Posted: Thu Jan 29, 2015 6:28 pm
The people in the game I am running are plotting to kill the Queen in a foolish attempt to seize the throne for themselves (I did not put them up to this, they are doing this of their own acord). I worry that a combat with the queen will be inevitable.
So is their existing stats of Iliana, or do I have to think up my own.
Either way, Party whipe is inevitable.
Re: Iliana stats.
Posted: Fri Jan 30, 2015 9:54 pm
Pony sorcerer 20
NG Medium fey (ponykind)
Init +1; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +5
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 206 (20d6+124)
Fort +16, Ref +11, Will +21; +2 vs. poison, spells, and spell-like abilities
DR 10/cold iron; SR 18
Speed 40 ft.
Spell-Like Abilities (CL 20th; concentration +33)
Sorcerer Spell-Like Abilities (CL 20th; concentration +33)
Sorcerer Spells Known (CL 20th; concentration +33)
9th (7/day)—mass hold monster (DC 35), overwhelming presence[UM] (DC 40), teleportation circle, time stop, wish
8th (7/day)—binding (DC 34), irresistible dance (DC 34), maze, mind blank, sunburst (DC 29)
7th (8/day)—banishment (DC 28), lesser create demiplane[UM], ethereal jaunt, plane shift (DC 28)
6th (8/day)—cloak of dreams[APG] (DC 32), contingency, greater dispel magic, geas/quest, mass suggestion (DC 32)
5th (8/day)—baleful polymorph (DC 26), break enchantment, mind fog (DC 31), symbol of sleep (DC 31), teleport
4th (8/day)—detect scrying, dimension door, enchantment foil[ACG], scrying (DC 25), symbol of laughter[ACG] (DC 30)
3rd (9/day)—dispel magic, haste, magic circle against evil, nondetection, pegasus blessing, tongues
2nd (9/day)—alter self, arcane lock, disguise other[UM], glitterdust (DC 23), hideous laughter (DC 28), invisibility
1st (9/day)—alter winds[APG] (DC 22), beguiling gift[APG] (DC 27), charm person (DC 27), feather fall, identify, silent image (DC 22)
0 (at will)—arcane mark, dancing lights, detect magic, detect poison, mage hand, mending, message, prestidigitation, read magic
Str 8, Dex 12, Con 22, Int 16, Wis 21, Cha 32
Base Atk +10; CMB +9; CMD 20 (24 vs. trip)
Feats Advanced Horn Magic, Combat Casting, Endurance, Eschew Materials, Focused Horn Magic (enchantment), Greater Spell Focus (enchantment), Greater Spell Penetration, Leadership, Master Horn Magic, Practiced Horn Magic, Quicken Spell, Silent Spell, Spell Focus (enchantment), Spell Penetration, Spell Perfection[APG], Still Horn Magic
Traits classically schooled, day greeter
Skills Acrobatics +1 (+5 to jump), Bluff +24 (+26 with all Fey creatures), Diplomacy +40 (+42 with all Fey creatures), Fly +7, Intimidate +16 (+18 with all Fey creatures), Knowledge (arcana) +16, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Sense Motive +10 (+12 with all Fey creatures), Spellcraft +27, Use Magic Device +34
Languages Common, Sylvan
SQ ancestry: horn, ancestry: wings, brand of destiny, earth-bound, fey monarch, fingerless, force ray, Magic Focus (enchantment), new arcana, unique destiny
Combat Gear robe of the archmagi (white); Other Gear +1 silken ceremonial armor, belt of mighty constitution +6, cloak of the diplomat, eyes of the dragon, handy haversack, headband of mental prowess +6 (Wis, Cha), page of spell knowledge (wish), queen's slippers, ring of freedom of movement, ring of inner fortitude (greater), tunic of careful casting, 174,290 gp
Advanced Horn Magic (Su) Your ability to manipulate objects with your magic has grown much more refined.
Prerequisite: Ponykind, Practiced Horn Magic
Benefit: You gain a second mental grip, allowing you to wield a weapon two-handedly, a one-handed weapon
Ancestry: Horn (Sp) You grow a unicorn horn from your head, allowing you to use unseen servant as a spell-like ability 2/day.
Ancestry: Wings (Su) You gain feathered wings that, when activated, grant a base flight speed of 30 ft. (clumsy). At sorcerer level 20, the flight ability becomes permanent and activated at will.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Brand of Destiny All ponies are born with a Brand of Destiny on their flank. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Earth-Bound +2 Gain a +2 racial bonus to saves vs Poison, Spells and Spell-Like effects, Endurance as a bonus feat
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Fey Monarch (Su) At 20th level, you become a mortal ruler of fey creatures. You gain DR 10/Cold Iron and a +2 bonus to Diplomacy, Sense Motive, Intimidate, and Bluff checks with fey creatures. Any aging penalities you had are remobed and you cease to accrue new one
Fingerless Ponies and many other races of Everglow can manipulate any one-handed item with their mouths, despite their lack of fingers, as per the rules below:
- Hand and ring slot items automatically adjust to fit, becoming anklets that otherwise function
Focused Horn Magic (Enchantment, 1/day) You have attuned your horn to a specific school of magic.
Prerequisites: Ponykind, Practiced Horn Magic, Spell Focus in the same school
Benefit: The DC of spells for the selected school increase by 1. Once per day, a harmless spe
Force Ray (14/day) (Sp) Force ray hits for 1d4+10
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Leadership (Base Score 31) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic Focus (Enchantment) (Ex) At 15th level, you gain +2 to the save DCs of the magic school of your choice. This stacks with Spell Focus, Greater Spell Focus, and Focused Horn Magic.
Master Horn Magic You are capable of amazing feats with your finely honed ability to manipulate objects with your horn.
Prerequisites: Ponykind, Advanced Horn Magic, character level 9th
Benefits: You gain telekinesis as a spell-like ability
Page of spell knowledge (wish) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Practiced Horn Magic (Su) You have honed your horn magic to the point that you can wield weapons and shields using it's might.
Prerequisite: Ponykind, Able to cast unseen servant as a spell-like ability
Benefit: You may wield any one-handed weapon
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Ring of inner fortitude (greater) Reduce ability penalty/damage by 6, or ability drain by 3 points.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Overwhelming Presence) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (18) You have Spell Resistance.
Still Horn Magic When working with your specialty, your horn covers the need to move with displays of brillant hues.
Prerequisites: Ponykind, Practiced Horn Magic, Focused Horn Magic
Benefit: So long as your horn is undamaged, you may cast spells
Unification There is a calling inside of you, driving you towards your people's divinity. Perhaps, with time, training, and hardship, you will also gain the blessings of three major breeds of ponies. Only ponykin can take this bloodline.
Unique Destiny Grants one bonus feat at 1st level.
Re: Iliana stats.
Posted: Fri Jan 30, 2015 9:57 pm
She prefers to avoid combat, and will use her considerable enchanting abilities to end the battle before it can properly begin. If that fails, she has no hesitation on leaving by flying, ethereal jaunting, or even plane shifting if things look bad, to return with proper support.
Her henchpony/cohort is the esteemed Steel Prism, who acts as her physical bodyguard, providing for muscle where she brings arcane power.