Dalkon's d20 System Stat Blocks

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DalkonCledwin
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Sirius Black / Twilight Hearts / General Potterverse

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Sirius Orion Black (Adult)
Animagus
Medium humanoid, neutral good

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Armor Class 12
Hit Points 88 (11d8)
Speed 30 ft.
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STR 9 (-1), DEX 14 (+2), CON 11 (+0), INT 17 (+3), WIS 12 (+1), CHA 11 (+0)
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Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6, Perception +4, Survival +4
Senses passive Perception 14
Languages English, French, German, Latin, Druidic
Challenge 9 (5,000 XP)
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Combat Wild Shape. Sirius can use his bonus action to assume the form of a Mastiff.

Arcane Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): befuddle, disarm, encrypt, ferment
1st level (4 slots): alarm, color spray, detect secret passages and portals, enhance oration, grease
2nd level (3 slots): acid arrow, bliss, call society, detect thoughts, flame of chaos
3rd level (3 slots): acid lash, bad luck, catnap, counterspell
4th level (3 slots): bait, black tentacles, charm monster, confusion
5th level (2 slots): chromatic blade, far step

Druidic Spellcasting. Sirius is a 2nd-level druidic spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Sirius has the following druid spells prepared:
Orisons (at will): daze animal, mending
1st level (3 slots): alter scent, animal friendship, compass
Padfoot
Mastiff
Medium beast (human), neutral good

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Armor Class 12
Hit Points 9 (1d8+1)
Speed 40 ft.
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STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 17 (+3), WIS 12 (+1), CHA 11 (+0)
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Skills Arcana +5, History +5, Perception +3, Survival +3
Senses passive Perception 13
Languages
Challenge 1/8 (25 XP)
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Keen Hearing and Smell. Padfoot has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions
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Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Last edited by DalkonCledwin on Fri Jan 04, 2019 1:26 pm, edited 1 time in total.
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Remus Lupin / Twilight Hearts / General Potterverse

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Remus John Lupin (Adult)
Abjurer
Medium humanoid (shapechanger), lawful good

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Armor Class 12
Hit Points 130 (13d8+26)
Speed 30 ft.
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STR 15 (+2), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 11 (+0)
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Saving Throws Int +8, Wis +5
Skills Arcana +8, History +8
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses passive Perception 11
Languages Custom Language, Custom Language, Druidic, Merfolk
Challenge 9 (5,000 XP)
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Keen Hearing and Smell. Remus has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shapechanger. Remus can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies. (Note: He automatically transforms into his wolf-humanoid hybrid form during the full moon)

Spellcasting. Remus is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Remus has the following wizard spells prepared:
Cantrips (at will): blade ward, disarm, fire bolt, hold portal, prestidigitation
1st level (4 slots): absorb elements, alarm, flaming bolts, mage armor, magic missile, protection from evil and good, protective amulet, push, shield
2nd level (3 slots): agra’s ambush, arcane lock, bead of blazing, bolster mental fortitude
3rd level (3 slots): amulet, counterspell, dispel magic, frost whip
4th level (3 slots): aetheric shield, banishment, flames of purification
5th level (2 slots): arcane shield, ethereal blast
6th level (1 slot): chain lightning
7th level (1 slot): electrical storm

Actions
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Multiattack (Humanoid or Hybrid Form Only). Remus may make at least two attacks on his round: one with his bite and he may use any weapon attacks his baseline form had or replace those attacks with his claws on a 1 for 1 replacement basis.

Bite (Wolf or Hybrid Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.

Claw (Wolf or Hybrid Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 7 (2d4+2) slashing damage.
Last edited by DalkonCledwin on Fri Jan 04, 2019 1:06 pm, edited 1 time in total.
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Lucius Malfoy / Twilight Hearts / General Potterverse

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Lucius Abraxas Malfoy (Adult)
Noble mage
Medium humanoid, lawful evil

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Armor Class 15 (chain shirt)
Hit Points 108 (12d8+12)
Speed 30 ft.
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STR 11 (+0), DEX 14 (+2), CON 13 (+1), INT 17 (+3), WIS 14 (+2), CHA 16 (+3)
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Saving Throws Int +7, Wis +6
Skills Arcana +7, Deception +5, History +7, Insight +4, Persuasion +5
Senses passive Perception 12
Languages English, French, Latin
Challenge 9 (5,000 XP)
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Spellcasting. Lucius is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Lucius has the following wizard spells prepared:
Cantrips (at will): blacksteel, disarm, fire bolt, light
1st level (4 slots): ice bolts, impressive blow, mage armor, pilfer sleep, secret passage, serpent's gaze, shield, witch bolt
2nd level (3 slots): magic mouth, misty step, pain of giving, skywrite, soul shield, spirit blast, suggestion
3rd level (3 slots): counterspell, dispel magic, lightning bolt, lustful gaze, remove curse, shadow bolt, spell kill
4th level (3 slots): fiery blast, memory read, defense against lycanthropes, phantasmal killer, private sanctum
5th level (2 slots): far step, hold monster, immolation, telekinesis
6th level (1 slot): guards and wards, nerve dance

Actions
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+1 Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 5 (1d4+3) piercing damage.

