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ParasiteEveQuest

The Belt Notchers

May 8th, 2015
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  1. The Belt Notchers: All Succubi Adventuring Party
  2.  
  3. Volkna, the Ranger
  4. Volkna is used to scouting out ahead of succubi groups alone. She is as much of a loner as a succubus can be and sometimes even prefers her own company to that of others, as deviant as that seems to other succubi.
  5. She is a calm and careful professional, not given to flights of fancy, or letting her emotions rule her, unless...
  6. ...it involves traps.
  7. Traps are Volkna’s passion, area of expertise, and even she admits, her addiction. Pit traps, poison needle traps, capture traps, giant boulders, explosives, water traps, sand traps. No matter the type of trap, Volkna loves them, loves to build them, loves to disarm them, and loves to trigger them (when someone she dislikes is the target).
  8. She truly hates permanently breaking a trap though, and if at all possible prefers to disarm them in an easily fixable (by her) method.
  9.  
  10. Appearance
  11. Volkna is a lean and athletic succubi with brown hair and eyes. She prefers leather armour and wears a colour-changing cloak that matches the colours and patterns of her surroundings.
  12.  
  13. Stats
  14. Strength 16 (+3), Demonic Might 24 (+7)
  15. Constitution 16 (+3), Demonic Toughness 32 (+11)
  16. Agility 20 (+5), Demonic Speed 32 (+11)
  17. Intelligence 20 (+5), Demonic Brilliance 28 (+9)
  18. Willpower 14 (+2), Demonic Magic 18 (+4)
  19. Fellowship 18 (+4), Demonic Charm 20 (+5)
  20. Speed: three times of a normal human
  21. Fly Speed: six times the landspeed of a normal human
  22.  
  23. Hit points 147 (base 21, Toughness 25, Demonic Toughness 80)
  24. Heals 1 hit point every round
  25.  
  26. Arcane Energy 20 (base 10)
  27. Divine Energy 30 (base 10)
  28.  
  29. Melee Weapon:
  30. Claws +13 (damage 1d4+13)
  31. Two Shortswords +27 (damage 3d6+7)
  32.  
  33. Ranged Weapon:
  34. Longbow +31 (damage 1d8+7 standard; or +2d6 fire/cold/electricity; or replace all damage with 4d6 fire + 4d6 bludgeoning in a 10ft radius – no attack roll required, +21 damage rapid shot – affects 3 targets)
  35.  
  36. Armour
  37. Natural Toughness (DR 4)
  38. Light Magical Armour (DR 6)
  39. Total DR 10
  40. Total DR against holy weapons and spells 6
  41.  
  42. Equipment
  43. Colour-Changing Cloak: Changes to match the colour of the surrounding environment, this adds a +5 bonus to all stealth rolls.
  44. Two Vicious Shortswords (Vicious weapons get a bonus to damage, and temporarily reduce the effectiveness of magical and natural healing)
  45. Bow of Far Shooting (Has three times the range of a normal longbow)
  46. Arrows of Flame (deal fire damage)
  47. Arrows of Frost (deal cold damage)
  48. Arrows of the Storm (deal lightning damage)
  49. Arrows of Silent Death (prevents targets from speaking, Will roll to resist)
  50. Arrows of Thunderous Fury (explode and deal fire and bludgeoning damage to an area)
  51. Leather Armour of Vitality (increases healing rate)
  52.  
  53. Defence
  54. Melee 45 (+11 agility, +8 melee combat, +8 shortswords, +8 Dodge)
  55. Ranged 29 (+11 agility, +8 Dodge)
  56.  
  57. In Flight
  58. Melee 51 (+11 agility, +8 melee combat, +8 shortswords, +6 flight, +8 Dodge)
  59. Ranged 35 (+11 agility, +6 flight, +8 Dodge)
  60.  
  61. Expertise Skills
  62. Melee Combat 4: +8 to melee combat rolls, and melee defence
  63. Ranged Combat 5: +10 to ranged combat rolls
  64.  
  65. Combat Skills
  66. Unarmed Fighting 3: +6 to combat rolls with unarmed attacks, and to damage with unarmed attacks
  67. Longbow Training 5: +10 to ranged combat rolls when using Longbows
  68. Shortsword Training 4: +8 to melee combat rolls, and melee defence when using Shortswords
  69. Two-Weapon Fighting 5: Volkna gains a +10 to hit when using two weapons, representing the chance of at least one of her attacks hitting. On a natural d20 roll of 15, 16, 17, 18, 19 or 20 both attacks hit (if she beats the targets defence) dealing double damage.
  70.  
  71. Social Skills
  72. Deception 2: +4 to all rolls involving lying, disguise
  73. Intimidate 4: +8 to all rolls involving inspiring fear
  74. Negotiator 2: +4 to all rolls involving diplomacy, negotiation, and persuasion
  75. Taunt 4: +8 to all rolls involving distracting, feinting and enraging foes
  76.  
  77. Other Skills
  78. Athletics 5: +10 to all rolls involving climbing, jumping, swimming, athletic feats
  79. Disable Device 5: +10 to rolls to open locks and disable mechanisms
  80. Investigator 4: +8 to all rolls involving adds to investigative rolls, rolls to discover secrets
  81. Magic Knowledge 2: +4 to all rolls involving all magic knowledge checks
  82. Stealthy 4: +8 to all rolls involving rolls to sneak and hide
  83.  
  84. Total Skill bonuses
  85. Athletics +17
  86. Charm +6
  87. Disabling Devices +19
  88. Deception +9
  89. Hide and Sneak +24
  90. Intimidate +13
  91. Magical Knowledge +13
  92. Negotiate +9
  93. Taunt +13
  94.  
  95. Combat Feats
  96. Team Combat 3: Gain a +3 to all attack rolls and defences when fighting next to an ally.
  97. Fighting Next to an Ally: This typically means when within 5ft of an ally, however the distance limitation does not apply if both of you are fighting a single large foe. As long as you are both within melee range of the same foe, you still gain these bonuses.
  98.  
  99. Dodge
  100. You are skilled at avoiding being hit in a fight.
  101. Dodge 4: The bonus to your melee and ranged defence rises to +8.
  102.  
  103. Flurry
  104. When you see an opening you can launch a flurry of blows, dealing extra damage.
  105. This feat only activates on a high natural attack roll.
  106. This feat can only be used with one-handed melee weapons.
  107. Flurry 4: You deal extra damage on a 17, 18, 19 or 20, the extra damage increases to +16.
  108.  
  109. Rapid Shot
  110. You are able to fire a flurry of arrows (or throw a hail of thrown weapons) to great effect.
  111. You need to have Ranged Combat Training at a level equal to or greater than Rapid Shot to use it.
  112. Rapid Shot 5: On a ranged attack you can fire 7 extra arrows (or use 7 extra thrown weapons) to deal an extra +21 damage and hit three targets with a single attack, the targets must all be close to one another (no more than 5ft between each target)
  113.  
  114. Toughness
  115. You are able to take more punishment before being out of the fight.
  116. Toughness 5: The number of extra hit points you have from toughness rises to 25.
  117.  
  118. Class Powers
  119. Volkna has the following Class powers.
  120.  
  121. Ranger Spells (as Druid Spells)
  122. Ranger Magic 1
  123. Spells Known
  124.  
  125. Calm Animals: Calms animals.
  126. Charm Animal: Makes one animal your friend.
  127. Detect Poison: Detects poison in one creature or object.
  128. Detect Animals or Plants: Detects kinds of animals or plants.
  129. (R) Detect Snares and Pits: Reveals natural or primitive traps.
  130. Endure Elements: Exist comfortably in hot or cold environments.
  131. (R) Entangle: Plants entangle everyone in an area.
  132. Hide from Animals: Animals can’t perceive subject.
  133. Magic Fang: One natural weapon of subject creature gets bonus to attack and damage rolls.
  134. Pass without Trace: One subject/level leaves no tracks.
  135. Purify Food and Drink: Purifies food or water.
  136. Speak with Animals: You can communicate with animals.
  137. Summon Nature's Ally: Calls creature to fight.
  138.  
  139. Ranger Magic 2
  140. Spells Known
  141.  
  142. Animal Trance: Fascinates group of animals.
  143. Diminish Plants: Reduces size or blights growth of normal plants.
  144. Dominate Animal: Subject animal obeys silent mental commands.
  145. (R) Fire Trap: Opened object deals damage to who opens.
  146. Hold Animal: Paralyzes one animal.
  147. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  148. Plant Growth: Grows vegetation, improves crops.
  149. Poison: Touch deals damage.
  150. Reduce Animal: Shrinks one willing animal.
  151. (R) Snare: Creates a magic booby trap.
  152. Speak with Plants: You can talk to normal plants and plant creatures.
  153. Spike Growth: Creatures in area take damage, move slower.
  154. Summon Swarm: Summons swarm of bats, rats, or spiders.
  155.  
  156. Animal Companion
  157. Volkna does not currently have an animal companion. Her wolverine, Tadger, died a few months ago.
  158.  
  159. Succubi Powers
  160. Volkna has the following Succubi powers:
  161.  
  162. Demonic Form
  163. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  164. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  165. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  166. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  167.  
  168. Shapechanging 2: Volkna can alter her appearance to that of any living creature, but may not more than double her mass, does not gain the natural abilities of the shape she wears, but does gain the movement types (fly, swim or climb speeds for example). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  169.  
  170. Spell-like Powers (as the spells)
  171. Base Cost 1 Arcane Energy
  172. Alter Self, Charm Person, Sleep
  173. Base Cost 2 Arcane Energy
  174. Charisma, Detect Thoughts, Darkness, Remove Paralysis, Tongues
  175.  
  176. Physical Powers
  177. Demonic Might
  178. Rank 2 - +8 bonus to Strength
  179.  
  180. Demonic Regeneration
  181. Rank 4 - Heals 1 hit point per minute.
  182.  
  183. Demonic Speed
  184. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  185.  
  186. Demonic Toughness
  187. Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  188.  
  189. Mental Powers
  190. Demonic Brilliance
  191. Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  192.  
  193. Demonic Charm
  194. Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made to charm people.
  195.  
  196. Demonic Magic
  197. Rank 2 - +4 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect.
  198.  
