Files 2
Files 2
Files 2
aka Frankie
Frankie is Chaotic Good
Doll is Neutral Evil and is in control when she uses Needle
Str 17
Dex
17
Con 17
Int 16
Wis 17
Cha 18
+4 Belt
+6 Harness
+6 Headband
21 +5
23 +6
24 +7
BAB
+18/+16/+14/+12
HP
157
AC
Initiative
+7, second action at Init check -10, free actions and a single move action only.
Regenerate
Fast Heal 9, regenerates also by untyped damage, cold, force attacks, electricity, bludgeoning
DR
SR
62
Age: 5
Eyes: Green
Level: 18
Height: 56
Prestige Class:
Weight: 107lbs
plane you travel to. With a touch, you can grant this immunity to any other creature for 1 hour.
Save
Base
Attribute
Misc
Total
Fortitude
+10
+3
+4 Robe
+17
Reflex
+13
+3
+4 Robe
+20
Will
+13
+3
+3,+4 Robe
+23
Perception (Wis)
+24
Disguise (Cha)
+39
Stealth (Dex)
Endurance (Con)
+21
Drive: +10
Profession: Cook
+14
Intimidate (Cha)
+47
Profession: Seamstress
+14
Tumble (Dex)
+21
+39(+36 to all
perform checks)
Survival (Wis)
+11
Heal (Wis)
+41
Diplomacy (Cha)
+39
+41
Craft (toymaking)
+21
Climb
+19
Craft (painting)
+15
Swim
+19
Profession: Baker
+14
Planar Blade
All saves 10+ level + Str or Dex (DC 21)
Terrific-Construct Attunement: The planar blade is healed by things that heal objects or constructs, gains spell resistance equal to 2x (11 +
her character level.) Total armor bonus increases by Constitution modifier, all nonstacking sources of Damage Reduction she possesses
increase by an amount equal to her Constitution modifier as well. The planar blade can repair a touched object or construct to full health as a
standard action. The planar blade becomes immune to mind-affecting effects, poison, disease, paralysis, stunning, fatigue, exhaustion,
massive damage, and critical hits.
Terrific- Cold Attunement: 1/round (free action), inflict 2 cold damage per level to adjacent foes/in her space. Immune to cold
damage/healed by it. Standard action: ranged touch attack (Medium range) Fortitude save (DC 10 + level + Str or Dex) or be paralyzed 1
round/level. (May make new Fort save per round to recover) at end of turn. The target may make a new Fortitude save on each of its turns to
recover from the paralysis at the end of that turn. Standard Action create 10' cube of ice per character level in any empty spaces (to Medium
range). These cubes of ice do not move (much like an immovable rod), have 50 hit points, 5 hardness, and fire vulnerability. If left alone, they
melt after 1 minute. Make an extra turn every round, at your normal initiative count -10. (may only take free actions and a single move action)
Terrific- Change Attunement: Automatically recognizes spells/abilities of the transmutation school when cast. If she can see a transmutation
aura on an item, she automatically knows all of the properties of that item. +4 to saves vs the transmutation school. May elect to NOT be
transformed or polymorphed. Gains 2 x level to Heal, Hide, Escape Artist, and Disguise checks. Immunity/healed by untyped damage. fast
healing/regrow lost body parts one round after losing them. She can no longer be killed via HP damage.
Terrific- Force Attunement: Cast magic missile at will (nevermissiles). All attacks gain the Ghost Touch property. Constitution modifier
as a Deflection bonus to her AC. Immune to force damage/healed by it. May convert any amount of damage dealt into force damage.
Terrific- Travel Attunement: Climb and swim speeds equal to her base land speed. May elect to not be unwillingly teleported. Double all
movement speeds. May block teleportation effects within Long range (into or out of). May plane shift at will without a focus. The planar
blade may cast summon monster spells with a spell level less than or equal to half her character level, minus two, at will.