Reactions
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Parry. Lucius adds 2 to his AC against one melee attack that would hit him. To do so, Lucius must see the attacker and be wielding a melee weapon.
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Dora Tonks / Twilight Hearts / General Potterverse

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Nymphadora Cassiopeia Tonks
Metamorphmagus
Medium humanoid, lawful good

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Armor Class 11
Hit Points 49 (7d6+7)
Speed 30 ft.
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STR 9 (-1), DEX 13 (+1), CON 13 (+1), INT 16 (+3), WIS 12 (+1), CHA 12 (+1)
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Feats Durable
Saving Throws Int +6, Wis +4
Skills Arcana +6, Deception +4, Investigation +6
Senses passive Perception 11
Languages English, French, Latin
Challenge 4 (1,100 XP)
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Spellcasting. Dora is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Dora has the following wizard spells prepared:
Cantrips (at will): detect charm, disarm, fire bolt, mage hand
1st Level (4 slots): color spray, decrypt, diction
2nd level (3 slots): bliss, scorching ray, shatter
3rd level (3 slots): lightning bolt, undulating earth
4th level (1 slot): memory read, wall of fire

Actions
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Shapechanger. As an action, Nymphadora can shapeshift into any humanoid of her size that she has seen, or back into her default form. However, her equipment does not change with her. If she dies, she reverts to her natural appearance.
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Sisterly Schemes Brainstorm

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SISTER'S SCHEME CHALLENGE by Whitetigerwolf
I enjoy Harry travels back in time stories. Anyway, I had a rather long train of thought that I won't explain travel through my brain and I came up with this idea. The premise is that all three Black sisters had arranged marriages, with Andromeda running off and marrying Ted to get out of hers, while Narcissa and Bellatrix went through with the marriages out of family loyalty, despite not liking their future husbands.

Anyway, that's the course Cannon took. My idea is that time displaced Harry appears in front of the three sisters, who use him as an out to their arranged marriages, while still pleasing their family.
Requirements:
- Harry must have claimed three lordships by blood, magic, or conquest, besides the Potter or Black families
- Harry must travel back in time and be stripped of the Potter and, if he has it, Black lordship because there already is a Lord Potter/Black
- Bellatrix (the oldest Black Sister) Cannot be older than eighteen, having just graduated Hogwarts
- Narcissa (the youngest Black Sister) Cannot be younger than fourteen
- The Black sisters MUST each marry Harry, becoming Lady/future Lady of a house
- Harry Cannot be older than Eighteen or younger than Fourteen
Preferred Inclusions:
- Harry only has two lordships, and Bellatrix, as the oldest, convinces her uncle to name her husband Heir, making her and Harry the future Lord and Lady Black
- Harry having the Slytherin Lordship by blood (through his mother) and conquest
- The sisters trick Harry into marrying them
- Harry appears at the beginning of summer and spends time with the Black Family before marrying the daughters before they (and possibly him depending on the age you make him) go to Hogwarts
- Bellatrix and Andromeda are twins
- Not entirely sure how this would work, but FemHarry
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Harry Potter / Sisterly Schemes

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Harry James Potter
Human arcanist (spell specialist) 8/bard (celebrity) 3 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Ultimate Magic 25)
NG Medium humanoid (human)
Hero Points 1
Init +7; Senses Perception +12 (+15 to sight-based checks in shadows)
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
Vig 49 (11 HD; 8d6+3d8) Wnd 20 (Threshold 10)
Fort +3, Ref +7, Will +11; +4 vs. bardic performance, language-dependent, and sonic
Resist acid 20
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dueling dagger +6/+1 (1d4-1/19-20)
Special Attacks arcane reservoir (4/11), arcanist exploits (familiar[ACG], potent magic[ACG]), bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 12], inspire competence +2), consume spells
Bard (Celebrity) Spells Known (CL 3rd; concentration +4)
. . 1st (4/day)—adoration[UC], aspect of the nightingale, beguiling gift[APG] (DC 12), charm person (DC 12)
. . 0 (at will)—dancing lights, daze (DC 11), haunted fey aspect[UC], lullaby (DC 11), message, spark[APG] (DC 11)
Arcanist (Spell Specialist) Spells Prepared (CL 8th; concentration +12)
. . 4th (3/day)—controlled fireball[UI] (DC 19)
. . 3rd (5/day)—daylight, fireball (DC 17)
. . 2nd (5/day)—commune with birds[ARG], daze monster (DC 16), flaming sphere (DC 17)
. . 1st (5/day)—break[APG] (DC 15), flare burst[APG] (DC 15), magic missile, protection from evil, shield
. . 0 (at will)—detect magic, disrupt undead, light, mage hand, mending, prestidigitation, read magic
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Statistics
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Str 8, Dex 15, Con 10, Int 18, Wis 14, Cha 13
Base Atk +6; CMB +5 (+7 disarm); CMD 17 (19 vs. disarm)
Feats Accursed, Arcane Armor Mastery, Arcane Armor Training, Brew Potion, Light Armor Proficiency, Medium Armor Proficiency
Traits orphaned, prophesied, tactician
Skills Acrobatics +6 (+2 to jump), Appraise +8, Bluff +9 (+11 to Feint, +7 for 24 hours when you fail an opposed Charisma based check), Climb +0, Craft (alchemy) +11, Diplomacy +13 (+11 for 24 hours when you fail an opposed Charisma based check, +14 vs. anyone who know your reputation), Disguise +7 (+5 for 24 hours when you fail an opposed Charisma based check), Escape Artist +3, Fly +8, Handle Animal +5 (+3 for 24 hours when you fail an opposed Charisma based check), Intimidate +8 (+6 for 24 hours when you fail an opposed Charisma based check, +9 vs. anyone who know your reputation), Knowledge (arcana) +13, Perception +11 (+14 to sight-based checks in shadows), Perform (oratory) +13 (+11 for 24 hours when you fail an opposed Charisma based check), Profession (cook) +10, Ride +1, Spellcraft +16, Stealth +4, Survival +11, Swim +0
Languages English, Latin, Parseltongue, Spanish, Welsh
SQ bardic knowledge +1, famous, hero points, insanity points (0; effective Wis 14/14), masterpieces (stone face[UM]), signature spell, signature spell, signature spell, signature spell, vain, versatile performance (oratory)
Combat Gear holly wand; Other Gear basilisk hide breastplate, dueling dagger, broom of flying, cloak of elvenkind, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 6,707 gp
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Special Abilities
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1st-level signature spell (Protection from Evil) +2 to concentration checks with chosen spell. Use 1 reservoir to alter spell.
2nd-level signature spell (Flaming Sphere) +2 to concentration checks with chosen spell. Use 1 reservoir to alter spell.
3rd-level signature spell (Daylight) +2 to concentration checks with chosen spell. Use 1 reservoir to alter spell.
4th-level signature spell (Controlled Fireball) +2 to concentration checks with chosen spell. Use 1 reservoir to alter spell.
Accursed (SR 16 vs. all magic) SR 16 vs. all magic but your own that can't be lowered, even voluntarily.
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (20) You have the specified Energy Resistance against Acid attacks.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Famous +1 (Magical Britain) With natives of selected region gain bonus to Diplomacy & Intimidate.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stone Face Your antics can soften even the hardest visage.
- Prerequisite: Perform (comedy) or Perform (oratory) 7 ranks.
- Cost: Feat or 3rd-level bard spell known.
- Effect: You tell an old and humorous tale about a woman who refused to smile at anything, no matter how funny.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Versatile Performance (Oratory) +13 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Background
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Homeland Little Whinging, Surrey
Parents In his original timeline, Lily and James died in an attack by the Dark Lord Voldemort when Harry was one year old.
Siblings Harry has none
Circumstances of Birth Prophesied
Parents Professions Harry's mother was an Unspeakable, while his father was an Auror.
Defining Event Harry 'killed' Professor Quirrell at the age of eleven.
Influential Associate Albus Dumbledore
Moral Conflict Lied about not having anything more to tell Dumbledore in his second year at Hogwarts.
Motivation for Moral Conflict The journal of Tom Riddle can exert some small influence on those who write in it.
Resolution Harry ultimately destroyed the journal.
Romantic Relationships Harry has no experience with such as of yet
Companions Harry keeps his companions as close as he would his family
Drawback In his original timeline, Harry was famed as the Boy Who Lived. In this new timeline, he is famous as the heir to the House of Emrys, as well as infamous as the usurper to the House of Slytherin.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:36 am, edited 5 times in total.
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Bellatrix Black / Sisterly Schemes