  199. ------------------------------------------------------------------------------------------------------------
  200.  
  201. Anlia, the Fighter
  202. Anlia is a succubus who has been a warrior a long time, since she was a child. Despite the horrors she has seen and the family and friends that she has buried she retains a positive outlook and a zest for life, as well as a sometimes childish sense of humour.
  203.  
  204. Anlia won the competition to name their adventuring party 80 years ago, alcohol was involved.
  205.  
  206. Anlia fights with a sword bigger than she is, calling it the Greatest Sword and she definitely believes that *bigger is better*.
  207.  
  208. In a fight Anlia specialises in fighting multiple foes and drawing attention to her, keeping her allies safe by attracting as much of her enemies attention as possible.
  209.  
  210. Appearance
  211. Anlia is a very tall succubus with long busy red hair, deeply tanned skin and obvious muscles that she loves to show off.
  212.  
  213. She is also proud of her collection of scars and will eagerly recount the story of how she received them, not all of them came from her exploits on the battlefield.
  214.  
  215. Stats
  216. Strength 20 (+5), Demonic Might 40 (+15)
  217. Constitution 20 (+5), Demonic Toughness 40 (+15)
  218. Agility 20 (+5), Demonic Speed 28 (+9)
  219. Intelligence 16 (+3), Demonic Brilliance 18 (+4)
  220. Willpower 14 (+2), Demonic Magic 16 (+3)
  221. Fellowship 22 (+6), Demonic Charm 28 (+9)
  222. Speed: twice that of a normal human
  223. Fly Speed: four times the landspeed of a normal human
  224.  
  225. Hit points 225 (base 25, Demonic Toughness 100, Toughness 25)
  226. Heals 1 hit point every 10 minutes
  227.  
  228. Arcane Energy 21 (base 7)
  229.  
  230. Melee Weapon:
  231. Claws +33 (damage 1d4+29)
  232. The Greatest Sword +35 (damage 6d6+25) – knocks back ogre-seized or smaller foes, hit four foes with a single attack
  233.  
  234. Ranged Weapon:
  235. Heavy Draw Longbow +17 (damage 1d8+15)
  236.  
  237. Armour
  238. Natural Toughness (DR 5)
  239. Enchanted Medium Armour of Luring (DR 6)
  240. Total DR 11
  241. Total DR against holy weapons and spells 6
  242.  
  243. Equipment
  244. The Greatest Sword: Oversized Sword of Heavy Striking
  245. Armour of Luring: Foes are more likely to attack Anli instead of her allies.
  246.  
  247. Defence
  248. Melee 45 (+9 agility, +6 dodge, +10 melee combat, +10 Greatsword Training)
  249. Ranged 25 (+9 agility, +6 dodge)
  250.  
  251. In Flight
  252. Melee 49 (+9 agility, +4 flight, +6 dodge)
  253. Ranged 29 (+9 agility, +4 flight, +6 dodge)
  254.  
  255. Expertise Skills
  256. Melee Combat 5: +10 to melee combat rolls, and melee defence
  257. Ranged Combat 3: +6 to ranged combat rolls
  258.  
  259. Combat Skills
  260. Unarmed Fighting 4: +8 to combat rolls with unarmed attacks, and to damage with unarmed attacks
  261. Greatsword Training 5: +10 to melee combat rolls, and melee defence when using Greatswords
  262.  
  263. Social Skills
  264. Commander 3: +6 to all rolls involving giving orders
  265. Deception 1: +2 to all rolls involving lying, disguise
  266. Intimidate 5: +10 to all rolls involving inspiring fear
  267. Negotiator 2: +4 to all rolls involving diplomacy, negotiation, and persuasion
  268. Taunt 5: +10 to all rolls involving distracting, feinting and enraging foes
  269.  
  270. Athletics 5: +10 to all rolls involving climbing, jumping, swimming, athletic feats
  271. Magic Knowledge 2: +4 to all rolls involving all magic knowledge checks
  272. Stealthy 2: +4 to all rolls involving rolls to sneak and hide
  273.  
  274. Total Skill bonuses
  275.  
  276. Athletics +25
  277. Charm +12
  278. Commanding +15
  279. Deception +11
  280. Hide and Sneak +13
  281. Intimidate +19
  282. Magical Knowledge +8
  283. Negotiate +13
  284. Taunt +19
  285.  
  286. Combat Feats
  287. Cleave
  288. You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
  289. Cleave can be used at levels 1-3 with one-handed weapons, but requires the wielder to have a Strength score 2 higher than that required to purchase Cleave.
  290. To get the benefit from Cleave you need to have a level in the appropriate weapons skill equal to or greater than the level of Cleave you are using.
  291. Cleave 5: The extra damage you deal rises to +10; you can hit four adjacent foes with a single attack.
  292.  
  293. Dodge
  294. You are skilled at avoiding being hit in a fight.
  295. Dodge 3: The bonus to your melee and ranged defence rises to +6.
  296.  
  297. Team Combat 5: Gain a +5 to all attack rolls and defences when fighting next to an ally.
  298. Fighting Next to an Ally: This typically means when within 5ft of an ally, however the distance limitation does not apply if both of you are fighting a single large foe. As long as you are both within melee range of the same foe, you still gain these bonuses.
  299.  
  300. Toughness
  301. You are able to take more punishment before being out of the fight.
  302. Toughness 5: The number of extra hit points you have from toughness rises to 25.
  303.  
  304. Succubi Powers
  305. Anli has the following Succubi powers:
  306.  
  307. Demonic Form
  308. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  309. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  310. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  311. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  312.  
  313. Shapechanging 2: can alter her appearance to that of any living creature, but may not more than double her mass, does not gain the natural abilities of the shape she wears, but does gain the movement types (fly, swim or climb speeds for example). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  314.  
  315. Spell-like Powers (as the spells)
  316. Base Cost 1 Arcane Energy
  317. Charm Person
  318. Base Cost 2 Arcane Energy
  319. Charisma, Desecrate, Hold Person, Perfect Beauty
  320. Base Cost 3 Arcane Energy
  321. Plane Shift, (R) Teleport
  322. Base Cost 4 Arcane Energy
  323. Unearthly Beauty
  324. Base Cost 5 Arcane Energy
  325. Unholy Aura
  326.  
  327. Physical Powers
  328. Demonic Might
  329. Rank 5 - +20 bonus to Strength
  330.  
  331. Demonic Regeneration
  332. Rank 3 - Heals 1 hit point per 10 minutes.
  333.  
  334. Demonic Speed
  335. Rank 2 - +8 bonus to Agility, land speed is double that of a normal human
  336.  
  337. Demonic Toughness
  338. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  339.  
  340. Mental Powers
  341. Demonic Brilliance
  342. Rank 1 - +2 bonus to Intelligence, gains 10% more XP than normal
  343.  
  344. Demonic Charm
  345. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to charm people.
  346.  
  347. Demonic Magic
  348. Rank 1 - +2 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  349.  
  350. ------------------------------------------------------------------------------------------------------------
  351.  
  352. Genesiya, the Bard
  353. Genesiya was a musician and storyteller to her tribe for many years and she kept hope alive during the darkest times. She was able to inspire hope and happiness in the darkest times.
  354.  
  355. Those times are long gone. After seeing family and friends get taken from over the years, watching lovers and children murdered before her eyes, the suffering she experienced has broken her.
  356.  
  357. She claims that this opened her eyes to the truth about the world she lives in - that it has no rhyme or reason, no higher purpose, all there is is cruelty and suffering.
  358.  
  359. Even her friends in her current party are temporary acquaintances to her, in time, they will leave her.
  360.  
  361. She specialises in agility-based melee combat, and spells that confuse, hinder and weaken her foes.
  362.  
  363. Appearance
  364. Genesiya has pale skin and shoulder-length black hair. She prefers black clothing and generally has a dour, unhappy demeanour.
  365.  
  366. The harp she carries plays sad music and as she plays plants wilt in her presence and those around her get sad and hopeless.
  367.  
  368. Stats
  369. Strength 14 (+2), Demonic Might 18 (+4)
  370. Constitution 14 (+2), Demonic Toughness 18 (+4)
  371. Agility 20 (+5), Demonic Speed 40 (+15)
  372. Intelligence 20 (+5), Demonic Brilliance 28 (+9)
  373. Willpower 18 (+4), Demonic Magic 26 (+8)
  374. Fellowship 26 (+8), Demonic Charm 36 (+13)
  375. Speed: four times that of a normal human
  376. Fly Speed: eight times the landspeed of a normal human
  377.  
  378. Hit points 50 (base 10, Demonic Toughness 20)
  379. Heals 1 hit point every 6 hours
  380.  
  381. Arcane Energy 72 (base 16)
  382.  
  383. Melee Weapon:
  384. Claws +20 (damage 1d4+12)
  385. Rapier +33 (damage 1d6+4)
  386.  
  387. Ranged Weapon:
  388. Longbow +29 (damage 1d6+4, +12 rapid shot – 2 targets)
  389.  
  390. Armour
  391. Natural Toughness (DR 1)
  392. Enchanted Light Armour of Slipperiness (DR 4) – Adds +10 to all rolls to escape grapples and entanglement
  393. Total DR 5
  394. Total DR against holy weapons and spells 4
  395.  
  396. Equipment
  397. Rapier of Exemplary Defence: Negates 1 melee attack per round, only a natural 20 can overcome this, allows Rapier Training bonus to be added to ranged defence
  398. Longbow of Dolour: Applies -1 morale penalty to all d20 rolls per attack for the rest of the combat, to a maximum penalty of users Fellowship bonus.
  399.  
  400. Defence
  401. Melee 53 (+15 agility, +10 dodge, +8 melee combat training, +10 rapier training)
  402. Ranged 45 (+15 agility, +10 dodge, +10 rapier training)
  403.  
  404. In Flight
  405. Melee 61 (+15 agility, +10 dodge, +8 melee combat training, +10 rapier training, +8 flight)
  406. Ranged 53 (+15 agility, +10 dodge, +10 rapier training, +8 flight)
  407.  
  408. Expertise Skills
  409. Melee Combat 4: +8 to melee combat rolls, and melee defence
  410. Ranged Combat 4: +8 to ranged combat rolls
  411.  
