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Callie Orbani, Blaze of Hope


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Callie Orbani
NG Female Angelkin Sorcerer (Sphere Sorcerer, Inheritor) 9 / Courser (Nomad) 2; Warden (Empathic Guardian) 7

spacer.pngFor centuries, the Orbani family has run The Light of Hope, one of the most prolific philanthropic organizations throughout the multiversal portal network known as the Plexus. Callie, herself, spent 35 years as one of the organizations most successful Flares, bringing aid and restitution to the harmed and displaced wherever they were. It was during this time that she began to truly understand and deepen her connection to Andie Orbani - the distant Angel from whom her family's legacy descends. In this time, she came upon a font of power which allowed Andie to lend much of her angelic grace to Callie. Andie receded back to Elysium, while Callie continued on her path - more potent than ever. She has just completed a 7 year post at the managing council, where she worked to establish more permanent presences in most of the more populated destinations along the Plexus network, and has now decided to go back into the field to establish a stronger presence in Nexus itself. She wishes to use her newfound planeshifting abilities to spread their work to worlds not touched by the more accessible portals of the Plexus.

Notes about her origin

Callie Orbani was a character I created years ago for a similar spheres-based multiversal game by dalamb that never really got off the ground due to RL issues. It was non-gestalt and started at 6th level. I had laid seeds for a number of plot hooks for Callie as that adventure began, and it is from those seeds that I have brought her up to now, gestalted via merging with her conjured ancestral companion, the Angel Andie, and advanced to 9th level. That game used a network of physical portal devices (very Stargate-esque) to travel between worlds - so i decided that these portals still exist in this larger multiverse, but only connect a limited number of the now infinitely numerous accessible worlds.

Her party role

Guardian: Fervently protects and aid others on the battlefield; Inspires others from the vanguard.

Healer: Extensive healing and restorative capabilities; Versatility to adapt to any ailments.

Diplomat: A soothing voice of caring and empathy; She can act as a gateway to new social structures and cultures.

Callie's Home

Callie's recollections of her home are a bit muddled after her assimilation of some of Andie's powers. It's hard for her to distinguish between the familiar manor looking down on the thriving northern trade outpost, and the aerie perched atop the impossible cliffs overlooking the endless natural paradise of Nirvana. It seems both ARE home - and yet - neither are. Her planar travels and continual aid to so many strangers have caused tenuous roots to seek purchase on every new land she visits. Home is where those you care for are - so if you care for all, then isn't everywhere a home? The organization is of great importance to her, but she carries the light of hope within, and while her obligations to her familial legacy were once paramount, she knows now that she cherishes the Light's mission more than the Light of Hope itself.

Callie's Personality

Callie has a very easy way about her. She is exceedingly confident in the abilities she has honed her whole life - which mostly boils down to meeting new people, and getting to the root of what stresses them - and works to alleviate that stressor. She has travelled to countless lands, and always found a way to fit in, and find at least some level of acceptance among the natives. She, at times, has magically altered her form to better emulate the locals - or other times simply used her uniqueness or relative oddity as the ice breaker she needs - the choice often made after some distant observations of the community.

Major Motivations:
Compassion: Her upbringing, and subsequent work with the Light of Hope has well established her decision making processes. Those of lesser means are noble, and if they are hurting more than her, she must alleviate this disparity.

Stability: The organization has, for centuries, relied entirely on the generosity of wealthy benefactors. Those benefactors are fewer in number and means, so her field work's goal has moved beyond simply aiding others, and expanded into the search for more benefactors, and other sources of vital resources to keep the worlds-spanning charitable engine operating.

Fear [secret]: She is haunted by those she was unable to save - this is only amplified by her distant fragmented memories of Andie's seemingly perfect triumphs against the hordes of the abyss, or devils from hell. She is afraid - in fact, she knows - that she is incapable of completing everything she sets out for. She has the internal (and external) strength to push as hard as her mortal body and soul can towards those goals, but every successful endeavor reminds her of the next one she may fail.

Ascension [secret]: The spark of angelic grace now burning brighter than ever in her soul aids in her primary goals, but also illuminates the darker areas yet to be purged of doubts and fear. She feels the disparity between her two halves, and has a strong desire to bring them ever closer to one whole.