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Bellatrix Alya Black
Human (cosmopolitan) swashbuckler (noble fencer) 3/abjurer (counterspell[APG]) 7 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Player's Guide 144, Pathfinder RPG Ultimate Intrigue 52)
CG Medium humanoid (human)
Hero Points 1
Init +8; Senses Perception +9
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
Vig 50 (10 HD; 7d6+3d10) Wnd 24 (Threshold 12)
Fort +4, Ref +8, Will +7 (+1 vs. mind-affecting effects)
Defensive Abilities aristocratic discipline +1, nimble +1, resistance; Resist electricity 5
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Offense
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Speed 30 ft.
Melee duelist's comate +10/+5 (1d6+1/18-20+3 Precision)
Special Attacks deeds (derring-do, kip-up, menacing swordplay, opportune parry and riposte, precise strike, social panache, swashbuckler initiative), disruption, panache (1)
Abjurer Spells Prepared (CL 7th; concentration +10)
. . 4th—conjuration foil[UI] (DC 18), controlled fireball[UI] (DC 17)
. . 3rd—dispel magic, greater stunning barrier[ACG] (DC 17), terror (DC 16), water breathing
. . 2nd—bullet shield[UC], river whip[ACG], summon monster II, unnatural lust[UM] (DC 15)
. . 1st—alarm, break[APG] (DC 14), bungle[UM] (DC 14), burning hands (DC 14), magic missile
. . 0 (at will)—acid splash, daze (DC 13), flare (DC 13), light
. . Opposition Schools Divination, Illusion
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Statistics
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Str 8, Dex 15, Con 12, Int 16, Wis 12, Cha 13
Base Atk +6; CMB +5 (+7 disarm); CMD 18 (20 vs. disarm)
Feats Acrobatic, Allied Spellcaster[APG], Arcane Armor Training, Back To Back[UC], Brew Potion, Brilliant Spell Preparation[UI], Improved Counterspell, Skill Focus (Sense Motive), Skill Focus (Spellcraft), Spell Focus (abjuration)
Traits influence, kin guardian, resilient caster
Skills Acrobatics +12, Appraise +10, Bluff +8 (+10 to Feint), Craft (alchemy) +10, Diplomacy +9, Fly +12, Heal +5, Knowledge (arcana) +11, Linguistics +7, Perception +9, Sense Motive +20, Spellcraft +22
Languages English, French, German, Latin, Welsh
SQ arcane bond (walnut wand), counterspell mastery, heart of the streets[APG], hedonistic, hero points, insanity points (0; effective Wis 12/12), swashbuckler finesse
Combat Gear walnut wand; Other Gear mithral shirt, duelist's comate[ACG], broom of flying, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, arcane focus (wand) (worth 7 gp), 8,552 gp
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Special Abilities
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Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Aristocratic Discipline +1 (Ex) Gain bonus on Will vs. mind-affecting effects.
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Brilliant Spell Preparation (Slot Reserved, Abjurer, 2nd Level) Prepare spells faster in a reserved slot
Counterspell Associated School: Abjuration
Counterspell Mastery (1/day) (Su) Counterspell as an immediate action, rather than a readied action.
Deeds
Disruption (3 rounds, 6/day) (Su) After melee touch attack, target must make a concentration check (DC 15 + 2 x spell level) to cast a spell or use a spell-like ability.
Divination You must spend 2 slots to cast spells from the Divination school.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Resistance 5 (Electricity) (Ex) When choosing spells, gain Electricity resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
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Background
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Homeland Central London, England
Parents Cygnus and Druella Black are both alive
Siblings Bellatrix has a twin sister, Andromeda Black, and a younger sister, Narcissa Black
Circumstances of Birth Heiress Presumptive to the Noble and Most Ancient House of Black
Defining Event Bellatrix is known as one of the best young Duelists of her age.
Training: Storied Lineage The House of Black has been magical going back to the days of Camelot and beyond.
Influential Associate Professor Filius Flitwick
Moral Conflict Bella is quite known for being something of a cocktease.
Subject of Conflict Her favorite targets for teasing in this way is either Lucius Malfoy or the Lestrange Brothers, which will come back to bite her in the arse one of these days.
Motivation for Conflict She does this mostly for entertainment.
Resolution of Conflict Despite how much she might regret her decisions one day, the fact is she enjoys leading people on.
Companions Bella keeps her friends and family as close as she can
Drawback Bellatrix craves the finer things life has to offer her.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:37 am, edited 2 times in total.
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Andromeda Black / Sisterly Schemes