  412. Combat Skills
  413. Unarmed Fighting 4: +8 to combat rolls with unarmed attacks, and to damage with unarmed attacks
  414. Rapier Training 5: +10 to melee combat rolls, and melee defence when using Rapiers
  415. Sneak Attack 4: deals +16 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked of surprised foes.
  416. Longbow Training 3: +6 to melee combat rolls, and melee defence when using Longbows
  417.  
  418. Social Skills
  419. Commander 2: +4 to all rolls involving giving orders
  420. Deception 4: +8 to all rolls involving lying, disguise
  421. Intimidate 2: +4 to all rolls involving inspiring fear
  422. Negotiator 5: +10 to all rolls involving diplomacy, negotiation, and persuasion
  423. Taunt 5: +10 to all rolls involving distracting, feinting and enraging foes
  424.  
  425. Athletics 2: +4 to all rolls involving climbing, jumping, swimming, athletic feats
  426. History Knowledge 3: +6 to all rolls involving all history knowledge checks
  427. Investigator 3: +6 to all rolls involving adds to investigative rolls, rolls to discover secrets
  428. Magic Knowledge 3: +6 to all rolls involving all magic knowledge checks
  429. Stealthy 4: +8 to all rolls involving rolls to sneak and hide
  430.  
  431. Total Skill bonuses
  432.  
  433. Athletics +8
  434. Charm +18
  435. Commanding +17
  436. Deception +21
  437. Hide and Sneak +23
  438. Intimidate +17
  439. History Knowledge +15
  440. Magical Knowledge +15
  441. Negotiate +23
  442. Taunt +23
  443.  
  444. Combat Feats
  445.  
  446. Dodge
  447. You are skilled at avoiding being hit in a fight.
  448. Dodge 5: The bonus to your melee and ranged defence rises to +10.
  449.  
  450. Flurry
  451. When you see an opening you can launch a flurry of blows, dealing extra damage.
  452. This feat only activates on a high natural attack roll.
  453. This feat can only be used with one-handed melee weapons.
  454. Flurry 5: You deal extra damage on a 16, 17, 18, 19 or 20, the extra damage increases to +20.
  455.  
  456. Rapid Shot
  457. You are able to fire a flurry of arrows (or throw a hail of thrown weapons) to great effect.
  458. You need to have Ranged Combat Training at a level equal to or greater than Rapid Shot to use it.
  459. Rapid Shot 3: On a ranged attack you can fire 4 extra arrows (or use 4 extra thrown weapons) to deal an extra +12 damage and hit two targets with a single attack, the targets must all be close to one another (no more than 5ft between each target)
  460.  
  461. Team Combat 4: Gain a +3 to all attack rolls and defences when fighting next to an ally.
  462. Fighting Next to an Ally: This typically means when within 5ft of an ally, however the distance limitation does not apply if both of you are fighting a single large foe. As long as you are both within melee range of the same foe, you still gain these bonuses.
  463.  
  464. Other Feats
  465. Corrupt Spell: A spell modified with this ability gives off a small surge of demonic magic or negative divine magic and is more difficult for non-evil creatures to resist. If the spell deals damage, half that damage (rounded down) results from demonic or negative divine power and applies itself as unholy damage.
  466. This adds two additional Arcane Energy to the spell's cost.
  467. Stilled Spell: Removes the penalty for casting whilst bound or otherwise unable to move. Level 4: Fourth-level spells can be cast without penalty whilst bound.
  468.  
  469. Class Powers
  470. Genesiya has the following Class powers:
  471.  
  472. Cutting Remark 5: As a normal action choose a single target that can see and hear you and make a Taunt check against a DC of 5 + the targets Willpower modifier.
  473. If successful the target take a -25 on all d20 rolls for 1 round except for rolls made to attack or otherwise harm the user of Cutting Remark.
  474. You can choose to affect a number of targets equal to one-half of your Fellowship modifier, but if you do so, the penalty is reduced to -10.
  475. This is an emotion-effect.
  476.  
  477. Heckling: As a reaction you can attempt to cancel any emotion-based affect that provides bonuses to those affected (Inspire, Enrage etc) – both ongoing ones and ones that are initiated. To cancel ongoing effects those affected must be able to see and hear you and to negate effects as they are initiated you must be able to see and hear the person using them.
  478. Make a taunt check with a DC of either 5 + fellowship score of the user of the ability (for non-magical effects) or 5 + willpower score of the user of the ability (for magical effects), failure has no effect.
  479. Success negates all bonuses (but not penalties) the ability provides for up to one target per point of fellowship that you have.
  480. You may use Heckling once per round.
  481.  
  482. Bardic Magic 1: spells cost 1 Arcane Energy to cast
  483. Available Spells
  484.  
  485. Cause Fear: One creature flees.
  486. Laughter: Subject loses actions.
  487. Image: Creates minor illusion.
  488. Message: Whispered conversation at distance.
  489. Sleep: Puts creatures into magical slumber.
  490. Summon Instrument: Summons one instrument of the caster’s choice.
  491. Ventriloquism: Throws voice.
  492.  
  493. Bardic Magic 2: spells cost 2 Arcane Energy to cast
  494. Available Spells
  495.  
  496. Alter Self: Assume form of a similar creature.
  497. Blink: Randomly vanish and reappear during combat.
  498. Calm Emotions: Calms creatures, negating emotion effects.
  499. Darkness: Area of supernatural shadow.
  500. Detect Thoughts: Allows “listening” to surface thoughts.
  501. Dispel Magic: Cancels magical spells and effects.
  502. Mirror Image: Creates decoy duplicates of you
  503. See Invisibility: Reveals invisible creatures or objects.
  504. Silence: Negates sound in area.
  505. Tongues: Speak any language.
  506. Whispering Wind: Sends a short message miles.
  507.  
  508. Bardic Magic 3: spells cost 3 Arcane Energy to cast
  509. Available spells:
  510.  
  511. Break Enchantment: Frees subjects from enchantments, alterations, and curses.
  512. Detect Scrying: Alerts you of magical eavesdropping.
  513. Dimension Door: Teleports you short distance.
  514. Dominate Person: Controls humanoid telepathically.
  515. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
  516. Legend Lore: Lets you learn tales about a person, place, or thing.
  517. Locate Creature: Indicates direction to familiar creature.
  518. Modify Memory: Changes 5 minutes of subject’s memories.
  519. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  520. Shout: Deafens all within cone and deals damage.
  521. Zone of Silence: Keeps eavesdroppers from overhearing conversations.
  522.  
  523. Bardic Magic 4: spells cost 4 Arcane Energy to cast
  524.  
  525. Available spells:
  526.  
  527. Animate Objects: Objects attack your foes.
  528. (E) Dream: invade a persons dreams, allows you to communicate but risks you being forced into what they see you as whilst in their dream, cannot cause you physical harm. Can be used across planes but costs 15 extra arcane energy.
  529. (E) False Impression: Fools scrying and divination with a false result.
  530. Find the Path: Shows most direct way to a location.
  531. (E) Geas: Force target to take course of action, or suffer.
  532. Heroism: Gives bonus on attack rolls, defences, skill checks; immunity to fear; temporary hp.
  533. (R) Irresistible Dance: Forces subject to dance.
  534. Mirage: As Hallucinatory Terrain but now includes buildings.
  535. Mislead: Turns Jianxi invisible and creates illusory double.
  536. Seeming: Changes appearance of group of people.
  537. Shadow Walk: Step into shadow to travel rapidly.
  538. (R) Song of Discord: Forces targets to attack each other.
  539.  
  540. Succubi Powers
  541. Genesiya has the following Succubi powers:
  542.  
  543. Demonic Form
  544. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  545. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  546. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  547. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  548.  
  549. Shapechanging 4: can alter her appearance to that of any other living or undead creature, including supernatural and extraplanar ones, to a maximum size of a giant (40ft tall or long). Does not gain the spell-like powers of the shape she is wearing, but does gain the natural ones. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  550.  
  551. Spell-like Powers (as the spells)
  552. Base Cost 1 Arcane Energy
  553. Alter Self, Charm Person, Sleep
  554. Base Cost 2 Arcane Energy
  555. Charisma, Contagion, Desecrate, Detect Thoughts, Darkness, Hold Person, Tongues, Undetectable Alignment
  556. Base Cost 3 Arcane Energy
  557. (R) Dominate Person, Feeblemind, Modify Memory, Probe Thoughts, Plane Shift, Teleport, True Seeing, Unhallow
  558. Base Cost 4 Arcane Energy
  559. Blasphemy, (E) Dream, (E) Geas, Song of Discord
  560. Base Cost 5 Arcane Energy
  561. Soul Bind, Unholy Aura
  562.  
  563. Physical Powers
  564. Demonic Might
  565. Rank 1 - +4 bonus to Strength
  566.  
  567. Demonic Regeneration
  568. Rank 1 - Heals 1 hit point per 6 hours.
  569.  
  570. Demonic Speed
  571. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  572.  
  573. Demonic Toughness
  574. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  575.  
  576. Mental Powers
  577. Demonic Brilliance
  578. Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  579.  
  580. Demonic Charm
  581. Rank 5 - +10 bonus to Fellowship, +5 to all Fellowship rolls made to charm people.
  582.  
  583. Demonic Magic
  584. Rank 4 - +8 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  585.  
  586. ------------------------------------------------------------------------------------------------------------
  587.  
  588. Ilnesin, the Priestess
  589. Ilnesin was once a fairly typical succubus; she looked after her clan more out of a sense of family and duty than compassion, and she enjoyed being summoned to mortal planes to corrupt and ruin mortals.
  590.  
  591. Around 100 years ago she was summoned to convince a bureaucrat to turn a blind eye to a sorcerers drug trade. Illnesin saw nothing wrong with this, it promised to be a fun job and who cares if some mortals died from poisonous, poor-quality drugs?
  592.  
  593. Ilnesin approached the man in a number of guises, hoping to tempt him, manipulate, trick him, and when that failed, to bribe him. He resisted all her attempts to sway him. Eventually the sorcerer grew frustrated and simply dispatched her to kill him. Ilnesin had other ideas though; she approached the man, revealed what she was, and asked him why he couldn’t turn the other way, and ignore the drug trade, or why he couldn’t just take a cut.
