Premade PCs, NPCs, and Monsters for a GEE campaign

Discussing Masque of the Red Death
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Nemesio
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Premade PCs, NPCs, and Monsters for a GEE campaign

Post by Nemesio »

Members of the M.A.R. (Monsters.Are.Real) support group based in New England in my campaign.

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An awkward, tall and lanky, red-headed young man from South Boston. He has a monstrous alter ego which he attempts to conceal from others. He doesn't believe his parents are his true birth parents. In fact he isn't even sure that he is human. He hunts other unnatural creatures searching for the truth.

Callum Downes
Male human (changeling) hunter 5
CG Medium humanoid
Init +2; Senses Perception +10
DEFENSE
Def 15, touch 13, flat-footed 10 (-2 bestial change, +2 Dex, +3 class, +2 armor)
hp 40 (5d10+10)
Fort +7, Ref +8, Will +1; Sanity 24, Threshold 16
Defensive Abilities cowboy up, vanish; DR 1/-
OFFENSE
Speed 30 ft.
Melee unarmed strikes +10/+10 (1d8+7)
Ranged Colt M1911 +7 (1d8+4)
Range 40 ft. (Colt M1911)
Special Attacks bestial change (10 rounds/day), favored enemies (shapechangers +4, goblinoids +2), hunter’s sight
BASE STATISTICS
Def 17, touch 15, flat-footed 12 (+2 Dex, +3 class, +2 armor)
Fort +5, Ref +6, Will +3
Melee unarmed strikes +8/+8 (1d8+5)
Str 20; CMB +10; CMD 22; Climb +8 [+9 unarmored], Swim +7 [+9 unarmored]
STATISTICS
Str 24, Dex 15, Con 13, Int 12, Wis 15, Cha 11
Base Atk +5; CMB +12; CMD 24
Feats Double Slice, Endurance, Human Weapon, Improved Unarmed Strike, Two-Weapon Fighting
Skills Acrobatics +1 [+2 unarmored], Appraise +1, Bluff +0, Climb +10 [+11 unarmored], Computers +1, Diplomacy +0, Disguise +0, Drive +1 [+2 unarmored], Escape Artist +9 [+10 unarmored], Finance +2, Intimidate +6, Knowledge (current events) +5, Knowledge (forbidden lore) +6, Knowledge (naturalist) +5, Medicine +1, Perception +10, Profession (field canvasser) +2, Research +6, Sense Motive +7, Sleight of Hand +9 [+10 unarmored], Stealth +9 [+10 unarmored], Survival +11 [+13 follow or identify tracks or signs of someone’s passing], Swim +10 [+11 unarmored]
Languages English, French
SQ born predator, combat style (two-weapon style), leave no trace, night stalker, oath of vengeance, track
Gear backpack, Colt M1911, flashlight, personal bulletproof vest, various personal possesions
SPECIAL ABILITIES
Bestial Change (Su) Callum can gain a +4 morale bonus to Strength and a +2 bonus to Fortitude and Reflex saves. However, he suffers a -2 penalty to Will saves and Defense. Callum can assume bestial form as a swift action and can maintain it for a total of 10 rounds per day. Callum can assume bestial form multiple times, burning up uses of his power each time. Whenever Callum assumes bestial form, it is obvious unless they he is hidden behind concealment (such as dim light or shadows).
Born Predator (Ex) Callum may transform any Lore token (Foresight, Gnosis, Data, or Clue) into a Wariness token. Callum may only have one Lore token at a time.
Cowboy Up (Ex) As a standard action, Callum heals 1d8+1 points of damage.