Post by DalkonCledwin »

Andromeda Dorea Black
Human (cosmopolitan) alchemist (inspired chemist) 3/wizard (spell sage) 7 (Pathfinder RPG Advanced Class Guide 75, 133, Pathfinder RPG Advanced Player's Guide 26)
NG Medium humanoid (human)
Hero Points 1
Init +0; Senses Perception +10
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
Vig 52 (10 HD; 7d6+3d8) Wnd 24 (Threshold 12)
Fort +6, Ref +6, Will +8; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Ranged bomb +6 (2d6+4 fire)
Special Attacks bomb 9/day (2d6+4 fire, DC 15)
Alchemist (Inspired Chemist) Extracts Prepared (CL 3rd; concentration +9)
. . 1st—cure light wounds, disguise self, negate aroma[APG] (DC 15), polypurpose panacea[UM]
Wizard (Spell Sage) Spells Prepared (CL 7th; concentration +13)
. . 4th—lesser spellcrash[ACG] (DC 19), wandering star motes[APG] (DC 18)
. . 3rd—pierce disguise[ACG], silver darts[ACG] (DC 17), greater stunning barrier[ACG] (DC 18)
. . 2nd—share language[APG] (DC 16), shatter (DC 16), summon swarm, unnatural lust[UM] (DC 16)
. . 1st—peacebond[UC] (DC 16), snowball[UW], true strike, urban grace[ARG], wave shield[ACG]
. . 0 (at will)—acid splash, flare (DC 14), light, mage hand
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Statistics
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Str 8, Dex 10, Con 12, Int 19, Wis 14, Cha 13
Base Atk +5; CMB +4; CMD 14
Feats Allied Spellcaster[APG], Arcane Armor Training, Arcane Builder[UM], Back To Back[UC], Brew Potion, Desperate Battler[ISWG], Extra Bombs[APG], Skill Focus (Disable Device), Skill Focus (Knowledge [arcana]), Spell Focus (abjuration), Throw Anything
Traits civilized, focused mind, kin guardian
Skills Appraise +12, Craft (alchemy) +12 (+15 to create alchemical items), Disable Device +13, Fly +8, Heal +10, Knowledge (arcana) +16, Perception +10, Sleight of Hand +8, Spellcraft +17, Stealth +10, Survival +10
Languages English, French, German, Latin, Welsh
SQ alchemy (alchemy crafting +3), discovery (infusion), family ties, focused spells, heart of the streets[APG], hero points, insanity points (0; effective Wis 14/14), inspiring cognatogen, poison use, spell study, swift alchemy
Combat Gear vinewood wand; Other Gear mithral shirt, broom of flying, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork thieves' tools, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 48,044 gp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Builder (Potions) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Bomb 2d6+4 (9/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Focused Spells (1/day) (Su) When casting a spell can increase CL by 4.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Inspiring Cognatogen Knows how to create cognatogen that grants dodge bonus & inspiration pool.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Spell Study (2/day) (Su) Spontaneously cast Brd/Clr/Drd spell over 1 rd/spell level, costs 2 slots of same level or higher.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Background
--------------------
Homeland Central London, England
Parents Cygnus and Druella Black are both alive
Siblings Andromeda has a twin sister, Bellatrix Black, and a younger sister, Narcissa Black.
Circumstances of Birth Heiress Secondary to the Noble and Most Ancient House of Black
Defining Event Learned magic at Hogwarts School of Witchcraft & Wizardry
Training: Storied Lineage The House of Black has been magical going back to the days of Camelot and beyond.
Influential Associate Madame Poppy Pomfrey
Moral Conflict Andromeda is actively trying to convince her sisters to see reason and elope with men of their choosing, rather than to marry who it is their parents wish for them to marry.
Subject of Conflict Her sisters
Motivation for Conflict She is motivated by her desire to see her sisters in happy marriages, rather than in what are effectively slave bonds.
Resolution of Confliction If she is successful, Andromeda will feel no regret.
Romantic Relationship Andromeda is currently involved in a romantic relationship with Ted Tonks.
Companions Andromeda keeps her friends and family as close as she can
Drawback Andromeda's family, especially her sisters, mean the world to her.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:37 am, edited 3 times in total.
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Re: Dalkon's d20 System Stat Blocks

Post by DalkonCledwin »

