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Rajiv's Arcane Spellcraft Guide

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0% found this document useful (0 votes)
32 views18 pages

Rajiv's Arcane Spellcraft Guide

Uploaded by

rgmbartol
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Rajiv, DLW8/UP2+8/BM1+9/MT9 | Wizard 20

Bab +14.5 +10 +6.66 +12

WIZARD
Arcane Reservoir (Su) 13/23p.

Arcanist Exploits DC20+CHA


Bloodline (Vestige) Bonded Object. 1/day, swift, 1p: cast any spell known at +1DC.
Create Gear + Permanent Summon
Counterspell (Su) 1p, immediate: counterspell by sacrificing a spell 1 lvl higher.
Metamixing (Su) 1p: add metamagic to a spell without increasing casting time.
Potent Magic (Su) 1p: +2DC or +2CL.
Dimensional Slide (Su) 1p: as part of move, teleport 200ft instead of 5ft movement.

Arcane Discoveries
05: Knowledge is Power (Ex) INT to CMB, CMD and lifting and breaking objects.
10: Idealize (Su) Increase transmutation enhancement bonuses by +4.
15: True Name (Sp) Vault Keeper
20: True Name (Sp) Lilitu

MYSTIC THEURGE
Combined Spells (Su)
Up to 5th as 6th level spells.

A mystic theurge can prepare and cast spells from one of his spellcasting classes using
the available slots from any of his other spellcasting classes. Spells prepared or cast in
this way take up a slot one level higher than they originally occupied. This ability
cannot be used to cast a spell at a lower level if that spell exists on both spell lists.

Spontaneous spellcasters can only select spells that they have prepared that day using
non-spontaneous classes for this ability.
DARKLIGHT WIZARD 8

+7BAB +5.5Fort, +2.33Will/Ref

Two Knowledge Skills (Any Type): 5 ranks in each.


Skill Ranks: Only ability scores, skills and feats remain the same.
Skill Points at Each Level: 6 + Int modifier.
Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana) (Int),
Knowledge (Religion) (Int), Scry (Wis), Spellcraft (Int).

∞ Animate Dead (HD 14+1d6)

2/day – Area of Night As Darkness except 5th level, 140ft radius, up to 140 minutes.
Protection from Good

3/day – Darkness

Aura of Despair (Su) –2 morale penalty on all saving throws for non-necromancers.
Mixed Blessing INT to all saving throws.
Backhand of Fate (Su) 2/day, touch attack a living creature. -4 penalty to their next roll.
Death Touch (Su) 1/day, melee touch living creature CLd4 damage (equal to cHP, death).

Channel Negative Energy: 1d6

Spell List
1st – cause fear, chill touch, detect undead, ray of enfeeblement.
2nd – ghoul touch, scare, spectral hand, Wall of Gloom.
3rd – fireball, gentle repose, Slow Consumption, vampiric touch
4th – contagion, enervation, fear, Touch of the Blackened Soul
5th – animate objects, magic jar, Wall of Ectoplasm
6th – circle of death, Greater Contagion
7th – destruction, Waves of Exhaustion
8th – horrid wilting, symbol of death
9th – energy drain, soul bind
BEHOLDER MAGE 1+9

Arcane Hands (Su) STR1


A beholder mage develops the ability to manipulate objects as if with a mage hand spell. This
ability is constantly active and can not only manipulate objects but also use magic items like
wands, staffs, rods, and some wondrous items (like a bag of tricks). The hand cannot activate
items that must be worn to utilize an effect (such as a helm of brilliance).

A beholder mage's arcane hand has an effective Strength score equal to the creature's
beholder mage class level. An arcane hand can be used to perform any attack or defensive
action for which a regular hand can be used. Using an arcane hand to make an unarmed strike
provokes attacks of opportunity unless the beholder mage has the Improved Unarmed Strike
feat. Theoretically, a beholder mage with monk levels could use its arcane hand for its
unarmed attacks.

Spells:
A beholder mage can learn new spells as a wizard can, and there is no limit to the spells it can
learn and know. However, it casts its spells on the fly like a sorcerer.

Casting a spell from a spell-stalk is a free action (a spell-stalk can cast only one spell per round).
This spellcasting provokes attacks of opportunity normally.

The standard beholder limitation against turning more than three eyestalks in any particular
direction (that is, forward, backward, left, right, tip, or down) still applies.