Favored Enemies (Ex) Shapechangers +4, goblinoids +2 (bonuses added to Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as attack and damage rolls against creatures of the selected types; may make Knowledge skill checks untrained when attempting to identify the selected types of creatures)
Hunter’s Sight (Ex) Callum may spend a move action to grant certain allies half of his favored enemy bonus to damage against a single target of the appropriate type. To receive this bonus, his allies must be within 30 feet, as well as be able to see and hear him. This bonus does not stack with other hunter’s sight bonuses.
Leave No Trace (Ex) As a skilled survivalist, Callum naturally covers his tracks and signs of his passing. Even without thinking about it. Anyone tracking him must beat him in an opposed Survival check, even if he has spent no time covering his tracks. (Normally, someone covering their tracks can make an opposed Survival check against their pursuer, but it takes time to do.) Also, Callum leaves nearly no signs of his presence in the places he stays like hotels, used cars, or sometimes even his own place of residence. Those looking for clues about him in an urban environment may attempt to make a Perception check to find such clues, but still have to beat Callum’s opposed Survival check. Again, this happens even if Callum has made no effort to hide his passing. When making these opposed Survival checks, the Callum receives a +5 bonus and may always take 10.
Night Stalker (Ex) Callum has learned to analyze his opponents, putting him into a state of high alert and mindfulness. Anytime he has successfully tracked an enemy on two separate occasions, he may gain a Wariness token. Callum may spend a Wariness token to re-roll any skill check. Callum may also give this Wariness token to another character by having at least a minute-long conversation with them, as he coaches them about the dangers of the night, putting his ally into a state of readiness.
Oath of Vengeance (Su) Callum can hone himself into a weapon specifically designed against a particular creature. To enact the oath of vengeance, Callum must first know what kind of creature he is facing. Then, he must spend seven hours readying himself. This time spent need not be all at once. It might be merely an hour a day over the course of a week, or any other division thereof. To prepare, Callum must undergo a mystic ritual. Once the oath of vengeance has been enacted, Callum gains a +2 bonus to initiative, Knowledge (Forbidden Lore), Perception, Stealth, and Survival checks. These bonuses persist so long as he is actively pursing his quarry. They go away if he stops the pursuit, but then return once the hunt resumes. There are drawbacks to the oath of vengeance. While the oath has been enacted, Callum is consumed by his hunt. This distraction gives him -2 penalty to Diplomacy and Sense Motive checks as well as Will saves.
Track (Ex) Callum adds half of his level (+2 bonus) to Survival skill checks made to follow or identify tracks or signs of someone’s passing.
Vanish (Su) Callum may Hide in Plain sight for a limited time. Hiding in Plain sight allows Callum to make a Stealth check even without concealment or cover. This power last for 2 rounds.

