Dalkon's d20 System Stat Blocks

Where in all of your character write ups will go.
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Gabriel Herrol
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Re: Dalkon's d20 System Stat Blocks

Post by Gabriel Herrol »

Ah okay! I was really wondering what was going on! Thanks :)
Haven't you lot ever seen a feller with an armload of woman before?
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DalkonCledwin
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Dark Prince Brainstorm & Notes

Post by DalkonCledwin »

Dark Prince
Premise: A long time ago a dark fairy dwelled in a dark forest that rose up near a castle in Scotland. Now, centuries later, her descendant has been forcibly entered into a tournament hosted at that same castle, one which could very easily see him killed. A tournament which has awakened his dark fey heritage.
Required Inclusions:
- Harry Potter must discover that he is descended from the Dark Fairy, Maleficent.
- Harry must somehow acquire at least some of Maleficent’s knowledge (probably through a form of inheritance known as a Sorcerous Bloodline Trait).
- Through said process, Harry must awaken his Dark Fairy heritage.
- Harry must find a ‘Dark Queen’ and must be paired with her.
Forbidden Things:
- Harry being romantically involved with a male character.
- Harry discovering his heritage any earlier than 4th year.
- Harry joining Voldemort.
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DalkonCledwin
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Harry Potter / The MCs / Dark Prince

Post by DalkonCledwin »

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Harry James Potter
Age: 14 / Height: 5' 8" / Weight: 170 lbs
Hair Color: Black / Eye Color: Green
Male elfmarked human
sorcerer (crossblooded, wildblooded) 8/ranger*/Marshal 1
NG Medium humanoid (elf, human)


Init +1; Senses low-light vision; Perception +6
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Defense
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AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
hp 46 (8d6+12)
Fort +2, Ref +3, Will +7; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 defending silver dagger -3 (1d4/19-20)
Special Attacks favored enemy (humans +2), fey fascination, mythic power (5/day, surge +1d6)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 8th; concentration +13)
. . 3rd (6/day [DC 18])—dispel magic, summon monster III
. . 2nd (7/day [DC 17])—greater detect magic[UI], flaming sphere, hideous laughter, invisibility, pilfering hand[UC], shadow jump
. . 1st (8/day [DC 16])—break[APG], entangle, mage armor, magic missile[M], shield
. . 0 (at will [DC 15])—dancing lights, detect magic, flare, mending, message, prestidigitation, read magic
. . Bloodline Arcane, Dark fey
. . M mythic spell
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Statistics
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Str 10, Dex 13, Con 10, Int 16, Wis 12, Cha 20
Base Atk +4; CMB +4; CMD 15
Feats Brew Potion ~ Wizarding, Eschew Materials, Iron Will, Mythic Spell Lore[M], Nemesis
Traits ascendant recollection, orphaned, prophesied
Skills Bluff +15, Diplomacy +10 (+8 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +11 vs. anyone who know your reputation), Disguise +6, Fly +9, Intimidate +5 (+6 vs. anyone who know your reputation), Knowledge (arcana) +12, Knowledge (dungeoneering) +11, Knowledge (nature) +12, Perception +6, Perform (oratory) +13, Profession (cook) +12, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +14, Stealth +6, Survival +2; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Elvish, English, Latin, Old Norse, Parseltongue
SQ affirmation: good, arcane bond (holly wand), bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (+2 DC for curse subschool spells), elf blood, legendary item[MA], legendary power, legendary surge, mythic bond, pride, rally[MA], status, track +4, undetectable, woodland stride
Combat Gear holly wand; Other Gear +1 defending silver dagger, - legendary item (Cloak of Death) -[MA], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 24,657 galleons
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Special Abilities
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Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Arcane Bond (Holly Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Dark Fey (Ex) +2 to save DCs from spells of the Curse subschool.
Dark Fey +2 to save DC of spells with the curse subtype.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Fey Fascination (8/day, DC 19) (Su) Target in 30' must make saving throw or be fascinated.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Status: 11 Social standing in Midgard society.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +4 Add the listed bonus to Survival checks made to track.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Cloak of Death
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Base Item: Cloak of Elvenkind When this plain gray cloak is worn with the hood drawn up over the head, it grants the wearer (or up to three eleven year old human wearers) a +5 competence bonus on their Stealth checks.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of Legendary Power can be expended only to activate a Legendary Item's abilities. If the item's bearer isn't bonded to the item, she can expend it's Legendary Power only to use the Legendary Surge ability.
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar on page 170. The Legendary Surge ability allows the wielder to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use their surge die type in place of the d6. If they are bonded to the item, they can increase that die type by one step.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
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Homeland & Childhood
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Homeland: Non-Elven Town or Village
Parents: Both Dead
Siblings: None
Circumstances of Birth: Prophesied
Parents Profession: Order of the Phoenix Members
Childhood: Death in the Family
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Adolescence & Training
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Training: Awakened Moment
Influential Associate: The Mentor
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Moral Conflicts, Relationships & Drawbacks
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Moral Conflict: Minor Theft
Subject of Moral Conflict: The Dursley Family
Motivation: Pressured or Manipulated
Resolution: No Guilt
Romantic Relationships: No Experience
Companions: Best Friends
Drawback: Pride
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Contacts
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Albus Dumbledore: Trust 4, Risk 2
Rubeus Hagrid: Trust 5, Risk 2
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Relationships
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Arthur & Molly Weasley: Friendly 9, Parental Figures
Dancia Malfoy: Competitive 15, Schoolyard Rival
Hermione Granger: Friendly 15, Honorary Sibling
The Marauders: Friendly 17, Honorary Uncles
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Codes of Honor
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Chivalry: Base 28, Current 58

----------------------------------------
Build Comments: This was built using an approximation of Everyman Gaming's "Hogwarts Wizards and How to Build Them" article, and is why the Brew Potion feat is listed with a 'Wizarding' designation, as this version of the feat can be taken by characters who are at first level instead of having them need to wait till 3rd level before taking it.
Last edited by DalkonCledwin on Thu Dec 12, 2019 4:36 pm, edited 4 times in total.
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DalkonCledwin
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Dancia Malfoy / The MCs / Dark Prince

Post by DalkonCledwin »

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Dancia Alya Malfoy
Age: 14 / Height: 5' 4" / Weight: 140 lbs
Hair Color: White / Eye Color: Blue
Female imperious human
arcanist (white mage) 8/bard*
CG Medium humanoid (human)