Narcissa Druella Black
Human (cosmopolitan) arcanist (white mage) 3/bard (wit) 1 (Pathfinder RPG Advanced Class Guide 8, 79, Pathfinder RPG Ultimate Intrigue 23)
LG Medium humanoid (human)
Hero Points 1
Init +0; Senses Perception +1
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
Vig 19 (4 HD; 3d6+1d8) Wnd 24 (Threshold 12)
Fort +2, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee mwk rapier +1 (1d6-1/18-20)
Special Attacks arcane reservoir (2/6), arcanist exploit (bloodline development [arcane][ACG]), bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), consume spells
Bard (Wit) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—adoration[UC], alarm
. . 0 (at will)—daze (DC 13), ghost sound (DC 13), haunted fey aspect[UC], read magic
Arcanist (White Mage) Spells Prepared (CL 3rd; concentration +5)
. . 1st (5/day)—anticipate peril[UM] (DC 13), burning hands (DC 13), charm person (DC 13)
. . 0 (at will)—detect magic, flare (DC 12), light, mage hand, message
. . Bloodline Arcane
--------------------
Statistics
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Str 8, Dex 10, Con 12, Int 15, Wis 13, Cha 17
Base Atk +1; CMB +0; CMD 10
Feats Allied Spellcaster[APG], Skill Focus (Perform [dance])
Traits kin guardian, trustworthy
Skills Bluff +4 (+5 to fool others), Craft (alchemy) +8, Diplomacy +11, Intimidate +4, Knowledge (arcana) +8, Perform (dance) +13, Sense Motive +8, Spellcraft +9
Languages English, Latin, Welsh
SQ arcane bond (oak wand), attached, heart of the streets[APG], hero points, insanity points (0; effective Wis 13/13), masterpieces (minuet of the midnight ivy[UM]), spontaneous healing, way of words +1
Combat Gear oak wand; Other Gear mithral shirt, mwk rapier, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4,559 gp
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Special Abilities
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Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Attached (Lily Evans) If your attachment is threatened, -1 Will & -2 save vs. fear
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Bloodline Development (3 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 3 rds.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Minuet of the Midnight Ivy Your winding, twisting dance is helpful in dodging obstacles and climbing.
- Prerequisite: Perform (dance) 4 ranks.
- Cost: Feat or 2nd-level bard spell known.
- Effect: As ivy climbs walls and spills across even the rockiest so too does your dance propel you across broken stone and up walls.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.
Way of Words +1 (Ex) Gain 1 bonus edges in verbal duals.
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Background
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Homeland Central London, England
Parents Cygnus and Druella Black are both alive
Siblings Narcissa has two older sisters, Bellatrix and Andromeda Black
Circumstances of Birth Heiress Tertiary to the Noble and Most Ancient House of Black
Defining Behavior Narcissa tends to follow Severus Snape around like a lost little puppy.
Influential Associate Narcissa is quite fond of Lily Evans, despite the fact that she isn't a Pure-Blood.
Moral Conflict Through Severus Snape, Narcissa is loosely associated with the Junior Death Eaters.
Subject of Conflict Severus Snape
Motivation for Conflict Narcissa has a bit of a puppy love type of relationship towards Severus Snape.
Resolution of Conflict: Mixed Feelings She understands that Severus is associating with bad people, and that her sisters want her to associate with a different crowd, but she can't help her feelings.
Romantic Relationship Despite her feelings towards Snape, Narcissa has no legitimate experience in romantic matters.
Companions Narcissa likes to believe she is BFFs with Lily Evans.
Drawback: Attachment to Lily Evans
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Arcturus Black / Sisterly Schemes

Post by DalkonCledwin »

Arcturus Black CR 13
XP 25,600
Venerable human royal (educated) 4/wizard (spell sage) 10 (Pathfinder RPG Advanced Class Guide 133)
LN Medium humanoid (human)
Init -2; Senses greater arcane sight; Perception +20
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Defense
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AC 12, touch 8, flat-footed 12 (+4 armor, -2 Dex)
Vig 65 (14 HD; 10d6+4d8) Wnd 12 (Threshold 6)
Fort +2, Ref +2, Will +14 (+2 against attempts to scry on you or read your mind); +4 morale vs. spells from arcane spellcasters
Defensive Abilities magical
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Offense
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Speed 30 ft.
Melee dagger of venom +7/+2 (1d4-1/19-20)
Special Attacks channel positive energy 9/day (DC 17, 2d6)
Royal (Educated) Spells Known (CL 4th; concentration +10)
. . 2nd (3/day)—adoration[UC], bestow insight[ARG], glitterdust (DC 18)
. . 1st (5/day)—break[APG] (DC 17), burning hands (DC 17), color spray (DC 17), interrogation[UM] (DC 17), protection from evil
. . 0 (at will)—detect poison, light, mage hand, mending, message, read magic
Wizard (Spell Sage) Spells Prepared (CL 10th; concentration +16)
. . 5th—permanency, symbol of pain (DC 21), village veil[ARG] (DC 21)
. . 4th—mindwipe[OA] (DC 21), mass reduce person (DC 20), shout (DC 20), terrible remorse[UM] (DC 21)
. . 3rd—dispel magic, fireball (DC 19), lover's vengeance[ISWG], suggestion (DC 20)
. . 2nd—communal protection from chaos[UC], see invisibility, share language[APG] (DC 18), stricken heart[ACG], summon swarm
. . 1st—alter winds[APG] (DC 17), blurred movement[ACG], charm person (DC 18), comprehend languages, grease, lock gaze[UC] (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, flare (DC 16), prestidigitation
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Statistics
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Str 6, Dex 6, Con 6, Int 23, Wis 16, Cha 17
Base Atk +8; CMB +6; CMD 14
Feats Additional Traits, Alertness, Amateur Swashbuckler[ACG], Arcane Armor Training, Brew Potion, Brilliant Planner[UI], Careful Speaker[ISWG], Concussive Spell[UM], Cosmopolitan[APG], Prosperity And Pride, Skill Focus (Craft [alchemy]), Skill Focus (Knowledge [arcana]), Spell Focus (enchantment)
Traits influence, kin guardian
Skills Appraise +6 (+8 while in a settlement the size of a large city or smaller), Bluff +20 (+22 to fool someone, +22 to pass secret messages), Craft (alchemy) +25, Diplomacy +16 (+20 while in a settlement the size of a large city or smaller), Disguise +16, Fly +11, Handle Animal +14, Intimidate +16, Knowledge (arcana) +29, Linguistics +10, Perception +20, Ride +11, Sense Motive +25, Spellcraft +23, Swim +8
Languages English, French, German, Gobbledygook, Greek, Japanese, Latin, Mandarin, Spanish, Welsh
SQ alternate destiny (arcane), blessed (+2, 1 ally, 30 ft.), dodging panache, educated +2, focused spells, influence +2, insanity points (0; effective Wis 16/16), intelligence, spell study, understanding +6
Combat Gear arcane bond wand; Other Gear mithral shirt, dagger of venom, arcane family workbook[ARG], backpack, bedroll, belt pouch, courtier's outfit, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 42,707 gp
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Special Abilities
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Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Blessed (+2, 1 ally, 30 ft.) (Su) Grant ally or allies morale bonus to attack, AC, saves, or skill checks.
Brilliant Planner (1/day) Use gold to fund unspecified plans
Careful Speaker +2 bonus on some Bluff checks and some Will saves
Concussive Spell Spell with the sonic descriptor gains a debilitating concussive effect.
Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack.
Educated +2 (Ex) Use all Knowledge skills checks untrained.
Focused Spells (2/day) (Su) When casting a spell can increase CL by 4.
Influence +2 (Ex) Gain competence bonus on Diplomacy and Intimiate vs. creatures that share type and any subtype.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Intelligence (Ex) Use Int modifier in place of Cha modifier for determine spells per day, DCs and freq. of use.
Magical (3/day) (Su) Roll twice taking better result of saves vs. spells.
Prosperity and Pride Gain a bonus on Appraise and Diplomacy while in a large city or smaller settlement.
Royal Channel Positive Energy 2d6 (9/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Study (2/day) (Su) Spontaneously cast Brd/Clr/Drd spell over 1 rd/spell level, costs 2 slots of same level or higher.
Understanding +6 (Ex) Add Int mod to saves vs. extraordinary abilities of monsters indentified with Knowledge skill.
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Orion Black / Sisterly Schemes

