Post by streamofthesky on Oct 29, 2011 13:22:17 GMT -5
Notes: Lost Magic Vestment, so AC is at -5
Sage
CN Menhir Savant Shark Shaman Druid // Ranger 18
HP: 207/207 (18d10 +72 +18)
AC: 42* (10 +11 armor +5 shield +4 dex +4 deflect +6 natural +1 insight +1 dodge +1 haste -1 flaw)
Touch: 25*; FF: 37* [/li][li]
Str 14 (18), Dex 14 (18), Con 14 (18), Int 12 (16), Wis 22 (28), Cha 8
Saves: Fortitude +22, Reflex +26, Will +27 (+4 vs. fey/anti-plant)
BAB +18/+13/+8/+3; CMB +23; CMD 43 (+10 vs. disarm)
Speed 60 ft; Initiative +15
Tremorsense 30 ft; Scent 30 ft; Blindsense 30 ft; Blindsight 15 ft
Buffs assumed:Contingency (Heal if damage taken exceeds current hp), Terrain Bond, Greater Magic Weapon x2, Gyre Denier, Magic Vestment, Mass Resist Energy (Fire) (E), Resist Energy (Cold and Lightning), Barkskin (E), Listening Lorecall (E), Tremorsense, Embrace the Wild, Healing Lorecall (E), Prestidigitation
Bow relic powers: Frost & drow bane (needs level 5 slot)
Large Longbow +33/+33/+33/+33/+28/+28/+23/+23/+18/+18 (2d6 +9, 20/x3, P and S, 110 ft)
Rapid Shot: +31/+31/+31/+31/+31/+31/+26/+26/+21/+21/+16/+16 (2d6 +9, 20/x3, P and S, 110 ft)
PBS: +1 attack/damage within 30 ft
Manyshot: First attack hits w/ 2 arrows
Class: War (Tactics) domain, Spontaneous Healing domain, Spirit Sense (Detect Undead, Fey, Outsiders, astral, ethereal, and incorporeal at will), Favored Enemy (Magical Beast +6, Evil Outsider +4, Dragon +2, Undead +2), Spiritual Connection, Trapfinding, Totem Transformation, Place Magic (+1 CL 12 times/day), Favored Terrain (Underground +8, Forest +2, Mountains +2, Urban +2), Resist Nature’s Lure, Wildshape 8/day, Familiar, Woodland Stride, Walk the Lines (Transport Via Plants 9/day), Evasion, Quarry, Camouflage, Empty Body (Ethereal Jaunt 18 rounds/day), Timeless Body, Spell Reflection (Immediate; if weaponlike Spell or Sp misses, caster must roll to hit himself) 5/day, Hide in Plain Sight
Bonus Feats: Born of the Three Thunders, Flash Frost Spell, Explosive Spell, Energy Sub (Acid), Quicken Spell, Sudden Maximize
Feats:
1 Quick Recovery
1 Persistent Spell [Human]
1 Darkstalker [Flaw]
1 Parrying Shield [Flaw]
2 Point Blank Shot [Ranger]
3 Endurance [Ranger]
3 Zen Archery
5 Natural Spell
6 Improved Precise Shot [Ranger]
7 Woodland Archer
9 Clustered Shots
9 Improved Initiative [Druid]
10 Rapid Shot [Ranger]
11 Divine Interference (UM)
13 Glorious Heat
13 Lightning Reflexes [Druid]
14 Manyshot [Ranger]
15 Spell Perfection (Heal)
17 Easy Metamagic (Quicken)
17 Skill Focus (Stealth) [Druid]
18 Precise Shot [Ranger]
Flaws: Vulnerable, Murky-Eyed
Traits: Wisdom in the Flesh (Acrobatics), Lessons of Chaldira (save reroll 1/day)
Languages: Common, Druidic, Moogle, Sylvan, Auran, Terran
Skills:
Acrobatics +31 (18 ranks +3 class +9 wis +1 luck) +12 jump
Autohypnosis +28 (18 ranks +9 wis +1 luck)
Climb +9 (1 rank +3 class +4 str +1 luck)
Disable Device +42 (18 ranks +3 class +4 dex +9 trapfinding +2 circumstance +5 competence +1 luck)
Fly +26 ( [18] ranks +3 class +4 dex +1 luck)
Heal +20 (7 ranks +3 class +9 wis +1 luck)
Know (dungeon) +8 (1 rank +3 class +3 int +1 luck)
Know (geo) +14 (1 rank +3 class +3 int +1 luck +6 FT)
Know (nature) +12 (5 ranks +3 class +3 int +1 luck)
Know (planes) +22 ([18] ranks +3 int +1 luck)