Init +2; Senses Perception +9
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Defense
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AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 shield)
hp 42 (8d6+8)
Fort +3, Ref +4, Will +7
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Offense
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Speed 30 ft.
Melee +1 distracting silver dagger -2 (1d4/19-20)
Special Attacks arcane reservoir (4/11), arcanist exploits (bloodline development [arcane][ACG], force strike[ACG], quick study[ACG]), bardic performance 10 rounds/day (inspire competence +3, inspire courage +2), consume spells
Arcanist (White Mage) Spells Prepared (CL 8th; concentration +12)
. . 4th (3/day [DC 18])—ice storm
. . 3rd (5/day [DC 17])—air geyser[ACG], fireball
. . 2nd (5/day [DC 16])—adoration[UC], flaming sphere, flurry of snowballs
. . 1st (5/day [DC 15])—flare burst[APG], mage armor, magic missile, shield, snowball[UW]
. . 0 (at will [DC 14])—acid splash, daze, detect magic, flare, light, prestidigitation, ray of frost, read magic
. . Bloodline Arcane
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Statistics
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Str 12, Dex 14, Con 12, Int 19, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Brew Potion ~ Wizarding, Prosperity And Pride
Traits influence, militia veteran (any town or village), oathbound
Skills Appraise +4 (+6 while in a settlement the size of a large city or smaller), Bluff +12, Diplomacy +4 (+6 while in a settlement the size of a large city or smaller), Fly +13, Knowledge (arcana) +19, Knowledge (dungeoneering) +8, Knowledge (history) +19, Knowledge (nobility) +19, Perception +9, Ride +14, Sense Motive +15, Spellcraft +15; Racial Modifiers +2 Sense Motive
Languages Bulgarian, English, French, Latin, Old Norse
SQ affirmation: chaotic, affirmation: good, arcane bond (hawthorn wand), bardic knowledge +4, hedonistic, imperious human[ARG], silver tongued[ARG], spontaneous healing, status
Combat Gear hawthorn wand; Other Gear +1 distracting silver dagger, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, hireling, hireling, 24,657 galleons
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls.
Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Arcane Bond (Hawthorn Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Reservoir +1 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Force Strike (1d4+8 force damage) (Su) Use 1 reservoir, deal force dam to 1 foe in 30 ft, as magic missile.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trait with eye for talent.
Prosperity and Pride Gain a bonus on Appraise and Diplomacy while in a large city or smaller settlement.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.
Status: 8 Social standing in Midgard society.
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Homeland & Childhood
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Homeland: Town or Village
Parents: Both Alive
Siblings: None
Circumstances of Birth: Noble Birth
Parents Profession: Death Eaters
Nobility: Gentry
Childhood: Inheritance
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Adolescence & Training
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Influential Associate: The Relative
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Moral Conflicts, Relationships & Drawbacks
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Moral Conflict: Seducer
Subject of Moral Conflict: Harry Potter
Motivation: Pleasure
Resolution: No Guilt
Romantic Relationships: One Significant Relationship
Companions: From the Same Hometown or Region
Drawback: Pleasure
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Contacts
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Severus Snape: Trust 3, Risk 2
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Relationships
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Lucius & Narcissa Malfoy: Friendly 35, Parents
Harry Potter: Competitive 15, Schoolyard Rival
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Codes of Honor
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General: Base 22, Current 37

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Gregory Goyle
Human adept 5/fighter*
CN Medium humanoid (human)

Init +1; Senses Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (5d6+10)
Fort +3, Ref +2, Will +5 (+1 vs. fear)
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Offense
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Speed 30 ft.
Adept Spells Prepared (CL 5th; concentration +6)
. . 2nd ([DC 13])—bull's strength
. . 1st ([DC 12])—burning hands, cause fear, cure light wounds
. . 0 (at will [DC 11])—purify food and drink, read magic, stabilize
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Statistics
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Str 22, Dex 12, Con 14, Int 8, Wis 13, Cha 10
Base Atk +2; CMB +8; CMD 19
Feats Allied Spellcaster[APG], Brew Potion ~ Wizarding, Call Out
Skills Heal +9, Intimidate +5, Spellcraft +7
Languages English
SQ affirmation: chaotic, status
Other Gear 3,000 gp
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Call Out Standard Action: Intimidate hostile foe in 30', success initiates a duel.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Status: 4 Social standing in Midgard society.
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Vincent Crabbe
Human adept 5/barbarian*
CN Medium humanoid (human)

Init +1; Senses Perception +3
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Defense
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AC 9, touch 9, flat-footed 8 (+1 Dex, -2 rage)
hp 32 (5d6+15)
Fort +4, Ref +2, Will +9
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Offense
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Speed 30 ft.
Special Attacks rage (6 rounds/day)
Adept Spells Prepared (CL 5th; concentration +8)
. . 2nd ([DC 15])—bull's strength, cure moderate wounds
. . 1st ([DC 14])—burning hands, cause fear, detect good
. . 0 (at will [DC 13])—light, mending, read magic
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Statistics
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Str 23, Dex 12, Con 17, Int 8, Wis 17, Cha 10
Base Atk +2; CMB +7; CMD 17
Feats Allied Spellcaster[APG], Brew Potion ~ Wizarding, Power Attack
Skills Intimidate +5, Spellcraft +7, Survival +11
Languages English
SQ affirmation: chaotic, status
Other Gear 3,000 gp
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls.2
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Status: 3 Social standing in Midgard society.
Last edited by DalkonCledwin on Thu Dec 12, 2019 4:28 pm, edited 3 times in total.
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DalkonCledwin
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Fleur Delacour / The MCs / Dark Prince

Post by DalkonCledwin »

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Fleur Isabelle Delacour
Age: 17 / Height: 5' 7" / Weight: 110 lbs
Hair Color: Blonde / Eye Color: Blue
Female veela bloodrager 13/bard*
LG Medium humanoid (veela)