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A bright and successful young man. He lives with his large family in Effingham NH. He believes that his mute grandmother, Lerma is a manananggal (a vampire-like creature from the folklore of Thailand) that preys on the community. He is one of the original members of M.A.R..

Fermin Bagaoisan
Male human (haunted) techie 5
CG Medium humanoid
Init +3; Senses Perception +9
DEFENSE
Def 16, touch 16, flat-footed 10 (+3 Dex, +2 class, +1 dodge)
hp 33 (5d6+15)
Fort +3, Ref +7, Will +6; Sanity 25, Threshold 20
Defensive Abilities paranoid, through the mind of madness, willful +2 (bonus on Will saves)
OFFENSE
Speed 30 ft.
Melee skateboard -1 (1d6) or unarmed strike +3 (1d3 nonlethal)
Special Attacks bane weapon, explosive device (5d6 in a 5 ft. or 30 ft. radius)
STATISTICS
Str 10, Dex 16, Con 14, Int 16, Wis 16, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Mobility, Skill Focus (Computers)
Skills Acrobatics +4, Appraise +7, Bluff +4, Climb +2, Computers +14, Craft (electronics) +7, Disable Device +7, Drive +7, Escape Artist +7, Finance +5, Knowledge (current events) +7, Knowledge (forbidden lore) +8, Knowledge (religion) +7, Knowledge (science) +7, Medicine +7, Perception +9, Profession (computer programmer) +10, Research +5, Sense Motive +3, Sleight of Hand +7, Stealth +7, Survival +4, Swim +2
Languages English, Filipino, Spanish
SQ data streaming, eagle-eye abilities (interrupt, lookout, triangulation), hacking, haunted event
Gear backpack, demolitions kit, electrical tool kit, 2003 Honda Element EX, lap top, lockpick set, skateboard
SPECIAL ABILITIES
Bane Weapon (Ex) As long as Fermin knows three facts about a particular quarry, he can craft a temporary bane weapon for that particular quarry (+2 to hit, doing an extra 2d6 points of damage). This may be done once per game session. This special weapon retains its bane quality through three successful hits. Thereafter, it returns to normal. If giving this quality to ammunition, Fermin can give it to three rounds of ammo of any type.
Data Streaming (Ex) Fermin may transform any Lore token (Foresight, Gnosis, Clue, or Wariness) into a Data token. He may only have one Lore token at a time.
Eagle-Eye Abilities (Ex) Eagle-Eye abilities require that Fermin have some way to monitor his teammates. This can be achieved by giving every one who wishes to benefit from Eagle-Eye a single piece of tech - like cameras on every party members’ shoulders. The Eagle-Eye abilities can also function if the techie can monitor most of the area that the party occupies. Finally, Fermin must have some way of monitoring his party’s progress, whether through a computer, tablet, or security van.
Interrupt: As an immediate action, Fermin may grant an ally the ability to interrupt the initiative, placing them in a new order in the initiative. This ability may only be used once per
encounter.
Look Out: By spending a standard action, Fermin may grant an ally a +2 competence bonus to their Defense attribute. They retain this bonus so long as he spends a swift action each round to grant it to them. Fermin can switch recipients of this bonus, but it requires a standard action to do so.
Triangulation: As long Fermin knows at least three facts about a particular quarry (creature type, general appearance, and/or one or more of its abilities or powers) he may gain a Lore (Data) token about the particular target. Fermin may spend a Data token to re-roll any failed saving throw. Fermin may give his Data token away to another character through a minute or more of conversation, revealing to the other character what he discovered about his quarry. They may, in turn, use it to re-roll failed saving throws or in use of one of their own class abilities.
Explosive Device (Ex) Fermin may take an hour to construct an explosive device which does 5d6 points o Volkv damage. The device detonates in a controlled fashion, damaging anything in its same 5-foot space. This device can be set up to go off via a timer, remote detonation, or upon impact. Maintaining such a volatile device is delicate and a serious drain on resources. Thus, Fermin can only have two such devices at a time. Also, Fermin may elect his devices to detonate with a wider radius - up to 30 feet if so desired.
Hacking (Ex) Fermin is able to perform cinematic functions on a computer, rather than what is normally possible.
Haunted Event (Ex) Fermin may declare that something supernatural happens. What Fermin is allowed to do is to set-up what is happening in the supernatural event. However, the GM is the one who concludes how the event concluded.
Paranoid (Ex) Fermin receives a +2 bonus on Perception checks, but a-2 penalty on all Sense Motive checks, due to his overly suspicious nature.
Through the Mind of Madness (Ex) Fermin has had his mind tortured more than most. He only takes one-half of all Sanity damage.

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An extremely overqualified Direct TV technician and Indian Sikh from Hanover NH. He wears a turban crafted from aluminum foil to protect him from mental attacks, from what though he isn't sure.

