User:Eiji-kun/Octavius
Ignore this, I am just testing some things out.
Octavius the Collector (RHD Ghede 1/Kaelik Sorcerer 3/Oracle 8) | |
---|---|
Size/Type: | Medium Undead (Dark Minded) |
Hit Dice: | 16d12+28 (137 hp) |
Initiative: | +10 |
Speed: | 30 ft (always hasted, 60 ft) |
Armor Class: | 41(42) (+5 armor, +4 deflection, +10 dex, +1 dodge haste, +7 natural, +5 shield), touch 24(25), flat-footed 31 |
Base Attack/Grapple: | +10/+14 |
Attack: | +5 Claw +19(+20) melee (1d4+9, 20/x2) or +5 Scythe +19(+20) melee (2d4+11, 20/x4) |
Full Attack: | +5 Two Claws +19(+20) melee (1d4+9, 20/x2) or +5 Scythe +19(+20)/+14(+15) melee (2d4+11, 20/x4) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Spells |
Special Qualities: | Darkvision 60 ft, DRes 19/bludgeoning and magic, Immunities (Acid, Cold, Fire), Turn Resistance +4, Undead Traits |
Saves: | Fort +16(21), Ref +15(20), Will +15(20) (+4 vs curses) |
Abilities: | Str 15(19), Dex 21(31), Con -, Int 17(19), Wis 19(23), Cha 27(37) |
Skills: | Appraise (19) +23, Bluff (19) +32, Climb (19) +22, Concentration (19) +34, Craft Any (0) +14, Decipher Script (19) +23, Disguise (19) +32, Heal (19) +25, Intimidate (19) +32, Know Arcana (19) +23, Know Dungeoneer (19) +23, Know Religion (19) +23, Listen (19) +25, Perform Any (0) +23, Sense Motive (19) +25, Spellcraft (19) +25, Spot (19) +25, Tumble (19) +29, UMD (19) +32 |
Feats: | Command Undead (bonus), Subtle Spell (1), Fall to Pieces (2), Sorcerous Prodigy (3), Persistence of Undeath (4), Unliving Hide (5), Spell Timing (6), Curse of Spite (7), Revert Location (8), Mystic Theurge (9), Augmented Damage Reduction (10), Damage Resistance (11), Quicken Spell-Kaelik (12), Arcane Mastery (13), Spell Focus Necromancy (14), Negative Energy Infusion (T15), Greater Spell Focus Necromancy (16) |
Environment: | Whatever |
Organization: | Unique |
Challenge Rating: | 16 |
Treasure: | - |
Alignment: | Neutral Evil |
Advancement: | Yep |
Level Adjustment: | — |
Who dares disturb my slumber?
Sup, not quite a lich. Close enough. I am made of tough, and spells.
Languages: Common, Abyssal, Draconic, Infernal.
Contents
Special Attacks[edit]
Curse of Spite (Su): As a standard action you may deliver bestow curse at a range of 30 ft however the duration is 1 round/level, any creature which succeed it save is immune to Curse of Spite for 24 hours. If the target has spited you directly while you were alive, it take a -2 penalty to it save and the duration is permanent as normal.
Natural Weapons (Ex): A ghede possesses two claw attacks which deal 1d4 damage.
Command Undead (Su): DC 31, 14/day, out to a 30 ft radius. As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Sorcerous Prodigy: 6: Twice per day, you may cast a spell from your spell list without it being known to you; you still expend all resources necessary for the casting of this spell.
Special Qualities[edit]
Arcane Mastery: You can take 10 on caster level checks (as if the caster level check was a skill check). You can use this feat even while under stress.
Martial Training (Ex): Ghede are proficient in all simple and martial weapons, and all armor and shields (except tower shields). When taking a class with a d8 HD normally they instead gain +1 extra hp. When taking a class with a d10 normally, they instead gain +2 extra hp. When taking a class with a d12 normally, they instead gain +4 extra hp.
Oracle Curse (Accursed): You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses.
However, you gain a +4 bonus to all saving throws against curse effects.
At 5th level, add ill omen to your list of spells known
At 10th level, add greater brand to your list of spells known
Oracle Mystery (Bones): cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th). I have 3 revelations. They are as follows.
Armor of Bones (Su, AC +8): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you Damage Reduction 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Bleeding Wounds (Su, bleed 3): Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.
Undead Servitude (Su, 14/day): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.
Past Life Skills (Ex) (Concentration, Spellcraft): Choose two skills (excluding Use Magic Device). These two skills become class skills, and you receive a +2 circumstance bonus on both as a result of the memory of your previous life.
SR 26
Turn Resistance +4: If they are commanded via rebuke undead, control lasts for 1 day/level.
Undead Traits (Ex): As an undead, ghede are immune to poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, fatigue, and exhaustion. They are not immune to mind-affecting effects. They are healed by negative energy (such as an inflict spell) and harmed by positive energy (such as a cure spell). They are not at risk of death from massive damage, but when reduced to 0 hp or less they are destroyed. They may be raised and resurrected normally, which curiously brings back the undead ghede rather than the original being they were. In fact, the original being the ghede was spawned from may be raised and resurrected on their own (provided they can do so without the body since the ghede took it) with no harm to the ghede's existence. They are counted as separate beings with different lives and personalities.