Post by DalkonCledwin »

Orion Black CR 10
XP 9,600
Middle-aged human gentleman 4/wizard (exploiter wizard) 7 (Pathfinder RPG Advanced Class Guide 133)
NE Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
Vig 56 (11 HD; 7d6+4d10) Wnd 22 (Threshold 11)
Fort +6, Ref +4, Will +4
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Offense
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Speed 30 ft.
Melee +1 rapier +7/+2 (1d6/18-20)
Special Attacks arcane reservoir (4/10)
Wizard (Exploiter Wizard) Spells Prepared (CL 7th; concentration +12)
. . 4th—controlled fireball[UI] (DC 19), crushing despair (DC 20)
. . 3rd—babble[OA] (DC 19), dispel magic, hold person (DC 19)
. . 2nd—adoration[UC], command undead (DC 17), compulsive liar[UI] (DC 18), daze monster (DC 18)
. . 1st—bungle[UM] (DC 17), charm person (DC 17), compelling question (DC 17), comprehend languages, mindlink[OA], protection from good
. . 0 (at will)—acid splash, daze (DC 16), ray of frost, touch of fatigue (DC 15)
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 11, Int 20, Wis 7, Cha 15
Base Atk +7; CMB +6; CMD 21
Feats Allied Spellcaster[APG], Amateur Swashbuckler[ACG], Antagonize[UM], Arcane Armor Training, Athletic, Blustering Bluff[UI], Brew Potion, Champion, Defensive Combat Training, Spell Focus (enchantment)
Skills Bluff +16, Climb +1, Craft (alchemy) +19, Disguise +6, Fly +15, Intimidate +16, Knowledge (arcana) +19, Perception +9, Sense Motive +12, Spellcraft +19, Swim +17; Racial Modifiers derring-do
Languages English, French, German, Latin, Merfolk, Welsh
SQ after you, catchphrase, fancy clothes, insanity points (2; effective Wis 11/7), punchline, something dumb, strong convictions
Combat Gear arcane bond wand; Other Gear mithral shirt, +1 rapier, backpack, bedroll, belt pouch, courtier's outfit, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 13,429 gp
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Special Abilities
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After You (Ex) When roll init, can trade place with any allly which would go later.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Antagonize Use Diplomacy or Intimidate to goad creatures
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Reservoir +1 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Blustering Bluff Bully people into believing your Bluff
Catchphrase (2d6) (Ex) As a standard action, ally in 30 ft gains d6s used as bonus on skill, save, or attack.
Champion (Completed) (Challenge Foe: +2 to AC & att, +d6 dam on crit) +2 to att & AC vs. challenged foe only you threaten. If others att you/foe, -2 penalty for 1 rd.
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Fancy Clothes (Out of Uniform) When appropriately attired, add both Dex and Cha mod to AC.
Flame Arc (4d6+2 fire damage, DC 15) (Su) Use 1 reservoir, deal fire dam in 30 ft line (Ref half).
Insanity Points (2) Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Punchline (1d4, 3/day, DC 14) (Ex) As a standard action, foe takes listed dam and -2 to att on next att before end of turn (Will neg).
Something Dumb (1/session) (Su) Can change one thing in the game which does not affect gameplay. Lasts until session end.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Strong Convictions (Ex) When crit fail Int/Wis check believe falsehood and can't be dissuaded.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:38 am, edited 5 times in total.
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Walburga Black / Sisterly Schemes

Post by DalkonCledwin »

