Jasmine Bitterleaf

[Ruleset]

Pathfinder: High fantasy, level 11, 41kGP +ABP

[Concept]

Everyone makes mistakes but still has much to offer, so why kill them permanently? Once they're defeated and they recognise their paradigm is inferior, Raise Dead them all. Let them live with their level loss, learn, improve and contribute to the future. Everyone deserves a second chance. Initial concept here.

[Appearance]

A small person (probably a halfling, but uncannily similar to a human child) wears bone-white chainmail robes that scrape quietly over the ground around bare feet. From a distance she appears as a child in a nightie. A living wreath adorns her head and shoulders. She carries and wears nothing else. A hunchback figure stands motionless to her side. It wears a matching bone-white chainmail outfit over bulging, misshapen, blotchy grey physique and leans on a substantial poleaxe. Its thorax sports a cockpit allowing a small operator to ride it as a versatile (if non-conventional) mount, observing the environs through a tinted dome instead of a head. Go figure! a golem with a glass cockpick instead of a head holds a pole-axe and stands in front of a halfling in Elven Chain mail

[Background]

Jasmine was booted out of Tealeaf Valley for violating taboos. Sure, nobody approved of Spearmint Tea pulling the legs off critters and torturing them to death with a magnifying lens. Everybody wished he was more like Chai Tea and practised Tai Chi instead. It all boiled down to the fact that seeing the mangled remains of Spearmint's experiments still staggering around infused with otherworldly essence gave Lady Grey the heebie jeebies. Even admitting there are many shades of grey, this case was just cut and dried. She demanded that Jasmine be banished from Tealeaf Valley. Oolong The Really Old objected that dropping Jasmine in hot water for trying to fix Spearmint's victims wasn't the solution. The punishment was too steep. But Lady Grey being all steamed up got Earl Grey hot and bothered — he knew she was only stirring, but he also knew when he'd met his matcha. So Jasmine was out. Ice-Tea escorted her from the gathering, whispering chilling tales of crimes against the community and a substantial body count. As they reached the end of the Camomile track, Mister Tea clarified that he pitied the fool who returned from banishment. As Mister Tea leaves, Jasmine's adventures begin. A thieves' den named The Brotherhood Of Steal observe her, operating under the Fools Rush Inn. Here they train devotees in an obstacle course based in the basement to earn membership. You finish the maze; you win the prize! Applying alongside a promising squad, Jasmine is recruited into The Brotherhood's underground movement as a "medic" for the maze runners under the pseudonym Igor van Buren. Few survive her ministrations. Through a process of trial and error (their trials; her errors) she learns the secret of life! Or near enough. Under cover of thunderstorm, a raid on the county barracks goes horribly wrong; The Brotherhood disperses leaving "Igor" to pick up the pieces. The five biggest and best pieces she hauls back to the Fools Rush Inn, tosses them into one of the large rubber cylindrical moulds for Crafting maze obstacles, pours in a cask of liquid courage to reduce their Hardness and then adds Pritt Sticks until the meaty mass can stand erect. Lightning strikes the clocktower and a falling tree penetrates the basement, skewering her construction and lighting it up with four million vaults. It jerks to life and throbs with forbidden carnal power. As Jasmine peels the rubber off the wrinkly, heaving mass, she ponders an appropriate name and settles on Johnny Five, thankful for the serendipitous short circuit. The streetscape is a mess as she leads Johnny Five through debris and a pair of burning skid marks where apparently a wagon reached eighty-eight miles per hour and spontaneously combusted into thin air. Where those poor souls have gone, they won't need roads. Jasmine dreams of redeeming her name by returning to Tealeaf Valley with a legendary repertoire of tea recipes and exotic saplings, resurrecting her reputation in the eyes of the tea party.