The ghede use Charisma in place for any Constitution based effects, including Fortitude saves, Concentration checks, and save DCs. They do not add it to their hp however. A ghede receives d12s for HD regardless of character class (but see Martial Training above). As an undead they do not breathe, eat, or sleep. In spite of this, many ghede still try to eat and sleep, or at least mime such actions, as it brings a sense of comfort and sensation of being alive.
Undead do not naturally attack the ghede, as they are one of their own. Of course, the undead may still attack if provoked, ordered to, or are capable of thought and free will themselves.
Unliving Hide (currently 4 undead feats): You gain a Natural Armor Bonus equal to 2 + half the amount of [Undead] feats you have, however it is halved if you wear any armor.
Spells[edit]
All spell DCs are 10 + 1/2 + stat, or DC 31, 33 for necromancy. Assumed Ascended Progression for Oracle below but haven't added to feats yet.
Oracle Spellcasting (CL 16th, effective class level 15th) (Unlimited/6+4+1/6+3+1/6+3+1/6+3+1/6+3+1/6+2+1/4+2+1/-/-): 0th-amanuensisSpC, create water, detect magic, guidance, light, mending, read magic, repel liquid, stabilizePF*, summon rope of spidersilk; 1st-cause fear*, command, doom, inflict light wounds*, murderous commandPF, protection from evil, resurgenceSpC, touch of bloodlettingPF, updraftSpC; 2nd-desecrate*, divine insightSpC, false life*, ill omenPF, inflict moderate wounds*, pilfering handSpC, punish the kind, sound burst, wave of griefSpC; 3rd-animate dead*, blindsightSpC, dark seeker, disruption sphere*, downdraftSpC, inflict serious wounds*, mass resist energySpC; 4th-assay spell resistanceSpC, delay deathSpC, fear*, greater brandPF, inflict critical wounds*, moon bolt*SpC, revenanceSpC; 5th-gravehorde, lich's touch*, mass inflict light wounds*, slay living.
*Added to list due to class/bonus spells known/feats.
Sorcerer Spellcasting (CL 16th, effective class level 14th) (Unlimited/7+4/6+3/6+3/6+3/6+3/5+2/3+2/-/-): 0th-caltropsSpC, dancing lights, launch itemSpC, mage hand, message, prestidigitation, silent portalSpC, spook, sonic snapSpC, touch of fatigue; 1st-benign transpositionSpC, inhibitSpC, possessed hand, ray of clumsinessSpC, ray of enfeeblement, true castingCM, true strike; 2nd-brow gasherPF, cloud of bewildermentSpC, forcefield, force ladderSpC, phantasmal assailantsSpC, mass snake's swiftness#SpC, witchslap; 3rd-dehydrate#SpC, great thunderclapSpC, ray of exhaustion, shrink item, slow, tiny hut; 4th-dimension door, enervation, greater mirror imagePHBII, orb of fireSpC, tendrils of the hylozoth#; 5th-greater blinkSpC, overland flight, skeletal overgrowth, viscid globSpC.
(Spells to look out for: Freedom of Movement, Deathball, Clockstopper, Frozen Blizzard (Druid 5), Superior Mage Armor, Hurricane Disc, Spectral Vanish, Blood Melt, Skull Cough, Remove Limb, Temporal Stasis.)
Items[edit]
Allows endless Lesser, 6 Medium, and 3 Greater Items. I can attune 8.
#1 (Medium, Cloak of Spell Resistance): This enhancement provides protection from baleful magic, giving the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements.
#2 (Medium, Robes of Fire Immunity): You gain Immunity to one form of energy (chosen when the armor is enchanted). This does not give you weakness to any other forms of energy.
#3 (Greater, Mask of Superior Clarity): The wearer of this item is psychically protected from divinations and mental intrusion, benefiting from a constant Mind Blank effect as per the spell.
#4 (Lesser, Amulet of Counterspelling): This enhancement provides protection from arcane energies. As an Immediate action the user may attempt to counter a spell cast against them. This requires a character level check (D20+Char level) with a DC of 10+Caster level of the spell. If successful the spell is countered. Using this item is taxing to the wearer, and they are Staggered for one round after successfully countering a spell. Once expended the item requires 1 hour to recharge before it can be used again.
#6 (Lesser, Enveloping Pit): Under 15k, as the SpC item.
#7 (Lesser, Ring of Bound Health): 50 hp. Under 15k.
#8 (Minor Artifact, Statuette of Balakarde): +10 insight to craft and perform, +2 luck bonus to dexterity and charisma.
GEAR
(Lesser, Wand of Stolen Breath): 15 charges per day, casts the spell stolen breathSpC.
(Lesser, Dispelling Scythe w/ Wand Chamber): A weapon of dispelling destroys magic. Anything struck that fails a Willpower Save is targeted by a targeted dispel magic, with a dispelling check of d20 + wielder’s character level (no cap).
