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- Princess Alexis, the Solar Senshi
- Human Female [Age: 17]
- Sorcerer [Tome, Modified Celestial]
- Neutral Good
- Init +2, Perception +0/+2
- XP: 3000/7500
- STATSTICS:
- STR 10
- DEX 14
- CON 12
- INT 11
- WIS 10
- CHA 20
- DEFENSE:
- AC 12, Touch 12, FFA 10, CMD 13
- hp 13
- +1/+2/+3
- OFFENSE:
- Speed 30'
- +3 [1d8+2] vs Touch
- Color Spray
- FEATS:
- Persuasive
- Leadership
- SKILLS: [10 Ranks]
- Diplomacy +16 [2 Ranks]
- Perform: Sing +10 [2 Ranks]
- Stealth +9 [1 Rank]
- Heal +5 [2 Rank]
- Knowledge: Arcana +4 [1 Rank]
- Spellcraft +4 [1 Rank]
- Linguistics +1 [1 Rank]
- LANGUAGES:
- Common, Celestial
- SPECIAL ABILITIES:
- Know Evil
- Familiar [Cat]
- Command [DC 16]
- Persuasive [DC 16]
- SPELLS:
- Level 0: Light, Detect Magic, Searing Light, Ghost Sound, Mending, Prestidigitation [Infinite/Day]
- Level 1: Daylight, Magic Circle Against Evil, Cure Light Wounds, Color Spray [6/Day]
- INVENTORY:
- Bag of Holding [Mundane Items]
- +3 Pretty Bow of Diplomacy [630g]
- 20g
- SCROLLS:
- Charm Person x3
- Disguise Self x2
- Obscuring Mist
- Comprehend Languages
- Sleep
- Feather Fall
- Expeditious Retreat
- Touch of the Sea
- Clarion Call
- Peacebond
- Hold Portal
- Modified Celestial Power Path
- Know Evil [Su]:You can see the alignment auras of creatures within 60' of you as if you
- had been concentrating on an appropriate detect alignment spell or benefited from a
- divine version of true seeing. This gives you no special ability to see through
- illusions of any kind however.
- Special Skills: Diplomacy, Stealth, Heal, Perform
- Level 0: Light, Detect Magic, Searing Light
- Level 1: Daylight, Magic Circle Against Evil, Cure Light Wounds
- Level 2: Zone of Truth, Glitterdust, Cure Moderate Wounds
- Level 3: Dismissal, Sunbeam, Cure Serious Wounds
- Persuasive: Your words can stop fights before they start. Any creature that can hear you
- speak must make a Will save (DC 10 + ½ your character level + your Cha modifier) or be
- unable to attack you directly; however, you aren't protected from its area or effect
- spells, or similar abilities. Any creature that succeeds on its save is immune to this
- ability for 24 hours. You may use nonattack spells or otherwise act, but if you attack
- the creature or its allies, it may attack you. This is a mind-affecting, language-
- dependent charm effect.
- Color Spray: A vivid cone of clashing colors springs forth from your hand, causing
- creatures to become stunned, perhaps also blinded, and possibly knocking them
- unconscious. Each creature within the cone is affected according to its HD.
- 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then
- blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures
- are knocked unconscious.)
- 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
- 5 or more HD: The creature is stunned for 1 round.
- Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty
- to AC, and loses its Dexterity bonus to AC (if any).
- Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a
- stunned opponent.
- Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its
- Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-
- based skill checks and on opposed Perception skill checks. All checks and activities
- that rely on vision (such as reading and Perception checks based on sight) automatically
- fail. All opponents are considered to have total concealment (50% miss chance) against
- the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move
- faster than half speed. Creatures that fail this check fall prone. Characters who remain
- blinded for a long time grow accustomed to these drawbacks and can overcome some of
- them.
- Leadership:
- CR 0.5: 12 Level 1 Experts
- CR 1.0: 06 Level 2 Warriors
- CR 1.5: 03 Level 3 Warriors
- CR 2.0: 02 Level 4 Adepts
- CR 2.5: 01 Upgraded Familiar
- Alexander the Cat
- Cat 1/Monk 2
- AC 24 Touch 23 FFA 18 CMD 8 [12 vs Trip] [+4 AC]
- hp 12
- +4/+11/+4 [Improved Evasion]
- Init +2
- Feats: Giant Slayer, Weapon Finesse
- Speed 30'/60'
- Climb +6, Perception +5, Stealth +14, Acrobatics +7/+19
- Fighting Style: [+4 AC/+30' Speed]
- Alertness [+2 Perception/Sense Motive to Alexis if nearby]
- Emphathic Link
- +4 [1d4-2]
- +4 [1d3-2]
- +4 [1d2-2]
- +4 [1d2-2]
- -Minimum 1
- Personality: Polite, Compassionate, Forgiving, Friendly, Hotheaded.