Minor Motivations:
Respect: Callie is the heir apparent to her family's legacy. She has been groomed from birth for this role, and she sees no other final stage of her life aside from overseeing the operations of the Light of Hope organization. As the organization has always been seen in such a flawless light, she i accustomed to and often expects a warm and respectful greeting wherever she roams.

Comfort: Callie has never known true hardships - at least not those that often befall the more common people of the worlds. Though the times on the 'road' may be difficult, she always appreciates any bit of extra comfort she can find.

 

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Class Levels

Level Class A Class B
1 Sorcerer (Sphere, Inheritor) Courser (Nomad)
2 Sorcerer (Sphere, Inheritor) Courser (Nomad)
3 Sorcerer (Sphere, Inheritor) Warden
4 Sorcerer (Sphere, Inheritor) Warden
5 Sorcerer (Sphere, Inheritor) Warden
6 Sorcerer (Sphere, Inheritor) Warden
7 Sorcerer (Sphere, Inheritor) Warden
8 Sorcerer (Sphere, Inheritor) Warden
9 Sorcerer (Sphere, Inheritor) Warden

Race: Angelkin3 RP - Outsider (Native)
0 RP - Size: Medium
0 RP - Speed: Normal
0 RP - Lang: Standard (Common, Celestial)
4 RP - Abilities: Advanced (+2 STR, +4 CHA, -2 INT)
4 RP - Advanced Charisma [Advanced]
3 RP - Exalted Resistance [Defensive]
3 RP - Heavenborn [Magical]
2 RP - Static Feat (BMT - Light Sphere) (spheres sub for Halo)
1 RP - Improved Natural Armor
----------------------------
20 RP Total

Ability Scores

STR
DEX
CON
INT
WIS
CHA

1916 Point Buy
+2 Racial
+1 Hit Dice
-----------------
19 Total

1212 Point Buy
+2 Racial
+1 Hit Dice
-----------------
12 Total

1212 Point Buy
-----------------
12 Total

1012 Point Buy
-2 Racial
-----------------
10 Total

1111 Point Buy
-----------------
19 Total

2617 Point Buy
+6 Racial
+2 Enhancement
+1 Hit Dice
-----------------
26 Total

+4
+1
+1
+0
+0
+8

Hit Points

Perm   108+9 FavClass*Lvl
+9 Con*HD
10 1st Level
10 2nd Level
10 3rd Level
10 4th Level
10 5th Level
10 6th Level
10 7th Level
10 8th Level
10 9th Level
--------------------
108 Total
Temp    

 

 

Armor Class

AC

+2310 Base
+8 Armor
+1 Armor (Armor Expert)
+2 Armor (Enhancement)
+2 Deflection
-----------------
+23 Total

Saving Throws

FORT
REF
WILL

+9+6 Class Levels
+1 Luck
+1 Resistance
+1 CON
-----------------
+9 Total

+6+3 Class
+1 Luck
+1 Resistance
+1 DEX
-----------------
+6 Total

+8+6 Class Levels
+1 Luck
+1 Resistance
+0 Wis
-----------------
8 Total

Resource Pools

SP
Sk. Lev.
AoO

39+17 Sorcerer (Sphere, Inheritor) 9 + 8 CHA
+4 Casting Tradition (sorcerer 9)
+15 Warden (Empathic Guardian) 7 + 8 CHA
+3 Casting Tradition (warden 7)
------------------------------------------------
39 Spell Points

41 Base
3 HD/3
---------
4 Leverage

111 Base
2 Warden (Steadfast)
8 Combat Reflexes (using CHA via Enchanted Reflexes)
-----------------
11 Total

Skill Ranks

Adv. 406 Level 1 (Courser)
6 Level 2 (Courser)
4 Level 3 (Warden)
4 Level 4 (Warden)
4 Level 5 (Warden)
4 Level 6 (Warden)
4 Level 7 (Warden)
4 Level 8 (Warden)
4 Level 9 (Warden)
------------------------------------------------
40 Adventuring Skill Ranks
Bg. 182 Level 1 (Courser)
2 Level 2 (Courser)
2 Level 3 (Warden)
2 Level 4 (Warden)
2 Level 5 (Warden)
2 Level 6 (Warden)
2 Level 7 (Warden)
2 Level 8 (Warden)
2 Level 9 (Warden)
------------------------------------------------
18 Background Skill Ranks