  594.  
  595. He led her to the window of his office and looking out over the city he said “when I was given this job I swore an oath *let my every action be for the people of this city*. The drugs are killing the poorest citizens, the weak and the vulnerable, I would not be serving them if I let this go on unopposed.”
  596.  
  597. Ilnesin left him alive, confused by what he had said. The sorcerer banished her and hired assassins to kill him, but Ilnesin never forgot what he had said, how he had dedicated himself to something greater than himself.
  598.  
  599. Change rarely happens quickly, but from then onwards Ilnesin made more of an effort to help her clan, becoming a popular and respected figure within it. When she was summoned, she always tried to accomplish her tasks with the minimum amount of suffering.
  600.  
  601. When Sireyi the Saviour asked for volunteers to be her priestesses, Ilnesin was amongst those who stepped forward.
  602.  
  603. Appearance
  604. Ilnesin has long blond hair and a kindly demeanour; she prefers to dress in white robes. She claims to need no weapons save her claws and magic.
  605.  
  606. Stats
  607. Strength 16 (+3), Demonic Might 24 (+7)
  608. Constitution 16 (+3), Demonic Toughness 24 (+7)
  609. Agility 18 (+4), Demonic Speed 26 (+8)
  610. Intelligence 16 (+3), Demonic Brilliance 22 (+6)
  611. Willpower 20 (+5), Demonic Magic 30 (+10)
  612. Fellowship 24 (+7), Demonic Charm 32 (+11)
  613. Speed: twice that of a normal human
  614. Fly Speed: four times the landspeed of a normal human
  615.  
  616. Hit points 100 (base 15, Demonic Toughness 40)
  617. Heals 1 hit point every 1 hour
  618.  
  619. Arcane Energy 60 (base 20)
  620. Divine Energy 100 (base 20)
  621.  
  622. Melee Weapon:
  623. Claws +27 (damage 1d4+27)
  624.  
  625. Armour
  626. Natural Toughness (DR 2)
  627. Total DR 2
  628. Total DR against holy weapons and spells 0
  629.  
  630. Equipment
  631. None
  632.  
  633. Defence
  634. Melee 28 (+8 agility, +10 melee combat)
  635. Ranged 18 (+8 agility)
  636.  
  637. In Flight
  638. Melee 32 (+8 agility, +10 melee combat, +4 flight)
  639. Ranged 22 (+8 agility, +4 flight)
  640.  
  641. Expertise Skills
  642. Melee Combat 5: +10 to melee combat rolls, and melee defence
  643.  
  644. Combat Skills
  645. Unarmed Fighting 5: +10 to combat rolls with unarmed attacks, and to damage with unarmed attacks
  646.  
  647. Social Skills
  648. Commander 5: +10 to all rolls involving giving orders
  649. Deception 3: +6 to all rolls involving lying, disguise
  650. Intimidate 3: +6 to all rolls involving inspiring fear
  651. Negotiator 5: +10 to all rolls involving diplomacy, negotiation, and persuasion
  652. Taunt 3: +6 to all rolls involving distracting, feinting and enraging foes
  653.  
  654. Athletics 2: +4 to all rolls involving climbing, jumping, swimming, athletic feats
  655. History Knowledge 4: +8 to all rolls involving all history knowledge checks
  656. Investigator 2: +4 to all rolls involving adds to investigative rolls, rolls to discover secrets
  657. Magic Knowledge 4: +8 to all rolls involving all magic knowledge checks
  658. Stealthy 1: +2 to all rolls involving rolls to sneak and hide
  659.  
  660. Total Skill bonuses
  661.  
  662. Athletics +11
  663. Charm +15
  664. Commanding +21
  665. Deception +17
  666. Hide and Sneak +10
  667. Intimidate +17
  668. History Knowledge +14
  669. Magical Knowledge +14
  670. Negotiate +21
  671. Taunt +17
  672.  
  673. Combat Feats
  674. Flurry
  675. When you see an opening you can launch a flurry of blows, dealing extra damage.
  676. This feat only activates on a high natural attack roll.
  677. This feat can only be used with one-handed melee weapons.
  678. Flurry 4: You deal extra damage on a 17, 18, 19 or 20, the extra damage increases to +16.
  679.  
  680. Team Combat 5: Gain a +3 to all attack rolls and defences when fighting next to an ally.
  681. Fighting Next to an Ally: This typically means when within 5ft of an ally, however the distance limitation does not apply if both of you are fighting a single large foe. As long as you are both within melee range of the same foe, you still gain these bonuses.
  682.  
  683. Class Powers
  684. Ilnesin has the following Class powers:
  685.  
  686. Turn Undead: Using her divinely-granted powers, Lunia can chase away undead.
  687. Rank 1 – Can turn non-intelligent undead (i.e. skeletons and zombies), Will check determines how many are turned. Costs 3 Divine Energy.
  688. Rank 2 – Can turn weak intelligent undead (i.e. ghouls, ghosts and wights). Will check to turn undead than can be turned by Rank 1 rises by 5. Costs 6 Divine Energy.
  689.  
  690. Priest Magic 1: level 1 priest spells cost 1 divine energy to cast
  691.  
  692. Bless: Allies gain bonus on attack rolls and saves against fear.
  693. Bless Water: Makes holy water.
  694. Comprehend Languages: You understand all spoken and written languages.
  695. Create Water: Creates gallons of pure water.
  696. Cure Minor Wounds: Cures 8+Will mod damage
  697. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
  698. Detect Magic: Detects spells and magic items within 60 ft.
  699. Detect Undead: Reveals undead nearby
  700. Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
  701. Remove Fear: Suppresses fear or gives +4 on Will checks against fear for all nearby allies.
  702.  
  703. Priest Magic 2: level 2 priest spells cost 2 divine energy to cast
  704.  
  705. Cure Moderate Wounds: Cures 24+(Will modx2) damage
  706. (R) Dispel Magic: Cancels spells and magical effects.
  707. Hold Person: Paralyzes one target.
  708. Remove Curse: Frees object or person from curse.
  709. Remove Disease: Cures all diseases affecting subject.
  710.  
  711. Priest Magic 3: level 3 priest spells cost 3 divine energy to cast
  712.  
  713. Cure Severe Wounds: Cures 40+(Will modx3) damage
  714. (R) Divine Power: Add Will mod to attack and damage rolls, add 5x Will mod to hit points.
  715. Flame Strike: Smite foes with divine fire
  716. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  717. True Seeing: Lets you see all things as they really are.
  718.  
  719. Priest Magic 4: level 4 priest spells cost 4 divine energy to cast
  720.  
  721. Blade Barrier: mass of blades surrounds caster, dealing damage to those nearby.
  722. Control Weather: Changes weather in local area.
  723. Cure Critical Wounds: Cures 56+(Will modx4) damage
  724. Destroy Undead: Destroys nearby undead.
  725. Destruction: Kills subject and destroys remains.
  726. (E) Planar Ally: As minor planar ally, but more powerful.
  727. Quest: As creature must follow the orders given, or suffer.
  728. Refuge: Alters item to transport its possessor to you.
  729. Regenerate: Subject’s severed limbs grow back, scars disappear, heal 5 hit points/minute.
  730. Repulsion: Creatures can’t approach you.
  731. Symbol of Stunning: Triggered rune stuns nearby creatures.
  732. Word of Recall: Teleports you back to designated place.
  733.  
  734. Priest Magic 5: level 5 priest spells cost 5 divine energy to cast
  735.  
  736. Antimagic Field: Negates magic nearby.
  737. Dimensional Lock: Teleportation and interplanar travel blocked in an area.
  738. Earthquake: Create earthquake.
  739. Gate: Connects two planes for travel or summoning.
  740. Heal: Cures 72+(Will modx5) damage
  741. Holy Aura: +10 Bonus to defences against evil spells.
  742. (E) Planar Ally, Major: As minor planar ally, but strong ally.
  743. Soul Bind: Traps newly dead soul to prevent resurrection.
  744. Unholy Aura: +10 to defences against good spells.
  745. True Resurrection: Bring creature back from the dead.
  746.  
  747. Succubi Powers
  748. Ilnesin has the following Succubi powers:
  749.  
  750. Demonic Form
  751. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  752. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  753. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  754. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  755.  
  756. Shapechanging 3: can alter her appearance to that of any other living or undead creature, but not supernatural and extraplanar ones, to a maximum size of an ogre (10ft tall or long). Gains the natural abilities of the shape she is wearing. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  757.  
  758. Spell-like Powers (as the spells)
  759. Base Cost 1 Arcane Energy
  760. Alter Self, Charm Person, Sleep, Detect Good, Protection From Good
  761. Base Cost 2 Arcane Energy
  762. Charisma, Detect Thoughts, Hold Person, Magic Circle Against Good, Remove Paralysis, Tongues
  763. Base Cost 3 Arcane Energy
  764. Discern Lies, Plane Shift, Teleport, True Seeing
  765. Base Cost 4 Arcane Energy
  766. Blasphemy, (E) Dream, (E) Geas, Heroism
  767. Base Cost 5 Arcane Energy
  768. Polymorph Anything, Soul Bind
  769.  
  770. Physical Powers
  771. Demonic Might
  772. Rank 2 - +8 bonus to Strength
  773.  
  774. Demonic Regeneration
  775. Rank 2 - Heals 1 hit point per hour.
  776.  
  777. Demonic Speed
  778. Rank 2 - +8 bonus to Agility, land speed is double that of a normal human
  779.  
  780. Demonic Toughness
  781. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  782.  
  783. Mental Powers
  784. Demonic Brilliance
  785. Rank 3 - +6 bonus to Intelligence, gains 30% more XP than normal
  786.  
  787. Demonic Charm
  788. Rank 4 - +8 bonus to Fellowship, +4 to all Fellowship rolls made to charm people.
  789.  
  790. Demonic Magic
  791. Rank 5 - +10 bonus to Willpower, all Arcane spells cost 3 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is an obvious and powerful demonic side effect: the ground underneath the caster is blighted and twisted with demonic energies or those around him are assailed with strong negative feelings (wrath, gluttony, treachery, lust etc), for example.
  792.  
  793. ------------------------------------------------------------------------------------------------------------
  794.  
