Drinking & Dragons

Difference between revisions of "Wild:PC/Brilla"

From Drinking and Dragons
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* '''MW Rapier +4''' / 1d6 / 18-20x2 / p
* '''MW Rapier +4''' / 1d6 / 18-20x2 / p
* '''Longbow +5''' / 1d8 / 20x3 / b
* '''Longbow +5''' / 1d8 / 20x3 / b
* '''Eldritch Blast +5 touch''' / 1d6 / 20x2 / non-typed (SR)
* '''Eldritch Blast +5 touch''' / 2d6 / 20x2 / non-typed (SR)
** ''Sickening Blast'' Fort 17 or sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 minute.
** ''Sickening Blast'' Fort 17 or sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 minute.



Revision as of 15:43, 10 September 2009


Brilla.jpg
Quick links
- Logsheet - Personality Profile -
- Build - Island -
- Vestiges - Invocations -

Binder 1 / Warlock 2 / Invocative Pactmaster 2 (ECL 7)
Race: Karsite
Alignment: CG | Size: M
Patron Deity: Ancestral Worship
Abilities
Str 11 +0 | Dex 14 +2 | Con 20 +5 | Int 12 +1 | Wis 8 -1 | Cha 21 +5
DP: 5 AP: 8

Defense

AC: 19 / Touch: 12, Flatfooted: 17
(+2 Dex, +5 armor, +2 shield)

HP: 46 / HD: 8+4d6(2,3,2,6)+25

DR: 5/magic

Initiative: +2 / Speed: 30' land

Fort: 8 / Reflex: 3 / Will: 3

SR: 15

Attacks

  • MW Rapier +4 / 1d6 / 18-20x2 / p
  • Longbow +5 / 1d8 / 20x3 / b
  • Eldritch Blast +5 touch / 2d6 / 20x2 / non-typed (SR)
    • Sickening Blast Fort 17 or sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 minute.
  • Touch +3 / Ranged Touch +5

Space/Reach: 5 ft./5 ft. Base Attack: +3

Feats

  • Hu: Sudden Ability Focus (ToM, p74)
    Once per day, you can increase the save DC of any special ability you have—including the special abilities granted by a vestige—by 2. You can still use the Ability Focus feat normally if you have it, and the DC increases stack. You must declare the use of this feat before you use the ability. A continuous-use ability (such as a gaze attack) can benefit from this feat for only 1 round.
  • 1st: Improved Binding (ToM, p74)
    Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
  • D1: Master Debater
    +2 to influence and concentration.
  • 3rd: Expel Vestige (ToM, p73)
    Once per day, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel the vestige before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the vestige, you take a –10 penalty on your next binding check with any vestige, and apply the same penalty on your binding check the next time you summon the vestige you expelled.

Skills

  • Acrobatics +3 (1 rank)
  • Animals +5
  • Athletics +1 (1 ranks)
  • Concentration +12 (5 ranks; +2 feat)
  • Craft +1
  • Deception +10/+21 (5 ranks; +6 unnamed invocation [bluff]; +5 competence [bluff/innuendo])
  • Heal -1
  • Influence +20/+25 (7 ranks; +6 unnamed invocation; +2 feat; +5 competence [diplomacy])
  • Inspect +1
  • Knowledge [nobility] +9 (auto 8 ranks)
  • Knowledge [planes] +9 (8 ranks)
  • Legerdemain +2
  • Linguistics +1
  • Mechanics +2
  • Notice +0 (1 ranks)
  • Perform +5/+10 (0 ranks; +5 competence [vocal only])
  • Profession [captain] +7 (auto 8 ranks)
  • Spellcraft +3 (2 rank)
  • Stealth +2
  • Streetwise -1
  • Survival -1
  • Use Magic Device +6 (1 rank)

Languages: Common, Giant, Infernal

Special Abilities

Racial

  • Weapon Proficiency: Karsites are proficient with light and medium armor, and with martial weapons.
  • Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use spell-like abilities, psionic powers, and magic items normally.
  • Damage Reduction: A karsite has damage reduction 5/magic.
  • Spell Resistance: A karsite’s spell resistance equals 10 + his class levels. [15]
  • Magic Draining Attacks (Su): A karsite’s melee attacks can weaken a foe’s magic armor, weapon, or shield. If a creature struck in melee by a karsite fails a Will save (DC 10 + Cha modifier) [15], one of the combat-oriented magic items (armor, shield, or weapon) in its possession is suppressed for 1 round. If a karsite knows a particular weapon, armor, or shield in his foe’s possession is magical, he can choose to drain that item, provided that he can see it. Otherwise, the item is chosen randomly. Drained items still detect as magical, but the magic appears suppressed. The save DC is Charisma-based.
  • Spell Healing (Su): Whenever a karsite’s spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level. Thus, if a 7th-level spell failed to penetrate a karsite’s spell resistance, he would heal 14 points of damage.

Binder

  • Soul Binding (Su) [+8]: Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table 1–1 (ToM p11). You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table 1–1, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49, ToM). You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige’s presence changes your general demeanour, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier. [16]

Warlock

  • Eldritch Blast (Sp) [2d6]: The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2. See page 303 of the Monster Manual.

  • Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defences, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:

A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier [15 + spell level]. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1–1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.

At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details.

  • Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Invocative Pactmaster

  • Soul Binding Bonus: +2 At each Invocative Pactmaster level, your soul binding ability improves as if you had also gained a level in the binder class. Your Invocative Pactmaster levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.
  • Invocations: +2 At each level except for 3 and 7, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast). You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an Invocative Pactmaster, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Plot

  • Flower Child: Your ancestor shines her blessing on you (kind of creepily). +5 to next binding check for Camille; can expel (w/o feat) your current vestige & rebind to Camille as a 1 round action for this once. You also gain one free, unlimited, use of Expel, as the feat is written.