Linguistics +7 (3 ranks +3 int +1 luck)
Perception +50 (18 ranks +3 class +9 wis +5 competence +4 alert +1 luck +8 FT +2 EtW) +9 trapfinding, +4 listen
Ride +9 (1 rank +3 class +4 dex +1 luck)
Sense Motive +27 (10 ranks +3 class +9 wis +4 alert +1 luck)
Spellcraft +8 (1 rank +3 class +3 int +1 luck)
Stealth +45 (18 ranks +3 class +4 dex +6 focus +5 competence +1 luck +8 FT)
Survival +37 (16 ranks +3 class +9 wis +1 luck +8 FT)
Swim +9 (1 rank +3 class +4 str +1 luck)
Skill Tricks: Clarity of Vision (Swift pinpoint invis creature for 1 round), Listen to This (perfect replay up to 1 hr later), Point it Out (immediate; ally w/in 30 ft free spot w/ +2), Swift Concentration (obvious), Ecstatic Fervor (if damaged when casting/maintaining, only half dmg adds to DC; 1/4 if continuous dmg)
Ranger Spells (CL 17):
Level 1, 7/day, DC 20: Abundant Ammunition,Arrow Mind, Embrace the Wild, Healing Lorecall, Hunter's Mercy, Resist Energy, X
Level 2, 5/day, DC 21: Acute Senses, Hunter's Eye,Tremorsense, X, X
Level 3, 4/day, DC 22: Arrow Storm, Instant Enemyx3 x2
Level 4, 3/day, DC 23:Terrain Bond x2, X
Druid Spells (CL 20):
Level 0, 4/day, DC 19: Detect Magic, Mending, Prestidigitation, Spark
Level 1, 8/day, DC 20: Blessed Aim, Camouflage, Grease, Nerveskitter, Remove Fear, Resurgence, Shock and Awe, Magic Weapon*
Level 2, 7/day, DC 21:Barkskin, Close Wounds, Kelpstrand x2, Listening Lorecall, Mountain Stance, Aid*
Level 3, 7/day, DC 22: Antidragon Aura, Giant's Wrath,Greater Magic Weapon, Gyre Denier, Mass Resist Energy x2, Magic Vestment*
Level 4, 7/day, DC 23: Assay Spell Resistance, Delay Death x2, Dimensional Anchor, Freedom of Movement, X, Divine Power*
Level 5, 7/day, DC 24:Arcane Bitchslap (Quickened), Kelpstrand (Quickened), Owl's Insight x2, Phantom Stag, Scintillating Sphere (Persistent), Greater Command*
Level 6, 6/day, DC 25:Fell the Greatest Foe (Quickened), Greater Dispel Magic, Sirocco (acid), X, X, Blade Barrier*
Level 7, 5/day, DC 26: Baleful Polymorph (Persistent), Enervation (Quickened), X,Greater Command (Persistent)*
Level 8, 4/day, DC 27: Chain Lightning (Persistent), X, X,Blade Barrier (Persistent)*
Level 9, 3/day, DC 28: Miracle,Triple, Blade Barrier (Quickened)*
Spont. Cast Healing and Earth (Caverns) domains
Healing: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal
Earth Orb: Gain Acid resist 20; Standard 30 ft ranged touch acid dart for d6 +9 damage 12/day; Tunnel Runner.
Tunnel Runner: 18 min/day; Standard (min. 1 min intervals). Gain Spider Climb, Darkvision 60 ft. While underground, gain +18 stealth and +9 initiative.
Spells: 1st—magic stone, 2nd—soften earth and stone, create pit, 3rd—stone shape, spiked pit, 4th—spike stones, 5th—wall of stone, hungry pit, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only)
Tactics domain:1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—greater command, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill
Seize the Initiative (Su): When rolling for initiative, allow one ally w/in 30 ft to roll twice and take higher result. Usable 3 + Wis mod (12) times/day.
Weapon Master (Su): As a swift action, gain one combat feat Sage qualifies for. This can be used a total # of rounds/day equal to druid level.