  795. Nansuj, the Sorcerer-Rogue
  796. Nansuj is a somewhat unstable individual. One moment she’ll be obsessing over a gem or other valuable she’s stolen, the next she will be staring at slime on the wall, marvelling at the different shades of green. Only in combat is she utterly focused on the moment.
  797.  
  798. Nansuj’s past is a mystery, even to her fellow adventurers. Nansuj will happily talk about her past to anyone, but the details change every time.
  799.  
  800. So far the common themes seem to be that her clan was (almost) wiped out, and that Nansuj was one of those taken prisoner by a demon lord. In addition to the expected torture and use by the lords minions, Nansuj was also subjected to sorcerous experiments, probably accounting for her somewhat scatterbrained outlook on life.
  801.  
  802. Nansuj also has an extreme hatred of slaadi, and will attempt to kill them on sight, she is also somehwhat paranoid, and often accuses people as being *one of those froggy bastards in disguise*.
  803.  
  804. She makes reference to the Great Slaadi invasion of Hell, which none of her allies know anything about.
  805.  
  806. Appearance
  807. Nansuj has messy green hair and always seems slightly twitchy, as if on the verge of jumping, or yelling.
  808.  
  809. She wears tight-fitting leather armour, and belts, lots of belts. She has lots of pouches on her belts, to keep spell components in, and knives, and lock-picks, and things she has stolen.
  810.  
  811. Stats
  812. Strength 14 (+2), Demonic Might 18 (+4)
  813. Constitution 16 (+3), Demonic Toughness 24 (+7)
  814. Agility 22 (+6), Demonic Speed 42 (+16)
  815. Intelligence 20 (+5), Demonic Brilliance 28 (+9)
  816. Willpower 18 (+4), Demonic Magic 26 (+8)
  817. Fellowship 18 (+4), Demonic Charm 24 (+7)
  818. Speed: four times that of a normal human
  819. Fly Speed: eight times the landspeed of a normal human
  820.  
  821. Hit points 79 (base 13, Demonic Toughness 40)
  822. Heals 1 hit point per 10 minutes
  823.  
  824. Arcane Energy 72 (base 18)
  825.  
  826. Melee Weapon:
  827. Claws +18 (damage 1d4+10)
  828. Two Knives +34 (damage 1d4+4)
  829.  
  830. Ranged Weapon:
  831. Thrown Knives +34 (damage 1d4+4, +21 rapid shot – 3 targets)
  832.  
  833. Armour
  834. Natural Toughness (DR 2)
  835. Enchanted Shadow Light Armour (DR 4)
  836. Total DR 6
  837. Total DR against holy weapons and spells 4
  838.  
  839. Equipment
  840. Abyssal Brass Daggers of Pain and Returning: Nansuj’s daggers return when thrown, and apply penalties to d20 rolls to those she strikes.
  841. Shadow Armour +10 to hide and sneak rolls
  842. Arcane Gems of Reserve: Nansuj has various gems that store an additional 200 arcane energy.
  843.  
  844. Defence
  845. Melee 54 (+16 agility, +8 melee combat, +10 knife training, +10 dodge)
  846. Ranged 36 (+16 agility, +10 dodge)
  847.  
  848. In Flight
  849. Melee 62 (+16 agility, +8 melee combat, +10 knife training, +10 dodge, +8 flight)
  850. Ranged 44 (+16 agility, +10 dodge, +8 flight)
  851.  
  852. Expertise Skills
  853. Melee Combat 4: +8 to melee combat rolls, and melee defence
  854. Ranged Combat 5: +10 to ranged combat rolls
  855.  
  856. Combat Skills
  857. Unarmed Fighting 3: +6 to combat rolls with unarmed attacks, and to damage with unarmed attacks
  858. Knife Training 5: +10 to combat rolls, and melee defence when using Knives
  859. Sneak Attack 5: deals +20 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked of surprised foes.
  860. Two-Weapon Fighting 5: Nansuj gains a +10 to hit when using two weapons, representing the chance of at least one of her attacks hitting. On a natural d20 roll of 15, 16, 17, 18, 19 or 20 both attacks hit (if she beats the targets defence) dealing double damage.
  861.  
  862. Social Skills
  863. Deception 5: +10 to all rolls involving lying, disguise
  864. Intimidate 3: +6 to all rolls involving inspiring fear
  865. Negotiator 3: +6 to all rolls involving diplomacy, negotiation, and persuasion
  866. Taunt 5: +10 to all rolls involving distracting, feinting and enraging foes
  867.  
  868. Athletics 4: +8 to all rolls involving climbing, jumping, swimming, athletic feats
  869. History Knowledge 2: +4 to all rolls involving all history knowledge checks
  870. Investigator 5: +10 to all rolls involving adds to investigative rolls, rolls to discover secrets
  871. Magic Knowledge 3: +6 to all rolls involving all magic knowledge checks
  872. Stealthy 5: +10 to all rolls involving rolls to sneak and hide
  873.  
  874. Total Skill bonuses
  875.  
  876. Athletics +12
  877. Charm +10
  878. Commanding +7
  879. Deception +17
  880. Hide and Sneak +36
  881. Intimidate +13
  882. History Knowledge +13
  883. Magical Knowledge +15
  884. Negotiate +13
  885. Taunt +23
  886.  
  887. Combat Feats
  888. Dodge
  889. You are skilled at avoiding being hit in a fight.
  890. Dodge 5: The bonus to your melee and ranged defence rises to +10.
  891.  
  892. Flurry
  893. When you see an opening you can launch a flurry of blows, dealing extra damage.
  894. This feat only activates on a high natural attack roll.
  895. This feat can only be used with one-handed melee weapons.
  896. Flurry 4: You deal extra damage on a 17, 18, 19 or 20, the extra damage increases to +16.
  897.  
  898. Rapid Shot
  899. You are able to fire a flurry of arrows (or throw a hail of thrown weapons) to great effect.
  900. You need to have Ranged Combat Training at a level equal to or greater than Rapid Shot to use it.
  901. Rapid Shot 5: On a ranged attack you can fire 7 extra arrows (or use 7 extra thrown weapons) to deal an extra +21 damage and hit three targets with a single attack, the targets must all be close to one another (no more than 5ft between each target)
  902.  
  903. Team Combat 3: Gain a +3 to all attack rolls and defences when fighting next to an ally.
  904. Fighting Next to an Ally: This typically means when within 5ft of an ally, however the distance limitation does not apply if both of you are fighting a single large foe. As long as you are both within melee range of the same foe, you still gain these bonuses.
  905.  
  906. Other Feats
  907. Corrupt Spell: A spell modified with this ability gives off a small surge of demonic magic or negative divine magic and is more difficult for non-evil creatures to resist. If the spell deals damage, half that damage (rounded down) results from demonic or negative divine power and applies itself as unholy damage.
  908. This adds two additional Arcane Energy to the spell's cost.
  909.  
  910. Stilled Spell: Removes the penalty for casting whilst bound or otherwise unable to move. Level 4: Fourth-level spells can be cast without penalty whilst bound.
  911.  
  912. Silenced Spell: Removes the penalty for casting whilst gagged or unable to speak. Costs Level 4: Fourth-level spells can be cast without penalty whilst gagged.
  913.  
  914. Class Powers
  915. Nansuj has the following Class powers:
  916.  
  917. Sorcerer Magic 1: base spell cost of these spells is 1 Arcane Energy.
  918. Available Spells
  919.  
  920. Alarm: Wards an area for hours.
  921. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  922. Cunning: Subject gains bonus to Int.
  923. Endurance: Subject gains bonus to Con.
  924. Enfeeblement: Weakens Target.
  925. Fog: Fog surrounds you.
  926. Grace: Subject gains bonus to Agi.
  927. Knock: Opens locked or sealed door.
  928. Lock: Magically locks a portal or chest.
  929. Obscure: Masks object against scrying.
  930. Protection from Arrows: Subject resistant to ranged attacks.
  931. Reduce: creature halves in size.
  932. Resist Energy: Resistant to specified energy type.
  933. See Invisibility: Reveals invisible creatures or objects.
  934. Shield: (self only) damage reduction and defence equal to light armour.
  935. Speed: (self only) triples movement speed
  936. Splendor: Subject gains bonus to Fellowship.
  937. Strength: Subject gains bonus to Str.
  938. Tongues: Speak any language.
  939. Wisdom: Subject gains bonus to Will.
  940. Whispering Wind: Send short message miles
  941.  
  942. Sorcerer Magic 2: base spell cost of these spells is 2 Arcane Energy.
  943. Available Spells
  944.  
  945. Arcane Sight: Magical auras become visible to you.
  946. Detect Scrying: Alerts you of magical eavesdropping.
  947. Dimensional Anchor: Bars extradimensional movement.
  948. Dimension Door: Teleport short distance.
  949. Dispel Magic: Cancels magical spells and effects.
  950. Resilient Sphere: Force globe protects but traps one subject.
  951. Scrying: Spies on subject from a distance.
  952. Stoneskin: high damage reduction.
  953. Water Breathing: Subjects can breathe underwater.
  954. Wind Wall: Deflects arrows, smaller creatures, and gases.
  955.  
  956. Sorcerer Magic 3: base spell cost of these spells is 3 Arcane Energy.
  957. Available Spells
  958.  
  959. (E) Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  960. (E) Dream: invade a persons dreams, allows you to communicate but risks you being forced into what they see you as whilst in their dream, cannot cause you physical harm. Can be used across planes but costs 15 extra arcane energy.
  961. (E) False Impression: Fools scrying and divination with a false result.
  962. Feeblemind: Turns target into an idiot.
  963. Probe Thoughts: Read subject’s memories.
  964. Seeming: Changes appearance of several people.
  965. Telepathic Bond: Link lets allies communicate.
  966. True Seeing: Lets you see all things as they really are.
  967.  
  968. Sorcerer Magic 4: base spell cost of these spells is 4 Arcane Energy.
  969. Available Spells
  970.  