 

Spheres of Power

Casting Tradition: Song of the Heavens (custom)
Casting Ability: Charisma
Drawbacks: Magical SignsAn angellic choir is heard harmonizing with the caster's song.; Skilled Casting (Perform [sing])
Boons: 1+1/3 per level bonus SP (x2 Gestalt dual caster)

Magic Talents

Alteration Sphere [Casting Bonus 2]
Alteration Drawback: Lycanthropic
Alteration: Avian Transformation [Lycanthropic Drawback]
Alteration: Anthropomorphic Transformation [Sorcerer 3]
Alteration: Size Change [Sorcerer 4]
Alteration: Outsider Body [Sorcerer 5]

Divination Sphere [EBTT @ 2]
Divination Drawback: Limited Divination (divine)
Divination: Witness The City [Limited Divination Drawback]
Divination: Cartographer’s Divinations [EBTT @ 6]

Life Sphere [Sorcerer Focus Sphere]
Life: Ranged Healing [Casting Bonus 1]
Life: Mass Healing [Sorcerer 1]
Life: Resuscitate [Sorcerer 2]
Life: Deeper Healing [Sorcerer 6]
Life: Restore Spirit [Sorcerer 7]
Life: Greater Invigorate [Sorcerer 8]
Life: Restore Health [Warden: Mystical Guardian]

Light Sphere [Racial Ability - EMT Feat (Light Sphere)]
Light Drawback: Light Focus
Light Drawback: Touch of Light
Light: Repelling Light [Light Focus Drawback]
Light: Encompassing Light [Sorcerer 9]
Light: Glory [Touch of Light Drawback]

 

Spheres of Guile

From Courser 1:
Trade Tradition:
Travelling Songhealer (custom)
Operative Ability: Charisma
Auto Trade Talents: Faith Healer, Plane-walker
Auto Skill Sphere: Performance
Adroit Trade Talents: Storyteller, Dilettante
Adroit Skill Talent: Invigorating Words

Skill Talents

Communication Sphere (Diplomacy) [Extra Skill Talent 1]
Communication: Friend Of A Friend [Sphere Bonus]
Communication: Inspiring Advice [Any 2]
Communication: Reputable [Utilitarian Dilettante 9]
Communication: Skilled Communicator [Utilitarian Dilettante 9]

Navigation Sphere (urban: acrobatics) [Nomad 1: Navigator]
Navigation Drawback: Focused Wayfaring (no pathing)
Navigation: Beyonder [Focused Wayfaring]

Performance Sphere (Lyric (sing) Package) [Trade Tradition]
Performance: Assuring Anthem [Sphere Bonus]
Performance: Invigorating Words [Trade Tradition]

Study Sphere (local) [Nomad 1: Navigator]
Study Drawback: Incredible Memory
Study: Flawless Recall [Incredible Memory Drawback]
Study Drawback: Specialized Degree (local)
Study: Predict Movements [Sphere Bonus]

Vocation: Faith Healer [Trade Tradition]
Vocation: Plane-walker [Trade Tradition]
Vocation: Dilettante [Trade Tradition]
Vocation: Storyteller (history, local) [Trade Tradition]
Vocation: Athlete [Gestalt: Sorcerer]
Vocation: Orator [Multiclass: Warden]

Class Skills

ALL: Craft, Perception, Perform, Profession, Artistry, Lore
FH: Bluff Survival, Diplomacy, Heal [Cha], Knowledge (religion)
P-W: Fly, Know (planes) [Cha], Linguistics, Use Magic Device
D: Spellcraft, Know (geography), Ride, Sense Motive
S: Diplomacy Escape Artist, Know (history) [Cha], Know (local) [Cha], Know [Nobility]
A: Acrobatics, Climb, Fly* [Str], Swim
O: Bluff, Diplomacy*, Intimidate, Know (history) Handle Animal
 

Unlocked Leverages

Acrobatics [Navigation Sphere]
Artistry (Musical Composition) [Performance Sphere]
Climb [Navigation Sphere]
Diplomacy [Communication Sphere]
Knowledge (planes) [Study Sphere]
Knowledge (local) [Study Sphere]
Linguistics [Communication Sphere]
Perform (Sing) [Performance Sphere]
 

 

Spheres of Might

Martial Tradition: Highlander
Practitioner Ability: Charisma

 