[Summary]

Alignment: Chaotic Good Hit points: 64 (8+4.5*10 + 1*11) Race: Halfling Size: Small BAB: +8/+3 +1 (Size) Fort: +11 (7 +0 (con) +1 (racial) +3 (ABP)) Ref: +9 (3 +2 (dex) +1 (racial) +3 (ABP)) Will: +8 (3 +1 (wis) +1 (racial) +3 (ABP)) Init: 3 (Dex) Armour: 24 (10 +6 (armour) +3 (dex) +1 (size) +1 (ABP:natural) +2 (ABP:deflection) +1 (ABP:armour enhancement)) Flat-footed: 21 (-dex) Touch: 16 (-armour/shield/NAC)

[Race]

Halfling Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Alternatives: Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity. Fey Thoughts (1 RP): Select two of the following skills: Perception, Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless. Secretive Survivor: Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.

[Class]

Sacred Necromancer >>> GM ruling <<< Generally, when a spontaneous caster wants to cast a spell: you can select any spell you know, provided you are capable of casting spells of that level or higher. Specifically for the Sacred Necromancer: Your spell list is the necromancy school, and you cannot cast any other spells. You are able to cast any spell you know without preparing it ahead of time. (Always remember that you are limited to only necromancy spells). When picking your zeroth-level spells: For you, these consist of all cantrips and orisons. You are encouraged to choose primarily from the necromancy school. The number of zeroth level spells known is 9. The number of zeroth level spells of the necromancy school is 5. After choosing all 5 necromancy spells at level zero, what do you fill your remaining 4 spells known at that level with? Possible rulings: 1. Fill them with anything you want; it doesn't matter because "you cannot cast any other spells" than necromancy. These spells known are known to you but wasted. This is why you are "encouraged" to choose spells from the necromancy school, because any other spells you choose will occupy a slot but can never be cast. Healing Lore (Ex) turns spells like Secure Shelter into necromancy spells which causes them to appear on your spell list; the Insights feature does not. Consequently you cannot use scrolls, staves or other spell completion items to produce the effects of spells that are not necromancy spells because "you cannot cast any other spells" than necromancy. Furthermore while you may qualify for feats or favoured class bonuses which expand your spells known by allowing you to know a spell from another spell list, you can never cast that spell because "you cannot cast any other spells" than necromancy. Consequently while you may qualify for multiclassing or taking a prestige class that grants spellcasting access to other spell lists, you will add these spells to your spells known but you can never cast these spells because "you cannot cast any other spells" than necromancy and you already have all necromancy spells on your Sacred Necromancer spell list. 2. The base default spell list for Sacred Necromancers is all necromancy spells. You may know spells which are not already on your spell list and which are not of the necromancy school through any feature that specifically allows it. You can cast any spell you know (for which you have an unused spell slot of that level or higher, provided your primary spellcasting ability is sufficient, and you have access to all required components, the ability to speak and gesticulate (if required), are conscious, etc. etc.) This is especially salient for me as a player because I almost always play a generalist (and almost always, one with a pet); I value broad skill sets and diverse utility spells. Necromancer is instead a specialist (albeit one with pets) whose focus is all on curses and debuffs and creating minions. There is only one direct damage spell (Psychic Crush) by spell level 5. There is only one spell that requires a reflex save (Banshee Blast) and it's too high level for now; all the rest are Fort, Will or both. For solo adventuring, a necromancer could debuff enemies while minions mob them; in a party setting, I want minions to Aid Another to improve party members' performance, and I want to be able to debuff enemies to improve party members' performance. I don't want minions to steal the spotlight and I don't want want to alpha-strike opponents with Psychic Crush if other players enjoy multiple-round combats to show off the combat abilities they have. Standard Operating Procedure will be: 0: If combat is imminent in the next 11 hours, pre-buff with: 1 minute: Shadow Projection, leaving the vacant body safe in the Monster's Passenger's Palanquin 1: Free action: speak to command undead horde en-masse to flank opponents. They will move directly through threatened squares mindlessly. Free action: Diplomacy skill use to Handle monster to engage a specific opponent in melee. This is guaranteed to succeed since even Pushing is DC 25 and Jas has +24. When it acts, the Monster will charge the specified enemy and make a Swift Intimidate (x1/day) before engaging in melee combat. If others engage the same opponent in melee, it will grant its critical hits to them. Standard action: cast a spell (Glare or Limp Lash, depending on range). 2: cast more spells (Howling Agony, Lipstitch, etc. depending on circumstances). 3: Standard action: Escape the Bonds of Flesh to finish off dying foes. Daily: cast Daywalker (level 5 slot) on every skeleton / zombie under my control. This disguises them to not be undead for 24h.