 Arcane focus is the ruined central eye.


 Requires no M components (20% of costly M in XP instead).
 S components are the weaving and waving of its spell-stalks.
 V components is a special spellcasting song (can’t speak or use mouth for anything else)
MINDWITNESS

All-Around Vision (Ex) +4 racial bonus to Perception and they can't be flanked.

Flight (Ex) A beholder's body is naturally buoyant. This buoyancy allows it to fly as
the spell, as a free action, at a speed of 20 feet. This buoyancy also
grants it a permanent featherfall effect with personal range.

Extract (Ex) If you begin your turn with all four tentacles attached and win a grapple
check, you extract the opponent's brain, instantly killing it. This power is
useless against constructs, elementals, oozes, plants, and undead and
is not instantly fatal to foes with multiple heads, such as hydras.

Improved Grab (Ex)


To use this ability, a mindwitness must hit a creature of its size category or smaller with
its tentacle 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
attaches the tentacle to the opponent's head. A mindwitness can grab a Huge or larger
creature, but only if it can somehow reach the foe's head. If a mindwitness begins its
turn with at least one tentacle attached, it can try to attach its remaining tentacles with
a single grapple check. The opponent can escape with a single successful grapple
check or an Escape Artist check, but the mindwitness gets a +2 circumstance bonus
for every tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp)


1/day, 40 feet cone. Stunned for 1d4 rounds (Will negates). CHA-based.

Psionics (Sp)
3/day - charm monster, detect thoughts, levitate, suggestion. CL 8th. CHA-based.

Fear Aura (Su) 60ft


Frightened (< 5HD) or shaken (5+ HD) for 20 rounds (Will neg). [mind-affecting] [fear].

Paralyzing Touch (Su)


Any living creature hit by its touch attack is permanently paralyzed (Fort neg). Cannot be
dispelled. Remove paralysis or any spell that can remove a curse can free the victim (DC = save
DC). Anyone paralyzed by a lich seems dead (Heal DC15, Perception DC20).

Mindlock (Su)
An unarmed strike or natural attack vs INT3+ cannot cast spells, speak, use INT-based skills or
INT checks for 1d4 rounds (Will neg).
Special Abilities:
Compression (Ex)
The creature can move through an area as small as one-quarter its space without squeezing or
one-eighth its space when squeezing.

Telepathy (Su) 100ft


Can communicate telepathically with anyone with a language within 100ft.

Familial Possesion (Su)


When a familial lich is destroyed, its spirit departs its body and seeks out the nearest living
relative (1d10 days). The familial lich then possesses the relative, as per greater possession
(CL20, save DC32). Save negates, permanently immune, 1d10 for next nearest living relative.

Only lineal ancestors or descendants of the familial lich, as well as siblings, are eligible targets.
• One headband, hat, or phylactery on the body.
• A beholder can only wear a helmet specially designed to fit over the creature’s entire body.
• Three pairs of eye lenses or goggles over the central eye and up to two eyestalks.
• Three amulets, brooches, medallions, necklaces, periapts, or scarabs on three eyestalks.
• One belt worn about an eyestalk.
• One pair of bracers or bracelets on a pair of eyestalks.
• Up to three rings on up to three eyestalks (one ring per eyestalk).

Bonus spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
INT32-33 +12 3 3 3 2 2 2 2 1 1
INT34- 3 3 3 3 2 2 2 2 1
INT36- 4 3 3 3 3 2 2 2 2
INT38- 4 4 3 3 3 3 2 2 2
INT40- +15 4 4 4 3 3 3 3 2 2
INT42- 4 4 4 4 3 3 3 3 2
INT44- 5 4 4 4 4 3 3 3 3
INT46- 5 5 4 4 4 4 3 3 3
INT48- 5 5 5 4 4 4 4 3 3
INT50- +20 5 5 5 5 4 4 4 4 3
INT52- 6 5 5 5 5 4 4 4 4
INT54- 6 6 5 5 5 5 4 4 4
INT56 +23 6 6 6 5 5 5 5 4 4
INT62 7 7 6 6 6 6 5 5 5
BAB BSB BSB BSB
Wiz 1/2 bab, b/b/g, d6 2sp +6 +6 +4
BM 1/2 bab, b/b/g, d4 2sp +0.5
DLW +1 bab, g/b/b,d4 6sp +8 +6 +2.66 +6
UP 3/4 bab, b/b/g, d8 2sp +1.5
MT 1/2 bab, b/b/g, d6 2sp +4.5