  971. Antimagic Field: Negates magic within small area.
  972. Banishment: Banishes extraplanar creatures to home plane.
  973. Contingency: Sets trigger condition for another spell.
  974. Forcecage: Cube or cage of force imprisons all inside.
  975. Geas: Target must obey you or suffer punishment.
  976. Insanity: Subject suffers continuous confusion. (Effect: 1-5 Time For a Tea Party, Mrs Whipple – Target acts out a fantasy, regardless of what is happening around them; 6-9 Friends are Foes – Target acts normally, but sees their allies as enemies, and vice-versa; 10-11 Where Am I? – Target does nothing as they try to figure out where they are, and what’s happening; 12-15 Aggression – Target attacks nearest available target; 16-20 Everything is Spiders – Target flees in fear, from everything)
  977. Instant Summons: Prepared object appears in your hand.
  978. Legend Lore: Lets you learn tales about a person, place, or thing.
  979. Mislead: Turns you invisible and creates illusory double.
  980. Move Earth: Digs trenches and build hills.
  981. Phase Door: Creates an invisible passage through wood or stone.
  982. Project Image: Illusory double can talk and you can cast spells through the image.
  983. Repulsion: Creatures can’t approach you.
  984. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  985. Spell Turning: Reflect spells back at caster.
  986.  
  987. Succubi Powers
  988. Nansuj has the following Succubi powers:
  989.  
  990. Demonic Form
  991. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  992. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  993. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  994. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  995.  
  996. Shapechanging 5: can alter her appearance to that of any other living or undead creature, including supernatural and extraplanar ones, no size limit. Does not gain the spell-like powers of the shape she is wearing, but does gain the natural ones. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  997.  
  998. Spell-like Powers (as the spells)
  999. Base Cost 1 Arcane Energy
  1000. Alter Self, Charm Person, Sleep
  1001. Base Cost 2 Arcane Energy
  1002. Charisma, Contagion, Detect Thoughts, Darkness, Hold Person, Tongues, Undetectable Alignment
  1003. Base Cost 3 Arcane Energy
  1004. Discern Lies, Dominate Person, Plane Shift, (R) Teleport, True Seeing
  1005. Base Cost 4 Arcane Energy
  1006. (E) Dream
  1007. Base Cost 5 Arcane Energy
  1008. Polymorph Anything
  1009.  
  1010. Physical Powers
  1011. Demonic Might
  1012. Rank 1 - +4 bonus to Strength
  1013.  
  1014. Demonic Regeneration
  1015. Rank 3 - Heals 1 hit point per 10 minutes.
  1016.  
  1017. Demonic Speed
  1018. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  1019.  
  1020. Demonic Toughness
  1021. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  1022.  
  1023. Mental Powers
  1024. Demonic Brilliance
  1025. Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  1026.  
  1027. Demonic Charm
  1028. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to charm people.
  1029.  
  1030. Demonic Magic
  1031. Rank 4 - +8 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  1032.  
  1033. ------------------------------------------------------------------------------------------------------------
  1034.  
  1035. Aboswe
  1036. Aboswe is one enthusiastic necromancer, she just loves undead of all types. According to Nansuj, Aboswe spend a millennium as a liches lover, a fact she neither confirms nor denies.
  1037.  
  1038. Aboswe doesn’t like to talk about her past, but she does have extensive knowledge of various academic subjects and knows a lot of necromancy spells. Aboswe is a pioneer in a type of summoning magic she has created: she maintains a small army of undead in a hidden location. When she requires their services, she can summon those she chooses to her side and dismiss them easily.
  1039.  
  1040. Appearance
  1041. Aboswe dresses in an outfit made of ropes and bones. She has long dark hair twisted into lots of long braids, each decorated with various charms and ornaments. She wears a helmet/mask made of the skull of some unknown beast of hell, the horns and tusks of the thing glow sometimes.
  1042.  
  1043. Stats
  1044. Strength 12 (+1), Demonic Might 16 (+3)
  1045. Constitution 12 (+1), Demonic Toughness 20 (+5)
  1046. Agility 14 (+2), Demonic Speed 22 (+6)
  1047. Intelligence 22 (+6), Demonic Brilliance 32 (+11)
  1048. Willpower 20 (+5), Demonic Magic 30 (+10), Helm of the Demon Sorcerer 36 (+13)
  1049. Fellowship 20 (+5), Demonic Charm 26 (+8)
  1050. Speed: twice that of a normal human
  1051. Fly Speed: four times the landspeed of a normal human
  1052.  
  1053. Hit points 58 (base 9, Demonic Toughness 40)
  1054. Heals 1 hit point every 6 hours
  1055.  
  1056. Arcane Energy 303 (base 23, 200 Helm of the Demon Sorcerer)
  1057.  
  1058. Melee Weapon:
  1059. Claws +15 (damage 1d4+9)
  1060. Spear +17 (damage 1d8+3)
  1061.  
  1062. Ranged Weapon:
  1063. Longbow +10 (damage 1d8+3)
  1064.  
  1065. Armour
  1066. Natural Toughness (DR 2)
  1067. Total DR 2
  1068. Total DR against holy weapons and spells 0
  1069.  
  1070. Equipment
  1071. Arcane Gems of Reserve: Aboswe has various gems that store an additional 100 arcane energy.
  1072. Helm of the Demon Sorcerer: Aboswes helm grants her +6 Willpower, 200 bonus arcane energy, and allows her to Corrupt her spells for free.
  1073. Spear of the Fisher: Any undead struck by Aboswes spear risk falling under her control. Unintelligent undead that are not controlled by another mage are automatically controlled.
  1074. Unintelligent undead that are controlled by another mage fall under Aboswes control if she can beat the controlling mage in an opposed willpower check.
  1075. Intelligent undead fall under Aboswes control if she can beat them in an opposed willpower check, intelligent undead gain a large bonus to this check.
  1076. Aboswe can spend Arcane Energy to increase her Willpower bonus for this check; every 1 Arcane energy spent adds a +1 bonus to a single check.
  1077. Undead that are controlled in this manner can be dismissed to join her summoning-prepped horde as a reaction.
  1078.  
  1079. Defence
  1080. Melee 32 (+6 agility, +6 melee combat, +8 spear training, +2 spear)
  1081. Ranged 16 (+6 agility)
  1082.  
  1083. In Flight
  1084. Melee 36 (+6 agility, +6 melee combat, +8 spear training, +2 spear, +4 flight)
  1085. Ranged 20 (+6 agility, +4 flight)
  1086.  
  1087. Expertise Skills
  1088. Melee Combat 3: +6 to melee combat rolls, and melee defence
  1089. Ranged Combat 3: +6 to ranged combat rolls
  1090.  
  1091. Combat Skills
  1092. Unarmed Fighting 3: +6 to combat rolls with unarmed attacks, and to damage with unarmed attacks
  1093. Spear Training 4: +8 to melee combat rolls, and melee defence when using Spears
  1094.  
  1095. Social Skills
  1096. Commander 2: +4 to all rolls involving giving orders
  1097. Deception 3: +6 to all rolls involving lying, disguise
  1098. Intimidate 5: +10 to all rolls involving inspiring fear
  1099. Negotiator 2: +4 to all rolls involving diplomacy, negotiation, and persuasion
  1100. Taunt 3: +6 to all rolls involving distracting, feinting and enraging foes
  1101.  
  1102. Athletics 2: +4 to all rolls involving climbing, jumping, swimming, athletic feats
  1103. History Knowledge 5: +10 to all rolls involving all history knowledge checks
  1104. Investigator 2: +4 to all rolls involving adds to investigative rolls, rolls to discover secrets
  1105. Magic Knowledge 5: +10 to all rolls involving all magic knowledge checks
  1106. Stealthy 2: +4 to all rolls involving rolls to sneak and hide
  1107.  
  1108. Total Skill bonuses
  1109.  
  1110. Athletics +7
  1111. Charm +11
  1112. Commanding +12
  1113. Deception +14
  1114. Hide and Sneak +10
  1115. Intimidate +18
  1116. History Knowledge +21
  1117. Magical Knowledge +21
  1118. Negotiate +12
  1119. Taunt +14
  1120.  
  1121. Combat Feats
  1122. Team Combat 4: Gain a +4 to all attack rolls and defences when fighting next to an ally.
  1123. Fighting Next to an Ally: This typically means when within 5ft of an ally, however the distance limitation does not apply if both of you are fighting a single large foe. As long as you are both within melee range of the same foe, you still gain these bonuses.
  1124.  
  1125. Other Feats
  1126. Corrupt Spell: A spell modified with this ability gives off a small surge of demonic magic or negative divine magic and is more difficult for non-evil creatures to resist. If the spell deals damage, half that damage (rounded down) results from demonic or negative divine power and applies itself as unholy damage.
  1127. This adds two additional Arcane Energy to the spell's cost. Helm of the Demon Sorcerer allows Aboswe to use this for free.
  1128.  
  1129. Class Powers
  1130. Aboswe has the following Class powers:
  1131.  
  1132. Sorcery/Wizardry
  1133.  
  1134. Wizard Magic 1: base spell cost of these spells is 1 Arcane Energy.
  1135. Available Spells
  1136.  
  1137. Alarm: Wards an area for hours.
  1138. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  1139. Cunning: Subject gains bonus to Int.
  1140. Endurance: Subject gains bonus to Con.
  1141. Enfeeblement: Weakens Target.
  1142. Enlarge: creature doubles in size.
  1143. Flame Spray: short-range, multi-target fire spell
  1144. Hold Portal: Holds door shut.
  1145. Fog: Fog surrounds you.
  1146. Frostblade: Melee weapon does additional cold damage, lasts entire combat.
  1147. Grace: Subject gains bonus to Agi.
  1148. Ice Shield: Absorbs a certain amount of damage before ending, protects against physical and magical attacks, does not protect against fire
  1149. (E) Identify: Determines properties of magic item.
  1150. Knock: Opens locked or sealed door.
  1151. Lock: Magically locks a portal or chest.
  1152. Magic Missile: highly accurate, single target, low damage attack
  1153. Obscure: Masks object against scrying.
  1154. Protection from Arrows: Subject resistant to ranged attacks.
  1155. Reduce: creature halves in size.
  1156. Resist Energy: Resistant to specified energy type.
  1157. See Invisibility: Reveals invisible creatures or objects.
  1158. Shield: (self only) damage reduction and defence equal to light armour.
  1159. Speed: (self only) triples movement speed
  1160. Splendor: Subject gains bonus to Fellowship.
  1161. Strength: Subject gains bonus to Str.
  1162. Thunderclap: noise/light burst, highly distracting to enemies
  1163. Tongues: Speak any language.
  1164. Wisdom: Subject gains bonus to Will.
  1165. Whispering Wind: Send short message miles
  1166.  
