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Miras Philonel

Oct 14th, 2012
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  1. [b]Personality[/b]
  2. <pending>
  3. [b]Backstory[/b]
  4. <pending>
  5.  
  6. [b]Miras Philonel (CR 5)[/b]
  7. Female Human Binder 5//Sorceror 2
  8. N Medium Humanoid (Human)
  9. [b]Init[/b] +4; [b]Senses[/b] Perception -1,
  10. [b]Aura[/b] - ; [b]Languages[/b] Draconic, Eldamiran, Giant,
  11. _____________________________________________________________
  12.  
  13. [b]AC[/b] 20, touch 15, flat-footed 16 (+5(armor), +4(dex), +1(def))
  14. [b]hp[/b] 42 (5d8+10); [b]DR[/b] -
  15. [b]Immune[/b] -
  16. [b]Resist[/b] -; [b]SR[/b] -
  17. [b]Fort[/b] +8, [b]Ref[/b] +6, [b]Will[/b] +4
  18. _____________________________________________________________
  19.  
  20. [b]Speed[/b] 30 ft. (6 squares)
  21. [b]Melee[/b] +6 Dagger 1d4+5 19-20/x2 P/S
  22. [b]Melee[/b] +6 Spiked Gauntlet 1d4+5 /x2 P
  23. [b]Melee[/b] +7 Mw Longspear 1d8+6+1(fire, delayed) /x3 P
  24. [b]Melee[/b] +6 touch
  25. [b]Ranged[/b] +8 Composite Longbow 1d8+6 /x3 110ft
  26. [b]Ranged[/b] +6/+6 Composite Longbow 1d8+6 /x3 110ft
  27. [b]Ranged[/b] +7 touch
  28. [b]Space[/b] 5 ft. ; [b]Reach[/b] 5/10 ft.
  29. [b]Base Atk[/b] +3; [b]Grp[/b]
  30. [b]Atk Options[/b]
  31. Pact Augmentation +2 damage
  32. Point Blank Shot +1 atk, dmg within 30ft
  33. Sneak Attack +2d6
  34. Whirlwind Attack - Attack every creature within reach once.
  35. [b]Special Actions[/b]
  36. Healing Belt - Standard, heal 2d8/3d8/4d8. 3 charges
  37. _____________________________________________________________
  38.  
  39. [b]Current Bound Vestiges[/b] (BL 7th, 2 slots, DC 16, Binding bonus +10 )
  40. [i]Andromalius[/i] - Level 3rd, Bind DC 20.
  41. Sign: Extra finger.
  42. Influence: Delight in mischief. Forbids theft where it is illegal.
  43. -Jester's Mirth - Standard, Tasha's Hideous Laughter, 1/5 rounds. Target saves each round to end effect.
  44. -Locate Item - Standard, sense direction of object within 700ft. Must be able to visualize it. At will
  45. -See the Unseen - Standard, See Invisibility. At Will.
  46. -Sense Trickery - Constant, +4 to Sense Motive, Appraise, Perception(vs Disguise). Automatically notice Sleight of Hand vs self.
  47. -Sneak Attack - 2d6 sneak attack, +1d6/5BL
  48.  
  49. [i]Paimon[/i] - Level 3rd, Bind DC 20
  50. Sign: One side of mouth is wider.
  51. Influence: Becomes lascivious and bold. Dance(half speed) to music.
  52. -Dance of Death - Standard, move up to speed and attack every creature passed once. 1/5 rounds.
  53. -Paimon's Blades - Constant, proficient with rapier and shorsword. Weapon Finesse.
  54. -Paimon's Dexterity - Constant, Dex +4
  55. -Paimon's Skills - Can Tumble untrained. +4 on Acrobatics and Perform(dance)
  56. -Uncanny Dodge - Constant, as per rogue.
  57. -Whirlwind Attack - Constant, as per the feat.
  58.  
  59. [b]Current Pact Augmentation[/b]
  60. +2 insight to damage rolls
  61.  
  62. [b]Sorceror spells known[/b] (CL 2)
  63. 1st(4/day) - Fist of Stone, Sniper's Shot,
  64. 0th(at will) - Acid Splash, Dancing Lights, Prestidigitation, Mage Hand, Message,
  65. _____________________________________________________________
  66.  
  67. [b]Abilities[/b] Str 16, Dex 14+4, Con 14, Int 14, Wis 8, Cha 16
  68. [b]SQ[/b] Pact Augmentation(2 abilities), Soul Binding(2 vestiges), Suppress Sign
  69. [b]Feats[/b] Improved Binding[sup]B[/sup], Point Blank Shot, Rapid Shot, Martial Weapon Proficiency(Longbow)
  70. [b]Skills[/b]
  71. Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Linguistics, Profession, Sense Motive, Sleight of Hand.