Gurkirat Singh
Male human (basic) techie 5
CG Medium humanoid
Init +2; Senses Perception +9
DEFENSE
Def 14, touch 14, flat-footed 10 (+2 Dex, +2 class)
hp 28 (5d6+10)
Fort +2, Ref +6, Will +2; Sanity 29, Threshold 17
Defensive Abilities supernatural armor
OFFENSE
Speed 30 ft.
Melee taser +5 (1d4 electricity plus paralysis [1d6 rounds, Fort DC 15 negates]), unarmed strike +5 (1d3)
STATISTICS
Str 10, Dex 14, Con 12, Int 20, Wis 13, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Deft Hands, Improved Unarmed Strike, Weapon Finesse
Skills Acrobatics +8, Appraise +9, Bluff +4, Climb +2, Computers +15, Craft (armor) +10, Craft (electronics) +10, Diplomacy +0, Disable Device +12, Disguise +0, Drive +5, Escape Artist +7, Finance +6, Knowledge (current events) +9, Knowledge (forbidden lore) +7, Knowledge (history) +9, Knowledge (religion) +11, Knowledge (science) +9, Intimidate +0, Linguistics +9, Medicine +9, Perception +9, Profession (satellite TV installer/technician) +9, Research +10, Sense Motive +1, Sleight of Hand +12, Stealth +10, Survival +1, Swim +2
Languages Akkadian, English, Latin, Punjabi, Sanskrit, Spanish, Sumerian
SQ data streaming, eagle-eye abilities (monitor, over there, triangulation), eye in the sky, flashback, hacking, special interest +2 (bonus on Computers checks)
Gear backpack, electrical tool kit, 1970 Gremlin, laptop, taser, turban, various surveillance devices
SPECIAL ABILITIES
Data Streaming (Ex) Gurkirat may transform any Lore token (Foresight, Gnosis, Clue, or Wariness) into a Data token. He may only have one Lore token at a time.
Eagle-Eye Abilities (Ex) Eagle-Eye abilities require that Gurkirat have some way to monitor his teammates. This can be achieved by giving every one who wishes to benefit from Eagle-Eye a single piece of tech. The Eagle-Eye abilities can also function if the techie can monitor most of the area that the party occupies. Finally, Gurkirat must have some way of monitoring his party’s progress, whether through a computer, tablet, or security van.
Monitor: Once per encounter, Gurkirat may grant an ally a 1d6 to their die roll as an immediate action. This may be applied to any d20 die roll, provided that die roll has not received any other outside bonuses. For example, Gurkirat could not modify a d20 roll that is already receiving a +2 morale or tactical bonus. The 1d6 can only be added to a die roll before the results of the die roll are announced.
Over There: On his initiative, Gurkirat may grant an ally the ability to take an extra move action. This extra movement is an immediate action. This ability requires a swift action on Gurkirat’s part.
Triangulation: As long Gurkirat knows at least three facts about a particular quarry (creature type, general appearance, and/or one or more of its abilities or powers) he may gain a Lore (Data) token about the particular target. Gurkirat may spend a Data token to re-roll any failed saving throw. Gurkirat may give his Data token away to another character through a minute or more of conversation, revealing to the other character what he discovered about his quarry. They may, in turn, use it to re-roll failed saving throws or in use of one of their own class abilities.
Eye in the Sky (Ex) As long as his Eagle-Eye ability is functional, Gurkirat may also prevent one or more allies from being surprised. Pass a DC 15 Computer test. For every 5 points that you pass your Computer test by, you can prevent an additional ally from being surprised. Engaging this ability takes a Standard action. You may count yourself as an ally.
Flashback (Ex) Gurkirat has experienced the Rule Unspoken like most characters on Gothic Earth. When Gurkirat uses this ability, he may declare a traumatic, supernatural event that happened in his background which ties directly to the plot at hand.
Hacking (Ex) Gurkirat is able to perform cinematic functions on a computer, rather than what is normally possible.
Supernatural Armor (Su) As long as Gurkirat knows three facts about a particular quarry, he may equip himself or an ally with equipment which protects particularly against the quarry. Gurkirat must pass a DC 20 Craft (armor) test and spend an hour creating the protection. If Gurkirat succeeds, he makes a suit of supernatural armor which provides DR 2/- against his quarry an all other creatures of its type. Thus, if your quarry is a vampire, your armor would provide protection against all vampires. For every 5 points Gurkirat passes his Craft (armor) test by, he may increase the DR your armor provides by 1 to a maximum DR 5/-. This protection does not stack with other forms of DR, such as the Trooper’s natural DR. The protection Gurkirat provides lasts 24 hours without change. Thereafter, the armor loses its properties and must be re-crafted. The quarry must be a supernatural creature. This ability simply does not work against mundane humans.

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A veteran naval pilot in her golden years who teaches flight lessons in Lebanon NH. A few years back she passed through a storm during a search and rescue mission in the White Mountains and caught a glimpse of the legendary Thunderbird. Her experience triggered in her an obsession with the supernatural.

