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Ysilldyn, Half-Fiend Amphibious Sirine/Siren||Sorcerer/Prestige Bard


Lunermist

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spacer.pngHere to Tempt a thousand souls, and make you regret bringing her forth

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Ysilldyn
Female Chaotic Evil Amphibious Sirine Sorcerer/Prestige Bard/Dragon Heart Mage||Siren, Level 8/2/2||3, Init 7, HP 82/82, DR 5/Cold Iron, 10/Magic, Speed 30 ft. Swim: 60 ft. Fly(Average): 30 ft.
AC 27, Touch 27, Flat-footed 20, Fort 9, Ref 14, Will 11, Base Attack Bonus 7.25
Ranged Spell Attack +14 (Varies, )
Claws +8/+8 (1d4+2, x2)
Bite +8 (1d6+2, x2)
Deflection Aura (+7 Dex, +10 Deflect)
Abilities Str 12, Dex 24, Con 16, Int 16, Wis 16, Cha 31
Condition None
Draconic Resistance (Cold): 21
Immunity to poison.
Resistance: acid 10, cold 10, electricity 10, and fire 10.
Spell Resistance: 22


Amphibious Sirine HD 4/LA +2/Half-Fiend +3/Siren 3
Dragonblood(1st only) Sorcerer 5/Prestige Bard 2/Dragon Heart Mage 2/Sorcerer +3

Flaws: Arcane Performer and Wild

Edited by Lunermist (see edit history)
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Table: Amphibious Sirine 6/Half-Fiend 3/Siren 3| Sorcerer 5,3/Dragonheart Mage 2/Prestige Bard 2

Level HD Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Skills Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1d6 +.5 +0 2/6 +2 3/6 +2 3/6 Wild Empathy, Charming Song 1/day, Racial TraitsDeflection (Charisma)
+8 racial bonus to Perform checks
Low Light Vision
(8+Int)x4
Draconic Heritage (Topaz), Arcane Insight +2 5 3
2nd 1d4 +1 +0 4/6 +2 5/6 +3 Fog Cloud 1/day, Intelligence Damage (Touch 1d4) 2+Int
  6 4
3rd 1d6 +1.5 +1 +3 2/6 +3 3/6 Charming Song 3/day Soothing TouchHeals Int Damage only from Sirines (Heal 1d6) 8+Int
  6 5
4th 1d6 +2 +1 2/6 +3 5/6 +4 Improved Invisibility 1/day 8+Int
  6 6 3
5th 1d4 +2.5 +1 4/6 +4 1/6 +4 3/6 Charming Song at-will 2+Int
  6 6 4
6th 1d6 +3 +4 1/6 +4 4/6 +5 Polymorph (Self Only) 1/day 8+Int
Dragon Breath (2d6) 6 6 4
7th 1d6 +3.5 +4 4/6 +5 +5 3/6 Half Fiend LA +1 2+Int
Draconic Feat 6 6 5 3
8th 1d6 +4.25 +5 +5 3/6 +6 Half Fiend LA +2 6+Int
Bardic music (Countersong, Healing HymnComplete Champion pg. 47
Requires: 3 ranks in Perform (Increased by 5 from prestige bard)
Requires: Sight and Hearing
Lasts for as long as you perform and lingers for 5 rounds.
If any Ally casts any conjuration (healing) spell they gain a +1 profane bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.
In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest
Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability.
, Inspire Courage +1), bardic knowledge
6 6 5 3
9th 1d6 +5 +5 2/6 +6 +6 3/6 Half Fiend LA +3 6+Int
  6 6 6 4
10th 1d4 +5.75 +5 4/6 +6 2/6 +7 Reverberation 4+Int
  6 6 6 5 3
11th 1d4 +6.5 +6 +6 4/6 +7 3/6 Song of Despair 4+Int
  6 6 6 6 4
12th 1d4 +7.25 +6 2/6 +7 +8 Charisma Bonus +2 4+Int
  6 6 6 6 5 3

Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language (n/a), Spellcraft, Spot. Survival, Swim, Tumble, and Use Magic Device.

Amphibious: -2 dex, +8 swim checks, take 10.
+8 Dex, +2 Int, +6 Wis, +6 Cha
Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders.
Speed: A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Attack: A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-fiend retains this ability. A half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-fiend fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Medium Bite 1d6 Claw 1d4
Special Attacks: A half-fiend retains all the special attacks of the base creature and gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities: A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; a half-fiend with 4 HD can use darkness as well as desecrate.
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1–2 Darkness 3/day
3–4 Desecrate
5–6 Unholy blight
7–8 Poison 3/day
9–10 Contagion
11–12 Blasphemy
13–14 Unholy aura 3/day, unhallow
15–16 Horrid wilting
17–18 Summon monster IX (fiends only)
19–20 Destruction
Special Qualities: A half-fiend has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to poison.
—Resistance to acid 10, cold 10, electricity 10, and fire 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if
HD 12 or more).
—A half-fiend’s natural weapons are treated as magic weapons
for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Skills: A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-fiend gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Edited by Lunermist (see edit history)
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