  1167. Wizard Magic 2: base spell cost of these spells is 2 Arcane Energy.
  1168. Available Spells
  1169.  
  1170. Animate Dead: Creates undead skeletons and zombies, not automatically evil.
  1171. Arcane Sight: Magical auras become visible to you.
  1172. Detect Scrying: Alerts you of magical eavesdropping.
  1173. Dimensional Anchor: Bars extradimensional movement.
  1174. Dimension Door: Teleport short distance.
  1175. Dispel Magic: Cancels magical spells and effects.
  1176. Fireball: Area damage fire spell.
  1177. Fly: Subject flies at speed of twice land speed.
  1178. Lightning Bolt: Area damage electricity spell.
  1179. Resilient Sphere: Force globe protects but traps one subject.
  1180. Scorching Ray: Blasts the enemy with rays of fire.
  1181. Scrying: Spies on subject from a distance.
  1182. Stoneskin: high damage reduction.
  1183. Wall of Fire: Burning wall harms those who cross it.
  1184. Wall of Ice: Icy wall prevents movement.
  1185. Water Breathing: Subjects can breathe underwater.
  1186. Wind Wall: Deflects arrows, smaller creatures, and gases.
  1187.  
  1188. Wizard Magic 3: base spell cost of these spells is 3 Arcane Energy.
  1189. Available Spells
  1190.  
  1191. Acid Fog: Fog deals acid damage.
  1192. (E) Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  1193. Cone of Cold: Cone of cold damage.
  1194. Disintegrate: Makes one creature or object vanish. Deals a lot of damage.
  1195. (E) Dream: invade a persons dreams, allows you to communicate but risks you being forced into what they see you as whilst in their dream, cannot cause you physical harm. Can be used across planes but costs 15 extra arcane energy.
  1196. Fabricate: Transforms raw materials into finished items.
  1197. (E) False Impression: Fools scrying and divination with a false result.
  1198. Feeblemind: Turns target into an idiot.
  1199. (E) Minor Planar Binding: Summon a magical creature to do your bidding. Casting time in hours.
  1200. (E) Permanency: Make a spell permanent, has a varying XP cost depending upon spell in question.
  1201. Probe Thoughts: Read subject’s memories.
  1202. Seeming: Changes appearance of several people.
  1203. (E) Teleport: Transports you up to 100 miles plus 100 miles/2 extra Arcane Energy. Costs 2 extra points of Arcane Energy per person taken with you.
  1204. (R) Telepathic Bond: Link lets allies communicate.
  1205. True Seeing: Lets you see all things as they really are.
  1206. Wall of Force: Wall is immune to non-magical damage.
  1207.  
  1208. Wizard Magic 4: base spell cost of these spells is 4 Arcane Energy.
  1209. Available Spells
  1210.  
  1211. Antimagic Field: Negates magic within small area.
  1212. Banishment: Banishes extraplanar creatures to home plane.
  1213. Chain Lightning: Fires a powerful bolt of lightning that arcs to other targets.
  1214. Circle of Death: Kills nearby living creatures.
  1215. Contingency: Sets trigger condition for another spell.
  1216. (R) Control Undead: Take control of undead.
  1217. Control Weather: Changes weather in local area.
  1218. Create Undead: Creates more powerful undead.
  1219. End to Undeath: Destroys nearby undead.
  1220. Forcecage: Cube or cage of force imprisons all inside.
  1221. Geas: Target must obey you or suffer punishment.
  1222. Insanity: Subject suffers continuous confusion. (Effect: 1-5 Time For a Tea Party, Mrs Whipple – Target acts out a fantasy, regardless of what is happening around them; 6-9 Friends are Foes – Target acts normally, but sees their allies as enemies, and vice-versa; 10-11 Where Am I? – Target does nothing as they try to figure out where they are, and what’s happening; 12-15 Aggression – Target attacks nearest available target; 16-20 Everything is Spiders – Target flees in fear, from everything)
  1223. Instant Summons: Prepared object appears in your hand.
  1224. Legend Lore: Lets you learn tales about a person, place, or thing.
  1225. Mislead: Turns you invisible and creates illusory double.
  1226. Missile Storm: Fires a large number of magic missiles at an area; number fired increases with Willpower.
  1227. Move Earth: Digs trenches and build hills.
  1228. Phase Door: Creates an invisible passage through wood or stone.
  1229. (E) Planar Binding: As minor planar binding, but more powerful creature.
  1230. (E) Plane Shift: Travel to another plane.
  1231. Prismatic Spray: Fires intertwining beams of light that have varying effects on those struck, can hit multiple targets.
  1232. Project Image: Illusory double can talk and you can cast spells through the image.
  1233. Repulsion: Creatures can’t approach you.
  1234. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  1235. (E) Simulacrum: Creates partially real double of a creature, requires blood or flesh sample.
  1236. Spell Turning: Reflect spells back at caster.
  1237. Supreme Arcane Might: For the rest of the encounter your spells are more powerful, you add +8 (rising to +10 when you get Wizard Magic 5) to all Willpower rolls for arcane spells, but if any single d20 for such a roll is a 1, you activate a Perils of the Arcane roll.
  1238. Wall of Iron: Summons wall of iron.
  1239.  
  1240. Wizard Magic 5: base spell cost of these spells is 5 Arcane Energy.
  1241. Available Spells
  1242.  
  1243. Affirmation of Life: All those within the area experience very strong feelings of love, compassion and joyful ecstasy. Confers temporary immunity to mind-affecting magics as well as negative emotion effects. Some call this spell by another name ‘Instant Love Pile’.
  1244. Dimensional Lock: Teleportation and interplanar travel blocked in an area.
  1245. (E) Discern Location: Reveals exact location of creature or object.
  1246. Disjunction: Dispels magic, disenchants magic items.
  1247. Domination: Target follows your every command, permanent.
  1248. Gate: Connects two planes for travel or summoning.
  1249. (E) Major Planar Binding: As minor planar binding, except very powerful creatures.
  1250. Meteor Swarm: Throws multiples flaming spheres.
  1251. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  1252. Polar Ray: A bluish-white beam freezes those it touches.
  1253. Polymorph Anything: Changes any subject into anything else.
  1254. Protection from Spells: Confers +8 bonus to resist magic.
  1255. Refuge: Alters item to transport its possessor to you.
  1256. Shout: Devastating yell deals sonic damage; stuns creatures, damages objects.
  1257. Soul Bind: Traps newly dead soul to prevent resurrection.
  1258. (E) Teleportation Circle: Circle teleports any creature inside to designated spot.
  1259.  
  1260. Enchant Sorcerous Item: You can enchant magical items designed to augment a Wizard or wizards powers (wands, staves, scrolls, gems of power etc).
  1261.  
  1262. Forge Magic Arms and Armour: You can forge magical arms and armour.
  1263.  
  1264. Craft Other Magic Items: You can create magic items that don’t fall into a specific category.
  1265.  
  1266. Summon Undead
  1267. Aboswe can summon the following types of undead, they have a cost in arcane energy listed next to them.
  1268. They remain for as long as Aboswe wants then to or until they are destroyed.
  1269. Until Aboswe dismisses them, she cannot regain Arcane Energy used to summon them.
  1270.  
  1271. Skeletons: unarmed; near-mindless; not very durable; useful only in large numbers; Intelligence 3; resistant to slashing/piercing weapons.
  1272. Cost 1 Arcane Energy/20 skeletons; Aboswe has 750 skeletons prepared for summoning.
  1273.  
  1274. Zombies: unarmed; near-mindless; more durable than skeletons; Intelligence 3; useful only in large numbers.
  1275. Cost 1 Arcane Energy/20 zombies; Aboswe has 850 zombies prepared for summoning.
  1276.  
  1277. Skeleton Warriors: Armed with non-magical weapons and armour; retain some of the skills from their former life; have Team Combat 1 feat; Intelligence 5; resistant to slashing/piercing weapons.
  1278. Cost 1 Arcane Energy/5 skeleton warriors; Aboswe has 200 skeleton warriors prepared for summoning.
  1279.  
  1280. Rotting Hulks: 9ft-tall zombies stitched together from several bodies; have 4 arms; are very strong and tough; wield 4 non-magical axes; Intelligence 7.
  1281. Cost 1 Arcane Energy/2 Rotting Hulks; Aboswe has 100 Rotting Hulks prepared for summoning.
  1282.  
  1283. Crawling Ossifier: 20ft–long skeletons made of lined up rib-cages and walks on its hands; has a *head* made of several humanoid skulls fused together has long claws; can make several attacks; its bite causes victims to develop painful bony grows that burst through their skin; Intelligence 7.
  1284. Cost 1 Arcane Energy each; Aboswe has 50 Crawling Ossifiers prepared for summoning.
  1285.  
  1286. Burning Giant: 30ft-tall zombie demon giants; are covered in green-hellfire that burns those nearby (within 5ft) and those their attack with their massive fists; very strong and tough but slow; Aboswe can draw magical energy from them but doing so harms the giants (10 Arcane Energy drawn from a single giant will destroy it); Intelligence 9.
  1287. Cost 3 Arcane Energy each; Aboswe has 20 Burning Giants prepared for summoning.
  1288.  
  1289. Zombie Fire Wurm: 50ft-long zombie dragon of a type native to hell; do not have wings and cannot fly; have bite, claw and tail attacks; can breathe a corrosive red flame that deals damage over time (50ft cone); Intelligence 9.
  1290. Cost 3 Arcane Energy each; Aboswe has 15 Zombie Fire Wurms prepared for summoning.
  1291.  
  1292. Special Summons
  1293. In her long life, Aboswe has come across several rare or unique types of undead that she has bent to her will.
  1294.  
  1295. Hargudal the Undying
  1296. A barbarian king from a frozen land that rose from his frozen tomb, his thirst for battle and plunder stronger than deaths grip upon him.
