude and Will saves
Stealth Focus: Trapfinding Uncanny dodge (at class level) +4 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search +4 bonus on Reflex saves
Wild Focus: Wild empathy (at class level) Woodland stride +4 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival. +4 bonus on Fortitude saves Mimic Class FeatureEvasion (Ex): As an immediate action, you can avoid damage from certain attacks with a successful Reflex save. You can activate this ability after you have rolled a successful Reflex save, but before you have taken damage. This ability lasts for 1 minute.
Rage (Ex): Rage as a Barbarian, duration of the rage is 1 round + 1 round per point of your (newly improved) Constitution modifier.
Smite (Ex): You can smite a foe with a normal melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per class level.
Sneak Attack (Ex): You can deal an extra 1d6 points of damage per three class levels when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage).
Turn/Rebuke Undead (Su): You can turn or rebuke undead creatures (your choice when activating the ability) by channelling the power of your faith through a holy symbol. Pact Augmentation: Choose two each time a good pact is made, from the following list: - +5 hitpoints - Energy resistance 5 (acid, cold, electricity, fire, or sonic) - +1 insight bonus on saves - Damage reduction 1/- - +1 insight bonus to Armour class - +1 insight bonus on attack rolls - +1 insight bonus on damage rolls - +2 insight bonus on initiative checks Vestiges availableBinder level 13 (2 vestiges) Binder level for maximum vestige 7 (max vestige level 4th) Abilities marked with an * can be used once every 5 rounds. Save DC for powers is 15+cha bonus
All powers granted are supernatural and not subject to spell resistance.
Binding roll D20+17+Cha mod
Amon (DC 20) Darkvision - Darkvision 60' Fire Breath* - 50' line of fire, 13d6 damage, reflex save for half. Ram Attack - Horns, d6 damage + 1 1/2 strength. Additional 1d8 damage on a charge attack with the horns.
Aym (DC 15) Dwarven Step - Can move at normal speed in medium/heavy armour. Halo of Fire - Opponents strike you take 1d6 fire damage and your melee weapons inflict an extra 1d6 fire damage. Improved Sunder - Improved Sunder feat. Medium Armor Proficiency - May wear any medium armour. Resistance to Fire - Resistance to fire 10 Ruinous Attack - Melee attacks deal double damage to objects. All melee attacks are treated as if using an adamantine weapon for overcoming damage reduction.
Leraje (DC 15) Hide Bonus - +4 competence to Hide Low-Light Vision - Superior lowlight vision out to triple normal distance. Precise Shot - Gain the Precise Shot feat Ricochet - Can make a single standard action ranged attack against two adjacent targets - roll once for both hits. Weapon Proficiency - Proficiency with all longbows and shortbows, or +1 to hit if already proficient.
Naberius (DC 15) Disguise Self - Disguise self as spell as a standard action. Faster Ability Healing - Heal 1 point of ability damage per turn, 1 point of ability drain per hour. Naberius’s Skills - Choose a number of skills which can't be used untrained equal to your Con bonus in which you have no ranks - you may use these skills untrained. Persuasive Words* - Command, as per spell, 30' range. Silver Tongue - Can always take 10 on Diplomacy and Bluff tests, even if rushed or threatened. May also make a rushed diplomacy test as a standard action with no penalty.
Ronove (DC 15) Cold Iron and Magic Attacks - Melee attacks count as both magic and cold iron. Far Hand* - Can lift and move an object within 130' with an effective strength of 13, up to 65 feet (but no more than 5 feet off the ground). Effect ends if a swift action is not used to maintain it each round. Alternatively it can be used to inflict 1d6 damage and bullrush at an effective strength of 15, after which it cannot be used for 5 rounds. Feather Fall - As the spell, can suppress or activate as a standard action. Ronove’s Fists - Improved unarmed strike as a monk of your binder level (2d6) Sprint - +10' enhancement bonus to base land speed.
Dahlver-Nar (DC 17) Mad Soul - Immunity to Wisdom damage, Wisdom drain, madness, insanity, and confusion. Maddening Moan* - 30' sonic attack, Will save or be dazed for 1 round. Natural Armour - Natural armour bonus equal to half constitution bonus. Shield Self - Standard action - designate one creature within 90' to suffer half the hp damage you take instead of you. Will save for unwilling targets.
Haagenti (DC 17) Confusing Touch* - Will save or be confused for 3 rounds. Immunity to Transformation - No magic can permanently transform you - effects such as polymorph and petrification wear off at the start of your next turn and you can choose to resume your normal shape as a free action. Shield Proficiency - Proficient with all shields, including tower shields. Weapon Proficiency - Proficient with battleaxe, great axe, hand axe, and throwing axe.