Init +10; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 26, touch 17, flat-footed 24 (+8 armor, +3 deflection, +2 Dex, +2 enhancement, +1 natural)
hp 108 (13d10+26)
Fort +9, Ref +6, Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, blurring movement, improved uncanny dodge; DR 3/—
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Offense
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Speed 40 ft.
Melee +3 defending dueling silver dagger +15/+10/+5 (1d4+1/19-20) or
. . 2 claws +10 (1d4+1)
Special Attacks bardic performance 18 rounds/day (move action; inspire competence +4, inspire courage +3), blood casting, confusing critical, greater bloodrage (29 rounds/day), leaping charger
Bloodrager Spells Known (CL 13th; concentration +18)
. . 4th (2/day [DC 19])—confusion, controlled fireball[UI]
. . 3rd (2/day [DC 18])—fireball, firestream[ARG], fly, force punch[UM], haste
. . 2nd (3/day [DC 17])—burning gaze[APG], fire breath[APG], flaming sphere, hideous laughter, pyrotechnics, scorching ray
. . 1st (5/day [DC 16])—break[APG], burning hands, ear-piercing scream[UM], endure elements, entangle, firebelly, flare burst[APG]
. . Bloodline Fey
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Statistics
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Str 12, Dex 14, Con 12, Int 14, Wis 10, Cha 21
Base Atk +13; CMB +14 (+16 disarm); CMD 29 (31 vs. disarm)
Feats Brew Potion ~ Wizarding, Eschew Materials, Improved Initiative, Intimidating Prowess, Mocking Dance[UC], Mother's Gift: Hag Claws[ARG], Persuasive, Step Up
Traits gifted adept, oathbound, rich parents
Skills Acrobatics +18 (+22 to jump), Bluff +5 (+7 to Feint), Diplomacy +22 (+20 vs. creatures of a different race or culture), Handle Animal +18, Intimidate +26, Knowledge (arcana) +24, Linguistics +5, Perform (dance) +18, Sense Motive +0 (-2 vs. creatures of a different race or culture), Spellcraft +18, Swim +17
Languages Veelan, English, French, Goblin, Giantish, Old Norse, Latin
SQ affirmation: good, affirmation: lawful, bardic knowledge +6, fast movement, object of desire[ARG], quickling bloodrage, status, versatile performance (dance), xenophobic
Combat Gear rosewood wand; Other Gear +5 glamered leaf armor[ISWG], +3 defending dueling silver dagger, ring of protection +3, 47,478 galleons
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Special Abilities
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Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Affirmation: Lawful You can spend a lawful affirmation to gain a +4 bonus to AC against a single attack. You must choose to spend this affirmation before the attack roll is made.
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Bardic Performance (move action, 18 rounds/day) Your performances can create magical effects.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (29 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Blurring Movement (Su) When raging, if move 10 ft gain blur for 1 rd.
Confusing Critical (DC 17) (Su) When raging, critical hit confuses foe for 1 rd (Will neg).
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >= 17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Leaping Charger (Su) When raging, ignore difficult terrain when charging.
Mocking Dance When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking an attack of opportunity, or move your full speed and provoke an attack of opportunity. You cannot end this move in a space where you threaten an enemy. If you do move, you gain a +2 bonus on the performance combat check.
Object of Desire +1 Caster Level for Charm Person and Charm Monster.
Quickling Bloodrage (Sp) When bloodraging, gain the effects of haste.
Status: 7 Social standing in Midgard society.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Versatile Performance (Dance) +18 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture.
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Homeland & Childhood
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Homeland: Town or Village
Parents: Both Alive
Siblings: 1 (Gabrielle Delacour)
Circumstances of Birth: Heir to a Legacy
Parents Profession: Tradespeople
Childhood: Met a Fantastic Creature
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Adolescence & Training
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Influential Associate: The Relative
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Moral Conflicts, Relationships & Drawbacks
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Moral Conflict: Minor Failure
Subject of Moral Conflict: She Insulted Gabrielle's Hero
Motivation: Jealousy
Resolution: Sincere Regret
Romantic Relationships: No Experience
Companions: Family
Drawback: Xenophobia
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Contacts
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Madam Maxime: Trust 4, Risk 2
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Relationships
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Apolline & Jacques Delacour: Friendly 35, Parents
Gabrielle Delacour: Friendly 20, Sibling
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Codes of Honor
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General: Base 34, Current 49
Last edited by DalkonCledwin on Thu Dec 12, 2019 8:28 am, edited 2 times in total.
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Hannah Abbott / The MCs / Dark Prince

Post by DalkonCledwin »

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Hannah Aurora Abbott
Age: 14 / Height: 5' 7" / Weight: 125 lbs
Hair Color: Blonde / Eye Color: Amber
Female aasimar
royal (gifted) 8/cleric*/Archmage 1
NG Medium outsider (native)

Init +1; Senses greater arcane sight, darkvision 60 ft.; Perception +16
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Defense
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AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 shield)
hp 62 (8d8+19)
Fort +4, Ref +3, Will +9; +4 morale vs. spells from arcane spellcasters
Defensive Abilities fortification 50%, hard to kill, magical; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +2 cunning silver dagger +0 (1d4+1/19-20)
Special Attacks channel positive energy 6/day (DC 16, 1d6), mythic power (5/day, surge +1d6), wild arcana[MA]
Spell-Like Abilities (CL 8th; concentration +13)
. . 1/day—daylight
Royal (Gifted) Spells Known (CL 8th; concentration +13)
. . 3rd (3/day [DC 18])—air geyser[ACG], fly, matchmaker[UI], summon monster III
. . 2nd (5/day [DC 17])—adoration[UC], burning gaze[APG], daze monster, extreme flexibility[ACG], glitterdust
. . 1st (6/day [DC 16])—mage armor[M], magic missile, peacebond[UC], protection from evil, protection from evil, shield
. . 0 (at will [DC 15])—detect magic, detect poison, haunted fey aspect[UC], mage hand, message, read magic
. . M mythic spell
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Statistics
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Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 20
Base Atk +6; CMB +6; CMD 17
Feats Allied Spellcaster[APG], Brew Potion ~ Wizarding, Craft Wondrous Item, Mythic Spell Lore[M]
Traits kin guardian, life of toil, militia veteran (any town or village)
Skills Artistry (criticism) +12, Bluff +16, Diplomacy +18 (+16 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +15, Knowledge (arcana) +13, Knowledge (nature) +13, Linguistics +7, Perception +16, Sense Motive +14 (+12 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +13 (+17 to craft magical item), Survival +15; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Elvish, Sylvan, English, Latin, French
SQ adoration, affirmation: good, alternate destiny (arcane), blessed (+3, 5 allies, 30 ft.), blessed gifts 20%, bonded object (Apple Wood Wand), domain (love[APG]), pride, rapid preparation[MA], scion of humanity[ARG], status, wild empathy +13
Combat Gear apple wood wand; Other Gear +2 cunning silver dagger, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 14,657 galleons
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Special Abilities
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Adoration (6/day, DC 17) (Su) Target must save or lose one attack against you.
Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Blessed (+3, 5 allies, 30 ft.) (Su) Grant ally or allies morale bonus to attack, AC, saves, or skill checks.
Blessed Gifts 20% (Ex) Costs of crafting wondrous items reduced.
Bonded Object (Apple Wood Wand) (Sp) Your bonded object stores your spells.
Cleric Channel Positive Energy 1d6 (6/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Love)
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fortification 50% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Magical (5/day) (Su) Roll twice taking better result of saves vs. spells.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rapid Preparation (Su) Prepare all spells in 15 min, fill 1 slot in 1 min or use 1 power to do so as a swift action.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Status: 8 Social standing in Midgard society.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Homeland & Childhood
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Homeland: Town or Village
Parents: Mother Alive
Siblings: 1 (Jamison Abbott)
Circumstances of Birth: Middle-Class
Parents Profession: Tradespeople
Childhood: Death in the Family
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Adolescence & Training
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Influential Associate: The Confidante
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Moral Conflicts, Relationships & Drawbacks
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Moral Conflict: Humiliation
Subject of Moral Conflict: Harry Potter
Motivation: Pressured or Manipulated
Resolution: Secret Regret
Romantic Relationships: No Experience
Companions: Best Friends
Drawback: Loyalty
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Contacts
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Amelia Bones: Trust 5, Risk 3
Pomona Sprout: Trust 3, Risk 2
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Relationships
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Jamison Abbott: Friendly 30, Sibling
Jeanette Abbott: Friendly 35, Mother
Susan Bones: Friendly 25, Best Friend
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Codes of Honor
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Chivalry: Base 28, Current 43