Class\SLVL 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Wiz20 CL20 4+2 4+13 4+13 4+10 4+10 4+8 4+7 4+5 4+5 4+5
BM1+9 CL20 6 6+7 6+7 6+6 6+6 6+6 6+6 6+5 6+5 5+5
DLW8 CL8 4 4+7 4+7 4+6 4+6 3+6 2+6 2+5 1+5
UP2+8 CL10+5 6 5+3 5+3 4+3 4+2 4+2 4+2 3+2 2+1 1+1

Wiz20 CL20 6 17 17 14 14 12 11 9 9 9
BM1+9 CL20 6 13 13 12 12 12 12 11 11 10
DLW8 CL8 4 11 11 10 10 9 8 7 6
UP2+8 CL10+5 6 8 8 7 6 6 6 5 3 2

Arcane 16 41 41 36 36 33 31 27 26 19
Divine 6 8 8 7 6 6 6 5 3 2

DLW8/UP2/BM1/MT9
Wiz20
0-Level Cleric/Oracle Spells (Orisons)

Spell Name Description

Create Water Creates 2 gallons/level of pure water.

Guidance Touched creature gains +1 on one attack roll, saving throw, or skill check.

Light Object shines like a torch.

Read Magic Read scrolls and spellbooks.

Spark Ignites flammable objects.

Stabilize Cause a dying creature to stabilize.

0-Level Sorcerer/Wizard Spells (Cantrips)


Acid Splash Orb deals 1d3 acid damage.
Detect Fiendish This spell functions like detect evil, except that it detects only outsiders
Presence with the evil subtype, as well as the lingering effects caused by their gifts,
presence, and spells. It can also detect clerics and paladins of fiendish
deities, including Asmodeus, archdevils, daemonic harbingers, and demon
lords.
Detect Magic Detects all spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Daze A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights Creates torches or other lights.
Penumbra Protects creature or object touched from bright light.
Scoop Create a scoop of force to pick up or carry liquids.
Ghost Sound Figment sounds.
Touch of Fatigue Touch attack fatigues target.
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Open/Close Opens or closes small or light things.
Scrivener’s Animate quill to make a copy of writing on another page.
Chant
Arcane Mark Inscribes a rune on an object or creature (visible or invisible).
Prestidigitation Performs minor tricks.
Immune cold, fire, lightning
Bleed, death, disease, exhaustion, fatigue, paralysis, poison and sleep effects.
Ability damage, ability drain, mind-affecting effects, nonlethal damage.
Fortitude saves (unless it works against objects or is harmless).
Death from massive damage.
Raise dead, reincarnate abilities.
Smite effects (no attack bonus, reflects bonus damage back bypassing DR/evil)
Surprise or flat-footed
Resist Acid 10, Fire 15
Channel Resistance +4,
DR 10/good, magic and adamantine
Spell Resistance 32

Vulnerabilities lose immunity to confusion, daze, fear, and stun.

Robe of rifts
 INT to attack and damage instead of STR.
 Armor and natural armor bonuses to her touch AC.
 +6 profane bonus on all saving throws.
 unholy amulet of mighty fists +5.

Sihedron
Fast healing 5
+2 insight AC/Reflex
Immune to surprise/flat-footed
1/day auto true resurrection

Charity: +4 insight to AC Dimensional Anchor No kindness/temperance.


Generosity: +4 to attack Beast Shape II No humility/love.
Kindness: +4 insight weapon damage. Ice Storm No charity/zeal.
Humility: +8 to skills Greater Invisibility No generosity/zeal.
Love: +8 initiative. Charm Monster No generosity/temperance.
Zeal: +8 concentration/CL checks. Dimension Door No humility/kindness.
Temperance: Fast healing 10. Fear No charity/love.

Change as a standard action.

Codex of Infinite Power Spell-Like Abilities


Constant discern lies
nondetection
true seeing
foresight

at-will (CL20) astral projection *


banishment
elemental swarm *
gate
greater create demiplane *
greater planar ally
greater planar binding
plane shift
soul bind
Eldritch Researcher (Story)
Cast spells you’ve created at +1CL, +1DC, -1 metamagic level (min +0). +4 Spellcraft.
Apotheosis (Story)
1/day, immediate action reroll any die roll made by anyone within 100ft. Choose preferred result.