Walburga Black CR 9
XP 6,400
Middle-aged human bloodrager (spelleater) 3/sorcerer (wildblooded) 7 (Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Ultimate Magic 70)
LE Medium humanoid (human)
Init -1; Senses Perception +7
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Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
Vig 43 (10 HD; 7d6+3d10) Wnd 22 (Threshold 11)
Fort +5, Ref +2, Will +5; +2 bonus vs. spells cast by self or an ally, +2 bonus vs. poison
Defensive Abilities blood sanctuary; Resist fire 5
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Offense
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Speed 40 ft.
Melee axe of the imperative +10/+5 (1d8+4/×3)
Special Attacks bloodrage (11 rounds/day), hellfire strike (flaming, 3/day)
Bloodline Spell-Like Abilities (CL 7th; concentration +11)
. . 7/day—corrupting touch (3 rounds)
Sorcerer (Wildblooded) Spells Known (CL 7th; concentration +11)
. . 3rd (5/day)—fireball (DC 17), halt undead (DC 17), suggestion (DC 17)
. . 2nd (7/day)—adoration[UC], blur, command undead (DC 16), scorching ray
. . 1st (7/day)—break[APG] (DC 15), bungle[UM] (DC 15), burning hands (DC 15), charm person (DC 17), discern next of kin[ACG] (DC 15), protection from good
. . 0 (at will)—detect magic, flare (DC 14), haunted fey aspect[UC], light, mage hand, prestidigitation, read magic
. . Bloodline Infernal, Infernal
--------------------
Statistics
--------------------
Str 16, Dex 9, Con 11, Int 14, Wis 5, Cha 19
Base Atk +6; CMB +9; CMD 18
Feats Allied Spellcaster[APG], Antagonize[UM], Arcane Armor Mastery, Arcane Armor Training, Back To Back[UC], Brew Potion, Eschew Materials, Iron Will
Skills Acrobatics -1 (+3 to jump), Bluff +14, Craft (alchemy) +13, Fly +9, Knowledge (arcana) +12, Perception +7, Spellcraft +15
Languages English, Latin, Welsh
SQ blood of life, bloodline arcana (+2 DC for charm spells), fast movement, insanity points (4; effective Wis 13/5)
Combat Gear arcane bond wand; Other Gear mithral shirt, axe of the imperative, backpack, bedroll, belt pouch, courtier's outfit, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 6,289 gp
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Special Abilities
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Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Antagonize Use Diplomacy or Intimidate to goad creatures
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Corrupting Touch (3 rounds, 7/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 3 rounds.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hellfire Strike (flaming, 3/day) (Su) As a swift action, melee attacks gain flaming for 1 rd.
Insanity Points (4) Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:38 am, edited 3 times in total.
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Cygnus Black / Sisterly Schemes

Post by DalkonCledwin »

Cygnus Black CR 10
XP 9,600
Middle-aged human royal (commander) 3/sorcerer (crossblooded) 8 (Pathfinder RPG Ultimate Magic 69)
LG Medium humanoid (human)
Init -1; Senses greater arcane sight; Perception +10
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Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
Vig 52 (11 HD; 8d6+3d8) Wnd 22 (Threshold 11)
Fort +3, Ref +2, Will +9; +4 morale vs. spells from arcane spellcasters
Defensive Abilities magical
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Offense
--------------------
Speed 30 ft.
Melee +1 light mace +5/+0 (1d6-1)
Bloodline Spell-Like Abilities (CL 8th; concentration +13)
. . 8/day—corrupting touch (4 rounds)
Royal (Commander) Spells Known (CL 3rd; concentration +8)
. . 1st (5/day)—color spray (DC 16), comprehend languages, cultural adaptation[UI], delusional pride[UM] (DC 16), protection from evil
. . 0 (at will)—daze (DC 15), detect poison, haunted fey aspect[UC], jolt[UM], message, prestidigitation
Sorcerer (Crossblooded) Spells Known (CL 8th; concentration +13)
. . 3rd (6/day)—ablative barrier[UC], dispel magic
. . 2nd (7/day)—acid arrow, adoration[UC], invisibility
. . 1st (8/day)—alarm, bungle[UM] (DC 16), burning hands (DC 16), discern next of kin[ACG] (DC 16), identify
. . 0 (at will)—acid splash, detect magic, disrupt undead, light, open/close (DC 15), ray of frost, read magic
. . Bloodline Arcane, Infernal
--------------------
Statistics
--------------------
Str 7, Dex 9, Con 11, Int 15, Wis 14, Cha 20
Base Atk +6; CMB +4; CMD 13
Feats Alignment Channel, Allied Spellcaster[APG], Arcane Armor Training, Back To Back[UC], Blind-fight, Brew Potion, But A Scratch[UI], Channeling Force[ACG], Combat Casting, Eschew Materials
Skills Bluff +13, Craft (alchemy) +9, Diplomacy +13, Disguise +13, Fly +7, Intimidate +13, Knowledge (arcana) +16, Perception +10, Sense Motive +18, Spellcraft +16; Racial Modifiers +2 Sense Motive
Languages English, Latin, Welsh
SQ alternate destiny (arcane), arcane bond (wand), blessed +1 (standard action), bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (+2 DC for charm spells), influence +1, insanity points (0; effective Wis 14/14), metamagic adept (2/day), wild empathy +8
Combat Gear arcane bond wand; Other Gear mithral shirt, +1 light mace, backpack, bedroll, belt pouch, courtier's outfit, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 12,894 gp
--------------------
Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Blessed +1 (standard action, At will) Gain bonus to attack rolls, armor class, and saves for 1 rd.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
But a Scratch Demoralize foes by playing down a mighty blow
Channeling Force As swift action, expend channel energy to grant bon to wep dmg equal num of chan dice.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Corrupting Touch (4 rounds, 8/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 4 rounds.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Influence +1 (Ex) Gain competence bonus on Diplomacy and Intimiate vs. creatures that share type and any subtype.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Magical (5/day) (Su) Roll twice taking better result of saves vs. spells.
Metamagic Adept (2/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Druella Black / Sisterly Schemes

Post by DalkonCledwin »

