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Kawanzaa-bot
Artificer 9 / Druidic Avenger 1 / Risen Martyr 0 (ECL 10)
Race: Human
Alignment: NG | Size: M
Patron Deity: Dad
Abilities Str 22 +6 | Dex 16 +3 | Con - +0 | Int 16 +3 | Wis 12 +1 | Cha 14 +2 | AP 10

Defense

AC: 21 / Touch: 13, Flatfooted: 18
(+8 armor, +3 Dex)

HP: 84 (Bloodied 42) / HD: 10d12

Initiative: +3 / Speed: 30'

Fort: 8 / Reflex: 9 / Will: 14

+1 vs spells and spell-like abilities

Attacks

  • Huge Club (Cross) +12/+7 / 2d6+9 / 20x2 / b / 10'
  • +1 Composite Str(+6) Longbow +9/+4 / 1d8+7 / 20x3 / p / 110'
  • Touch +12 Ranged Touch +9

Space/Reach: 5 ft./5 ft. Base Attack: +6/+1

Feats

General

  • 1st Nymph's Kiss (BoED, 44)
    Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
  • Hum Nimbus of Light (BoED, 44)
    Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.
  • 3rd Monkey Grip (CW, 103)
    Take -2 to hit to use a weapon up to 1 size category larger without an increase in the amount of effort.
  • Af4 Extraordinary Artisan (ECS, 53)
    When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.
  • 6th Extend Spell (PHB, 94)
    An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
  • Af8 Legendary Artisan (ECS, 56)
    When determining your XP cost for creating any magic item, reduce the base cost by 25%.
  • 9th Persistant Spell (CAr, 81)
    Spells with a fi xed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don’t need to maintain concentration on persistent detect spells (such as detect magic or detect thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. A persistent spell uses up a spell slot six levels higher than the spell’s actual level.

Item Creation

  • Scribe Scroll
  • Brew Potion
  • Craft Wonderous Item
  • Craft Homunculus
  • Craft Magic Arms and Armor
  • Craft Wand
  • Craft Rod

Skills

Languages: Celestial, Common, Elf

Special Abilities

Artificer

  • Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
  • Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
  • Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
  • Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.
  • Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

Druidic Avenger

  • Fast Movement (Ex): A druidic avenger’s base land speed is faster than the norm for her race by 10 feet. This ability is identical to the barbarian ability of the same name.
  • Rage (Ex): He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class once a day.
  • Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). The druid rolls 1d20 and adds her druid level and her Charisma modifier -4 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Risen Martyr

  • Spiritual Body (Ex): When a martyr rises as a 0-level risen martyr, he takes on a corporeal spirit form. His creature type changes to deathless (see Chapter 8: Monsters), and he gains the features and traits of the deathless type.
  • Deathless:
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
—Not subject to extra damage from critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Unlike undead, deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy.
—Immunity to any effect that requires a Fortitude save, except for energy drain attacks (unless the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead or reincarnate spells or abilities. Resurrection and true resurrection can affect deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
—Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
—Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the “evil elemental or undead” line in the detect evil spell description when deathless are in the area of a detect good spell. Deathless are healed by disrupt undead and damaged by unholy water, as undead are damaged by disrupt undead and damaged by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures—including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire—do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
—Deathless do not breathe, eat, or sleep.