Fearless Zeal (Story)


+2 ability score
Forgotten Past (Story) +4 Perception, roll twice vs. Mindaffecting
Infiltrator (Story) Will save negates spells and (Sp) that reveal information about you.
Innocent Blood (Story) +4 Intimidation, doubles shaken penalties vs you
Nation Builder (Story) +2 initiative, saves, attack rolls in Dungeon
Planar Traveler (Story) always arrive exactly where you intended
Puppet Master (Story) Diplomacy DCs for additional requests is +1.
Vengeance (Story) +1 to saves
Wretched Curator (Story) +4 Spellcraft, Arcana, UMD on [evil] spells, gain 2thp/slvl for [evil] spells.
Can remove [evil] from spells and count as neutral for their casting.

Str 7, Dex 10, Con 14, Int 20+2, Wis 14+2, Cha 10+2

Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16
+5+5lvl
+4 +2 profane
+6 +6 +10 +10 +10 enhance
+5 +5 +5 +5 +5 inherent
+4 +4 psychoplasm
+2 CORRUPTION
-1 -1 +1 +1 +1 age
+2 fearleszeal
20 (+5) 28 (+9) 56 (+23) 34 (+12) 34 (+12)

Str 20, Dex 28, Con —, Int 56, Wis 34, Cha 34
Int 62 (bonus spells (sihedron tome)
AB: +37 (14bab + 23int)
AC: 44 (10 +9DEX +8armor +4totdef +1dodge +12CHA)
CMB: +42 (14BAB, 5STR, 23INT)
CMD: 67 (10 + 20DCT + 5STR + 9DEX + 23INT)

Charm: become overwhelmingly attractive and persuasive


Knowledge: surrounded by the sound of numerous turning pages
Liberation: becomes lithe and flexible
Repose: eyes become pure, bleak white
Strength: visibly ripples with muscle

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome,
Goblin, Ignan, Infernal, Orc, Undercommon

Senses see in darkness


1 Maleficium
1H Fiendskin
1B Mask of Virtue
1W Scribe Scroll
1E Bloodline Development (vestige, +1DC)
3 Soulless Gaze
5 Craft Wondrous Item
5W Fast Study (Ex)
5E Craft Magic Arms and Armor
7 Sacred Geometry (Dazing, Echoing)
9 Sacred Geometry (Fleeting, Ectoplasmic)
9E School Understanding (conjuration (creation))
10W Idealize (Su)
11 Sacred Geometry (Heightened, Lingering)
13 Sacred Geometry (Maximized, Persistent)
13E Sacred Geometry (Silent, Still)
15W Knowledge is Power (Ex)
15L Combat Casting
15L Command Undead (CL15)
15L Spell Penetration
15L Greater Spell Penetration +4 to CL check to overcome SR
15L Spell Focus (necromancy)
17 Sacred Geometry (Threnodic, Thanatopic)
17E Spell Disruption (Su)
19 Sacred Geometry (Quicken, Widen)
20W True Name (Lilitu)
DLW8/Beholder Mage1+9/Ur-Priest2+8/Mystic Theurge 9| Wizard 20.
Lich template through Eternal Apotheosis (free)

This nightmare of eyes, lashing tentacles and a large ruined eye flies across the ground without
apparent support. Ten smaller eyes on stalks sprout from the top of the six-foot diameter orb,
as do four waving tentacles.

Large Aberration
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., Listen
+18, and Spot +22
Languages: Common
__
AC: 26 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 24
Hit Dice: 11d8+44 (93 hp)
Fort +9, Ref +5, Will +11
__
Speed: 5 ft., fly 20 ft. (good)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +12
Attack: Eye rays +9 ranged touch or tentacle +2 melee (1d6)
Full Attack: Eye rays +9 ranged touch or 4 tentacle +2 melee (1d6)
Damage: Bite 2d4
Special Attacks: Eye rays,
__
Abilities: Str 10, Dex 14, Con 18, Int 21, Wis 19, Cha 19
Special Qualities: antimagic cone, flight, SR21
Feats: Alertness; Flyby Attack; Great Fortitude; Improved Initiative; Iron Will
Skills: Hide +12, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks), and
knowledge (arcana) +17
__

+1NA, Extract, Improved Grab, Mind Blast, Psionics, SR10+rHD, +4int/wis/cha


+Common, + Telepathy 100ft

channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and
electricity (in addition to those granted by its undead traits).