- Traits: Gives speechs occasionally, stealthy, sneaky, strategic.
- Residence: Mansion Villa outside Monarchia [Large Victorian House with bedrooms,
- servants quarters, ballroom, etc].
- Home Plane: Crystal-Light Kingdom
- Alexis is the Princess of the Crystal-Light Kingdom, the only daughter of Queen Solaria
- and King Lunastia. She grew up in her home plane, which is a flat floating island
- floating in a heavenly void, a little less than a hundred miles in diameter. The whole
- area is overloaded in Positive Energy, causing creatures to naturally heal while there,
- and causing undead to instantly begin receiving damage. Numerous spells prevent this
- effect from being dangerous. Like her mother, Alexis is a Celestial Sorcerer, the result
- of growing up in such a holy environment and having her ancestors do likewise. The
- religion of the Crystal-Light Kingdom heavily venerates the concept of Goodness, using
- the Sun as its symbol. Despite this correlation, the worship of Pelor is nearly
- nonexistant on the tiny demiplane.
- Alexis was born on the same day as her familiar, the white cat Alexander, and the two
- grew up inseparable. Alexander is nonsapient but very cunning, and more then capable of
- understanding simple commands and even slightly complex ideas.
- He is innately drawn to Goodness and hateful to Evil, a result of being born in the Crystal-Light Kingdom.
- He has a single sun symbol upon his forehead.
- Upon reaching young adulthood, Alexis journeyed to Monarchia by way of a series of
- portals [no direct portal to Crystal-Light exists on Monarchia], to continue her study
- of magic, and as tradition for her family dictates, to go to a new plane and fight
- against Evil wearing the traditional uniform of her family's royal guard.
- Alexis is polite as befits royalty, compassionate, and forgiving. Despite her focus on
- "fighting Evil", unlike a Paladin or warrior of justice, Alexis is very lenient, willing
- to give people a second, third, or fourth chance to do the right thing, and she believes
- there is some good in anyone, even in Evil creatures. Despite this, she has very little
- qualms with killing evildoers and monsters if redeeming them is impossible or
- impractical, a belief caused by both knowledge of the existence of the Outer Planes, and
- by the sheer brutality of living in a D&D Universe making oversentimentality a death
- sentence.
- She is currently a member of the Guild of Adventurers, which regulates the actions of
- many a do-gooder [or do-badder] throughout the planes, and eagerly awaits her first real
- assignment. She lives in a large mansion villa on the outskirts of Monarchia, outside
- the city walls, built in the Victorian-Style [though with far more jewels, tempting
- targets for thieves if not due to the close location to the capital], and staffed and
- guarded by loyal servants from her home dimension. Due to her status, she is a minor
- dignitary in Monarchia, and thus capable of receiving invitation to the various social
- functions of high society, but is only one of dozens of such dignitaries in or around
- Monarchia.
- She possesses powerful magic, mainly themed around healing and solar powers,
- capable of flooding areas with light, healing injuries, harming undead, and magically influencing
- those who can't be persuaded through charm alone. Amongst her powers are Solar Light
- 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.
- "The Pretty Sailor-Suited warrior of Love and Light, Solar-Senshi!"
- Level 3 Changes:
- -Claws of the Ancestors [+1 two 1d6, one 1d4 punches/kicks, can deliver spells, use CHA for everything]
- -Craft Wonderous Item
- -Learn Shocking Grasp
- -+6 HP, +5 Skill Ranks, +1 Fort/Ref Saves, +1 Level 1 Spell/Day
- -Spend Skill Ranks on Diplomacy, Bluff, Perception [3 Ranks]
- -Increase Followers [See Chart]
- Level 4 Changes:
- -Second Tier of Power Path, Learn Invisibility
- -+6 HP, +5 Skill Ranks, +1 Will Saves, +1 Level 1 Spell/Day, +3/4/5 Level 2 Spells/Day
- -Spend Skill Ranks on Diplomacy, Stealth, Perception, Perform: Sing [2 Ranks]
- -+1 CHA
- -Increase Followers [See Chart]
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