Thief of Words
Archivist for Hire
Race: Demon-Possessed, Devilbound Time Dragon
Sex: Female
Alignment: Neutral Selfish (Neutral Evil)
Classing: Dragon 3, Wizard 1, Souleater 2, Diabolist 2, Demoniac 2
Patron/Deity: Shivaska, Haagenti, Szuriel. What? Girl has to have hobbies.
Appearance: [Work in progress]
Background: Your character's story up until their binding into the servitude of The Court?
Koan: "Oh, I don't mind waiting. I've got all the time in the worlds."
For Determining total Stats:
http://www.d20pfsrd.com/basics-ability-scores/ability-scores
For those of monstrous races:
Take the stats of the base monster you have chosen for your "race", subtract 10, these are your initial modifiers. If your race has an intelligence of 3 or lower, ignore that. Using the provided table those with a CR 1-4, use Epic Fantasy, CR 5-7, use High Fantasy, 8-10, Standard, and 11+, Low.
STR: 26
DEX: 16
CON: 22
INT: 22
WIS: 16
CHA: 22
HP: 3d12 + 2d8 + 5d6
Base Attack Bonus: 6
Initiative Modifier: 4
Fort: 5
Will: 7
Ref: 5
Feat List:
Damned
Iron Will
Demonic Obedience
Combat Casting
Scribe Scroll
Craft Magic Arms and Armor
Craft Wonderous Item
Brew Potion
Scribe Scroll
Demonic Obedience
Iron Will
Languages:
Draconic, Abyssal, Infernal, ???
Skills:
Appraise 5 3
Bluff 10 3
Climb 1 3
Craft (alchemy) 5 3
Craft (Weapons) 10 3
Craft ( Armor) 5 3
Craft (???)
Diplomacy 7 3
Fly 5 3
Heal 1 3
Intimidate 7 3
Knowledge (Arcana) : 10 3
Knowledge (Dungeoneering) 1 3
Knowledge (Engineering) 8 3
Knowledge (Geography) 1 3
Knowledge (History) 10 3
Knowledge (Local) 1 3
Knowledge (Nature) 1 3
Knowledge (Nobility) 1 3
Knowledge (Planes) 10 3
Knowledge (Religion) 7 3
Linguistics 5 3
Perception 5 3
Profession 1 3
Sense Motive 1 3
Spellcraft 7 3
Stealth 5 3
Survival 1 3
Swim 1 3
Use Magic Device. 1 3
Spell List:
Wizard
Cantrips
- All of them
Level 1 Spell
- All of them
Level 2 Spell
- All of them
Level 3 Spell
- All of them
Class Abilities:
Wizard
- Arcane Bond:
Her greatsword
- Arcane School:
Void Elemental Scholl
- Cantrips
Soul Eater
- Damned (Ex)
Starting at 1st level, when a souleater dies, her patron instantly claims her soul. In time, the soul is consumed for its power or transformed into a daemon appropriate to the patron’s needs and interests. Any character attempting to resurrect a slain souleater must succeed at a caster level check equal to 10 + the souleater’s level or the spell fails. That character cannot attempt to resurrect the souleater again until the following day, though other characters can attempt to do so if they please.
- Cacodaemon Familiar (Ex)
At 1st level, the souleater gains a cacodaemon familiar, as if she had the Improved Familiar feat. If the souleater already has a familiar, the cacodaemon devours it (which does not penalize the souleater). The souleater counts as an evil outsider for the purpose of utilizing cacodaemon soul gems.
- Daemonic Patron (Ex)
At 1st level, a souleater must choose one of the Four Horsemen to serve as her patron. Once made, this choice cannot be changed.
Soul Pool (Su)
- At 2nd level, a souleater gains a pool of soul points, stolen life energy she can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when the souleater uses her energy drain ability on a suitable target. A souleater gains 1 soul point for each negative level bestowed by her energy drain, but only if the target’s soul qualifies as at least an “animal spirit” with Hit Dice equal to or greater than the souleater’s class level, a “basic soul,” or something more powerful/notable (see The Soul Trade). The maximum number of soul points a souleater can have in her pool is equal to 1/2 her class level plus her spellcasting ability modifier; any points above this are wasted. Note that soul points are fragments of souls and do not prevent a slain creature from being raised.
A souleater can use soul points for the following:
Item Creation: A souleater can use soul points as part of crafting magic items, as described in the Using Souls sidebar. Each counts as a basic soul toward this purpose.
Recharge staff: This works like recharging a staff in the normal manner, but instead of spell slots, the souleater expends soul points equal to the spell level needed.
Recover Spell Slot: As a full-round action, a souleater can expend soul points equal to twice the spell level of a cast spell or used spell slot in order to regain that spell or slot as if it had not been cast (similar to using a pearl of power, except it also works for spontaneous casters).
