Vigilance99

Alexis

Jun 7th, 2014
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  1. Princess Alexis, the Solar Senshi
  2. Human Female [Age: 17]
  3. Sorcerer [Tome, Modified Celestial]
  4. Neutral Good
  5. Init +2, Perception +0/+2
  6. XP: 3000/7500
  7.  
  8. STATSTICS:
  9.  
  10. STR 10
  11. DEX 14
  12. CON 12
  13. INT 11
  14. WIS 10
  15. CHA 20
  16.  
  17. DEFENSE:
  18. AC 12, Touch 12, FFA 10, CMD 13
  19. hp 13
  20. +1/+2/+3
  21.  
  22. OFFENSE:
  23. Speed 30'
  24. +3 [1d8+2] vs Touch
  25. Color Spray
  26.  
  27. FEATS:
  28. Persuasive
  29. Leadership
  30.  
  31. SKILLS: [10 Ranks]
  32. Diplomacy +16 [2 Ranks]
  33. Perform: Sing +10 [2 Ranks]
  34. Stealth +9 [1 Rank]
  35. Heal +5 [2 Rank]
  36. Knowledge: Arcana +4 [1 Rank]
  37. Spellcraft +4 [1 Rank]
  38. Linguistics +1 [1 Rank]
  39.  
  40. LANGUAGES:
  41. Common, Celestial
  42.  
  43. SPECIAL ABILITIES:
  44. Know Evil
  45. Familiar [Cat]
  46. Command [DC 16]
  47. Persuasive [DC 16]
  48.  
  49. SPELLS:
  50. Level 0: Light, Detect Magic, Searing Light, Ghost Sound, Mending, Prestidigitation [Infinite/Day]
  51. Level 1: Daylight, Magic Circle Against Evil, Cure Light Wounds, Color Spray [6/Day]
  52.  
  53. INVENTORY:
  54. Bag of Holding [Mundane Items]
  55. +3 Pretty Bow of Diplomacy [630g]
  56. 20g
  57.  
  58. SCROLLS:
  59. Charm Person x3
  60. Disguise Self x2
  61. Obscuring Mist
  62. Comprehend Languages
  63. Sleep
  64. Feather Fall
  65. Expeditious Retreat
  66. Touch of the Sea
  67. Clarion Call
  68. Peacebond
  69. Hold Portal
  70.  
  71. Modified Celestial Power Path
  72.  
  73. Know Evil [Su]:You can see the alignment auras of creatures within 60' of you as if you
  74. had been concentrating on an appropriate detect alignment spell or benefited from a
  75. divine version of true seeing. This gives you no special ability to see through
  76. illusions of any kind however.
  77.  
  78. Special Skills: Diplomacy, Stealth, Heal, Perform
  79.  
  80. Level 0: Light, Detect Magic, Searing Light
  81. Level 1: Daylight, Magic Circle Against Evil, Cure Light Wounds
  82. Level 2: Zone of Truth, Glitterdust, Cure Moderate Wounds
  83. Level 3: Dismissal, Sunbeam, Cure Serious Wounds
  84.  
  85. Persuasive: Your words can stop fights before they start. Any creature that can hear you
  86. speak must make a Will save (DC 10 + ½ your character level + your Cha modifier) or be
  87. unable to attack you directly; however, you aren't protected from its area or effect
  88. spells, or similar abilities. Any creature that succeeds on its save is immune to this
  89. ability for 24 hours. You may use nonattack spells or otherwise act, but if you attack
  90. the creature or its allies, it may attack you. This is a mind-affecting, language-
  91. dependent charm effect.
  92.  
  93. Color Spray: A vivid cone of clashing colors springs forth from your hand, causing
  94. creatures to become stunned, perhaps also blinded, and possibly knocking them
  95. unconscious. Each creature within the cone is affected according to its HD.
  96.  
  97. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then
  98. blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures
  99. are knocked unconscious.)
  100.  
  101. 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
  102.  
  103. 5 or more HD: The creature is stunned for 1 round.
  104.  
  105. Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty
  106. to AC, and loses its Dexterity bonus to AC (if any).
  107. Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a
  108. stunned opponent.
  109.  
  110. Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its
  111. Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-
  112. based skill checks and on opposed Perception skill checks. All checks and activities
  113. that rely on vision (such as reading and Perception checks based on sight) automatically
  114. fail. All opponents are considered to have total concealment (50% miss chance) against
  115. the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move
  116. faster than half speed. Creatures that fail this check fall prone. Characters who remain
  117. blinded for a long time grow accustomed to these drawbacks and can overcome some of
  118. them.
  119.  
  120. Leadership:
  121. CR 0.5: 12 Level 1 Experts
  122. CR 1.0: 06 Level 2 Warriors
  123. CR 1.5: 03 Level 3 Warriors
  124. CR 2.0: 02 Level 4 Adepts
  125. CR 2.5: 01 Upgraded Familiar
  126.  
  127. Alexander the Cat
  128.  
  129. Cat 1/Monk 2
  130.  
  131. AC 24 Touch 23 FFA 18 CMD 8 [12 vs Trip] [+4 AC]
  132. hp 12
  133. +4/+11/+4 [Improved Evasion]
  134. Init +2
  135.  
  136. Feats: Giant Slayer, Weapon Finesse
  137.  
  138. Speed 30'/60'
  139.  