Combat Talents

Athletics Sphere (Fly, Swim) [Warden 6]
Athletics Drawback: Risky Escape
Athletics: Reflexive Twist [Risky Escape Drawback]
Athletics: Armored Athlete [Warden 7]

Duelist Sphere [Martial Tradition]
Duelist Drawback: Disarming Duelist
Duelist: Bind Weapon [Disarming Duelist Drawback]
Duelist: Whisking Disarm [Warden 2]

Equipment Sphere [Martial Tradition]
Equipment: Gallowglass Training [Equipment Sphere]
Equipment: Armor Expert [Warden 1]
Equipment: Armor Training [Gestalt Dual Martial]
Equipment: Unfettering Armor [Gestalt Dual Martial]

Guardian Sphere [Warden: Mystical Guardian]
Guardian Drawback: Attentive Assistant
Guardian: Assist [Attentive Assistant Drawback]

Scout Sphere [Martial Tradition]
Scout Drawback: Sentry
Scout: Somnambulance [Sentry Drawback]
Scout: Somnambulance (x2) [Warden 3]

Warp Sphere [Warden 4]
Warp Drawback: Bender
Warp: Extradimensional Space [Bender Drawback]

Warp: Extradimensional Space [Warden 5]

Traits

Born Healer [Religion]
Well-Balanced Blade [Equipment]

Feats

Basic Magic Training (-> EMT) [Racial Ability]
Bloodline Prowess [Inheritor: Empowered Lineage]
Extra Skill Talent
[1st Level]
Dirty Fighting [2nd Level]
Improved Disarm [3rd Level]
Combat Reflexes (using CAM instead of Dex) [Warden 4]
Bioluminescent Transformation [4th Level]
Improved Trip [5th Level]
Greater Trip [6th Level]
Aerial Trip [7th Level]
Bioluminescent Transformation [8th Level]
Utilitarian Dilettante [9th Level]
Societal Aptitude [Study: Specialized Degree]

Class Abilities

Favored TerrainThe ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). (Urban) [Courser (Nomad) 1]
Venture: SubduerThe courser suffers no penalties when attempting to deal nonlethal damage with a weapon. Additionally, whenever the courser would deal nonlethal damage to a creature with a weapon, they may reroll damage die results of a 1. [Courser (Nomad) 2]
Fast MovementAt 2nd level, the courser gains a +10-foot enhancement bonus to their land speed. This bonus increases by 10 feet at 6th level, and every 4 courser levels thereafter. The courser loses these benefits when they wear medium or heavy armor, or is carrying a heavy load. +10ft [Courser (Nomad) 2]

Mystical Guardian [Warden 1]
Vigil (Altruism) [Warden 1]
Altruistic Guard [Warden 3]
Rejuvenating Presence [Warden 7]
Steadfast [Warden 1]
Guard +2 [Warden 1]
Reinforcements: [Warden x]
- Champion Feat: (Extra Blended Training Talent) [2]
- Enchanted Reflexes [4]
- Champion Feat: (Extra Blended Training Talent) [6]
Indomitable [Warden 3]
Routine Patrol [Warden 3]
Focusing Guard [Warden 4]
Expanded Guard [Warden 5]
Projected Empathy [Warden 5]
Lingering Guard [Warden 7]

 


Equipment

+2 Elysian Bronze Half-Plate Armor
+2 Elysian Bronze Bastard Sword
Headband of Alluring Magnetism (+2)
Aegis Ring (+2)
Fragment of Destiny (+1)
Ring of Shielding (+1)

 

 

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Alteration Sphere:

Shapeshift (Guardian Angel)

spacer.pngAlteration: Shapeshift (Guardian Angel) [good] - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor)
+1 Heavenborn (+1 CL casting [good] or [light])
---------------------------------------
10 Caster Level

Standard Action; Concentration or 1SP for 10 minutes; 1 transformation + 3 traits
- Anthropomorphic Transformation: blank transformation + 2 bonus traits from same transformation or body talent.
- Outsider Body: Celestial Form: Good subtype; Good Aura; DR 4/evil [free from anthropomorphic]
- Outsider Body: Angel Body: protective aura 20 ft (+3 defl. to AC & +3 resistance on saves vs. evil creatures) [free from anthropomorphic]
- Avian Transformation: Two wings plus fly 60 ft (average)
- Avian Transformation: Enhanced Maneuverability (average -> perfect)
- Size Change: Huge size