Terrific- Electricity Attunement: +30 to all move speeds. Immune to electricity/Healed by it. Standard action (Level) 18d8 in a Long
(400ft+40ft/level) Ref DC21 (10+1/2 Level + Str or Dex). Use a Move action to teleport distance equal to ground speed. Full round may
teleport run speed in feet, or 2 x speed and make an attack. She may swap places with a creature using this teleport, provided that she can fit
where the creature was, and the creature can fit where she was (Unwilling foes get a Will save DC 10+ Level + Str or Dex mod)
Great-Bludgeoning Attunement: When I critical a foe, that creature is dazed for a number of rounds equal to the attack's critical multiplier
minus 1.Immune to bludgeoning damage/healed by it. May shift foe # of feet equal to bludgeoning damage inflicted (No AoO). Whenever
the planar blade deals bludgeoning damage to a creature with an attack, that creature's natural armor bonus decreases by 1, with the possibility
of going negative. This penalty to natural armor is healed like ability damage
Great- Sonic Attunement: She may have the sound of her voice emanate from any point she specifies, so long as she has been there. As a
standard action, the planar blade can deal 1d6 points of sonic damage per character level (18d6) to each creature within Close range. Fortitude
save 20 (DC 10 + half character level + Str or Dex) for half damage.(exclude herself from this effect.) Immune to sonic damage/healed by
it. + 2x level to Move Silently, Perform, Intimidate, and Diplomacy checks.
Major- Transformational Attunement: Gains the [Shapechanger] subtype. Cast human form at will [assumes the appearance of a specific
individual of medium size or smaller, or of a generic member of a humanoid race. +10 bonus on Disguise checks made to impersonate the
genuine article. The target suffers no penalties to Disguise for assuming the visage of a different race or sex.] The planar blade gains a bite,
gore, or tail attack (pick one). It deals damage appropriate for her size (1d4+3). Whenever she deals damage with it, she heals that much
health. Standard action to transform into an animal, plant, dragon, or monstrous humanoid with a CR and HD both less than or equal to half
her character level. May cast summon nature's ally spells with a spell level less than or equal to half her character level, minus two, at will.
(Depending upon your DM's Discretion, and the setting, Dancers may also use Pistols or Handgun-styled firearms.). A Dancer has no armor
proficiency, nor proficiency with shields. Wearing armor and/or a shield interferes with the Dancer's manueverability, and removes their
special AC bonuses.
Dancer's Guise (Ex): Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character.
(Harem-maidens, gypsies, and prostitutes.) All dancers are gifted with the exceptional ability to confuse and entice those into believing they
are an entertainer.
Dancer's Elegant Fighting (Su): While a Dancer does not carry a Medium or Heavier load, and does not wear armor or a shield, she may
choose to add her Charisma modifier to her AC. At 5th level, this increases to one and one half of CHA, and increasing to 2x CHA modifier at
10th level.
Dancer's Knowledge: A Dancer may use "Bardic Knowledge" as a Bard of her Dancer Level.
Knight's Armored Defense (Su): A Dancer gains Dances at certain levels, these Dances work as if through magical effect, and any allies
within vision range of the Dancer recieve benefits of her dances. Instead of making a move, or attack action within a round, a Dancer may
begin to Dance, gaining the benefits of the dance she begins so long as she continues to do so (Using up a move, or standard action per turn.)
A Dancer -must- have ranks in Perform (Dance) to benefit from the effects of a dance. Knight's Armored Defense gives all allies a +2 bonus to
AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.
FEATS
Einhander [TOP]
+5 "parry" bonus to AC. Treat one-handed weapon as two-handed (or light as a one handed weapon) for
damage, disarming, power attack and other relevant effects. As Standard Action, make a single attack and foe is
flat-footed. May make an extra attack per round with all attacks taking -2.
Fencing [TOP]
With finessable weapons/Weapon Focus weapons and your off hand is empty, add your Dex to damage (+
Strength), +2 bonus to all opposed maneuvers (disarm, etc) shield bonus to AC equal to 1/4 your BAB, rounded
down.
Human-like Skill
training [TOP]
Within 30' of target, ranged weapons gain +3 to-hit. Add BAB to damage in first range increment. No AoO
when making ranged attacks. May make ranged AoO within 30ft, movement in this area does not provoke AoO.
As Full Attack, ranged whirlwind attack against foes in first increment of ranged weapon.
+4 armor bonus to AC (+1 enhancement bonus/+1 for every 3 ranks in Endurance over 6). AC applies to touch
AC as well. Unarmed strikes +1 enhancement bonus (+1 for every 3 ranks in Endurance over 9 that you have
and considered adamantine. Ignore 50% of critical hits/sneak attacks. You gain DR 10/- and energy resistance
20 against all types of energy damage.
Avenging Doll Style with Needle, Unarmed Strikes, Daggers, +2 to hit and damage. Hit foe, Fort save DC 10
+1/2 level + Str) or dazed 1 round. May take 10 with school weapons. DC to disarm school weapons is +4. +5
to hit on any one attack after the first each turn. If you hit your foe twice, you gain The Edge.