Equipment:
+1 Sizing Splitting Bow of the Wintermoon
- Ironwood Locked Gauntlet
- Lesser Crystal of Acid Assault (+1d6 acid)
- Least Fiendslayer Crystal (+1d6 vs. evil outsiders)
- Wand Chamber
- Wand of Gravity Bow (46 charges)
Serpentstongue Arrows (100) [S&P damage; ignore hardness <5]
Adamantine Serpentstongue Arrows (140) (+5 non-magical enhancement; ignore all metal DR)
Cold Iron Serpentstongue Arrows (40)
Pheremone Arrows (20) [Creatures w/ scent get +2 attack/damage vs. target for 1 hour]
Blunt Arrows (40) [Bludgeoning; wooden tip; deal nonlethal @-4]
Flight Arrows (20) [+20 ft range; -1 damage size]
Dragonsbreath Arrows (10) [+1 fire damage; -1 damage size; DC 15 Reflex or catch on fire]
+4 Darkwood Buckler
- Lesser Crystal of Arrow Reflection
- Wand Chamber
- Wand of Arrow Mind (44 charges)
+1 Wild Darkleaf Breastplate (2600 + enhance cost)
Clubs (8)
Silver Dagger
Cold Iron Dagger
Sling
- Cold Iron Bullets (20)
+1 Flaming Burst Longbow
Arms: Strongarm Bracers of Constitution +4
Face: Third Eye Clarity and Minute Seeing (1/day immediate remove stun/daze/confuse)
Feet: Lightweight Quicksilver Sandals of Translocation and Agile Leaping (Constant Haste)
Hands: Glove of the Master Strategist and Dexterity +4 (glove of storing for up to 20 lbs and 1/day True Strike)
Head: Helm of Perception +5
Headband: Int +4 (Know Planes and Fly skills)
Ring1: Ring of "Divine" Might and Deflection +4
Ring2: Ring of Counterspells (Greater Dispel Magic)
Shoulders: Cloak of Elvenkind and Resistance +5
Throat: Enemy Spirit Pouch of Wisdom +6 (FE +2 and +1 attack vs. Elementals)
Torso: Tunic of Steady Spellcasting (+5 concentration)
Waist: Belt of Battle and Strength +4
Orange Iuon Stone (+1 CL)
Stone of Good Luck (+1 luck on saves, skills, and ability checks)
Dusty Rose Iuon Stone
Shapesand (DC 16 Wis check to make any item <= 100 gp and 15 [20] ft cube in volume)
Handy Haversack
Pearl of Power (1st level) x10
Pearl of Power (2nd level) x3
Lesser Meta Rod of Extend x2
Lesser Meta Rod of Scultping
Lesser Meta Rod of Reach
Meta Rod of Extend
False holy symbol
Wand of True Casting (50 charges)
Wand of Benign Transposition (50 charges)
Wand of Obscuring Mist (50 charges)
Scroll of Protection from Evil
Masterwork Thief's Tools
Spell component pouch
Feather token (tree)
Chunk of Platinum (Antidragon Aura component)
Ivory statuette of Sage (Contingency focus)
Small silver mirror (Gyre Replier focus)
Mini ivory door, polished marble, and a silver spoon (Magnificent Mansion foci)
Holly and Mistletoe
Candles (5)
Decks of Playing Cards (2)
Scholar's Outfit
Bedroll
Chalk (1 piece)
Crowbar
Grappling hook
Inkpen
Ink (1 oz.)
Small Steel Mirror
Paper (5 sheets)
Pitons (4)
Trail Rations (4 days)
Silk Rope, 50 ft
Sack
Soap 1 lb
Torches (5)
Waterskin
6,966.29 gp
Mallow
Small Magical Beast
Str 11, Dex 15, Con 13, Int 14, Wis 12, Cha 12
HP: 103
AC: 39 (10 +1 size +17 natural +2 dex +5 armor +2 shield +2 deflect)
Touch: 15; FF: 36
Saves: Fortitude +13, Reflex +15, Will +13 (SR 23; Imp. Evasion)
BAB +18; CMB +17; CMD 31
Speed 20 ft; Fly 20 ft (poor; 2 rounds at a time)
Darkvision 60 ft, Low-Light Vision
Buffs: Barkskin, Mass Resist Energy (Fire and Lightning), Resist Energy (Cold and Acid)
Full Attack: Claw +21 (d2), Claw +21 (d2)
Feats: Simple Weapon Proficiency
Languages: Moogle, Sylvan, Auran, Terran
Skills: Acrobatics +23, Autohypnosis +19, Climb +4, Craft (good times) +5, Disable Device +20, Fly +22 (-8 using natural flight), Heal +8, Know (dungeon) +2, Know (geo) +2, Know (nature) +6, Know (planes) +20, Linguistics +4, Perception +22, Perform (dance) +5, Perform (strings) +5, Ride +3, Sense Motive +11, Spellcraft +2, Stealth +27, Survival +17, Swim +4 [note: gained a SP from Int 14]
Skill Tricks: Clarity of Vision, Listen to This, Point it Out
Teamwork Benefits: Indirect Fire, Infiltration, Search Team, Snap Out of It, Ecstatic Fervor
Equipment:
Electric Guitar of +5 perform (also a +1 greataxe)
- Wand of Electric Jolt
Masterwork Electric Guitar
Masterwork Guitar
Masterwork Electric Guitar
Ironwood (+1) Chain shirt
Ironwood (+1) Buckler
Cloak of Resistance +1
Ring of Protect +2
Boots of Agile Leaping
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Moogles, SR 20, Scry on Mallow 1/day.