Malphas (DC 15) Bird’s Eye Viewing - Can summon a small magical bird (hawk has +14 perception, AC15, 4hp, lowlight vision) over which you have complete control. You can see and hear what the bird sees (using the bird's skills and stats) and can use trapfinding to locate (but not disarm) via the bird. Remains until dismissed or until another summoned. Invisibility* - Invisibility (as spell) as a standard action for up to 13 rounds. Poison Use - No risk of poisoning self. Sudden Strike - Sneak attack 4d6.
Savnok (DC 20) Call Armour As a full round action, summon +2 moderate fortification full plate armour. Dismiss as a full round action. Heavy Armour Proficiency - Proficiency with heavy armour. Move Ally* - Can swap positions with any ally within 30 feet as a move action. Savnok’s Armour - DR 4/magical and piercing(must be both to penetrate) while wearing Savnoks armour.
The Green Lady (DC 17) Turn/Rebuke Undead* - As binder level, which stacks with other classes. Green Lady's Beauty - +2 untyped bonus to Charisma Arcane Knack - May use spell trigger items as a wizard of your effective binder level Gift of Magic* - Choose a single first level spell - you may cast that spell as a wizard of your binder level. Lore of Magic - You may identify magical items with a spellcraft check DC20+item creators caster level. Exceeding the target by 10 also reveals curses. Takes 1 minute.
Andromalius (DC 20) Jester’s Mirth* - Tasha's hideous laughter, but affected creatures get an extra save at the end of each of its turns to escape the effect. Locate Item - Sense the direction of any visualised object within 100' per binder level. If not accurately visualised it picks out the closest similar object and cannot pick out disguised objects. See the Unseen - See invisibility, at will. Sense Trickery - +4 sense motive, +4 appraise, +4 spot vs disguise. Automatically notice when someone uses sleight of hand to take something from you. Sneak Attack - 3d6
Focalor (DC 20) Aura of Sadness - Every adjacent creature suffers a -2 to attack rolls, saves, and skill checks. Suppress/activate as standard action. Focalor’s Breath* - A single target within 30' must make a Fort save or be blinded for 1 round. Lightning Strike - Once per round as a standard action, call down a lightning bolt within 90' inflicting 5d6 damage, Reflex save for half. This works outdoors, indoors, underground, and even underwater. Water Breathing - Breath water and air freely.
Karsus (DC 25) Heavy Magic - The save DC for any magic items used is increased by 2. Karsus’s Senses - Concentrate 1 round to detect number of magical auras within 30 feet and the power of the most potent - as 2 rounds of detect magic. Concentrate an additional round to determine strengths and locations of auras. Third and further rounds to identify schools of auras one at a time. Karsus’s Touch* - Dispel magic with a touch (melee attack, no AoO), roll D20+13 vs 11+spell level vs each ongoing effect in turn. Magic items can be suppressed for 1d4 rounds. Karsus's touch can be used up to 13 times per day. Karsus’s Will - Can use magical trigger items as a level 13 wizard.
Paimon (DC 20) Dance of Death* - Move normal speed and make a single attack against any creature you move past, provoking AoOs as normal. Paimon’s Blade - Proficiency with rapier and short sword, and the Weapon Finesse feat with these two weapons. Paimon’s Dexterity - +4 untyped bonus to dexterity. Paimon’s Skills - +4 Tumble, +4 Perform(dance) Uncanny Dodge - Uncanny dodge (or improved uncanny dodge if already possessed) Whirlwind Attack - Gain the whirlwind attack feat.
Primus (DC 24) Divine Structure - If you perform the same actions on consecutive rounds in the same order, you gain a +1 competence bonus on all attacks, saves, and skill checks that round. Lawful Attacks - Your melee and ranged attacks are considered lawful for the purposes of overcomingdamage reduction, and you deal +1d6 points of damage to any creature of chaotic alignment that you hit with a melee or ranged attack. Primus’s Order* - Order a creature within 100 feet to perform a specific action as per the command spell. If the target passes their will save they cannot hear or see you for 1d4 rounds or until you attack them, treating you as though you are under the effect of invisibility and silence spells.