----------------------------------------
Build Comments: The Royal Class comes from a 3rd Party supplement by a company named "Playground Adventures."
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Hermione Granger / The SCs / Dark Prince

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Hermione Jean Granger - CR 5 (Worth 1,600 XP)
Age: 14 / Height: 5' 4" / Weight: 140 lbs
Hair Color: Brown / Eye Color: Brown
Female human wizard 6/monk*
LG Medium humanoid (human)

Init -1; Senses Perception +7
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Defense
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AC 17, touch 9, flat-footed 17 (+4 armor, -1 Dex, +4 shield)
hp 23 (6d6)
Fort +2, Ref +1, Will +6
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Offense
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Speed 30 ft.
Melee unarmed strike -3 (1d8+1)
Special Attacks hand of the apprentice (7/day)
Wizard Spells Prepared (CL 6th; concentration +10)
. . 3rd—dispel magic, explosive runes, fireball (DC 17)
. . 2nd—euphoric cloud[ACG] (DC 16), knock, pilfering hand[UC], planetarium
. . 1st—burning hands (DC 15), mage armor, shield
. . 0 (at will)—detect magic, light, mage hand, read magic
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Statistics
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Str 14, Dex 8, Con 10, Int 18, Wis 12, Cha 13
Base Atk +3; CMB +9; CMD 18
Feats Allied Spellcaster[APG], Brew Potion ~ Wizarding, Brilliant Spell Preparation[UI], Improved Unarmed Strike, Knowledge Is Power, Spell Focus (transmutation)
Skills Artistry (criticism) +13, Diplomacy +7, Intimidate +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (history) +13, Perception +7, Spellcraft +13, Stealth +5, Swim +8
Languages English, French, Latin, Old Norse, Trade Tongue
SQ affirmation: good, affirmation: lawful, arcane bond (vinewood wand), status
Combat Gear vinewood wand; Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, scholar's outfit, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 4,624 galleons
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Special Abilities
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Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Affirmation: Lawful You can spend a lawful affirmation to gain a +4 bonus to AC against a single attack. You must choose to spend this affirmation before the attack roll is made.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Bond (Vinewood Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Brilliant Spell Preparation (Slot Reserved, Wizard, 1st Level) Prepare spells faster in a reserved slot
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Status: 4 Social standing in Midgard society.
Last edited by DalkonCledwin on Thu Dec 12, 2019 2:33 pm, edited 2 times in total.
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Ron Weasley / The SCs / Dark Prince

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Ronald Bilius 'Ron' Weasley - CR 4 (Worth 1,200 XP)
Age: 14 / Height: 5' 11" / Weight: 185 lbs
Hair Color: Ginger / Eye Color: Canonically They're Blue
Male human sorcerer (mongrel mage) 5/cavalier*
LG Medium humanoid (human)

Init -1; Senses Perception +1
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Defense
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AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 25 (5d6+5)
Fort +1, Ref +0, Will +5
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Offense
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Speed 30 ft.
Special Attacks challenge 1/day (+3 damage, glorious challenges build with each declared)
Sorcerer (Mongrel Mage) Spells Known (CL 5th; concentration +8)
. . 2nd (5/day)—communal ant haul[UC], anticipate thoughts[OA] (DC 15)
. . 1st (7/day)—identify, mage armor, magic missile, mudball[ARG] (DC 14)
. . 0 (at will)—detect magic, prestidigitation, puff of smoke (DC 13), read magic, root[UM], spark[APG] (DC 13)
. . Bloodline Arcane
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Statistics
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Str 8, Dex 9, Con 10, Int 11, Wis 12, Cha 16
Base Atk +2; CMB +1; CMD 10
Feats Brew Potion ~ Wizarding, Eschew Materials, Quick Draw, Throw Anything
Skills Artistry (criticism) +8, Fly +7, Knowledge (religion) +8, Lore (Chess) +8, Spellcraft +8
Languages English
SQ affirmation: good, affirmation: lawful, arcane bond (willow wand), bloodline arcana (+1 DC for metamagic spells that increase spell level), glorious challenge, metamagic adept (1/day), mongrel reservoir (3 rounds), order (order of the flame), status
Combat Gear willow wand; Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, scholar's outfit, soap, spell component pouch, torch (10), trail rations (5), waterskin, 94 galleons
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Special Abilities
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Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Affirmation: Lawful You can spend a lawful affirmation to gain a +4 bonus to AC against a single attack. You must choose to spend this affirmation before the attack roll is made.
Arcane Bond (Willow Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flame's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, can issue glorious challenge.
Glorious Challenge If drop challenged foe, free challenge vs. new foe in 15 ft with stacking -2 AC & +2 dam.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Mongrel Reservoir (8/day) (Su) New weak bloodline each day. As a swift action, use points to empower.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Status: 5 Social standing in Midgard society.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Last edited by DalkonCledwin on Thu Dec 12, 2019 2:32 pm, edited 2 times in total.
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Prof. Dumbledore / The SCs / Dark Prince

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Albus Percival Wulfric Brian Dumbledore - CR 21 (Worth 409,600 XP)
Age: 113+ / Height: 5' 11" / Weight: 168 lbs
Hair Color: Silver / Eye Color: Blue
Male venerable human
arcanist (eldritch font) 19/alchemist*/Archmage 5
CG Medium humanoid (human)