  1297. A 7ft-tall humanoid with magical armour and weapons who fights with two greataxes.
  1298. Must be summoned with his eight Huscarls, they are barbarian warriors with magical weapons and armour, each nearly as violent as their king.
  1299. Cost 25 Arcane Energy for Hargudal and his Huscarls
  1300. Special: Hargudal has no patience for any activity that doesn’t involve fighting, or looting. Aboswe must make a willpower check every few minutes to maintain control of Hargudal if ordering him to do anything that doesn’t involve combat or stealing valuables. Failure means he escapes her control, as do his Huscarls, and will most likely attack her, unless another interesting foe captures his attention.
  1301.  
  1302. Maleficor the Thunder Roar
  1303. A zombie blue dragon. Maleficor is an ancient dragon and is 100ft long from nose to haunches. He is a terror in battle and retains all his natural attacks and his breath weapon, though not his magic.
  1304. When he breathes lightning leaps forth, accompanied by a thunderclap loud enough to shatter bone, and harm those near him.
  1305. Cost 30 Arcane Energy
  1306.  
  1307. See Water
  1308. A Beholder Squid
  1309. Cost ?? Arcane Energy
  1310.  
  1311. The Bone Palace
  1312. A vast and complicated many-chambered cage as big as several houses; the bone palace has a seat at its centre for Aboswe to sit in.
  1313. The Bone Palace can move at a slow walking pace, by shifting its own structure around. It can also attempt to capture nearby ogre-sized or smaller creatures in the same manner.
  1314. Captured creatures find it very hard to break out of its magically-reinforced structure.
  1315. The Bone Palace exudes an aura of supernatural fear and horror: all those nearby must make a Willpower roll (Extreme) or be afflicted – suffering penalties or even fleeing. Aboswe is immune to this affect.
  1316. Aboswe can spend the hit points of captured creatures in place of Arcane Energy, on a 1:1 basis or restore her own hit points using those of the captured creatures (2 hit points of damage restores 1 of Aboswes hit points – or the hit points of anyone sat in the seat with Aboswe, or the Bone Palaces hit points).
  1317. Captured creatures get a willpower roll to resist at the following thresholds: the first time Aboswe attempts to drain their hit points; when they would drop below 50% hit points; when they would drop below 1 hit point.
  1318. The maximum number of hit points Aboswe can drain in a single tern is equal to her willpower score, per creature captured.
  1319. Captured creatures are released when the Bone Palace is dismissed.
  1320. The maximum number of human-sized creatures the Bone Palace can hold at once is 500.
  1321. Whilst in the Bone Palace Aboswe enjoys full cover from melee attacks, and partial cover from ranged attacks, she cannot make melee attacks herself but can cast spells normally.
  1322. The Bone Palace has damage reduction 20 against all attacks, and has 1,000 hit points.
  1323. Cost 75 Arcane Energy
  1324. Special: Aboswe has only summoned the Bone Palace once around her friends. When she did: Volkna and Anli kept it together for the duration of the battle but afterwards went on a seven-day drinking spree to *clear their minds* - total property damage was estimated at over a two-hundred thousand gold pieces, over three-hundred people were arrested and over five dozen part-succubi born 9 months later; Genesiya claimed to have found inspiration for a new song called *The Life Devouring Horror From Which There Can Be No Escape* - Known by its shorter name of *The Ballad of the Ex-wife* in some bardic colleges; Ilnesin expressed disappointment in Aboswe and refused to speak to her for a month; and, Nansuj started screaming and ran off, she was later found disguised as a frog some 30 miles away.
  1325. Aboswe doesn’t get what all the fuss is about, *Boney* as she calls it, is very useful, and the clacking noise its bones make is cute.
  1326.  
  1327. Succubi Powers
  1328. Aboswe has the following Succubi powers:
  1329.  
  1330. Demonic Form
  1331. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  1332. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  1333. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  1334. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  1335.  
  1336. Shapechanging 2: can alter her appearance to that of any living creature, but may not more than double her mass, does not gain the natural abilities of the shape she wears, but does gain the movement types (fly, swim or climb speeds for example). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1337.  
  1338. Spell-like Powers (as the spells)
  1339. Base Cost 1 Arcane Energy
  1340. Alter Self, Detect Good, Protection From Good
  1341. Base Cost 2 Arcane Energy
  1342. Contagion, Desecrate, Darkness, Hold Person, Magic Circle Against Good, Undetectable Alignment
  1343. Base Cost 3 Arcane Energy
  1344. Dominate Person, Plane Shift, Teleport, True Seeing, Unhallow
  1345. Base Cost 4 Arcane Energy
  1346. Blasphemy
  1347. Base Cost 5 Arcane Energy
  1348. Soul Bind, Unholy Aura
  1349.  
  1350. Physical Powers
  1351. Demonic Might
  1352. Rank 1 - +4 bonus to Strength
  1353.  
  1354. Demonic Regeneration
  1355. Rank 1 - Heals 1 hit point per 6 hours.
  1356.  
  1357. Demonic Speed
  1358. Rank 2 - +8 bonus to Agility, land speed is double that of a normal human
  1359.  
  1360. Demonic Toughness
  1361. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  1362.  
  1363. Mental Powers
  1364. Demonic Brilliance
  1365. Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
  1366.  
  1367. Demonic Charm
  1368. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to charm people.
  1369.  
  1370. Demonic Magic
  1371. Rank 5 - +10 bonus to Willpower, all Arcane spells cost 3 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is an obvious and powerful demonic side effect: the ground underneath the caster is blighted and twisted with demonic energies or those around him are assailed with strong negative feelings (wrath, gluttony, treachery, lust etc), for example.
  1372.  
  1373. ------------------------------------------------------------------------------------------------------------
  1374. Succubi Powers Full Lists
  1375.  
  1376. Strength +2
  1377. Constitution +2
  1378. Agility +4
  1379. Intelligence +4
  1380. Willpower +2
  1381. Fellowship +8
  1382.  
  1383. XP penalty -40%
  1384.  
  1385. Demonic Form
  1386. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb.
  1387. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however.
  1388. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will.
  1389. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance.
  1390.  
  1391. Shapechanging 1: can alter her appearance to that of another humanoid of roughly the same size (no more than 25% change in size). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1392. Shapechanging 2: can alter her appearance to that of any living creature, but may not more than double her mass, does not gain the natural abilities of the shape she wears, but does gain the movement types (fly, swim or climb speeds for example). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1393. Shapechanging 3: can alter her appearance to that of any other living or undead creature, but not supernatural and extraplanar ones, to a maximum size of an ogre (10ft tall or long). Gains the natural abilities of the shape she is wearing. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1394. Shapechanging 4: can alter her appearance to that of any other living or undead creature, including supernatural and extraplanar ones, to a maximum size of a giant (40ft tall or long). Does not gain the spell-like powers of the shape she is wearing, but does gain the natural ones. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1395. Shapechanging 5: can alter her appearance to that of any other living or undead creature, including supernatural and extraplanar ones, no size limit. Does not gain the spell-like powers of the shape she is wearing, but does gain the natural ones. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1396.  
  1397. Spell-like Powers (as the spells)
  1398. Base Cost 1 Arcane Energy
  1399. Alter Self, Charm Person, Sleep, Detect Good, Protection From Good
  1400. Base Cost 2 Arcane Energy
  1401. Charisma, Contagion, Desecrate, Detect Thoughts, Darkness, Hold Person, Magic Circle Against Good, Perfect Beauty, Remove Paralysis, Tongues, Undetectable Alignment
  1402. Base Cost 3 Arcane Energy
  1403. Discern Lies, Dominate Person, Feeblemind, Modify Memory, Probe Thoughts, Plane Shift, Teleport, True Seeing, Unhallow
  1404. Base Cost 4 Arcane Energy
  1405. Blasphemy, (E) Dream, (E) Geas, Heroism, Song of Discord, Unearthly Beauty
  1406. Base Cost 5 Arcane Energy
  1407. Polymorph Anything, Soul Bind, Unholy Aura
  1408.  
  1409. Physical Powers
  1410. Demonic Might
  1411. Rank 1 - +4 bonus to Strength
  1412. Rank 2 - +8 bonus to Strength
  1413. Rank 3 - +12 bonus to Strength
  1414. Rank 4 - +16 bonus to Strength
  1415. Rank 5 - +20 bonus to Strength
  1416.  
  1417. Demonic Regeneration
  1418. Rank 1 - Heals 1 hit point per 6 hours.
  1419. Rank 2 - Heals 1 hit point per hour.
  1420. Rank 3 - Heals 1 hit point per 10 minutes.
  1421. Rank 4 - Heals 1 hit point per minute.
  1422. Rank 5 – Heals 1 hit point per round.
  1423.  
  1424. Demonic Speed
  1425. Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  1426. Rank 2 - +8 bonus to Agility
  1427. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  1428. Rank 4 - +16 bonus to Agility
  1429. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  1430.  
  1431. Demonic Toughness
  1432. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  1433. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  1434. Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  1435. Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  1436. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  1437.  
  1438. Mental Powers
  1439. Demonic Brilliance
  1440. Rank 1 - +2 bonus to Intelligence, gains 10% more XP than normal
  1441. Rank 2 - +4 bonus to Intelligence, gains 20% more XP than normal
  1442. Rank 3 - +6 bonus to Intelligence, gains 30% more XP than normal
  1443. Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  1444. Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
  1445.  
  1446. Demonic Charm
  1447. Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made to charm people.
  1448. Rank 2 - +4 bonus to Fellowship, +2 to all Fellowship rolls made to charm people.
  1449. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to charm people.
  1450. Rank 4 - +8 bonus to Fellowship, +4 to all Fellowship rolls made to charm people.
  1451. Rank 5 - +10 bonus to Fellowship, +5 to all Fellowship rolls made to charm people.
  1452.  
  1453. Demonic Magic
  1454. Rank 1 - +2 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  1455. Rank 2 - +4 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  1456. Rank 3 - +6 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  1457. Rank 4 - +8 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  1458. Rank 5 - +10 bonus to Willpower, all Arcane spells cost 3 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is an obvious and powerful demonic side effect: the ground underneath the caster is blighted and twisted with demonic energies or those around him are assailed with strong negative feelings (wrath, gluttony, treachery, lust etc), for example.
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