Difference between revisions of "LongestRoadEzelPathfinder"
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+ | |Intimidate||Cha||11||3 Rank +5 Cha +3 Class Skill||17 Skill Ranks with Headband of Int (25 total check) | ||
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Revision as of 10:03, 11 February 2010
Contents
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: 130 = 95 (rolled) + 35 = 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 13 = 3 Wizard +2 Planeshifter +2 Dex +2 Familiar Bonus +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
Plot
- Obtain Familiar (Complete Arcane)
- Improved Familiar
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 | |
Climb | Str | 2 | 2 Str | 17 Skill Ranks with Headband of Int (19 total check) |
Diplomacy | Cha | 24 | 10 Rank +5 Cha +6 Skill Focus +3 Class Skill | |
Disguise | Cha | 13 | 5 Rank +5 Cha +3 Class Skill | +2 Disguise Kit, Circumstance or +10 Hat of Disguise, Enhancement or +20 Polymorph |
Fly | Dex | 9 | 4 Rank +2 Dex +3 Class Skill | +4 with Winged Boots or +7 with Cloak of the Bat |
Intimidate | Cha | 11 | 3 Rank +5 Cha +3 Class Skill | 17 Skill Ranks with Headband of Int (25 total check) |
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 | |
Linguistics | Int | 16 | 5 Rank +8 Int +3 Class Skill | |
Perception | Wis | 23 | 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | |
Profession | Wis | 2 | 2 Wis | 17 Skill Ranks with Headband of Int (19 total check) |
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 4 = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
- Spell Focus (Divination): +1 DC to spells from this school.
- 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.
Arcane Bond
- Ezel's Amulet lets him cast one spell in his spellbook, he does not need to prepare it.
- The spell cannot be in his prohibited schools (Necromancy or Enchantment)
- If Ezel is not wearing this he must make a concentration check (20 + spell level) or lose the spell.
Specialized School
- Ezel specializes in Divination
- He can prepare an extra spell of each level every day as long as it is a Divination spell
- Ezel has neglected Necromancy and Enchantment
- These spells take 2 slots to prepare
- Takes a -4 check on any skill checks to craft magic items that use Necromancy and Enchantment spells as prerequisites
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.
Other
- 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
- Provides 17 (Level) Skill Ranks in Climb, Intimidate, and Profession(Clerk)
- 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
Arcane Bonded Item
- Ezel's Amulet
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
- Fiendish Dog
Stats
Name | Stat | Bonus | Derived |
Str | 13 | +1 | |
Dex | 13 | +1 | |
Con | 15 | +2 | |
Int | 11 | 0 | 11(Wizard Familiar) |
Wis | 12 | +1 | |
Cha | 6 | -2 |
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
- Bite Attack 10/5 to hit (8 BAB +1 Str +1 Size), 1d4+1 str damage
Fiendish
- Smite Good
- 1/day
- Swift Action
- Adds 0 (Cha Bonus) to attack rolls and deals 17 damage (HD) against good foes
- Persists until target is dead or Sunshine rests
Defenses
- HP: (1/2 of Wizard HP)
- AC: 21 = 10 +1 Dex +9 Familiar Natural +1 Size
- Flat-Footed: 20 = 10 +9 Familiar Natural +1 Size
- Touch: 12 = 10 +1 Dex +1 Size
- Init: +1 Dex
- Saves:
- Fort: 8=6 Master +2 Con
- Ref: 6=5 Master +1 Ref
- Will: 10=9 Master +1 Will
- Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
- Spell Resistance (Ex): 22 = Master's level + 5
- Overwrites Fiendish Dogs's SR of 6 (11 + CR)
Fiendish
- DR 10/good
- Resistance 15 to fire, cold
Movement/Vision
Dog
- Speed 40
Fiendish
- Darkvision 60 ft
Skills
Name | Stat | Total | Derived | Optional |
Perception | Wis | 8 | 4 Rank +1 Wis +3 Skill Focus |
- Acrobatics: +4 Racial when jumping, +4 When Jumping
- Survival: +4 Racial when tracking by scent
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.
Feats and Abilities
Dog
- Skill Focus (Perception)
Wizard Familiar
- Special Ability: +2 to Master's Reflex saves
- Alterness (Ex): When Sunshine is within arms reach, Ezel gains this feat.
- Ezel already has 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 them without magical help.
- Speak with Dogs (Ex): This includes dire dogs, wolves, and other canines.
- Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day