The Wand Chamber is holding the Wand of Stolen Breath.
(Medium, Mask of Clarity):' A creature wearing an item with this enhancement is resistant to mental influence. If the wearer is affected by any Mind Affecting effects at the start of its turn it may make another saving throw to end each of these effects.
(Medium, X): X
(Medium, X): X
(Medium, X): X
(Greater, X): X
(Greater, X): X
LOOT
Ointment of True Seeing x1
Statuette of Balakarde: +10 insight to craft and perform, +2 luck bonus to dexterity and charisma.
Notes and Changelog[edit]
Notes[edit]
Alternative Item Bonus Progression is basically Scaling Benefits. At 12th: +4 Dex/+4 Cha/+2 Str/+2 Wis, +4 resistance, +4 weapon enhance, +4 armor enhance, +4 shield enhance, +2 natural enhance, +2 deflection.
AC is actually usually 53(54) (+13 armor, +4 deflection, +1 dodge haste, +10 dex, +7 natural, +9 shield). The spells in question is forcefield and my bone armor. I am told Forcefield's "untyped" shield stacks with Alt Item Progression's enhancement shield.
Always Hasted, so +30 ft.
Feats are gained every level, but 1, 3, 6, etc are "tome" feats.
About Metamagic; it doesn't increase spell level but it is still capped by your max spell level, as if it did.
Per Rad: Another thing, in Tome, if you get +2 to a base saving throw multiple times via multiclassing or prcing or something, it becomes a +1 each time. (Unfortunately this mean Will is 2 lower.)
Kaelik's Quicken Spell: You may choose to cast a spell that normally takes a standard action as a swift action, or you may choose to cast a spell that normally takes a full round action as a standard action. The first use increases the ML by +4. The second by +2.
Subtle Spell: Still: You may remove any somatic components from the list of components of a spell. This increases the ML by +1.
Silent: You may remove any verbal components from the list of components of a spell. This increases the ML by +1.
Eschew Materials: You can cast any spell that has a material component costing 1 gp or less without needing that component.
Negative Energy Infusion: Negative: You can modify any spell that deals energy damage to deal half its damage as Negative energy rather than its usual type. This increases the ML by +1.
Drain: You can modify any spell that deals energy damage to deal half its damage as Negative energy rather than its usual type, and to cause any living creature damaged by it to gain 1 Negative level. No creature can gain more than one Negative Level from this spell per casting. This increases the ML by +2.
Spell Timing: Twin: You get two for the price of one. You may choose to have a spell go off twice immediately with the same everything. This increases the ML by +3.
Repeat: You get one now and one later for the price of one. A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. This increases the ML by +2.
Delay: You can choose to have a spell go off anywhere from one to five rounds later. The spell must have a target of personal, touch, or an area effect. This increases the ML by +1
Changelog[edit]
- Everything else! Done!
- Adding Oracle stuff.
- Finishing up tome feat selection.
- Due to reasons, seems I come immune to Acid.
- Apparently Kaelik Sorcerer can pick one cleric or druid spell per level. I will mark them with a #.
- Spellllllssssssss..... I need more spells!
- Applied classes, working between class features/spells/feats.
- Base ability arrangement: 10, 16, 8 (N/A), 12, 14, 18. +5 to all due to wishes per requirements. +3 Cha from leveling.
- Setting up basic stuff. Thinking going Kaelik Sorcerer 3/Oracle 8. Basically Sorc, but at Wiz progression of spells. Implication appears to be to do the same for Oracle progression, fine by me.
- Created. Poking about. Gotta find some suitable classes to mix and match. Mystic Theurge feat will pop in for T9.
Mid-Game Notes[edit]
-
Oops[edit]
Add the following spells...
ORACLE: (+2 5th lvl, +5 6th level, +3 7th lvl) 4-Repel Vermin, 5-Shun Aberration, 6-Deathball, 6-Harm, 6*-Heal, 6*-Circle of Death, 6*-Mass Inflict Moderate Wounds, 7*-Mass Inflict Serious Wounds, 7-Abolishing Flame, 7*-Degenerate, 7*-Control Undead
SORCERER: (+1 1st lvl, +3 5th lvl, +6 6th lvl, +5 7th lvl, +3 7th lvl) 1*-Chaos Blaze, 2-Spectral Hand, 3-Babble, 3-Firestar, 4-Ruin Delver's Fortune, 4-Thunderlance, 5-Frozen Blizzard#, 5-Cloudkill, 6-Clockstopper, 6-Disintegrate, 6-Ruby Ray of Reversal, 6-Lithos Shield#, 6-Spectral Vanish, 7-Crashing Lightning#, 7-Ironguard, 7-Rain of Fireballs, 7-Grasping Hand
Gain the following class features...
Gain the following feats...
Gain +3 mediums, +3 greater. Still only attune 8.
Stats are now +6/+6/+4/+4/+2/+2, +1 add resistance, +1 add attack, +3 add armor, +1 add shield, +2 add deflect, +2 add natural armor, gain DR 5/bludgeoning, bleeding wounds 3 +3 BAB, +2 Fort/Ref/Will