Init +5; Senses Perception +22
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Defense
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AC 23, touch 14, flat-footed 23 (+5 armor, +4 deflection, +4 shield)
hp 103 (19d6+34)
Fort +11, Ref +10, Will +18
Defensive Abilities hard to kill, mythic saving throws; Immune fear, poison; SR 18
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Offense
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Speed 30 ft.
Ranged bomb +1 (10d6 fire)
Special Attacks arcane reservoir (10/22), arcanist exploits (counterspell[ACG], dimensional slide[ACG], familiar[ACG], greater counterspell[ACG], obfuscated spellcasting, potent magic[ACG], see magic[ACG]), bomb 18/day (10d6 fire, DC 28), consume spells, mythic power (13/day, surge +1d8)
Arcanist Spell-Like Abilities (CL 19th; concentration +28)
. . At will—detect magic
Arcanist (Eldritch Font) Spells Prepared (CL 19th; concentration +28)
. . 9th (5/day [DC 28])—summon monster IX
. . 8th (6/day [DC 27])—power word stun, sunburst
. . 7th (6/day [DC 26])—delayed blast fireball
. . 6th (6/day [DC 25])—chains of fire[ARG], greater dispel magic
. . 5th (7/day [DC 24])—break enchantment, create mindscape[OA], wall of stone
. . 4th (7/day [DC 23])—ball lightning[APG], controlled fireball[UI], dimension door
. . 3rd (7/day [DC 22])—arcane sight, aura sight[ACG], dispel magic
. . 2nd (7/day [DC 21])—arcane lock, greater detect magic[UI], flurry of snowballs, pilfering hand[UC]
. . 1st (8/day [DC 20])—feather fall, mage armor, magic missile, shield
. . 0 (at will [DC 19])—dancing lights, detect magic, disrupt undead, flare, mage hand, message, prestidigitation, read magic
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Statistics
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Str 8, Dex 10, Con 12, Int 28, Wis 16, Cha 17
Base Atk +9; CMB +8; CMD 22
Feats Allied Spellcaster[APG], Antagonize[UM], Brew Potion ~ Wizarding, Brilliant Spell Preparation[UI], Dual Path[M], Extra Path Ability[M], Improved Familiar[M], Skill Focus (Craft [alchemy]), Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft)
Skills Bluff +22, Craft (alchemy) +37 (+56 to create alchemical items), Diplomacy +22, Fly +22, Intimidate +22 (+23 (1/day)), Knowledge (arcana) +37, Knowledge (local) +31, Knowledge (nobility) +31, Linguistics +31, Perception +22, Ride +19, Sense Motive +22, Spellcraft +37, Stealth +19, Use Magic Device +25; Racial Modifiers intimidating language, gnomish spell
Languages Aklo, Aklo (aboleth), Bulgarian, Druidic (he found someone to teach it to him), Dwarvish, Elder Thing, Elemental (air), Elemental (earth), Elemental (fire), Elemental (protean), Elemental (water), Elvish, Elvish (sylvan), Elvish (treant), English, Enochian, French, Gnomish, Goblin, Latin, Northern Tongue, Northern Tongue (sasquatch), Old Norse, Parseltongue, Polyglot, Rue-thothka (minotaur), Sahaugin, Shadowtongue, Japanese
SQ affirmation: chaotic, affirmation: good, alchemy (alchemy crafting +19), amazing initiative, arcane surge[MA], competent caster[MA], deep understanding[MA], eldritch surge, fearless[MA], greater surge, improved surge, legendary item[MA], legendary power, legendary surge, longevity[MA], loyalty[MA], mutagen (+4/-2, +2 natural armor, 190 minutes), mythic bond, poison use, rally[MA], recuperation, status, unyielding
Combat Gear - legendary item/The Elder Wand -[MA], robe of the archmagi (white); Other Gear ring of protection +4, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, noble's outfit, occult reference material[OA], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 15,824 galleons
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Special Abilities
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+1 Intimidate (1/day) (Ex) +1 Intimidate 1/day
Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls.
Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Alchemy +19 (Su) +19 to Craft (Alchemy) to create alchemical items, can id potions with alchemy.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Antagonize Use Diplomacy or Intimidate to goad creatures
Arcane Reservoir +2 DC or CL (22/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Bomb 10d6 (18/day, DC 28) (Su) Thrown Splash Weapon deals 10d6 fire damage.
Brilliant Spell Preparation (Slot Reserved, Arcanist [Eldritch Font], 7th Level) Prepare spells faster in a reserved slot
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Counterspell (Su) Use 1 reservoir as an immediate action, counter with spell 1 level higher or same spell at +5 bonus.
Deep Understanding (Ex) Auto-ID spells cast in 60 feet you could cast. Detect magic always IDs non-artifacts.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (190 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eldritch Surge (Su) Become fatigued to add 2 to spell DC and caster level, or +2 arcanist level for exploit.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Gnomish Spell (1/day) (Ex) +1 DC of illusions or enchantment spells 1/day.
Greater Counterspell (Su) Counterspell exploit only needs equal level spell when countering.
Greater Surge Use greater surge to force creature to reroll save vs. exploit or spell.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources.
Immunity to Poison You are immune to poison.
Improved Familiar [Mythic] Familiar's abilities improve based on mythic tier.
Improved Surge (Su) Use eldritch surge to reroll spell or exploit attack or damage.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Loyalty (Base Score 22) (Ex) Gain Leadership. Affect your cohort as additional ally with marshal's order if withing 100 ft.
Mutagen (DC 28) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 190 minutes.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Obfuscated Spellcasting (Su) Use 1 reservoir, add 2x CL to DC to ID cast spell, on fail believe it was another spell.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
See Magic (Su) Can detect magic at will. Use 1 reservoir to skip exam time for 1 min.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (18) You have Spell Resistance.
Status: 5 Social standing in Midgard society.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
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The Elder Wand
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Flexible Bond The bonded creature can lend this item out with full utility to other creatures. As a standard action, the bonded creature can grant a temporary bond to a number of creatures equal to or less than his mythic tier. These creatures can be mythic or non-mythic. A creature with a temporary bond can fully utilize an items legendary abilities, and if he has mythic power of his own, he can expend it to utilize the item's legendary abilities that require mythic power use (including it's legendary surge). This bond ends when the primary bonded creature wills it, or when the primary bonded creature stops being the primary bonded creature.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. This power has been modified by the Flexible Bond power (see above).
Legendary Surge (+1d6 to Attack Rolls - All, Initiative Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar on page 170.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Powerful An item with this power has two additional uses of Legendary Power per day. This can be taken up to three times, but as of yet has only been taken once.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Last edited by DalkonCledwin on Thu Dec 12, 2019 4:31 pm, edited 2 times in total.
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Voldemort / Villains / Dark Prince