Lysbet Knippschd
Female human (military) trooper 5
LG Medium humanoid
Init +2; Senses Perception +10
DEFENSE
Def 15, touch 15, flat-footed 10 (+2 Dex, +3 class)
hp 35 (5d10+5)
Fort +4, Ref +6, Will +3 [+4 vs. horror]; Sanity 21, Threshold 24
Defensive Abilities jaded +1 (bonus on Will saves vs. Horror); DR 2/-
OFFENSE
Speed 30 ft.
Melee pistol whip +5 (1d4), rifle butt +5 (1d6)
Ranged IMI Desert Eagle +8 (2d8+4/18-20) or +6/+6 (1d8+4), Ruger .22 LR +11 (2d8+8/19-20) or +9/+9 (1d8+8/19-20)
Range 40 ft. (IMI Desert Eagle), 70 ft. (Ruger .22 LR)
Special Attacks combat training +1 (bonus on attack rolls with firearms), firearms training (Point Blank Shot), vital shot, weapon training +2 (bonus on attack and damage rolls with rifles)
STATISTICS
Str 11, Dex 15, Con 11, Int 17, Wis 15, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Pilot), Weapon Focus (Ruger .22 LR), Weapon Specialization (Ruger .22 LR)
Skills Acrobatics +6, Appraise +5, Bluff +2, Climb +5, Computers +5, Diplomacy +4, Disable Device +7, Drive +6, Escape Artist +2, Finance +4, Intimidate +6, Knowledge (current events) +8, Knowledge (history) +5, Knowledge (law) +7, Medicine +7, Perception +10, Pilot +13, Profession (aviator) +7, Research +5, Sense Motive +2, Stealth +6, Survival +7, Swim +4
Languages Dutch, English, French, German
SQ know thy enemy, military contact
Gear Cessna 172 Skyhawk, first aid kit, IMI Desert Eagle, 2010 Land Rover Range Rover, Ruger .22 LR, search-and-rescue kit, walkie-talkie set
SPECIAL ABILITIES
Know Thy Enemy (Ex) Lysbet may transform any Lore token (Foresight, Data, Gnosis, Clue, or Wariness) into a free d20 re-roll.
Military Contact (Ex) Lysbet may declare that she knows someone at the local military base. Keep in mind that military personnel often have little authority outside of their own bases. However, sometimes they can provide links to other, outside contacts. This contact starts as Indifferent to Lysbet.
Vital Shot (Ex) When Lysbet makes a single attack as a standard action, she may choose to make her attack a Vital Shot, which does an additional die of damage on any damage roll involving firearms.
Last edited by Nemesio on Sun Feb 03, 2013 9:49 pm, edited 3 times in total.
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Nemesio
Evil Genius
Evil Genius
Posts: 2030
Joined: Sat Nov 24, 2012 2:26 pm
Gender: Male
Location: Holbrook MA
Contact:

Re: Premade PCs, NPCs, and Monsters for a GEE campaign

Post by Nemesio »

A woman obsessed with the things that go bump in the night. Her little brother was eaten by a bogeyman named El Coco when she was just a little girl, but nobody believed her when she told them what happened. She has been plagued by night terrors ever since. Currently she is a pickup truck driving machinist working in a die cast shop in Salem, NH. She brainstormed M.A.R. as a way to seek out others like herself.