Elemental Dances:
- Desert Aria, Wind Rhapsody, Snowman Jazz, Earth Blues, Love Sonata, Dragon Dance, Water Rondo, and Twilight Requiem
- Can’t stop until combat ends, Sage physically picks him up, or his dancing is *stopped* (like a stumble on a roll of 0). Is then free to start any dance he wants.
Desert Aria (Fire Domain?)
1 Produce Flame
3 Fireball
6 Fireseeds (all formed and used in 1 round)
7 (Fire) Elemental Body IV
8 Incendiary Cloud
9 Meteor Swarm
Dragon Dance (Dragon subdomain; Scalykind domain)
2 Mass Resist Energy
3 Draconic Reservoir
4 Dragon’s Breath (PF version)
6 Lesser Dragonshape
8 Mass Form of the Dragon
9 "Form of the Dragon"
Earth Blues (Earth Domain?)
1 Magic Stone?
4 Spike Stones
5 Wall of Stone
7 Elemental Body IV (earth only)
6 Stoneskin
9 Clashing Rocks
Love Sonata (Charm Domain?)
1 Charm Person
2 Calm Emotions
3 Suggestion (not language dependent)
4 Heroism
5 Charm Monster
6 Greater Heroism
7 Insanity
8 Demand (not language dependent)
9 Dominate Monster
Wind Rhapsody (Air Domain?)
0 CMB check to bull rush
1 Obscuring Mist
2 Wind Wall
3 Gaseous Form
4 Air Walk
5 Control Winds
7 Elemental Body IV (Air)
8 Whirlwind
9 Mass Suffocation
Snowman Jazz
0 Ray of d6 +7 cold damage
1 Obscuring Mist
2 Fog Cloud
5 Ice Storm
7 (Water) Elemental Body IV
8 Horrid Wilting
9 Polar Midnight
Twilight Requiem (Void Domain)
2 Levitate (targets foes; will/SR negates)
4 Summon Elemental
5 Telekinesis
6 Summon Elemental
7 Reverse Gravity
8 Summon Elder Elemental
9 Interplanetary Teleport (offensive?)
Water Rondo
2 Slipstream
3 Aqueous Orb
4 Cure Critical Wounds
5 Geyser
6 Tidal Wave
7 Summon Dire Crocodile?
8 Seamantle
9 Tsunami
Limit Breaks:
Intestancle (Su): As a free action, Sage causes a massive, spikey, writhing, engorged tentacle to burst out from every creature he designates in a 30 ft radius spread. The breakout deals grapple damage (see below) and leaves the target nauseated (fortitude reduces the effect to sickened) for the duration of the effect. Each tentacle immediately attempts to grapple its host, using Sage's BAB, a +8 size modifer and the sum of Sage's strength and wisdom modifers for its strength modifier. If the tentacle begins a turn already grappling, it may attempt a pin or to drag the victim. Every successful grapple check deals 4d6 + (combined str modifier) constriction damage (B & P). At the start of Sage's turn, any tentacles not grappling their hosts attempt to re-establish a hold. As the tentacle originates from inside the creature and is a part of it, the tentacle can affect even incorporeal or ethereal targets. If a foe is nauseated, he may still attempt a grapple or escape artist check each round to escape. The tentacles harmlessly retract back inside the victims after 1 minute has elapsed.
Dance Party: All allies within 30 feet of Mallow dance whatever dance Mallow is currently dancing for one roll. This does not take their actions, and it only applies to PCs, not Ifrit or Ketan
ACFs:
Spiritual Connection (CC, p 50): Lose wild empathy, gain speak with plants and speak with animals spell effects.
Trap Expert (DS, p 12): Lose track and swift tracker. Gain trap finding, and disable device as a class skill.
Researched spells:
Sage’s Gyre Denier- 3rd level: Single target. V, S, M (a bit of lead), Duration: 1 hour/Level. The target is immune to the effects of Reciprocal Gyre.