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Voldemort (Tom Riddle) - CR 21/MR 8 (Worth 409,600 XP)
Age: 68 / Height: 5' 11" / Weight: 185 lbs
Hair Color: Bald / Eye Color: White
Male human mythic lich
sorcerer (crossblooded) 15/bard*
CE Medium undead (augmented humanoid, human, mythic)

Init +0; Senses darkvision 60 ft., spell perception; Perception +10
Aura fear (60 ft., DC 34)
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Defense
--------------------
AC 30, touch 10, flat-footed 30 (+16 natural, +4 shield)
hp 254 (15d6+199)
Fort +14, Ref +5, Will +9; +4 racial bonus vs. poison
Defensive Abilities channel resistance +12, creeping paralysis, rejuvenation; DR 15/bludgeoning, 15/epic, 15/magic; Immune cold, electricity, polymorph, undead traits; Resist snakeskin; SR 35
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Offense
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Speed 30 ft.
Melee touch +8 (1d8+7 negative energy plus paralyzing touch)
Special Attacks bardic performance 24 rounds/day (move action; inspire competence +5, inspire courage +3), immediate counterspell, mythic power (8/day, surge +1d10), mythic spells, paralyzing touch (DC 34)
Bloodline Spell-Like Abilities (CL 15th; concentration +24)
. . At will—serpentfriend
Sorcerer (Crossblooded) Spells Known (CL 15th; concentration +24)
. . 7th (5/day [DC 26])—finger of death[M], greater teleport
. . 6th (7/day [DC 25])—greater dispel magic, geas/quest, mage's decree[UI], mass suggestion, true seeing
. . 5th (8/day [DC 24])—mass charm person[UI], dominate person[M], fire snake[M,APG], overland flight
. . 4th (8/day [DC 23])—animate dead, bestow curse, confusion[M], detonate[APG], dimension door[M]
. . 3rd (8/day [DC 22])—deep slumber[M], dispel magic[M], inflict pain[OA], summon monster III (reptiles only)
. . 2nd (8/day [DC 21])—acid arrow, boiling blood[UM], demand offering[OA], invisibility, pilfering hand[UC]
. . 1st (9/day [DC 20])—alarm, discern next of kin[ACG], hypnotism, magic missile, shield
. . 0 (at will [DC 19])—dancing lights, daze, detect magic, flare, message, prestidigitation, read magic, shadow blindness
. . Bloodline Arcane, Serpentine
. . M mythic spell
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Statistics
--------------------
Str 12, Dex 10, Con —, Int 16, Wis 14, Cha 29
Base Atk +7; CMB +8; CMD 18
Feats Arcane Blast[APG], Believer's Boon[ACG], Brew Potion ~ Wizarding, Craft Wondrous Item, Deceitful[M], Disruptive, Eschew Materials, Maximize Surge[M], Mythic Spell Lore[M], Persuasive[M], Potent Surge[M]
Skills Bluff +32, Diplomacy +32, Disguise +13, Escape Artist +4, Fly +10, Intimidate +13, Knowledge (arcana) +27, Knowledge (nobility) +25, Knowledge (planes) +20, Knowledge (religion) +20, Perception +10, Perform (oratory) +24, Sense Motive +29, Spellcraft +20, Stealth +25; Racial Modifiers +8 Perception, +10 Sense Motive, +8 Stealth
Languages Bulgarian, English, Latin, Parseltongue
SQ affirmation: chaotic, affirmation: evil, arcane bond (yew wand), augmented spellcasting, bardic knowledge +7, bloodline arcana (+1 DC for metamagic spells that increase spell level), lore master 1/day, mythic phylactery, new arcana, spellkiller, status, versatile performance (oratory)
Combat Gear yew wand; Other Gear robe of arcane heritage[APG], 11,000 galleons
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls.
Affirmation: Evil You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inflict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desires.
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Bond (Yew Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augmented Spellcasting (Arcane Surge) (Su) You gain the chosen ability.
Bardic Knowledge +7 (Ex) Add +7 to all knowledge skill checks.
Bardic Performance (move action, 24 rounds/day) Your performances can create magical effects.
Believer's Boon Domain (Spellkiller Inquisition) Deities: Yig (And Others).
- Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Channel Resistance +12 +12 bonus to save vs. Channel Energy.
Creeping Paralysis (Su) Foes touching or hitting with non-reach weapon are affected by paralyzing touch.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deceitful [Mythic] Use 1 power to treat your roll for Bluff or Disguise as a natural 20.
Disruptive +4 DC to cast defensively for those you threaten.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fear Aura (DC 34) Foes in 60 ft are frightened (below 5 HD) or shaken for 15 rds (Will neg).
Immediate Counterspell (Su) As an immediate action, use 1 power to counterspell without readied action.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Maximize Surge [Mythic, 1/day] Use 2 power to treat surge as though rolled max result.
Mythic Phylactery (Su) Phylactery can't be harmed by non-mythic sources. At Rank 8+ can only be destroyed 1 way.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spells (2/day) (Su) Cast a Mythic spell without using any mythic power.
New Arcana - level (4) (Ex) Add 1 spell to your list of spells known
Paralyzing Touch (1d8+7 negative energy dam, DC 34) Touched foe takes damage & permanent paralysis (Fort part). Seems dead unless examined.
Persuasive [Mythic] Use 1 power to treat your roll for Diplomacy or Intimidate as a natural 20.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Rejuvenation (Su) Liches can return after a few days.
Serpentfriend (At will) (Ex) Speak with Animals (reptilian) at will.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Snakeskin (+3 AC, +4 save vs. poison, Escape Artist) (Ex) You gain +3 natural AC, +4 save vs. poison, +4 Escape Artist.
Spell Perception (Su) Auto know what spell is cast in 60 ft and can pinpoint the caster.
Spell Resistance (35) You have Spell Resistance.
Spellkiller (+2 Sacred, DC 12) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Status: 11 Social standing in Midgard society.
Surge (1d10) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Touch (DC 26) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Perception DC 20 or Heal DC 15.
Undead Traits Undead have many immunities.
Versatile Performance (Oratory) +24 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks.