Familial Possession (Su)


After destruction, greater possession (CL20; CHA-based) the nearest living
relative after 1d10 days. If the relative succeeds at her save, she becomes
permanently immune to this ability, and the familial lich must spend another
1d10 days searching for the next-nearest living relative, repeating the process
until it succeeds or until no such relatives remain and it is destroyed instead.
If the relative fails her saving throw, the familial lich’s spirit takes root in her
body. The familial lich’s consciousness remains within the relative even after the
greater possession effect ends, and it is able to share her senses. It can use
greater possession on her once per day thereafter. If the relative fails on three
consecutive saving throws to resist, the familial lich’s spirit takes over, and she
physically and mentally transforms into the familial lich permanently. Even if the
relative continues succeeding, it is impossible to remove a familial lich without
extremely powerful magic once it has taken root.
Only targets lineal ancestors or descendants and siblings.
Melee touch +X-5 (1d8+10 plus paralyzing touch plus mindlock)

Fear Aura (Su)


Creatures of less than 5 HD in a 60-foot radius that look at the lich must
succeed on a Will save or become frightened. Creatures with 5 HD or more
must succeed at a Will save or be shaken for a number of rounds equal to the
lich’s Hit Dice. A creature that successfully saves cannot be affected again by
the same lich’s aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su)


Any living creature a lich hits with its touch attack must succeed on
a Fortitude save or be permanently paralyzed. Remove paralysis or any spell
that can remove a curse can free the victim (see the bestow curse spell
description, with a DC equal to the lich’s save DC). The effect cannot be
dispelled. Anyone paralyzed by a lich seems dead, though a DC
20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Abilities: Int +2, Wis +2, Cha +2.

Defensive Abilities channel resistance +4; DR10/adamantine good magic,


SR35;
Immune cold, electricity, undead traits
Skills (508/508) ranks CS race clas insight Ability
Acrobatics 20 +8 +31
Appraise 20 3 C +20 +29
Bluff 20 3 C +12 +35
Climb 1 3 C +7 +11
Craft (Alchemy) 20 3 C +20 +20
Diplomacy 20 3 C +12 +35
Disable Device 20 +8 +31
Disguise 20 3 C +12 +35
Escape Artist 20 +8 +29
Fly 20 3 +2 C +8 +39
Handle Animal 5 +12 +24
Heal 20 3 C +14 +29
Intimidate 20 3 C +12 +35
(arcana) 20 3 C +20 +50
(dungeoneering) 20 3 C +20 +45
(engineering) 20 3 C +20 +45
(geography) 20 3 C +20 +45
(history) 20 3 C +20 +45
(local) 20 3 C +20 +45
(nature) 20 3 C +20 +45
(nobility) 20 3 C +20 +45
(planes) 20 3 C +20 +45
(religion) 20 3 C +20 +45
Linguistics 20 3 C +20 +29
Perception 20 3 +8 C +14 +77
Perform (all 9) 9 +12 +16
Ride 1 +8 +24
Sense Motive 20 3 +8 C +14 +37
Sleight of Hand 20 +8 +31
Spellcraft 20 3 C +20 +50
Stealth 20 3 +8 C +8 +31
Survival 20 3 +5 C +14 +19
Swim 1 +7 +11
Use Magic Device 20 3 C +12 +34

Ur-Priest
(Su) Channel Negative Energy 1d6 Will DC 11+Cha, halves

Mystic Theurge
(Su) Combined Spells Up to 5th-level spells in up to 6th-level slot.
Beholder Mage Spells Int-based spontaneous arcane caster, CL20.
All 10 eyestalks can cast one spell per round as a free action.
No more than three eyestalks can turn in any particular direction
(forward, backward, left, right, up, or down).
You do not require material components to cast their spells.
Expensive material components are substituted by (20% of gp cost) XP.
The ruined central eye acts as an arcane focus for all spells.
Somatic components are the weaving and waving of its spell-stalks.
The verbal components are a special spellcasting song.
You can cast spells *OR* use your mouth for anything else that round.

(Su) Arcane Hands constant, as mage hand except it can also use magic items like wands,
staffs, rods, and some wondrous items. The hand cannot activate
items that must be worn to utilize an effect (such as a helm).