Divination Sphere:

Divine

Divination Sphere: Divine - CL99 Sorcerer 9 (Sphere Sorcerer, Inheritor)
---------------------------------------
9 Caster Level

1 minute, or 1 standard action for 1 SP. Duration Concentration (flat-footed).
Available Divinations:
- Divine Magical Auras
- Divine Shapechanger
- Divine Life
- Ultravision
- Divine Warp
- Witness The City (1SP)
- Divine Chart (2SP)
- Lay of the Land (2SP)
- Pathfinder (2SP)

Life Sphere:

Cure

Life Sphere: Cure - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor)
+1 Focus Sphere (Life)
---------------------------------------
10 Caster Level

Standard action, 1 SP; Close range; 1 target (or 7 targets for 1 more SP); Heal (positive energy) 5d8 + 30hp
- Ranged Healing; Mass Healing; Restore Health; Restore Spirit; Deeper Healing
- Born Healer

Invigorate

Life Sphere: Invigorate - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor)
+1 Focus Sphere (Life)
---------------------------------------
10 Caster Level

Standard action; Close range; 1 target (or 7 targets for 1 SP); Grant 20 temp hp, new total cannot exceed max total hp.
- Ranged Healing; Mass Healing; Deeper Healing

Restore

Life Sphere: Invigorate - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor)
+1 Focus Sphere (Life)
---------------------------------------
10 Caster Level

Standard action; 1 SP; Close range; 1 target (or 7 targets for 1 SP); Effects below
- Ranged Healing; Mass Healing; Restore Health; Restore Spirit; Deeper Healing

Choose one category:
Restore Mind (all of the following):
- Remove dazzled
- Remove shaken or lessen frightened to shaken, or panicked to frightened.
- Remove staggered
Restore Body (all of the following):
- Remove battered
- Remove fatigued or exhausted
- Remove sickened or nauseated
- Attempt magic skill check against DC of any poison or disease on target to remove it.
Restore Soul (all of the following):
- Heal all ability damage to all ability scores, and all ability drain from one ability score
- Cure 3 temporary negative levels OR Suppress 1 permanent negative level for 10 minutes

NOTE: If above removed condition is from an on-going effect, it is instead suppressed for 10 rounds.

Light Sphere:

Glow

Light Sphere: Glow - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor)
+1 Heavenborn
---------------------------------------
10 Caster Level

Standard action; Touch; 10 minute duration
- Free action; shed light as a torch (20ft/20ft)
- Standard action (can be same action as initial glow); shed bright light (50ft/50ft); concentration or 10 minutes for 1 SP; expires when initial glow expires; can apply (light) effects
- [Glory] Free action; shed bright light (5ft); can apply (light) effects

Available (light) effects:
- Repelling Light (1SP); choose creature type (or humanoid or outsider subtype). Creatures of type must pass Fort save to move closer to source, every round.
- Encompassing Light (1SP); deals damage and gains reach as if up to 2 sizes larger than actual.

 

Class Abilities:

Martial Flexibility (7/day)

Inheritor: Martial Flexibility (Ex)
Swift Action; Gain 1 temporary combat feat or magic talent for 1 minute. Must meet any prerequisites.
- or -
Move Action; Gain 2 temporary combat feats or magic talents (or one of each) for 1 minute. Must meet any prerequisites.

Heavenly Fire (at-will)

Inheritor: Celestial Bloodline (Heavenly Fire) (Sp)
Swift or Standard Action; 30 ft ranged touch attack; 1d4+4 divine damage to evil creatures
- or -
Swift or Standard Action; 30 ft ranged touch; 1d4+4 healing to good creatures (limit once per creature per day)
- or -
Free action (even not on turn); once per round; on a successful attack; 1d4+4 divine damage to evil creature added to the attack's damage.

Celestial Resistances

Inheritor: Celestial Bloodline (Celestial Resistances) (Ex)
Resist acid 10; Resist cold 10

Wings of Heaven (9 minutes/day, in 1 min increments)

Inheritor: Celestial Bloodline (Wings of Heaven) (Su)
Sprout feathery wings. Gain 60 ft Fly speed, with Good maneuverability.

