Friday, May 13, 2011

Name: Anmyl
Race: Fiendish Ogre Mage/Nymph
Classes: Giant 5/Rogue 2/Bard 2/Druid 3/Fochlucan Lyrist 6
Alignment: NE
Appearance: The sylvan being before you is a vision of alluring beauty, yet is somehow diminished in her perfection from some elusive "it". Wearing very little and smiling a great deal, she eyes you with a suggestive smile...though it is difficult to tell whether the suggestion is one of carnal interest, or more that of a cat eyeing a mouse.
Sect: Dispater

Stats

STR 16 +3
DEX 18 [22] +6
CON 17 +3
INT 20 +5
WIS 21 [25] +7
CHA 26 [30] +10

Speed 40 ft/Fly 80 ft. (good)
Initiative 6
BAB 13
Grapple 16
Space/Reach 5ft/5ft

AC 35 (10 + dex 6+ armor 6+natural 3+deflection 10)
Touch 26, Flat Footed 29
20% miss chance due to displacement

SR 22

HP 98

Saves
Fort 22
Ref 29
Will 29

Attacks
Lash of Agony
22/17/12, 1d3+6, DC 20 Fort save or stun for 1d4 rounds on hit. Deals lethal damage, and can affect armored foes.

+4 Composite Longbow (str +3)
Full attack 24/19/14
Rapid Shot 22/22/17/12

Masterwork arrows -1d8+7
Flaming arrows -1d8 +7+1d6 fire
Sonic arrows - 1d8+7+1d6 sonic
Slaying arrows - 1d8+7+DC 22 Fort save or death. 3d6 extra damage on successful save
Assassin Vine arrows - 1d8+7. On impact, the arrow explodes in a flash of green light, splitting and spilling out over the target as it changes into an assassin vine. The assassin vine gets an immediate grapple attempt, and remains until it's destroyed.

Class/Racial/Extraordinary/Supernatural Abilities
Darkvision 90 feet, low-light vision, regeneration 3, SR =6+HD (per Ogre Mage class in Savage Species) Natural Armor 3, DR 10/magic
Resistance Cold/Fire 10
Smite Good (Su) Once per day, Anmyl can make a normal melee attack to deal an extra 16 damage to a good foe.

Spell-Like Abilities:
At will: darkness, invisibility
1/day: charm person (DC 21), cone of cold (DC 25), gaseous form, polymorph, sleep (DC 21), and dimension door. Caster level 9th. The save DCs are Charisma-based.

Regeneration (Ex): Fire and acid deal normal damage to Anmyl.
If Anmyl loses a limb or body part she can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or Anmyl dies. Anmyl cannot regrow lost body parts.

Stunning Glance (Su)
As a standard action, Anmyl can stun a creature within 30 feet with a look. The target creature must succeed on a DC 23 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)
Anmyl adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Animal companion, nature sense, wild empathy, woodland stride, trackless step
Sneak Attack +1d6, trapfinding, evasion
Unbound (can use non-druid weapons and armor)

Feats
Dodge
Mobility
Spring Attack
Point blank shot
Rapidshot
Shot on the run
Weapon Finesse
Weapon Focus: Longbow

Flaws/Traits

Forlorn
You lack the ability to summon a creature to do your bidding.
Prerequisite: Ability to call an animal companion.
Effect: You lose the ability to call an animal companion.



Skills

Bluff - Ranks (14) + (cha ) + misc ()= 24
Concentration - Ranks (10) + (con ) + misc ()= 13
Decipher Script - Ranks (7) + (int) + misc ()= 11
Diplomacy - Ranks (14) + (cha) + misc ()= 24
Gather Information - Ranks (15) + (cha) + misc ()= 25
Hide - Ranks(16) + (dex) + misc (20) = 44
Intimidate - Ranks (13) + (cha) + misc () = 23
Knowledge
[nature] - Ranks (7) + (int) + misc ()= 11
[the planes] - Ranks (5)  + (int) + misc ()= 9
Listen - Ranks (8) + (wis) + misc ()= 13
Perform
(String instruments)- Ranks (17) + (cha) + misc ()= 27
(Sing) -                    Ranks  (17) +(cha) + misc ()= 27
Sense Motive - Ranks (12) + (wis) + misc ()= 19
Sleight of Hand - Ranks (7) + (dex) + misc ()= 13
Spellcraft - Ranks (8) + (int) + misc ()= 12
Spot - Ranks (10) + (wis) + misc ()= 17
Survival - Ranks (10) + (wis) + misc (2)= 17
Use Magic Device - Ranks (9) + (cha) + misc () = 19