Ahazu (DC 20) Ahazu’s Abduction - Shunt a creature within 30 feet into the void for one round (effectively losing its action). If it passes a Will save it is immune to the ability for 24 hours. Ahazu’s Touch* - Unholy Touch, as the unholy blight spell with a caster level equal to your Binder Level. Blindsight - Blindsight 65 feet Void Mind - Immune to spells, spell-like effects, and supernatural effects with that mind-affecting descriptor or that affect souls (such as magic jar, soul bind, and trap the soul)
Agares (DC 22) Earth and Air Mastery - +1 to attack and damage rolls if both you and target are on the ground. Airborne foes take a -1 penalty on attack and damage rolls against you. Earthshaking Step* - Every creature within 10' must make a Reflex save or fall prone. Elemental Companion - May summon a medium earth elemental. Elemental is destroyed if it moves more than 30' away and can be re-summoned a full hour after its destruction. Fear Immunity - Immunity to both magical and non-magical fear. True Speech - Understand, speak, and read all languages spoken by creatures within 30'. Once used the knowledge of a language remains until Agares is unbound.
Andras (DC 22) Weapon Proficiency - Greatsword, lance, longsword, rapier. Mount - Once per day, summon a heavy warhorse, saddle, and heavy lance for 13 hours or until dismissed. Saddle Sure - +8 bonus on ride checks. Smite Good or Evil* - Add Cha bonus to attacks and +13 damage. Sow Discord* - Standard action - cause one enemy within 20 feet to attack a random ally within reach, Will save negates. Sure Blows - Improved Critical feat with all weapons. Stacks if the character already has improved critical (for a +4 bonus to confirm).
Buer (DC 20) Buer’s Knowledge - +4 heal, +4 Knowledge(nature), +4 survival Buer’s Purity - Immunity to disease and poison, all existing disease/poison effects instantly cured. Delay Diseases and Poisons - Allies within 30' do not suffer the effects of disease and poison until they leave range (though they take saves as normal) Fast Healing - Fast Healing 1 Healing Gift* - Cure 1 point of damage with a touch each round, or 1d8+13 every 5 rounds. Track - Gain the Track feat
Eurynome (DC 21) Animal Friend - All animals have an initial reaction of friendly towards you. Damage Reduction - DR 2/lawful Eurynome’s Maul - As a swift action, summon a large magic +1 anarchic warhammer (2d6+1 damage, x3 crit) - you are proficient with it and can wield it one handed. It vanishes if it leaves your grip for more than 1 round. Poison Blood - Any creature biting or swallowing you must take a Fort save or suffer 1d6 damage. After 1 minute they must take a 2nd Fort save or suffer 4D6 damage. Each bite (or round swallowed) triggers a new save. Blood remains poisonous for 1 minute after leaving your body. Water Dancing - Water walk at will, self only.
Tenebrous (DC 21) Deeper Darkness - Can cast deeper darkness as a lvl 13 caster, always centred on you and with an unlimited duration. Activate or suppress as a standard action. See in Darkness - See perfectly in darkness of any kind, including deeper darkness. Touch of the Void* - As a swift action, charge melee weapon to inflict an extra 1d8 points of cold damage for your next attack. Turn/ Rebuke Undead* - Can turn or rebuke undead as a cleric of your level, which stacks with other classes. Vessel of Emptiness - Flicker as a supernatural ability twice per day - move 50 feet as an immediate action, arriving at exactly the spot desired. Can be used in response to an attack granting a 50% miss chance.
Arete (DC 21) Psionic Boon - You gain 13 power points when you bind to Arete, becoming a psionic creature. Resistance - +4 resistance bonus to a save of choice, which may be changed as a move action Damage Reduction - Damage reduction 5/- Repletion - Gain access to the psionic powers body adjustment, body purification, and sustenance as a manifester of your binder level. - Body Adjustment - Heal d12 damage for 5 points, +d12 for every 2 additional points - Body Purification - Heal 2 points of ability score damage for 5 points, +1 for every 2 additional points - Sustenance - Go without food or water for 3 points
Kas (DC 25) Blinding Strike - When you score a critical hit, the target struck must make a Will save or be permanently blinded. In addition you can critically hit and blind undead creatures while bound to Kas. Bluff Bonus - +4 competence to bluff Kas's Protection - 25% chance to ignore any critical or sneak attack. Criticals and sneak attacks inflicted by undead are automatically negated. Undead Reaper - Melee and ranged attacks ignore the damage reduction of undead creatures. Weapon Proficiency - Bastard sword, longsword, shortsword.
Astaroth (Angelic) (DC 22) Angelic Lore - Bardic Knowledge (as Binder level) Asaroth's Breath* - 60' cone of foul smelling gas. Fort save or be nauseated for 1 round and sickened for 1d4 rounds. Passed saves are only sicked for 1 round. Honeyed Toungue - +4 bonus to Bluff, Diplomacy, and Intimidate. Master Craftsman - +4 competence bonus on craft and any one item creation feat (limited by effective binder level). Word of Astaroth* - Suggestion as a spell-like ability. May have no more than charisma bonus people under control at any given time.