Effective Strength 1. An arcane hand can be used to perform any


attack or defensive action for which a regular hand can be used.
Possessed
Whether it’s an actual spirit or an alternate personality, another mind vies with
you for control of your body.

Catalyst
An evil spirit, soul, or personality—hereafter referred to as a spirit—has taken
up residence within your body.
Progression
The corruption progresses when you give up control to use the spirit’s power.
Like a medium’s spirits, the spirit possessing you can give you more power
when you give it influence (this doesn’t interact with medium spirits; the
influence is separate). Each day at sunrise, the number of points of influence
the spirit has over you returns to 1. The spirit gains 1 point of influence
whenever you fall asleep (or perform your daily rest) or
become confused, dazed, frightened, panicked, or stunned.
You lose any immunity to confusion, daze, fear, and stun.
When the spirit has at least 3 points of influence, you have visible difficulty
controlling your body, and you shift back and forth between your own
personality and a blend with the spirit. When the spirit has 5 points of influence,
you must attempt a Will save (DC = 15 + your manifestation level). If you
succeed, influence drops to 4 points; otherwise, the corruption progresses to
the next stage. If you must attempt this saving throw again before the next
sunrise, the DC increases by 2 for every previous attempt.

Two Minds
+2 bonus on saves against mind-affecting effects;
re-roll mind-affecting save for 1 influence (no action).
–4 penalty on concentration checks.
roll twice for initiative and take lowest.

Temporary Clarity
1/day, without spending an action, ignore dazed, frightened, panicked, shaken, staggered,
and stunned for 9 minutes. This time still counts against the condition’s duration.
The possessing spirit gains 1 influence over you after 9 minutes.

Whenever you fall asleep (or perform your daily rest), the spirit gains 2 points of influence over
you rather than 1 point, and at sunrise, the influence the spirit has over you changes to 2.

Hateful Voices
Paranoid whispers constantly mingle with your own thoughts.
+4 Perception checks and Sense Motive checks to see through disguises, notice when a
creature is under an enchantment, and act on the surprise round.
Stain: Whenever a character you consider an ally or friend betrays or disappoints you, you
unknowingly mutter (Perception DC 15 for others to hear) about how that character was an
enemy all along and must be made to pay. You gain no benefit from aid another attempts.

Contaminated Personality
+2 Charisma score while the possessing spirit has 4 or more points of influence over you.
You adopt the spirit’s mannerisms, disturbing others and making it harder to disguise the
possession. You take a –4 penalty on Diplomacy and Disguise checks.

Wizard
1 Maleficium
1H Fiendskin
1B Mask of Virtue
1W Scribe Scroll
1E Bloodline Development (vestige, +1DC)
3 Soulless Gaze
5 Craft Wondrous Item
5W Fast Study (Ex)
5E Craft Magic Arms and Armor
7 Sacred Geometry (Dazing, Echoing)
9 Sacred Geometry (Fleeting, Ectoplasmic)
9E School Understanding (conjuration (creation))
10W Idealize (Su)
11 Sacred Geometry (Heightened, Lingering)
13 Sacred Geometry (Maximized, Persistent)
13E Sacred Geometry (Silent, Still)
15W Knowledge is Power (Ex)
17 Sacred Geometry (Threnodic, Thanatopic)
17E Spell Disruption (Su)
19 Sacred Geometry (Quicken, Widen)
20W True Name (Lilitu)

good bab +2 +2 skill 68+20*INT


Wiz|DLW +7 +3.5 +2.33 +3.5 6+ 42 d6
Wiz|BM +1 +.66 +.66 +1 2+ 4 d6
Wiz|UP +1.5 +.66 +.66 +1 2+ 4 d8
Wiz|MT +4.5 +3 +3 +4.5 2+ 18 d6
+14 +9.83 +6.66 +12 68 17d6+2d8+6
True Name: Lilitu Swashbuckler 1

[Link]

[Link]

Recruits: 1 Erinyes, SR31


1 Niek
1 Raphael
1 Robert
1 Elianne
5 Others (Gallowdead, Mithral Golem, Nightwalker, Plasma Ooze, +1)

[Link]

[Link]

[Link]

Permanent Summon: 7 Succubi

[Link]

[Link]
[Link]

[Link]

[Link]

[Link]
cb29429e215a/[Link]?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcH
A6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvNmIxNTBhN2ItM2IxOC00MjViLWJjYTYtY2IyOTQyOWUyM
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