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Build Comments: Make no mistake, this is arguably the most dangerous version of Voldemort I've ever built. Voldemort is a Mythic Rank 8 character, meaning his "Phylactery" can only be destroyed in a single predetermined way. In this case, it is actually multiple Phylacteries (Horcruxes) that each have to be dealt with independently before he can be taken down once and for all.
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Bellatrix Lestrange / Villains / Dark Prince

Post by DalkonCledwin »

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Bellatrix Lestrange - CR 12 (Worth 19,200 XP)
Age: 43 / Height: 5' 7" / Weight: 155 lbs
Hair Color: Black / Eye Color: Green
Female middle-aged imperious human
witch 13/rogue*
CE Medium humanoid (human)

Init +1; Senses Perception +14
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 35 (13d6-13)
Fort +3, Ref +5, Will +9
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee icicle wand (cl 7th) +5/+0 (1d4-1/19-20 plus 1d6 cold) or
. . 2 claws -1 (1d3-2)
Special Attacks hexes (agony[APG], cackle[APG], child-scent[UM], evil eye[APG], nails[UM], tongues[APG], ward[APG]), sneak attack +2d6
Witch Spells Prepared (CL 13th; concentration +18)
. . 7th ([DC 22])—mass inflict pain[OA]
. . 6th ([DC 21])—greater heroism, slay living
. . 5th ([DC 20])—baleful polymorph, break enchantment, curse of disgust[UM], deceitful veneer[UI]
. . 4th ([DC 19])—greater aggressive thundercloud[ACG], black tentacles, crushing despair, dimension door, sadomasochism
. . 3rd ([DC 18])—aura sight[ACG], aversion[OA], bestow curse, gloomblind bolts[ARG], howling agony[UM]
. . 2nd ([DC 17])—adoration[UC], boiling blood[UM], cure moderate wounds, death knell, detect thoughts
. . 1st ([DC 16])—bless, comprehend languages, delusional pride[UM], mage armor, nauseating dart[ACG], unprepared combatant[UM]
. . 0 (at will [DC 15])—daze, detect magic, message, read magic
. . Patron Ancestors
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Statistics
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Str 7, Dex 12, Con 9, Int 21, Wis 13, Cha 15
Base Atk +6; CMB +4; CMD 15
Feats Accursed Hex[UM], Antagonize[UM], Barroom Brawler[ACG], Brew Potion ~ Wizarding
Skills Acrobatics +14, Artistry (criticism) +21, Bluff +17, Diplomacy +4, Intimidate +18, Knowledge (arcana) +21, Knowledge (nobility) +18, Perception +14, Sense Motive +16, Spellcraft +21, Stealth +14; Racial Modifiers +2 Sense Motive
Languages Bulgarian, English, French, Goblin, Latin, Old Norse
SQ affirmation: chaotic, affirmation: evil, imperious human[ARG], silver tongued[ARG], status, trapfinding +6, witch's familiar (raven named Arcane Familiar)
Combat Gear icicle wand (cl 7th); Other Gear 6,950 galleons
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls.
Affirmation: Evil You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inflict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desires.
Agony (13 rounds, DC 21) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Antagonize Use Diplomacy or Intimidate to goad creatures
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Child-Scent (Ex) The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evil Eye -4 (8 rounds, DC 21) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trait with eye for talent.
Nails (Ex) The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch). These attacks are secondary attacks. If trimmed, the witch's nails regrow to their normal size in 1d4 days.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Status: 4 Social standing in Midgard society.
Tongues (13 minutes/day) (Su) Understand spoken and speak any language, as tongues.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Last edited by DalkonCledwin on Thu Dec 12, 2019 2:34 pm, edited 1 time in total.
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Typical DE / Mooks / Dark Prince

Post by DalkonCledwin »

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Typical Death Eaters - CR 12 (Worth 19,200 XP)
Gender Varies imperious human
adept 12/aristocrat 2/sorcerer*
NE Medium humanoid (human)

Init +1; Senses Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 65 (14 HD; 12d6+2d8+14)
Fort +5, Ref +5, Will +15
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Offense
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Speed 30 ft.
Adept Spells Prepared (CL 12th; concentration +16)
. . 4th ([DC 18])—wall of fire
. . 3rd ([DC 17])—bestow curse, daylight, lightning bolt
. . 2nd ([DC 16])—cure moderate wounds, darkness, invisibility, scorching ray
. . 1st ([DC 15])—burning hands, cause fear, detect good, protection from good
. . 0 (at will [DC 14])—detect magic, mending, read magic
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Statistics
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Str 10, Dex 13, Con 12, Int 10, Wis 18, Cha 14
Base Atk +7; CMB +7; CMD 18
Feats Allied Spellcaster[APG], Arcane Vendetta[ISWG], Brew Potion ~ Wizarding, Combat Casting, Cosmopolitan[APG]
Skills Bluff +11, Diplomacy +11, Intimidate +8, Knowledge (arcana) +10, Knowledge (nobility) +15, Sense Motive +6, Spellcraft +17; Racial Modifiers +2 Sense Motive
Languages English, French, Latin
SQ affirmation: evil, arcane bond (assorted wands), bloodline (arcane), imperious human[ARG], metamagic adept (3/day), silver tongued[ARG], status
Combat Gear assorted wands; Other Gear 34,800 galleons
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Special Abilities
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Affirmation: Evil You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inflict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desires.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Bond (Assorted Wands) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Metamagic Adept (3/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Status: 4 Social standing in Midgard society.
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Typical OotP Member / Mooks / Dark Prince

Post by DalkonCledwin »

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Typical Order Member - CR 12 (Worth 19,200 XP)
Gender Varies versatile human
adept 12/commoner 2/sorcerer*
NG Medium humanoid (human)

Init +0; Senses Perception +5
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Defense
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AC 10, touch 10, flat-footed 10
hp 103 (14d6+54)
Fort +7, Ref +4, Will +13
DR 10/adamantine (120 points)
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Offense
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Speed 30 ft.
Adept Spells Prepared (CL 12th; concentration +17)
. . 4th ([DC 19])—stoneskin
. . 3rd ([DC 18])—cure serious wounds, daylight, lightning bolt
. . 2nd ([DC 17])—aid, bull's strength, cure moderate wounds, delay poison
. . 1st ([DC 16])—bless, burning hands, command, cure light wounds, detect evil
. . 0 (at will [DC 15])—detect magic, read magic, stabilize
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Statistics
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Str 8, Dex 10, Con 16, Int 12, Wis 20, Cha 13
Base Atk +7; CMB +6; CMD 16
Feats Allied Spellcaster[APG], Barroom Brawler[ACG], Brew Potion ~ Wizarding, Combat Reflexes, Improved Counterspell
Skills Handle Animal +7, Heal +13, Knowledge (arcana) +11, Knowledge (local) +11, Profession (clerk) +11, Profession (Other (Usually Farming)) +11, Spellcraft +18
Languages English, Latin
SQ affirmation: good, arcane bond (assorted wands), bloodline (arcane), metamagic adept (3/day), status, versatile human[ARG]
Combat Gear assorted wands; Other Gear 6,000 galleons
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Special Abilities
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Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Bond (Assorted Wands) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/adamantine [120 points]) You have Damage Reduction against all except Adamantine attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Metamagic Adept (3/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Status: 3 Social standing in Midgard society.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
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Nesting Mother / Fantastic Beasts / Dark Prince