[Abilities]

Str: 5 (-3) = 7 (-4 points) -2 (race) Dex: 17 (+3) = 13 (3 points) +2 (race) +2 (ABP) Con: 10 = (0 points) Int: 14 (+2) = (5 points) Wis: 13 (+1) = (3 points) Cha: 25 (+7) = 17 (13 points) +2 (race) +4 (ABP) +2 (level 4, level 8) Total: (20 points)

[Skills]

Class skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex) Alternatives: Perception (Wis), Use Magic Device (Cha) Ranks per level: 4 + Int mod +2 (favoured class, trait) * 11 levels = 88 total Craft:t 6 1 +3 (prof) +2 (Int) Bluff 23 11 +3 (prof) +2 (racial) +7 (Cha) [+5 to appear harmless; can Take-10 to appear innocent] (see Feign Injury before casting Possession) Diplo 24 11 +3 (prof) +3 (familiar) +7 (Cha) Disgu 11 1 +3 (prof) +7 (Cha) Heal 10 1 +3 (prof) +1 (Wis) +half level (Healing Lore) Intim 11 1 +3 (prof) +7 (Cha) [+2 in concealment] *Lingui 3 1 +2 (Int) [cross-class] [taken in order to grant Familiar a language] Know:a 6 1 +3 (prof) +2 (Int) *Know:n 3 1 +2 (Int) [cross-class] Know:p 6 1 +3 (prof) +2 (Int) Know:r 6 1 +3 (prof) +2 (Int) Perc 21 11 +3 (prof) +2 (racial) +4 (feat) +1 (Wis) [+2 in concealment] *Perfo 8 1 +7 (Cha) [cross-class] *Ride 2 1 +3 (Dex) -2 (armour) [cross-class] [+2 from saddle] SenseM 17 11 +3 (prof) +2 (feat) +1 (Wis) SpellC 16 11 +3 (prof) +2 (Int) Stealth 21 11 +3 (prof) +4 (size) +2 (racial) +3 (Dex) -2 (armour) [+2 in concealment] UseMagD 21 11 +3 (prof) +7 (Cha) Total 88/88 Concentration is no longer a skill. It is now CL +Cha +d20 = 19-38. Casting a spell during Violent Motion (riding a mount engaged in melee combat) requires passing a DC of 15 + spell level = 15-20.

[Languages]

Racial: Common, Halfling Bonus: Sylvan Skill: Necril (Ex): Interpretive dance Spell: Steal PowerW

[Spellcasting]