Languages: Common, Giant, Infernal, Druidic, Sylvan, Elven

Gear:
+4 Shadowed Leather Armor (+10 on Hide checks)
Gloves of Dexterity +4
Periapt of Wisdom +4
Cloak of Charisma +4
Ring of Displacement (20%)
Ring of Chameleon Power (+10 on hide as free action, disguise self as a standard action, unlimited)
Lash of Agony (+3 whip that deals lethal damage and can affect creatures with armor bonus +1, and/or natural armor of +3 or better. On a hit, target must make a DC 20 Fort save or be stunned with pain for 1d4 rounds)
+4 composite longbow [str bonus +3]
Quiver of Holding [As a free action, draw whatever arrow you want from within. Can hold up to 500 arrows)
Assassin Vine arrows (x16)
Slaying arrows (x2)
Flaming arrows (x50)
Sonic arrows (x25)
Masterwork Arrows (x200)

Spells:

Bard spells per day         
0th - 3                             
1st - 6                             
2nd - 6
3rd - 3

Bard spells known
0th - 6

Dancing Lights
(Evocation [Light])
Components: V, S
Casting time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Effect:     Up to four lights, all within a 10- ft.-radius area
Duration: 1 minute (D)
Saving Throw:     None
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

Detect Magic
(Divination)
Components: V, S
Casting time: 1 standard action
Range:     60 ft.
Area:     Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Ghost Sound
(Illusion [Figment])
Components: V, S, M
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Effect:     Illusory sounds
Duration: 1 round/level (D)
Saving Throw:     Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.

Mage Hand
(Transmutation)
Components: V, S
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw:     None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Message
(Transmutation [Language-Dependent])
Components: V, S, F
Casting time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw:     None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.

Prestidigitation
(Universal)
Components: V, S
Casting time: 1 standard action
Range:     10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw:     See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


1st - 4

Hideous Laughter
(Enchantment [Compulsion/Mind-Affecting])
Components: V, S, M
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature; see text
Duration: 1 round/level
Saving Throw:     Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

Identify
(Divination)
Components: V, S, M/DF
Casting time: 1 hour
Range:     Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw:     None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Undetectable Alignment
(Abjuration)
Components:     V, S
Casting time:     1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature or object
Duration:     24 hours
Saving Throw:     Will negates (object)
Spell Resistance:     Yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Silent Image
(Illusion [Figment])
Components: V, S, F
Casting time: 1 standard action
Range:     Long (400 ft. + 40 ft./level)
Effect:     Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Focus: A bit of fleece.


2nd - 4

Alter Self
(Transmutation)
Components: V, S
Casting time: 1 standard action
Range:     Personal
Target:     You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

Blindness/Deafness
(Necromancy)
Components: V
Casting time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Target:     One living creature
Duration: Permanent (D)
Saving Throw:     Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Bone Fiddle
(Necromancy)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with a skeleton or exoskeleton
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You rub your middle finger across your thumb like a bow against a fiddle while simultaneously humming a discordant tune under your breath. Nearby, you see a translucent bone-white fiddle bow appear and sink into the flesh of your target. It begins sawing, as if playing your target like a fiddle.
You call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim. Each round on its turn, the victim must make a Fortitude save or take 3d6 points of sonic damage and a –20 penalty on Move Silently checks.
A successful save negates the damage and ends the spell. The spell’s effects continue even if the subject moves so that you no longer have line of sight or line of effect to it.
Focus: A miniature silver fiddle worth at least 30 gp.


Suggestion
(Enchantment [Compulsion/Language-Dependant/Mind-Affecting])
Components: V, M
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One living creature
Duration: 1 hour/level or until completed
Saving Throw:     Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.


3rd -3

Crushing Despair
(Enchantment [Compulsion/Mind-Affecting])
Components:     V, S, M
Casting time:     1 standard action
Range:     30 ft.
Area:     Cone-shaped burst
Duration:     1 min./level
Saving Throw:     Will negates
Spell Resistance:     Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.

Fear
(Necromancy [Fear/Mind-Affecting])
Components: V, S, M
Casting time: 1 standard action
Range:     30 ft.
Area:     Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw:     Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component: Either the heart of a hen or a white feather.

Scrying
(Divination)
Components: V, S, M
Casting time: 1 hour
Range:     See text
Effect:     Magical sensor
Duration: 1 min./level
Saving Throw:     Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge                                                    Will Save Modifier
None1                                                                         +10
Secondhand (you have heard of the subject)              +5
Firsthand (you have met the subject)                          +0
Familiar (you know the subject well)                          –5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection                                                   Will Save Modifier
Likeness or picture                                                 –2
Possession or garment                                                 –4
Body part, lock of hair, bit of nail, etc.                        –10
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Druid spells per day
0 - 6

Create Water (2)
(Conjuration [Creation/Water])
Components: V, S
Casting time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Effect:     Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw:     None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Know Direction
(Divination)
Components: V, S
Casting time: 1 standard action
Range:     Personal
Target:     You
Duration: Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Resistance (3)
(Abjuration)
Components: V, S, M/DF
Casting time: 1 standard action
Range:     Touch
Target:     Creature touched
Duration: 1 minute
Saving Throw:     Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.