Replace Familiar: A souleater can replace her slain cacodaemon familiar at any time by spending 1 hour and 10 soul points in a specialized ritual.
Demoniac
- Damned
- Demonic Mark (Ex)
A demoniac bears the sign of his chosen demon lord as a tattoo-like brand somewhere on his body. Once per day, a demoniac can call upon the profane power of this mark to power a spell as he casts it. Doing so causes the spell to gain the chaotic and evil descriptors, and causes the spell not be expended as it is cast, allowing the demoniac to cast the spell again at a later point in the day.
- Obedience (Ex)
In order to maintain the abilities gained from this prestige class (including all spellcasting abilities that have been augmented by this prestige class), a demoniac must indulge in a daily obedience to his chosen demon lord. This ceremony is incorporated into whatever method the demoniac uses to regain spellcasting abilities (such as praying to a demon lord, meditating, or studying a spellbook).
- Energumen (Su)
Once per day at 2nd level, a demoniac can open his soul to a demonic spirit as a free action. This spirit possesses the demoniac for a number of rounds equal to his demoniac level, granting a +2 profane bonus to one ability score of the demoniac’s choice.
Diabolist
- Damned
When a diabolist is killed, her soul is instantly sent to Hell. Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist's level or her spell fails. That character cannot attempt to resurrect the diabolist again until the following day, though other characters can attempt as they please.
- Imp Companion
A diabolist forms a close bond with a particular imp, similar to a druid's bond with an animal companion. The imp is loyal to the diabolist (though ultimately loyal to Hell). The imp companion's abilities, feats, Hit Dice, and skills advance as the diabolist advances in level (see sidebar). If the imp is slain or the diabolist release it from her service, she may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself.
- Infernal Charisma
A diabolist gains a +2 bonus on all Charisma checks made when interacting with devils. This bonus increases to +4 at 4th level and to +6 at 7th level.
- Channel Hellfire
At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage. She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors.
Spell-Like Abilities:
Racial Abilities:
- Alien Presence: Targets must pass Frightful Presence test or be staggered for 5d6 rounds. Range 30 x
- Dragon Senses (Ex)
Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.
- No Breath (Ex)
Outer dragons don't need to breathe and are immune to inhaled poisons, suffocation, and drowning. See the universal monster rules for more information.
- See in Darkness (Ex)
Outer dragons can see perfectly in darkness, even that created by deeper darkness.
- Starflight: In outer space, an outer dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
- Immortal
- Immune to Cold
- Read the Threads (+4 Initiative)
- Detect Magic (constant effect)
- Share Memory
- 8d10 Breath Weapon: Cone of Electricity
- Shifting Breath (Su)
Instead of a cone of electricity, an old or older time dragon can use its breath weapon to displace creatures in time. Each creature in the cone must succeed at a Will save or be shifted forward in time a number of rounds equal to 1/2 the dragon's age category (DC equal to breath weapon). For an affected creature, it's as if no time passed. Creatures that succeed at their saves are staggered for 1 round.
- Infernal Bargain
At 2nd level, a diabolist making use of planar ally (or a similar spell) can make an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve by half.
- Energy Drain (Su)
At 2nd level, a souleater gains the energy drain ability. By making a touch attack as a standard action, she bestows one negative level on the target (two levels on a critical hit). The souleater gains 5 temporary hit points for each negative level she bestows on an opponent. These temporary hit points last for a maximum of 1 hour. The DC to remove this negative level is 10 + the souleater’s class level + her spellcaster ability modifier. At 6th level, this touch attack bestows two negative levels (four on a critical hit).
- All of them
Starting Wealth: 62'000 GP Worth, This is including the value of anything listed below. Have fun with your Maths. The links here and here contain equipment and magic items. More are available. If you want something that is not on the list (Magical tail gear, a Gatling Gun, an Infinite Sandwich, Whatever!), contact ME.
Signature Item: Bound item: Intelligent Cthonic Steel Greatsword with soul of her former 'master' in it.
Magic Items:
Ioun Stone of Sustenance
Ioun Stone of Comprehend Languages
Ioun Torch
Tunic of Careful Casting
Weapons:
Bite: 1d8
Claws: 1d6
Tail Slap: ???
+2 Spell-Storing Impervious Glamered Cthonic Steel Intelligent Greatsword [int 20, Cha 15, Wis 15]
Telepathy, Speech, Darkvision 120ft, can read languages and magic
Ammunition:
Armor:
Headgear:
Rings:
Neck:
Hands:
Legs:
Feet:
Torso: Tunic of Careful Casting [+2 Concentration Checks]
Other:
Equipment:
General Notes:
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