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Claret, Succubus Sorcerer


JCBarnes

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https://www.myth-weavers.com/sheets/?id=2846563

 

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Table: Gestalt 1: Succubus 7/ Bard 2/ Marshal 3 | Gestalt 2: Sorcerer 12

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Succubus                    
   
Sorcerer 5 6                
2nd +1 +0 +3 +3 Succubus                    
Sorcerer 6 7                
3rd +2 +1 +3 +3 Succubus                    
Sorcerer 6 8                
4th +3 +1 +4 +4 Succubus                    
Sorcerer 6 9 6              
5th +3 +1 +4 +4 Succubus                    
Sorcerer 6 9 7              
6th +4 +2 +5 +5 Succubus                    
Sorcerer 6 9 8 6            
7th +5 +2 +5 +5 Succubus                    
Sorcerer 6 9 9 7            
8th +5 +2 +7 +7 Bard 3                  
Sorcerer 6 9 9 8 6          
9th +6 +2 +8 +8 Bard 3 6                
Sorcerer 6 9 9 9 7          
10th +6 +4 +8 +10 Marshal                    
Sorcerer 6 9 9 9 8 5        
11th +7 +5 +8 +11 Marshal                    
Sorcerer 6 9 9 9 9 6        
12th +8 +5 +9 +11 Marshal                    
Sorcerer 6 9 9 9 9 7 5      

 

Succubus Features

 

Body of temptation: The succubus loses all other racial bonuses and gains outsider traits (basically darkvision 60 feet). She's an outsider with base speed 30 feet and two claws as natural attacks, each dealing 1d6+Str modifier damage.

She also gains a bonus to natural armor equal to her Cha modifier.

Corrupter initiate: The Succubus can use Detect Good, Detect Thoughts, Charm Person as SLAs twice per day per HD, any DC=10+1/2HD+Cha modifier.  If she multiclasses for an arcane/divine class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a succubus 3 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorcerer 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.

If the succubus multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.

Change Shape:At 1st level a Succubus can assume the form of any Small or Medium humanoid 1/day for each HD it has.

Demon: At 2nd level the Succubus gains resistance to electricity and a bonus on saves against poison equal to her HD, and resistance to fire, acid and cold equal to half her HD. Plus telepathy 40 feet plus 10 feet for each extra HD from here. Also she gains the evil and chaotic subtypes and her attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR.

Deadly seduction: At 2nd level if the Succubus successfully feints an opponent in combat, that opponent takes a penalty to AC equal to the succubus Cha modifier until the end of the next succubus turn.

Gifted: At 3rd level the Succubus is under a permanent Tongues effect. She also gains a bonus to listen and spot checks equal to her HD.

Lesser corruptor: At 3rd level the Succubus can use Suggestion as a SLA once per day per HD. DC=10+1/2HD+Cha modifier. 

Wings: At 4th level the Succubus grows bat-like wings  allowing her to fly at a speed of 50 feet with average maneuverability.

Abyss skin: At 4th level the Succubus gains DR/cold iron or good equal to half her HD and SR equal to 11+HD. She may drop or raise her SR at any time as a free action. At 10 HD her DR improves to DR/cold iron and good.

Corruptor: At 5th level the Succubus can use Charm Monster as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.

Temptation Incarnate:At 5th level the succubus benefits from a permanent sanctuary effect as the spell,  save DC= 10+1/2HD+Cha mod, except that creatures must make will saves every round they try to attack the Succubus and if the Succubus attacks a creature the sanctuary effect is only lost towards that creature. The succubus can force an attacked opponent to make Will saves for this ability again by performing and succeeding on a new feint check.
 
Kiss:At 6th level a Succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10+1/2 HD+Cha modifier Will save to negate the effect of the suggestion. The DC for removing the negative level is the same, except that it demands a fortitude save.

For every two negative levels inflicted on a single sentient creature by kiss the succubus gains +1 to an ability score of her choice other than charisma for 1 hour. The succubus cannot gain a bonus to any of her ability scores trough this ability bigger than her HD.

Greater corruptor: At 7th level the Succubus can now use Ethereal Jaunt and teleport 1/day as SLAs for each 4HD she has. A succubus with 12 HD or more can use greater teleport SLA instead of the teleport SLA.

In addition, the succubus mind-affecting SLAs and spells can now affect opponents immune to mind-affecting, but they gain a +5 bonus on their saves. If they were flat-footed by deadly seduction, they gain no special bonus for having immunity instead.

Bard Abilities

Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Marshal Abilities

Auras (EX); The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects or auras over the course of his career. The marshal may project one minor aura and starting at 2nd level one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of teh same kind (major or minor). A marshal can have an aura active continually ; thus an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves harranguing, ordering, directing, encouraging, cajoling or calming allies. A marshal sizes up the enemy, allies, and the terrain and gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise be unable to be heard or understood by his allies.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

 

Minor Auras: A Minor Aura lets allies add the marshal's charisma bonus to certain rolls.

Motivate Charisma: Bonus on charisma checks and charisma based skill checks.

Force of Will: Bonus on Will Saves.

Major Aura: A marshal can project a major aura in addition to his minor aura. A major aura let's allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.

Motivate Care: Bonus to Armor Class.

Feats

Level 1: Extend Spell

Extend Spell [Metamagic]

Benefit

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

Level 3: Mindsight

A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are.

Prerequisite

Telepathy special quality,

Benefit

A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense--the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means. The creature also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Normal

Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.

Level 6: Sudden Maximize Spell

[Metamagic]
You can cast a spell to maximum effect without special preparation.

Prerequisite

Any metamagic feat,

Benefit

Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it.

Level 9: Doomspeak

(Champions of Ruin Pg 20)

[Bardic]
You can demoralize an enemy with horrible condemnations and grim portents of impending doom.

Prerequisite

Intimidate 8 ranks, Perform 8 ranks, Bardic music class feature,

Benefit

You can spend one of your bardic music uses to utter a string of crass and appalling epithets and curses at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks, and skill checks for 1 round. This is a supernatural, necromantic effect.

Level 12: Extend Supernatural Ability

( Tome of Magic P. 73)

[General]
You can cause a supernatural ability with a duration to last longer than norma 1.

Prerequisite

4 HD, supernatural ability,

Benefit

Once per day, you can extend a supernatural ability that has a duration. When you use an extended supernatural ability, it lasts twice as long as normal. A supernatural ability that has a duration of concentration, that happens instantaneously, or that permanently affects a target is not affected by this feat. You must declare the use of this feat before you use the ability. Extending a supernatural ability does not require a separate action.

Special

This feat can be taken multiple times. Each time it is taken, you can extend a supernatural ability one additional time per day. You cannot extend a particular use of a supernatural ability more than once.

 

Edited by JCBarnes (see edit history)
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