Neves Corterrael
Female human (blue collar) investigator 5
NG Medium humanoid
Init +3; Senses Perception +11
DEFENSE
Def 16, touch 16, flat-footed 16 (+3 Dex, +3 class)
hp 34 (5d8+10)
Fort +2, Ref +7, Will +7; Sanity 16, Threshold 26
Defensive Abilities uncanny dodge, well versed
OFFENSE
Speed 30 ft.
Melee aluminum baseball bat +3 (1d6)
Ranged Beretta 9mm +8 (1d6+3), pepper spray +7 (blindness [1d4 rounds, Fort DC 15 negates])
Range 5 ft. (pepper spray), 30 ft. (Beretta 9 mm)
Special Attacks firearms training (Point Blank Shot), precision strike +2d6, scrappy, signature firearm +1 (bonus on attack rolls with her signature Beretta 9mm)
STATISTICS
Str 10, Dex 17, Con 13, Int 12, Wis 17, Cha 11
Base Atk +3; CMB +4; CMD 17
Feats Dodge, Mobility, Point-Blank Shot, Precise Shot
Skills Acrobatics +3, Bluff +5, Climb +2, Computers +5, Diplomacy +4, Disable Device +8, Drive +8, Escape Artist +7, Finance +4, Intimidate +5, Knowledge (current events) +5, Knowledge (forbidden lore) +5, Knowledge (history) +5, Knowledge (occult) +5, Knowledge (psychology) +5, Knowledge (religion) +5, Medicine +2, Perception +11 [+13 when looking for clues or evidence], Profession (factory worker) +7, Profession (machinist) +12, Research +5, Sense Motive +12 [+14 against another’s Bluff check], Stealth +5, Survival +3
Languages English, Portuguese
SQ clever, clue magnet, detective, evidence gathering, good hunches, I know a guy, inquisitive, streetwise
Gear aluminum baseball bat, Beretta 9 mm, 1979 F150, mechanical tool set, pepper spray
SPECIAL ABILITIES
Clever (Ex) Once per game session, Neves can use her instincts to get a sense of the right course of action. Basically, she can determine if a particular course of action will bring a good result to the party, a poor result, or neither.
Clue Magnet (Ex) Whenever Neves passes within 10 feet of some clue or piece of evidence that may lead to something she is pursuing, she gets an automatic Perception check to sense it. Should she sense it, she will be drawn by her subconscious to the clue – though interpreting what it means is another matter entirely. In addition, Neves can always take 10 when searching for clues.
Detective (Ex) Neves adds ½ her level (a +2 bonus) to Perception skill checks when looking for clues or evidence. She gains this bonus to her Sense Motive checks against another’s Bluff check.
Evidence Gathering (Ex) If Neves uncovers at least three facts about a particular quarry (creature type, general appearance, and/or one or more of its abilities or powers), she may gain a Lore (Clue) token about the particular target. Neves may only have one Lore token at a time. This Clue token can be spent at any time to gain a +2 tactical bonus hit or damage the creature or gain a +2 to a skill roll involving the being in question. It may also be given to another player character for the listed bonuses. Giving a Clue token to another character requires at least a minute of uninterrupted conversation.
Good Hunches (Ex) Neves is careful to weigh her options and make decisions based on the highest scrutiny. Once per game, when the GM grants a Hunch, she may eliminate one of the options for free. For example, if the GM offers a Hunch with four different locations, she can ask that one of the false locations be eliminated, giving her a choice of three. For any given Hunch, only one choice may be eliminated in this way, even if multiple investigators are present.
I Know a Guy (Ex) Neves may declare that she has a contact from her past. This contact may be from any walk of life. They just happened to have met Neves in the past. The contact’s disposition starts out as Indifferent to Neves.
Inquisitive (Ex) Neves may transform any Lore token (Foresight, Data, Gnosis, or Wariness) into a free Clue token. Neves may only have one Lore token at a time.
Precision Strike (Ex) Neves is well-trained in observing others and in discerning weaknesses most of all. During combat, if Neves spends a move action observing a target, she may mark that target for ranged precision strikes. A precision strike can only be made with her signature firearm and only one target in range may be marked for precision strike at a time. As long as the target is marked, Neves does the extra damage listed. A target loses its mark if it is ever out of range, no longer in line of sight, or the encounter ends. Once the extra damage is done to a target, it also loses its mark. A target that is adjacent to Neves does not lose its mark, but is immune to precision strike damage. If Neves gets multiple attacks, only the first attack that hits is a precision strike.
Signature Firearm (Ex) Neves begins with a signature firearm, which is a weapon that she has proficiency in. This signature firearm must be a pistol. With that firearm, she receives a +1 to hit. Should she ever lose it, she can make another weapon of the same make and model into her new signature weapon by spending a day familiarizing herself with it. Neves can change the make and model of her signature weapon each time she reaches a new level.
Uncanny dodge (Ex) Neves can react to danger before her senses would normally allow. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to Defense if immobilized. She also still loses her Dexterity bonus to Defense if an opponent successfully uses the feint action upon her.
Well-Versed (Ex) After spending a standard action to observe her target, Neves can better anticipate her opponent’s attacks. She gains a +2 competence bonus to her Defense when being attacked by that target for the rest of the encounter.