1st - 6

Obscuring Mist (3)
(Conjuration [Creation])
Components: V, S
Casting Time: 1 standard action
Range:     20 ft.
Effect:     Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw:     None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Produce Flame
(Evocation [Fire])
Components: V, S
Casting Time: 1 standard action
Range:     0 ft.
Effect:     Flame in your palm
Duration: 1 min./level (D)
Saving Throw:     None
Spell Resistance: Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Entangle (2)
(Transmutation)
Components: V, S, DF
Casting Time: 1 standard action
Range:     Long (400 ft. + 40 ft./level)
Area:     Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw:     Reflex partial; see text
Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

2nd - 6

Soften Earth and Stone (2)
(Transmutation [Earth])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Area:     10-ft. square/level; see text
Duration: Instantaneous
Saving Throw:     None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


Heat Metal (3)
(Transmutation [Fire])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
                 
                          Metal
Round           Temperature     Damage
1                   Warm     None
2                       Hot      1d4 points
3-5                     Searing     2d4 points
6                       Hot     1d4 points
7                     Warm     None

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.

Tree Shape
(Transmutation)
Components: V, S, DF
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 1 hour/level (D)
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action (instead of as a standard action).

3rd - 5

Protection from Energy (2)
(Abjuration)
Components: V, S, DF
Casting Time: 1 standard action
Range:     Touch
Target:     Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Meld into Stone
(Transmutation [Earth])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 10 min./level
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

Snare
(Transmutation)
Components: V, S, DF
Casting Time: 3 rounds
Range:     Touch
Target:     Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw:     None
Spell Resistance: No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.

Sleet Storm
(Conjuration {Creation} [Cold])
Components: V, S, M/DF
Casting Time: 1 standard action
Range:     Long (400 ft. + 40 ft./level)
Area:     Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw:     None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
The sleet extinguishes torches and small fires.

4th - 3

Command Plants
(Transmutation)
Components: V
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
Saving Throw:     Will negates
Spell Resistance: Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

Flame Strike (2)
(Evocation [Fire])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Medium (100 ft. + 10 ft./level)
Area:     Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw:     Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

5th - 2

Baleful Polymorph
(Transmutation)
Components: V, S
Casting Time: 1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature
Duration: Permanent
Saving Throw:     Fortitude negates, Will partial; see text
Spell Resistance: Yes
You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
    The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
    The target retains its own hit points.
    The target is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
    The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).

Tree Stride
(Conjuration [Teleportation])
Components: V, S, DF
Casting Time: 1 standard action
Range:     Personal
Target:     You
Duration: 1 hour/level or until expended; see text
Type of Tree     Transport Range
Oak, ash, yew     3,000 feet
Elm, linden     2,000 feet
Other deciduous 1,500 feet
Any coniferous     1,000 feet
All other trees     500 feet
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.




Assassin Vine
Size/Type: Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed:     5 ft. (1 square)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple:     +3/+12
Attack: Slam +7 melee (1d6+7)
Full Attack: Slam +7 melee (1d6+7)
Space/Reach: 10 ft./10 ft. (20 ft. with vine)
Special Attacks: Constrict 1d6+7, entangle, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity,
plant traits, resistance to cold 10 and fire 10
Saves:     Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int Ø, Wis 13, Cha 9
Constrict (Ex)
An assassin vine deals 1d6+7 points of damage with a successful grapple check.
Entangle (Su)
An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).
The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
Improved Grab (Ex)
To use this ability, an assassin vine must hit with its slam attack.
It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Blindsight (Ex)
Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex)
Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. 


FLUFF AND TACTICS
Anmyl is a being of contradictions. The daughter of Goramas and a now-dead nymph, she's known only the teachings of the Iron Baron during her short childhood. The erinyes in her blood mingled with the fey, and has left her with a pair of downy moth-like wings, the dust that accumulates on them smelling of saffron and lavender.

She acts as a sort of morale officer for Goramas, as well as making certain that the forests around his territory remain secure. Despite the inauspicious nature of her conception, Goramas dotes on his daughter and values her as one of the few beings for whom he feels genuine affection.

Her first tactic is always to try and engage those who might be worthy foes in dialogue, to try to sway them to the side of her father, or at least persuade them that they would be better off being heroic elsewhere.

In combat, she always attempts to engage foes in a heavily wooded glen. Aside from her spells, she will remain hidden in a tree and snipe away (happily taking the -20 to her hide score, and making use of her racial ability to turn invisible at will). If she takes significant damage, she will not hesitate to flee the combat with her Tree Stride spell, hastily returning to tell Goramas of the powerful adventurers who were able to defeat her.

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