Bastard Sword

Melee Attack; +14/+9+7/2 BAB
+4 STR
+2 Enchancement
---------------
+14/+9 Total
vs. AC;
- One-handed: 1d10+4 Slashing
- Two-handed: 1d10+6 Slashing
Heavenly Fire 1d4+4 Divine vs. Evil creatures
If choosing nonlethal (no penalty), reroll any 1's on damage.

Disarm

Melee; +15/+10+7/2 BAB
+4 STR
+2 Enchancement
+2 Duelist: Greater Disarm
---------------
+15/+10 Total
vs. Disarm CMD; Success weapon is disarmed
- Whisking Disarm: Can send weapon flying up to 15 ft away from wielder in direction of your choice. Target is battered until end of your next turn.
- Finger Cutter: On success, target takes 3 points of bleed damage. Disarm does not trigger AoO.
- Bind Weapon: Can choose to bind weapon to yours instead of dropping it. Can work on natural attacks or unarmed strikes as well. When bound, target cannot move. Can drop weapon as free action or CMB vs. Disarm CMD to break free as standard action.

 

Trip

Melee; +17/+12+7/2 BAB
+4 STR
+2 Enchancement
+2 Improved Trip feat
+2 Greater Trip feat
---------------
+17/+12 Total (if medium size)
+1 STR
-1 Size
+1 Large
---------------
+18/+13 Total (if large size)
+1 STR
-1 Size
+1 Huge
---------------
+19/+14 Total (if huge size)
vs. Trip CMD; Target is knocked prone (or flying target falls 70ft/round to ground, taking falling damage). Target triggers AoO.

 

 

 

 

 

 

 

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A solid entry thus far and you can't really go wrong with a not-angel/semi-angel in a planar game. If it's not too much trouble, could you describe Callie's personality and world of origin a bit more so that I can get a clearer view of who she is and where she's from?

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2 hours ago, Saberfan said:

A solid entry thus far and you can't really go wrong with a not-angel/semi-angel in a planar game. If it's not too much trouble, could you describe Callie's personality and world of origin a bit more so that I can get a clearer view of who she is and where she's from?

Oh yeah, I totally intend to. As is the nature of these gestalt games - i get a bit lost in the weeds on choice paralysis for mechanics - so need to just force myself to transition to narrative stuff first.

How frustrating is it that the Henshin/Magical Girl classes on the Spheres wiki aren't actually Spheres classes!

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It's actually not all that hard to create a Henshin/Magical Girl type of character in Spheres, interestingly enough, it just requires a bit of level-dipping and select talent and archetype choices to emulate. I think there's a Magical Girl conversion out there in the public domain if you'd like me to try and look for it, although I can make no promises about actually finding it.

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9 minutes ago, Saberfan said:

It's actually not all that hard to create a Henshin/Magical Girl type of character in Spheres, interestingly enough, it just requires a bit of level-dipping and select talent and archetype choices to emulate. I think there's a Magical Girl conversion out there in the public domain if you'd like me to try and look for it, although I can make no promises about actually finding it.

Nah, I'm fine with how I'm going. Gestalt allows all the options. Really, the thing that i was struggling with is that the physical jump from Mundane to Magical is easy with the Alteration sphere, but getting gear to swap at the same time is more difficult. Honestly, what sort of makes the 'most' sense would be a fusion based conjuration path instead of alteration (there's a 3pp dual sphere feat that streamlines this, but it's prerequisite heavy). Ultimately, the desire for an equipment change was more for cinematic reasons than anything mechanical, so a simple extradimensional storage (x2) will handle an armor swap as a move action, and the shapeshift - makes for a full-round magical transition.

The transition is not really all that important - this didn't start as a magical girl inspiration at all, it is just where the natural transition from the previous version of the character being conjuration heavy to gestalt allowing the dual nature to be in a single character, so thought alteration would make sense.

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If you make any major mechanical changes, please make a note of them since Callie's statblock is one of the next to be deconstructed as I delve deep into the reviewal process.

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12 minutes ago, Saberfan said:

If you make any major mechanical changes, please make a note of them since Callie's statblock is one of the next to be deconstructed as I delve deep into the reviewal process.

Gotcha. I think the choices are about set - but needing to freshen up the math on a lot of the options from changes made (saves, bab, ac, etc).

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