Sage’s Gyre Replier - 5th level: Single Target. V, S, F (A small silver mirror worth 50 GP worn on a chain around the neck). Duration: 1 hour/level. The next time the target would be affected by the spell Reciprocal Gyre, the spell is affected as though by spell turning and this spell is discharged.
Staren’s Disjunction Dysfunction: 8th level: Single Target. V, S, M (a masterwork buckler worth at least 165 GP). Duration: 10 min/level. If any spells or spell-like abilities on a creature under the effects of this spell would be affected, observed, or counted by a spell or ability, only this spell is affected. If the spell was not a Divination, this spell is discharged afterwards.
Sage
CN Menhir Savant Shark Shaman Druid // Ranger 18
HP: 207/207 (18d10 +72 +18)
AC: 42* (10 +11 armor +5 shield +4 dex +4 deflect +6 natural +1 insight +1 dodge +1 haste -1 flaw)
Touch: 25*; FF: 37* [/li][li]
Str 14 (18), Dex 14 (18), Con 14 (18), Int 12 (16), Wis 22 (28), Cha 8
Saves: Fortitude +22, Reflex +26, Will +27 (+4 vs. fey/anti-plant)
BAB +18/+13/+8/+3; CMB +23; CMD 43 (+10 vs. disarm)
Speed 60 ft; Initiative +15
Tremorsense 30 ft; Scent 30 ft; Blindsense 30 ft; Blindsight 15 ft
Buffs assumed:
Bow relic powers: Frost & drow bane (needs level 5 slot)
Large Longbow +33/+33/+33/+33/+28/+28/+23/+23/+18/+18 (2d6 +9, 20/x3, P and S, 110 ft)
Rapid Shot: +31/+31/+31/+31/+31/+31/+26/+26/+21/+21/+16/+16 (2d6 +9, 20/x3, P and S, 110 ft)
PBS: +1 attack/damage within 30 ft
Manyshot: First attack hits w/ 2 arrows
Class: War (Tactics) domain, Spontaneous Healing domain, Spirit Sense (Detect Undead, Fey, Outsiders, astral, ethereal, and incorporeal at will), Favored Enemy (Magical Beast +6, Evil Outsider +4, Dragon +2, Undead +2), Spiritual Connection, Trapfinding, Totem Transformation, Place Magic (+1 CL 12 times/day), Favored Terrain (Underground +8, Forest +2, Mountains +2, Urban +2), Resist Nature’s Lure, Wildshape 8/day, Familiar, Woodland Stride, Walk the Lines (Transport Via Plants 9/day), Evasion, Quarry, Camouflage, Empty Body (Ethereal Jaunt 18 rounds/day), Timeless Body, Spell Reflection (Immediate; if weaponlike Spell or Sp misses, caster must roll to hit himself) 5/day, Hide in Plain Sight
Bonus Feats: Born of the Three Thunders, Flash Frost Spell, Explosive Spell, Energy Sub (Acid), Quicken Spell, Sudden Maximize
Feats:
1 Quick Recovery
1 Persistent Spell [Human]
1 Darkstalker [Flaw]
1 Parrying Shield [Flaw]
2 Point Blank Shot [Ranger]
3 Endurance [Ranger]
3 Zen Archery
5 Natural Spell
6 Improved Precise Shot [Ranger]
7 Woodland Archer
9 Clustered Shots
9 Improved Initiative [Druid]
10 Rapid Shot [Ranger]
11 Divine Interference (UM)
13 Glorious Heat
13 Lightning Reflexes [Druid]
14 Manyshot [Ranger]
15 Spell Perfection (Heal)
17 Easy Metamagic (Quicken)
17 Skill Focus (Stealth) [Druid]
18 Precise Shot [Ranger]
Flaws: Vulnerable, Murky-Eyed
Traits: Wisdom in the Flesh (Acrobatics), Lessons of Chaldira (save reroll 1/day)
Languages: Common, Druidic, Moogle, Sylvan, Auran, Terran
Skills:
Acrobatics +31 (18 ranks +3 class +9 wis +1 luck) +12 jump