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As a young woman Mantis was an underground punk icon. Her producer Kas turned out to be involved with a satanic cult. Horrified, she opted out of the music business. Amazingly, decades later she was ordained, becoming a female priest. Currently she works at a sanctuary and counseling center in Raymond, NH

Reverend Magdalena Mantis
Female human (ecclesiastic) scholar 5
CG Medium humanoid
Init +0; Senses Perception +10
DEFENSE
Def 12, touch 12, flat-footed 10 (+2 class)
hp 25 (5d6+10)
Fort +1, Ref +1, Will +6; Sanity 27, Threshold 18
Defensive Abilities arcane ward
OFFENSE
Speed 30 ft.
Melee unarmed strike +2 (1d3 nonlethal)
Ranged flask of holy water +2 (2d4 vs. undead and evil outsiders; each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash)
Range 10 ft. (flask of holy water)
Special Attacks act of faith, channel divine energy 8/day (DC 14, 3d6)
Spell-Like Abilities (CL 5th; concentration +9)
3/day—protection from evil
2/day—bless water, dispel magic
1/day—arcane mark, detect magic, read magic
STATISTICS
Str 11, Dex 10, Con 9, Int 18, Wis 15, Cha 20
Base Atk +2; CMB +2; CMD 12
Feats Alignment Channel (evil), Arcane Strike, Toughness
Skills Appraise +4, Bluff +13, Computers +6, Diplomacy +15, Disguise +5, Drive +1, Finance +5, Handle Animal +10, Intimidate +5, Knowledge (current events) +12, Knowledge (forbidden lore) +8, Knowledge (naturalist) +8, Knowledge (occult) +10, Knowledge (psychology) +8, Knowledge (religion) +12, Linguistics +8, Medicine +8, Perception +10, Perform (sing) +10, Research +12, Sense Motive +12, Spellcraft +10, Stealth +3
Languages Abyssal, English, French, Latin, Spanish
SQ advisor, calm +2 (bonus on Diplomacy checks), dabbler, discerning +2 (bonus on Sense Motive checks), knowledge is power, student of the world
Gear arcane spell components, 1976 Cadillac Eldorado, pocket bible, rosary beads, several flasks of holy water, silver crucifix
SPECIAL ABILITIES
Act of Faith (Su) Magdalena can call upon her faith. Once per day, she can add 1d6 to all positive energy damage whenever she uses his channel energy class ability.
Advisor (Ex) After spending a standard action to give advice, Magdalena may grant an ally a +3 competence bonus to a skill. That ally continues to receive the bonus as long as they can hear Magdalena and as long as she spends a free action each round to give advice and grant the bonus. Magdalena can only help one person at a time.
Arcane Ward (Sp) Magdalena has gained the knowledge of how to unchain magical threads and manipulate energies. She has the ability to dispel magic 2/day (CL 5th).
Channel Divine Energy (Su) Magdalena has learned to tap into the mystic energies of the world, channeling divine energy to burn evil outsiders. Magdalena focuses this energy through a symbol of her faith. Magdalena cannot choose to heal allies through channeling energy. Channeling divine energy causes an invisible, intangible, and soundless burst of energy. The burst occurs in a 30-foot radius centered on Magdalena. Any evil outsider within the burst radius takes 3d6 damage, but also get a DC 14 Will save to halve the damage.
Dabbler (Sp) Magdalena has learned some basic rotes of magic. She can cast three 0-level spells once a day and one 1st level spell twice a day. These spells can be from either the arcane or divine list. Her Caster Level is 5th. The save DC for his spells is 15. Should Magdalena take a spell-casting advanced class, she counts as one-level higher for determining spell effects.
Knowledge is Power (Ex) Magdalena may study a supernatural opponent and aid her allies against it. Magdalena must first uncover (or be told) three different facts about her quarry. Then, the she may gain a Lore (Gnosis) token. The Gnosis token may be spent to gain +2d6 damage against any creature of the type that information was uncovered about. Once a Gnosis token is spent, the next attack that hits a creature of the specified type takes the bonus damage. If the encounter ends after the Gnosis token is spent but before the extra damage is used, the token is lost. This Gnosis token may be passed to another character through at least a minute of conversation, providing the same bonus.
Protector from Evil (Sp) Magdalena has learned the basics of arcane protection on Gothic Earth. As a spell-like ability, she may cast protection from evil 3/day (CL 5th).
Student of the World (Ex) Magdalena may transform any Lore token (Foresight, Clue, Data, or Wariness) into a Gnosis token. She may only have two Lore tokens at a time. Also, Magdalena adds half her class level (+2 bonus) to all Knowledge skill checks and may make all Knowledge checks untrained.
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