Resilience [TOP]
Resist size dependent effects as if one size larger (does not stack with other sources) Mettle class feature
(succeed at a Fortitude Partial or Will Partial saving throw, there is no effect). Gain Fast Healing or increase by
1. Immune to fatigue/exhaustion. Immune to anything requiring Fortitude save.
Improved Critical
Improved Initiative
+4
Reload as a free action/draw thrown weapons as a free action. Make a single attack as a swift action, if I have
the Edge, they cannot deflect/block with Deflect Arrows or similar feats. Volley - Full-round action, 60-ft. cone
attack. Threaten an area out to 15 feet. You may make attacks of opportunity normally against enemies within
that distance. You may also make a single attack with a ranged weapon as an immediate action .Doubleshot All of your ranged attacks deal double damage and consume twice as much ammunition.
Clockwork Centurion
[TOP]
Repair constructs using Craft skill and Heal DC table for Heal. Constructs under your long-term care gain the
natural healing and first aid restores one hp. Gain a leadership score equal to three less than your ranks in Craft,
plus Int mod, and appropriate followers for it (all constructs, need not be sapient). Can repair your followers
back to animation if they are destroyed. Gain a construct cohort (If mindless, it has mental scores equal to your
craft ranks, plus distributive points equal to 1 per Int mod. You can repair your cohort if it is destroyed.Once per
day, you can awaken a mindless construct, causing it to gain an Intelligence score of 3d6. If its Wisdom or
Charisma scores are 6 or below, they are also raised to 3d6. This is a spell-like ability, and takes an hour of
work.
Blitz [TOP]
When charging, lose Dex to AC, gain +1d6 damage. Go all out when attacking, add your BaB to damage, but
provokes an AoO. Full Attacks made with a -2 instead of a -5.Free Intimidate check when you damage foe. You
may make a Full Attack action as a Standard Action.
Target any foe you can hear with your ranged attacks. May deliver Touch Attacks via ranged. Full Round
Action, make one ranged attack (+20 Insight bonus to hit) that is automatically a critical threat. If the threat
range of your weapon is 19-20, your critical multiplier is increased by one.
Deflect Arrows
Once per round per point of Dex mod, use a free hand to deflect ranged attack. (aware/not flat-footed). Use any
weapon to deflect. May deflect ranged attacks vs allies in your reach. Deflect magical rays/exceptional weapons
like alchemist's fire with this ability.
FlawsNannys Call- She is unable to resist aiding children in need, even if that means abandoning an ally to certain death to rush into a
burning building.
Command Word- (Her command word is attend) Treat this as a Suggestion spell (8th level caster).
Pyrophobia Flaw bought off with a feat.
Weapon
BAB
Damag
e
Critical
Range
Type
Ammo
Notes
Needle
rapier
+35/+33/+33/+31/+3
1
3d6+17
15-20,x3
10ft
reach
Unarmed
+31/+29/+29/+27/+2
7
1d3+14
20,x2
Daggers
+24/+22/+22/+20/+2
0
1d4+6
19-20,x2
10ft
S/P
9mm
Pistol,
silenced
+21/+19/+19/+17/+1
7
2d6
20,x2
45ft
Ballistic
15
Sword of
the Planes
+26/+24/+24/+22/+2
2
1d8+11
19-20,x2
S/P
+27/+25/+25/+23/+2
3
1d8+12
+28/+26/+26/+24/+2
4
1d8+13
+3 on the Astral/Ethereal/natives of
+29/+27/+27/+25/+2
5
1d8+14
Boat, Folding- Normally a 12x6x6 box. Boat Form10x4x2 one pair oars, anchor, mast and sail, holds 4
people. Ship Form- 1 deck, single row of 5 sets of oars, rudder,
anchor, deck cabin, holds 15 people. Command word changes
it into other forms.
Kindle Fire
3 marble statues of Mages, one each shooting emerald lightning, ruby fire
and sapphire ice
Sunrod- 9 spares
2 small silver orbs of Kaboom and youre gone- DC 20 Reflex save, 15ft
radius or deleted from existence. (Limited Wish or better to recover)
Digital Camera
Really pretty dress, earrings and necklace (Elvish) Perfume, Really pretty
brush, hairclips. Various articles of modern clothing for about 5 changes,
as well as modern toiletries and perfumes.
Cube of Bondage
Money
Money Bag- 251,470gp, 1450 platinum, 50000 silver,
2 x 100gp Diamonds, 4 Spinels 50gp each, 4 Gold Pearls 100gp each, 1 Ruby 500gps,
Coins to US Dollars- $1,826,693,850