Autohypnosis +28 (18 ranks +9 wis +1 luck)
Climb +9 (1 rank +3 class +4 str +1 luck)
Disable Device +42 (18 ranks +3 class +4 dex +9 trapfinding +2 circumstance +5 competence +1 luck)
Fly +26 ( [18] ranks +3 class +4 dex +1 luck)
Heal +20 (7 ranks +3 class +9 wis +1 luck)
Know (dungeon) +8 (1 rank +3 class +3 int +1 luck)
Know (geo) +14 (1 rank +3 class +3 int +1 luck +6 FT)
Know (nature) +12 (5 ranks +3 class +3 int +1 luck)
Know (planes) +22 ([18] ranks +3 int +1 luck)
Linguistics +7 (3 ranks +3 int +1 luck)
Perception +50 (18 ranks +3 class +9 wis +5 competence +4 alert +1 luck +8 FT +2 EtW) +9 trapfinding, +4 listen
Ride +9 (1 rank +3 class +4 dex +1 luck)
Sense Motive +27 (10 ranks +3 class +9 wis +4 alert +1 luck)
Spellcraft +8 (1 rank +3 class +3 int +1 luck)
Stealth +45 (18 ranks +3 class +4 dex +6 focus +5 competence +1 luck +8 FT)
Survival +37 (16 ranks +3 class +9 wis +1 luck +8 FT)
Swim +9 (1 rank +3 class +4 str +1 luck)
Skill Tricks: Clarity of Vision (Swift pinpoint invis creature for 1 round), Listen to This (perfect replay up to 1 hr later), Point it Out (immediate; ally w/in 30 ft free spot w/ +2), Swift Concentration (obvious), Ecstatic Fervor (if damaged when casting/maintaining, only half dmg adds to DC; 1/4 if continuous dmg)
Ranger Spells (CL 17):
Level 1, 7/day, DC 20: Abundant Ammunition,
Level 2, 5/day, DC 21: Acute Senses, Hunter's Eye,
Level 3, 4/day, DC 22: Arrow Storm, Instant Enemy
Level 4, 3/day, DC 23:
Druid Spells (CL 20):
Level 0, 4/day, DC 19: Detect Magic, Mending, Prestidigitation, Spark
Level 1, 8/day, DC 20: Blessed Aim, Camouflage, Grease, Nerveskitter, Remove Fear, Resurgence, Shock and Awe, Magic Weapon*
Level 2, 7/day, DC 21:
Level 3, 7/day, DC 22: Antidragon Aura, Giant's Wrath,
Level 4, 7/day, DC 23: Assay Spell Resistance, Delay Death x2, Dimensional Anchor, Freedom of Movement, X, Divine Power*
Level 5, 7/day, DC 24:
Level 6, 6/day, DC 25:
Level 7, 5/day, DC 26: Baleful Polymorph (Persistent), Enervation (Quickened), X,
Level 8, 4/day, DC 27: Chain Lightning (Persistent), X, X,
Level 9, 3/day, DC 28: Miracle,
Spont. Cast Healing and Earth (Caverns) domains
Healing: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal
Earth Orb: Gain Acid resist 20; Standard 30 ft ranged touch acid dart for d6 +9 damage 12/day; Tunnel Runner.
Tunnel Runner: 18 min/day; Standard (min. 1 min intervals). Gain Spider Climb, Darkvision 60 ft. While underground, gain +18 stealth and +9 initiative.
Spells: 1st—magic stone, 2nd—soften earth and stone, create pit, 3rd—stone shape, spiked pit, 4th—spike stones, 5th—wall of stone, hungry pit, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only)
Tactics domain:1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—greater command, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill
Seize the Initiative (Su): When rolling for initiative, allow one ally w/in 30 ft to roll twice and take higher result. Usable 3 + Wis mod (12) times/day.
Weapon Master (Su): As a swift action, gain one combat feat Sage qualifies for. This can be used a total # of rounds/day equal to druid level.