  72. Acrobatics 0+4(dex)+4(vestige) = [b]+8[/b]
  73. Appraise 0+2(int)+4(vestige) = [b]+6[/b]
  74. Bluff 5+3(class)+3(cha) = [b]+11[/b]
  75. Diplomacy 5+3(class)+3(cha)+4(syn) = [b]+15[/b]
  76. Intimidate 2+3(class)+3(cha)+2(syn) = [b]+10[/b]
  77. Knowledge(arcana) 2+3(class)+2(int) = [b]+7[/b], +2 on spellcraft
  78. Knowledge(religion) 2+3(class)+2(int) = [b]+7[/b], +2 on turning
  79. Knowledge(the planes) 2+3(class)+2(int) = [b]+7[/b], +2 planar survival
  80. Linguistics 1+3(class)+2(int) = [b]+6[/b], +2 UMD on scrolls
  81. Perception 0-1(wis) = [b]-1[/b], vs Disguise [b]+3[/b]
  82. Perform(dance) 0+3(cha)+4(vestige) = +7
  83. Ride 1+4(dex) = [b]+5[/b]
  84. Sleight of Hand 1+3(class)+4(dex)+2(syn) = [b]+10[/b]
  85. Sense Motive 5+3(class)-1(wis)+4(vestige) = [b]+11[/b]
  86.  
  87. [b]Possessions[/b]
  88. [i]+1 Composite Longbow(Str +3)[/i] (1d8 /x3, 110ft, P) 2,700gp 3lbs
  89. -[i]Crystal of Return, Least[/i] 300gp
  90. -Arrows x40 2gp 6lbs
  91. -Arrows, blunt(1d8 /x2, 60ft, B, subdual) x20 1gp 3lbs
  92. -Arrows, serpentstongue(1d8 /x3, 110ft, P,S, full damage to hardness <5 objects) 1 x20 3gp 3lbs
  93. Mw Longspear (1d8 /x3, reach, P) 305gp 9lbs
  94. -[i]Phoenix Ash Threat[/i] 500gp
  95. Spiked Gauntlets(1d4 /x2) 5gp 1lb
  96.  
  97. [i]+1 Chain Shirt[/i] (AC +5, Max Dex +4, ACP -1) 1,250gp 25lbs
  98. [i]Ring of Protection +1[/i] 2,000gp
  99. [i]Vest of Resistance +1[/i] 1,000gp
  100.  
  101. [i]Healing Belt[/i] 750gp
  102.  
  103. Explorer's Outfit
  104. -Lead Lined Inside Pockets 12gp
  105. --Dagger (1d4 19-20/x2, 10ft, P/S) 2gp 1lb
  106. --Chalk(lots)
  107.  
  108. Everburning Torch(Continual Flame cast on a cheap amulet) 110gp
  109.  
  110. Backpack 2gp 2lbs
  111. -Bedroll 0.1gp 5lbs
  112. -Flint and Steel 1gp
  113. -Oil, pint bottles x2 0.2gp 2lbs
  114. -Grappling Hook 1gp 4lbs
  115. -Silk Rope 50ft 10gp 5lbs
  116.  
  117. Belt Pouch 1gp 0.5lbs
  118. -Thunderstone 30gp 1lb
  119. -Smokestick x2 40gp 1lb
  120. -Flour Pouch x7 0.7gp
  121. -Small Steel Mirror 10gp
  122. -2gp
  123.  
  124. Spell Component Pouch(also used for the random crap Andromalius wants) 5gp 2lbs
  125.  
  126. Current Load: 74.5
  127. Light Load: 76 lb. or less
  128. Medium Load: 77-153 lb.
  129. Heavy Load: 154-230 lb.
  130. _____________________________________________________________
  131.  
  132. [b]Organization[/b]
  133. [b]Environment[/b]
  134. [b]Advancement[/b]
  135. _____________________________________________________________
  136.  
  137. [b]Weapons and Armor proficiency[/b]
  138. Simple weapons, longbow.
  139. Light armor.
  140.  
  141. [b]Soul Binding (Su):[/b]
  142. Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table 1–1. You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table 1–1, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.
  143. To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).
  144. Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige.
  145. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.
  146. To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). You must make your perilous pact alone; others cannot aid you in any way.
  147. Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours.
  148. During that time, you cannot rid yourself of the vestige unless you pos-sess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.
  149. While under the influence of a vestige, you must adhere to its requirements to the best of your ability.
  150. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are infl uenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.
  151. As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeingperceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.
  152. Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.
  153. The Difficulty Class for a saving throw against any super-natural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier
  154.  
  155. [b]Suppress Sign (Ex):[/b]
  156. At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.
  157.  
  158. ]b]Pact Augmentation (Su):[/b]
  159. Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a
  160. vestige, you also reselect your pact augmentation ability.
  161. As you attain higher levels, you can make additional selec-tions from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/—.
  162. Pact Augmentation Abilities
  163. +5 hit points
  164. Energy resistance 5 (acid, cold, electricity, fire, or sonic)
  165. +1 insight bonus on saving throws
  166. Damage reduction 1/—
  167. +1 insight bonus to Armor Class
  168. +1 insight bonus on attack rolls
  169. +1 insight bonus on damage rolls
  170. +2 insight bonus on initiative checks
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