Druella Rosier-Black CR 10
XP 9,600
Middle-aged human aristocrat 4/wizard (spell sage) 7 (Pathfinder RPG Advanced Class Guide 133)
LG Medium humanoid (human)
Init -1; Senses Perception +9
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Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
Vig 46 (11 HD; 7d6+4d8) Wnd 18 (Threshold 9)
Fort +2, Ref +2, Will +10
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Offense
--------------------
Speed 30 ft.
Melee +1 dagger +5/+0 (1d4-1/19-20)
Wizard (Spell Sage) Spells Prepared (CL 7th; concentration +10)
. . 3rd—ray of exhaustion (DC 16), slow (DC 16), summon monster III
. . 2nd—acid arrow, arcane lock, burning gaze[APG] (DC 16), glide[APG], invisibility, knock
. . 1st—blurred movement[ACG], break[APG] (DC 14), bungle[UM] (DC 14), touch of combustion[ARG] (DC 15), true strike
. . 0 (at will)—light, mage hand, mending, message
--------------------
Statistics
--------------------
Str 7, Dex 8, Con 9, Int 17, Wis 12, Cha 16
Base Atk +6; CMB +4; CMD 13
Feats Amateur Investigator[ACG], Arcane Armor Mastery, Arcane Armor Training, Arcane Shield[APG], Brew Potion, Combat Casting, Cosmopolitan[APG], Spell Focus (evocation), Split Slot[UM]
Skills Appraise +12, Craft (alchemy) +11, Diplomacy +13, Heal +11, Knowledge (arcana) +17, Perception +9, Sense Motive +15, Spellcraft +17
Languages English, French, Gobbledygook, Latin, Merfolk, Welsh
SQ focused spells, insanity points (0; effective Wis 12/12), spell study
Combat Gear arcane bond wand; Other Gear mithral shirt, +1 dagger, backpack, bedroll, belt pouch, courtier's outfit, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 9,297 gp
--------------------
Special Abilities
--------------------
Amateur Investigator (3/day) Your knowledge is more than plain smarts - it's inspired.
- Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
- Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics & Spellcraft skill checks.
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Arcane Shield Convert a level 1+ spell into + Spell Level deflection bonus to AC for 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Focused Spells (1/day) (Su) When casting a spell can increase CL by 4.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Study (2/day) (Su) Spontaneously cast Brd/Clr/Drd spell over 1 rd/spell level, costs 2 slots of same level or higher.
Split Slot (4 -> 2 x 2) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:38 am, edited 2 times in total.
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DalkonCledwin
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Re: Dalkon's d20 System Stat Blocks

Post by DalkonCledwin »

Albus Percival Wulfric Brian Dumbledore CR 15
XP 51,200
Venerable human loremaster 5/wizard 11
LN Medium humanoid (human)
Init -2; Senses Perception +4
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Defense
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AC 13, touch 8, flat-footed 13 (+5 armor, -2 Dex)
Vig 69 (16d6) Wnd 28 (Threshold 6)
Fort +7, Ref +9, Will +20
SR 18
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Offense
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Speed 30 ft.
Special Attacks hand of the apprentice (8/day)
Wizard Spells Prepared (CL 16th; concentration +21)
. . 8th—incendiary cloud (DC 23), power word stun
. . 7th—summon monster VII, greater teleport, waves of ecstasy[UM] (DC 22)
. . 6th—analyze dweomer, dream scan[OA] (DC 21), psychic asylum[OA]
. . 5th—acidic spray[UM] (DC 20), dismissal (DC 20), glimpse of truth[UI], lightning arc[UM] (DC 22), communal stoneskin[UC]
. . 4th—arcane eye, controlled fireball[UI] (DC 21), firefall[APG] (DC 19), greater flaming sphere[ACG] (DC 21), greater invisibility
. . 3rd—arcane sight, daylight, dispel magic, fireball (DC 20), summon monster III
. . 2nd—adoration[UC], arcane lock, bestow insight[ARG], codespeak[UI], daze monster (DC 17)
. . 1st—adjuring step[UC], anticipate peril[UM] (DC 16), cultural adaptation[UI], feather fall, true strike, youthful appearance[UM]
. . 0 (at will)—disrupt undead, flare (DC 17), light, message
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Statistics
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Str 6, Dex 6, Con 6, Int 20, Wis 18, Cha 19
Base Atk +7; CMB +5; CMD 13
Feats Acrobatic, Antagonize[UM], Brew Potion, Burning Spell[UM], Champion, Destructive Dispel[UC], Elemental Spell[APG], Greater Spell Focus (evocation), Improved Counterspell, Intensified Spell[APG], Skill Focus (Knowledge [history]), Spell Focus (evocation), Toughness
Skills Acrobatics +0, Bluff +20, Craft (alchemy) +24, Diplomacy +23, Fly +15, Knowledge (arcana) +26, Knowledge (history) +32, Linguistics +10, Profession (teacher) +23, Sense Motive +18, Spellcraft +24
Languages Bulgarian, English, French, Gobbledegook, Latin, Merfolk, Parseltongue (Understood Only), Scots-Gaelic, Welsh
SQ arcane bond (wand of dispel magic [cl 10]), insanity points (0; effective Wis 18/18), lore, metamagic mastery (2/day), secrets (knowledge of avoidance, secret health, secrets of inner strength)
Combat Gear robe of the archmagi (gray), wand of dispel magic (cl 10); Other Gear memory box[UI], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, occult reference material[OA], pot, scholar's outfit, soap, spell component pouch, torch (10), trail rations (5), waterskin, 6,644 gp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Arcane Bond (Wand of dispel magic (CL 10)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Burning Spell Spell with the acid or fire descriptor deals extra damage the next round
Champion (Completed) (Challenge Foe: +2 to AC & att, +d6 dam on crit) +2 to att & AC vs. challenged foe only you threaten. If others att you/foe, -2 penalty for 1 rd.
Destructive Dispel Upon successful dispel, opponent must save or is stunned
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Lore +2 (Ex) Add + 2 to all knowledge skill checks.
Metamagic Mastery (2/day) (Su) Spend 1 use per spell level increase to apply a known metamagic feat for free.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:38 am, edited 1 time in total.
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