Post by DalkonCledwin »

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Nesting Mother Dragon - CR 13 (Worth 25,600 XP)
Female hungarian horntail
CE Huge dragon (fire)

Init +4; Senses dragon senses, smoke vision; Perception +20
Aura frightful presence (150 ft., DC 19)
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Defense
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AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
hp 172 (15d12+75)
Fort +14, Ref +9, Will +13
DR 5/magic; Immune fire, paralysis, sleep; SR 24
Weaknesses vulnerability to cold
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Offense
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Speed 40 ft., fly 200 ft. (poor)
Melee bite +22 (2d8+13), 2 claws +22 (2d6+9), tail slap +20 (2d6+13), 2 wings +20 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft cone, 10d10 fire, Reflex DC 22 half), crush (Small creatures, DC 22, 2d8+13)
Spell-Like Abilities (CL 15th; concentration +17)
. . At will—detect magic, pyrotechnics (DC 14)
Sorcerer Spells Known (CL 5th; concentration +7)
. . 2nd (5/day)—invisibility, resist energy
. . 1st (7/day)—grease, magic missile, shield, true strike
. . 0 (at will)—arcane mark, light, mage hand, message, prestidigitation, read magic
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Statistics
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Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Base Atk +15; CMB +26; CMD 36 (40 vs. trip)
Feats Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Acrobatics +0 (+4 to jump), Appraise +20, Bluff +20, Fly +10, Intimidate +20, Perception +20, Sense Motive +20, Spellcraft +20, Stealth +10
Languages (can't speak) Common, Draconic, Parseltongue
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Ecology
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Environment warm mountains
Organization solitary
Treasure triple
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Special Abilities
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Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (50-ft cone, 10d10 fire, Reflex DC 22 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Crush (Small creatures, 2d8+13, DC 22) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Fly (200 feet, Poor) You can fly!
Frightful Presence (150 ft., 5d6 rounds, DC 19) Those in area of effect become frightened or shaken (Will neg.)
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smoke Vision (Ex) Vision is not hindered by smoky conditions.
Spell Resistance (24) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

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Build Comments: So yeah, no real use hiding it, this is basically just a Young Adult Red Dragon with a different name and an inability to speak. You will note, the First Task isn't a challenge where the Champions are expected to legitimately try and fight their dragons, that would be suicidal even for a Seventh Year.
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Trigon as a Demon Lord in Pathfinder

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Lord Trigon
- Demon Lord Titles: Trigon the Terrible, Trigon the Ravager, Skath, Ddrez, Lucifer (Sic), Satan (Sic), The Devil (Sic), Master Trigon, King Trigon
- Position: Demon Lord of Power, Fire, World Domination, Devastation & Tyranny
- Holy symbol: Four sharp, glowing, red eyes
- Alignment: Chaotic Neutral
- Cleric alignments: Chaotic Good, Chaotic Neutral, Chaotic Evil, True Neutral
- Portfolio: Conquest, Pyromaniacs, Tyrants, Senseless Destruction, War
- Domains: Chaos, Death, Destruction, Fire, War
-- Subdomains: Arson, Blood, Demon, Murder, Rage
- Allies: Belial, Ruskoff & Suge, all of whom are his sons but predate the “Six Sons of Trigon.”
- Enemies: Etrigan, Merlin, Raven & the “Six Sons of Trigon”
- Neutral Relations: Ares, Darkseid & Darkseid’s Minions
- Favored weapon: Quarterstaves
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- Appearance: Trigon is a red skinned, hoofed humanoid. His presence towers over anything beneath him, and he can grow in size at whim. Trigon's eyes are sharp and slanted inwards, and they glow red or yellow with power. His hair is white, and he wears metallic bracers on his arms.
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- Realm: Varies, but usually either Azarath or the dimension beyond the Great Door of Azarath.
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- Backstory: Trigon is a God among gods. His birth was a massacre, his sixth birthday saw the end of a planet. His youth brought countless worlds under his reign of fire and blood. Throughout his life, he has been known to impregnate women to sire heirs with the sole intent of furthering himself. The most powerful, Raven, was sired to provide him a portal, through which he destroyed Raven's chosen world. This action freed Trigon from his imprisonment, which Raven had reduced him to previously. After his return, his daughter surprised him with her power, and she managed to all but obliterate her father. Still, though, he has not been destroyed. He is merely waiting...
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- Dogma, clergy and temples: Followers of Trigon are usually promised power in return for their service, though Trigon is not known to keep his word. The ultimate goal of a follower of Trigon is to bring him to full power. Followers of Trigon are known as Cultists of Blood. There are no churches or temples of Trigon. There are some secret areas, full of lava and fire, at which worship and communication will occur. These are less temples, and more small regions over which Trigon rules.
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- Tenets: Trigon doesn’t really have any tenets beyond the furthering of his own mad ambition to conquer the entire cosmos. He has been known to reward those who help him achieve his goals, or who conquer a significant chunk of their world in his name.
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- Deity's Anti-Paladin Code: An Anti-Paladin in Service to Trigon is expected to further the goals of his Demonic Lord whenever and wherever possible, and also to establish a tyrannical rule over as large a number of subjects as possible, at the earliest available opportunity.
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- Mortal Affairs: The leader of the Church of Blood is a man known as Sebastian Blood IX, or Brother Blood. This man is the most likely individual to succeed in summoning Trigon to the realm inhabited by his daughter without the assistance of said daughter. Failing that, there also seems to be some relationship between Trigon and the villain known as Slade Wilson. It has also been implied that the Lazarus Pits belonging to the League of Assassins have some form of connection to Trigon.
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- Allies and enemies: Trigon has made himself an enemy to any of his children who possess a mortal mother due to the fact that he tends to use those children as a gateway into their world through which he can conquer the reality they inhabit. He is also known to have an amicable relationship with both the war god Ares and the galactic conqueror known as Darkseid, in the sense that they aren’t actively interfering with his ambitions. However, it should be noted that even they would become his enemies if he decided to interfere with their own agendas. In fact, Trigon’s only decent relationships are with those of his sons who are full blooded demons like himself.
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- Special Note: While it is technically possible to be a Chaotic Good cleric of this Demon Lord, it is really difficult to follow through with that notion. In fact, the only reason Trigon qualifies as a Chaotic Neutral entity is because he’s the closest thing DC Comics has to a legitimate Great Old One, who are almost universally defined by their Chaotic Neutral natures.
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