Equipment:
+1 Sizing Splitting Bow of the Wintermoon
- Ironwood Locked Gauntlet
- Lesser Crystal of Acid Assault (+1d6 acid)
- Least Fiendslayer Crystal (+1d6 vs. evil outsiders)
- Wand Chamber
- Wand of Gravity Bow (46 charges)
Serpentstongue Arrows (100) [S&P damage; ignore hardness <5]
Adamantine Serpentstongue Arrows (140) (+5 non-magical enhancement; ignore all metal DR)
Cold Iron Serpentstongue Arrows (40)
Pheremone Arrows (20) [Creatures w/ scent get +2 attack/damage vs. target for 1 hour]
Blunt Arrows (40) [Bludgeoning; wooden tip; deal nonlethal @-4]
Flight Arrows (20) [+20 ft range; -1 damage size]
Dragonsbreath Arrows (10) [+1 fire damage; -1 damage size; DC 15 Reflex or catch on fire]
+4 Darkwood Buckler
- Lesser Crystal of Arrow Reflection
- Wand Chamber
- Wand of Arrow Mind (44 charges)
+1 Wild Darkleaf Breastplate (2600 + enhance cost)
Clubs (8)
Silver Dagger
Cold Iron Dagger
Sling
- Cold Iron Bullets (20)
+1 Flaming Burst Longbow
Arms: Strongarm Bracers of Constitution +4
Face: Third Eye Clarity and Minute Seeing (1/day immediate remove stun/daze/confuse)
Feet: Lightweight Quicksilver Sandals of Translocation and Agile Leaping (Constant Haste)
Hands: Glove of the Master Strategist and Dexterity +4 (glove of storing for up to 20 lbs and 1/day True Strike)
Head: Helm of Perception +5
Headband: Int +4 (Know Planes and Fly skills)
Ring1: Ring of "Divine" Might and Deflection +4
Ring2: Ring of Counterspells (Greater Dispel Magic)
Shoulders: Cloak of Elvenkind and Resistance +5
Throat: Enemy Spirit Pouch of Wisdom +6 (FE +2 and +1 attack vs. Elementals)
Torso: Tunic of Steady Spellcasting (+5 concentration)
Waist: Belt of Battle and Strength +4
Orange Iuon Stone (+1 CL)
Stone of Good Luck (+1 luck on saves, skills, and ability checks)
Dusty Rose Iuon Stone
Shapesand (DC 16 Wis check to make any item <= 100 gp and 15 [20] ft cube in volume)
Handy Haversack
Pearl of Power (1st level) x10
Pearl of Power (2nd level) x3
Lesser Meta Rod of Extend x2
Lesser Meta Rod of Scultping
Lesser Meta Rod of Reach
Meta Rod of Extend
False holy symbol
Wand of True Casting (50 charges)
Wand of Benign Transposition (50 charges)
Wand of Obscuring Mist (50 charges)
Scroll of Protection from Evil
Masterwork Thief's Tools
Spell component pouch
Feather token (tree)
Ivory statuette of Sage (Contingency focus)
Small silver mirror (Gyre Replier focus)
Mini ivory door, polished marble, and a silver spoon (Magnificent Mansion foci)
Holly and Mistletoe
Candles (5)
Decks of Playing Cards (2)
Scholar's Outfit
Bedroll
Chalk (1 piece)
Crowbar
Grappling hook
Inkpen
Ink (1 oz.)
Small Steel Mirror
Paper (5 sheets)
Pitons (4)
Trail Rations (4 days)
Silk Rope, 50 ft
Sack
Soap 1 lb
Torches (5)
Waterskin
6,966.29 gp
Mallow
Small Magical Beast
Str 11, Dex 15, Con 13, Int 14, Wis 12, Cha 12
HP: 103
AC: 39 (10 +1 size +17 natural +2 dex +5 armor +2 shield +2 deflect)
Touch: 15; FF: 36
Saves: Fortitude +13, Reflex +15, Will +13 (SR 23; Imp. Evasion)
BAB +18; CMB +17; CMD 31
Speed 20 ft; Fly 20 ft (poor; 2 rounds at a time)
Darkvision 60 ft, Low-Light Vision
Buffs: Barkskin, Mass Resist Energy (Fire and Lightning), Resist Energy (Cold and Acid)
Full Attack: Claw +21 (d2), Claw +21 (d2)
Feats: Simple Weapon Proficiency
Languages: Moogle, Sylvan, Auran, Terran
Skills: Acrobatics +23, Autohypnosis +19, Climb +4, Craft (good times) +5, Disable Device +20, Fly +22 (-8 using natural flight), Heal +8, Know (dungeon) +2, Know (geo) +2, Know (nature) +6, Know (planes) +20, Linguistics +4, Perception +22, Perform (dance) +5, Perform (strings) +5, Ride +3, Sense Motive +11, Spellcraft +2, Stealth +27, Survival +17, Swim +4 [note: gained a SP from Int 14]
Skill Tricks: Clarity of Vision, Listen to This, Point it Out
Teamwork Benefits: Indirect Fire, Infiltration, Search Team, Snap Out of It, Ecstatic Fervor
Equipment:
Electric Guitar of +5 perform (also a +1 greataxe)
- Wand of Electric Jolt
Masterwork Electric Guitar
Masterwork Guitar
Masterwork Electric Guitar
Ironwood (+1) Chain shirt
Ironwood (+1) Buckler
Cloak of Resistance +1
Ring of Protect +2
Boots of Agile Leaping
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Moogles, SR 20, Scry on Mallow 1/day.