  140. Climb +6, Perception +5, Stealth +14, Acrobatics +7/+19
  141. Fighting Style: [+4 AC/+30' Speed]
  142. Alertness [+2 Perception/Sense Motive to Alexis if nearby]
  143. Emphathic Link
  144.  
  145. +4 [1d4-2]
  146. +4 [1d3-2]
  147. +4 [1d2-2]
  148. +4 [1d2-2]
  149. -Minimum 1
  150.  
  151. Personality: Polite, Compassionate, Forgiving, Friendly, Hotheaded.
  152. Traits: Gives speechs occasionally, stealthy, sneaky, strategic.
  153. Residence: Mansion Villa outside Monarchia [Large Victorian House with bedrooms,
  154. servants quarters, ballroom, etc].
  155. Home Plane: Crystal-Light Kingdom
  156.  
  157. Alexis is the Princess of the Crystal-Light Kingdom, the only daughter of Queen Solaria
  158. and King Lunastia. She grew up in her home plane, which is a flat floating island
  159. floating in a heavenly void, a little less than a hundred miles in diameter. The whole
  160. area is overloaded in Positive Energy, causing creatures to naturally heal while there,
  161. and causing undead to instantly begin receiving damage. Numerous spells prevent this
  162. effect from being dangerous. Like her mother, Alexis is a Celestial Sorcerer, the result
  163. of growing up in such a holy environment and having her ancestors do likewise. The
  164. religion of the Crystal-Light Kingdom heavily venerates the concept of Goodness, using
  165. the Sun as its symbol. Despite this correlation, the worship of Pelor is nearly
  166. nonexistant on the tiny demiplane.
  167.  
  168. Alexis was born on the same day as her familiar, the white cat Alexander, and the two
  169. grew up inseparable. Alexander is nonsapient but very cunning, and more then capable of
  170. understanding simple commands and even slightly complex ideas.
  171. He is innately drawn to Goodness and hateful to Evil, a result of being born in the Crystal-Light Kingdom.
  172. He has a single sun symbol upon his forehead.
  173.  
  174. Upon reaching young adulthood, Alexis journeyed to Monarchia by way of a series of
  175. portals [no direct portal to Crystal-Light exists on Monarchia], to continue her study
  176. of magic, and as tradition for her family dictates, to go to a new plane and fight
  177. against Evil wearing the traditional uniform of her family's royal guard.
  178.  
  179. Alexis is polite as befits royalty, compassionate, and forgiving. Despite her focus on
  180. "fighting Evil", unlike a Paladin or warrior of justice, Alexis is very lenient, willing
  181. to give people a second, third, or fourth chance to do the right thing, and she believes
  182. there is some good in anyone, even in Evil creatures. Despite this, she has very little
  183. qualms with killing evildoers and monsters if redeeming them is impossible or
  184. impractical, a belief caused by both knowledge of the existence of the Outer Planes, and
  185. by the sheer brutality of living in a D&D Universe making oversentimentality a death
  186. sentence.
  187.  
  188. She is currently a member of the Guild of Adventurers, which regulates the actions of
  189. many a do-gooder [or do-badder] throughout the planes, and eagerly awaits her first real
  190. assignment. She lives in a large mansion villa on the outskirts of Monarchia, outside
  191. the city walls, built in the Victorian-Style [though with far more jewels, tempting
  192. targets for thieves if not due to the close location to the capital], and staffed and
  193. guarded by loyal servants from her home dimension. Due to her status, she is a minor
  194. dignitary in Monarchia, and thus capable of receiving invitation to the various social
  195. functions of high society, but is only one of dozens of such dignitaries in or around
  196. Monarchia.
  197.  
  198. She possesses powerful magic, mainly themed around healing and solar powers,
  199. capable of flooding areas with light, healing injuries, harming undead, and magically influencing
  200. those who can't be persuaded through charm alone. Amongst her powers are Solar Light
  201. Beam [Searing Light], Solar Rainbow Elimination [Color Spray], and Aura of Innocence [Persuasive Feat], as well as the ability to know the alignment of someone by sight alone. Within the city she is affiliated with the Arcane University [she goes there to study], the Cathedral [vaguely, in that she is affiliated with Goodness, and thus knows the head priest informally. That is they've met], and the Monarchy [she met them briefly at a Masquerade]. She had been in the city for slightly over one month, mostly getting settled.
  202.  
  203. "The Pretty Sailor-Suited warrior of Love and Light, Solar-Senshi!"
  204.  
  205. Level 3 Changes:
  206. -Claws of the Ancestors [+1 two 1d6, one 1d4 punches/kicks, can deliver spells, use CHA for everything]
  207. -Craft Wonderous Item
  208. -Learn Shocking Grasp
  209. -+6 HP, +5 Skill Ranks, +1 Fort/Ref Saves, +1 Level 1 Spell/Day
  210. -Spend Skill Ranks on Diplomacy, Bluff, Perception [3 Ranks]
  211. -Increase Followers [See Chart]
  212.  
  213. Level 4 Changes:
  214. -Second Tier of Power Path, Learn Invisibility
  215. -+6 HP, +5 Skill Ranks, +1 Will Saves, +1 Level 1 Spell/Day, +3/4/5 Level 2 Spells/Day
  216. -Spend Skill Ranks on Diplomacy, Stealth, Perception, Perform: Sing [2 Ranks]
  217. -+1 CHA
  218. -Increase Followers [See Chart]
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