Astaroth (Diabolus) (DC 22) BlackFlame - All spells, spell-like abilities and magic items with the fire descriptor deal half fire damage and half vile damage. Additionally the binder can cast fireball (10D6) 3 timers per day (caster level 13th). Divination - The binder can perform a Divination as per the spell once per day Serpentine Tounge - +13 to bluff and disguise, with an extra +4 vs evil outsiders Silvered Touch - Any attack with a natural or metal weapon is treated as if it was silver without damage penalties
Cabiri (DC 18) Arcane Eye:* - Can create an arcane eye (as the spell) with a caster level equal to your binder level that can be dismissed or renewed as a standard action. Far-seeing Gaze - The DCs of all spells and spell-lika abilities of the scrying subschool gain a +10 bonus to their DCs. See in Darkness - Gain lowlight vision and increase darkvision by 60 feet. Visions of Terror - Cast Phantasmal Killer up to 3 times per day. Chameleon Class advancementLevel | BAB | Fort | Ref | Will | Special | 1 | +0 | +0 | +0 | +0 | Aptitude focus 1/day (+2) | 2 | +1 | +0 | +0 | +0 | Bonus feat | 3 | +2 | +1 | +1 | +1 | Mimic class feature 1/day | 4 | +3
| +1 | +1 | +1 | Ability boon +2 | 5 | +3 | +1 | +1 | +1 | Aptitude focus 2/day (+4) | 6 | +4 | +2 | +2 | +2 | Mimic class feature 2/day | 7 | +5 | +2 | +2 | +2 | Ability boon +4, double aptitude | 8 | +6 | +2 | +2 | +2 | Rapid refocus | 9 | +6 | +3 | +3 | +3 | Mimic class feature 3/day | 10 | +7 | +3 | +3 | +3 | Ability boon +6, aptitude focus 3/day (+4) | 11 | +8 | +3 | +3 | +3 | Aptitude focus 3/day (+6), Bonus feat | 12
| +9 | +4 | +4 | +4 | Mimic class feature 4/day, Combined focus | 13
| +10 | +4 | +4 | +4 | Ability boon +8 | 14 | +10 | +4 | +4 | +4 | Aptitude focus 4/day (+6), Triple focus | 15 | +11 | +5 | +5 | +5 | Instant refocus, Mimic class feature at will |
Aptitude Focus (Ex): select one focus, gaining bonuses to selected skills as indicated. Bonus Feat (Ex): character gains one temporary bonus feat each morning. At 11th level they gain a second bonus feat. Mimic class feature: character may use selected class features a limited number of times each day. At 15th level they may be used any number of times each day. Ability boon (Ex): character gains a +2 competence bonus on a single stat when an ability focus is chosen. This increases to +4 at 7th level, +7 at 10th level, and +8 at 13th level. Double aptitude: character may select two different focuses at once. Rapid refocus: character may change focus in 10 minutes. Triple focus: character may select three focuses at once. Combined focus: character may take the same focus more than once. All bonuses combine. Instant refocus: character may refocus as a standard action. Spell Advancement (caster level is equal to twice chameleon level) Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 1 | 4 | 2 | 0 | - | - | - | - | - | - | - | 2 | 4 | 3 | 1
| - | - | - | - | - | - | - | 3
| 4 | 3 | 2
| 0
| - | - | - | - | - | - | 4
| 4 | 4 | 3
| 1
| - | - | - | - | - | - | 5
| 4 | 4
| 3
| 2
| 0
| - | - | - | - | - | 6
| 4 | 4
| 4
| 3
| 1
| - | - | - | - | - | 7
| 4 | 4
| 4
| 4
| 2
| 0
| - | - | - | - | 8
| 4 | 4
| 4
| 4
| 3
| 1
| - | - | - | - | 9
| 4 | 4
| 4
| 4
| 4
| 2
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| - | - | - | 10 | 4 | 4
| 4
| 4
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| - | - | - | 11 | 4 | 4
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| 4
| 4
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| - | - | 12 | 4 | 4
| 4
| 4
| 4
| 4
| 3
| 1
| - | - | 13 | 4 | 4
| 4
| 4
| 4
| 4
| 4
| 2
| 0
| - | 14 | 4 | 4
| 4
| 4
| 4
| 4
| 4
| 3
| 1
| - | 15 | 4 | 4
| 4
| 4
| 4
| 4
| 4
| 4
| 2
| 0
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Post by at on Oct 15, 2012 3:53:31 GMT -5
(reserved for game notes)
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