Elemental Dances:
- Desert Aria, Wind Rhapsody, Snowman Jazz, Earth Blues, Love Sonata, Dragon Dance, Water Rondo, and Twilight Requiem
- Can’t stop until combat ends, Sage physically picks him up, or his dancing is *stopped* (like a stumble on a roll of 0). Is then free to start any dance he wants.
Desert Aria (Fire Domain?)
1 Produce Flame
3 Fireball
6 Fireseeds (all formed and used in 1 round)
7 (Fire) Elemental Body IV
8 Incendiary Cloud
9 Meteor Swarm
Dragon Dance (Dragon subdomain; Scalykind domain)
2 Mass Resist Energy
3 Draconic Reservoir
4 Dragon’s Breath (PF version)
6 Lesser Dragonshape
8 Mass Form of the Dragon
9 "Form of the Dragon"
Earth Blues (Earth Domain?)
1 Magic Stone?
4 Spike Stones
5 Wall of Stone
7 Elemental Body IV (earth only)
6 Stoneskin
9 Clashing Rocks
Love Sonata (Charm Domain?)
1 Charm Person
2 Calm Emotions
3 Suggestion (not language dependent)
4 Heroism
5 Charm Monster
6 Greater Heroism
7 Insanity
8 Demand (not language dependent)
9 Dominate Monster
Wind Rhapsody (Air Domain?)
0 CMB check to bull rush
1 Obscuring Mist
2 Wind Wall
3 Gaseous Form
4 Air Walk
5 Control Winds
7 Elemental Body IV (Air)
8 Whirlwind
9 Mass Suffocation
Snowman Jazz
0 Ray of d6 +7 cold damage
1 Obscuring Mist
2 Fog Cloud
5 Ice Storm
7 (Water) Elemental Body IV
8 Horrid Wilting
9 Polar Midnight
Twilight Requiem (Void Domain)
2 Levitate (targets foes; will/SR negates)
4 Summon Elemental
5 Telekinesis
6 Summon Elemental
7 Reverse Gravity
8 Summon Elder Elemental
9 Interplanetary Teleport (offensive?)
Water Rondo
2 Slipstream
3 Aqueous Orb
4 Cure Critical Wounds
5 Geyser
6 Tidal Wave
7 Summon Dire Crocodile?
8 Seamantle
9 Tsunami
Limit Breaks:
Intestancle (Su): As a free action, Sage causes a massive, spikey, writhing, engorged tentacle to burst out from every creature he designates in a 30 ft radius spread. The breakout deals grapple damage (see below) and leaves the target nauseated (fortitude reduces the effect to sickened) for the duration of the effect. Each tentacle immediately attempts to grapple its host, using Sage's BAB, a +8 size modifer and the sum of Sage's strength and wisdom modifers for its strength modifier. If the tentacle begins a turn already grappling, it may attempt a pin or to drag the victim. Every successful grapple check deals 4d6 + (combined str modifier) constriction damage (B & P). At the start of Sage's turn, any tentacles not grappling their hosts attempt to re-establish a hold. As the tentacle originates from inside the creature and is a part of it, the tentacle can affect even incorporeal or ethereal targets. If a foe is nauseated, he may still attempt a grapple or escape artist check each round to escape. The tentacles harmlessly retract back inside the victims after 1 minute has elapsed.
Dance Party: All allies within 30 feet of Mallow dance whatever dance Mallow is currently dancing for one roll. This does not take their actions, and it only applies to PCs, not Ifrit or Ketan
ACFs:
Spiritual Connection (CC, p 50): Lose wild empathy, gain speak with plants and speak with animals spell effects.
Trap Expert (DS, p 12): Lose track and swift tracker. Gain trap finding, and disable device as a class skill.
Researched spells:
Sage’s Gyre Denier- 3rd level: Single target. V, S, M (a bit of lead), Duration: 1 hour/Level. The target is immune to the effects of Reciprocal Gyre.
Sage’s Gyre Replier - 5th level: Single Target. V, S, F (A small silver mirror worth 50 GP worn on a chain around the neck). Duration: 1 hour/level. The next time the target would be affected by the spell Reciprocal Gyre, the spell is affected as though by spell turning and this spell is discharged.
Staren’s Disjunction Dysfunction: 8th level: Single Target. V, S, M (a masterwork buckler worth at least 165 GP). Duration: 10 min/level. If any spells or spell-like abilities on a creature under the effects of this spell would be affected, observed, or counted by a spell or ability, only this spell is affected. If the spell was not a Divination, this spell is discharged afterwards.