Spell list: all arcane / divine / psychic spells of the Necromancy school, plus spells with "Cure" in the name: Obscure Object, Obscured Script and Secure Shelter. Each day, you can choose new spells known. For mechanical purposes, each and every spell you cast is considered both arcane and divine in origin no matter the spell: anything that specifically affects either arcane or divine magic affects your magic in full. You are a reservoir and a focus. However, all your spells require discipline and suffer from armor check penalties: this applies to both arcane and divine spells. You can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, if you wear medium armor, heavy armor, or a shield, you incur a chance of arcane spell failure if the spell in question has a somatic component. Elven Chain (non-magical): This extremely light chainmail is made of very fine mithral links. This armour is treated, in all ways, like light armour, including when determining proficiency. The armour has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. A spell caster always has the option to fill a higher-level spell slot with a lower-level spell. You can select any spell you know, provided you are capable of casting spells of that level or higher. Noble Needle: A halfling who uses it while casting Cure Light Wounds can deal up to 1 hit point of damage/level (maximum 5) to herself and then add this amount to the number of hit points recovered by the target of the spell. DC: 10 + level + Cha [+2 for Necromancy spells] Level Known DC Per-day cantrips and orisons: 9 17 * Detect Magic, Detect Undead, Disrupt Undead, Grasp, Guidance, Jolt, Prestidigitation, Purify Food and Drink, Vacuous VesselW 1st level spells: 5+1 18+2 6+2 []; Cure Light Wounds, Hunter's HowlW, Litany of Weakness, Preserve, Skin TagF 2nd level spells: 5+1 19+2 6+1 []; Command UndeadW, Howling AgonyF, Limp Lash, LipstitchF, Shared SacrificeW† 3rd level spells: 4+1 20+2 6+1 []; Accursed GlareW, Animate Dead, Divine Transfer, Steal PowerW 4th level spells: 3*+1 21+2 6+1 []; Escape the Bonds of FleshF, PossessionW, Shadow Projection 5th level spells: 2* 22+2 4+1 Daywalker, Withdraw Affliction *: more can still be learnt at higher levels. Daily slot tracker 1 2 3 4 5
a halfling in chainmail holds a glowing object and looks plaintively up into a rainstorm [Level 1] Hit points: 8 Skill points: 7 +1 (favoured class) Calling: Chirurgeon Connection: You are a master of the macabre, a tinkerer of life, and a scientist at heart. As part of your studies, you have created a monster as a loyal companion and test subject. All such monsters are constructs, created from the body parts of other creatures. Its abilities and statistics are determined by your level and by its construct traits. Insights: these consist of all cantrips and orisons. Feat: Unsanctioned Knowledge: add 1 spell KNOWN at levels 1-4 from the spell lists of bard, cleric, inquisitor, or oracle. The character qualifies by virtue of being able to cast: Bed Of Iron, Litany Of The Red Crusader, and Positive Pulse (all 1st level Paladin spells). Bonus Feat: Eschew Materials Bonus Whisper: The Practical Applications of Electricity (Su): 3+Cha per day: heal Monster for 1d6 per level or melee touch attack to deal 1d6 + level/2 electricity damage (Fort DC: 10 + level/2 + Cha) This Whisper is gained prior to gaining the Whisper class feature. Trait: Finding your Kin: make Sacred Necromancer a favoured class (ie, +1 HP or skill point per level); additionally gain +1 HP and skill point per level. Trait: Gifted Adept: +1 CL when casting Animated Dead [Level 2] Hit points: 5 Skill points: 7 +1 (favoured class) Channel energy (Su): +1d6 You can channel energy like a cleric although you are more limited than a cleric in how you can use the energy. As a chirurgeon, you can only channel negative energy. Further, you can only use it for healing, not for dealing damage. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (6d6 at 11th). A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. >>> GM ruling <<< Cleric table lists Channel Energy as nd6. Sacred Necromancer table lists Channel Energy as plus-nd6. What is this plus in addition to? Is it saying Sacred Necomancers get this much Channel more than a Cleric of the same level? Or is the plus extraneous and should be ignored completely, so that this specifies how much Channel SaNe's get in total (irrespective of how many a Cleric gets)? It isn't very important since I can use this Channel number of d6s only in order to specifically heal undead (no other use); it isn't likely to unbalance the game either way. [Level 3] Hit points: 4 Skill points: 7 +1 (favoured class) Whisper: Cadaver Crafter (Su): Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while intelligent undead share your alignment. You can spend construction points as per an animated object of the creature's size. Feat: Command Undead (Su): Will (DC 10 + 1/2 level + Cha) or enslaved within 30ft, up to a number of HD equalling your level In DnD 3.5: a Good cleric could Turn Undead (where they would Flee or Cower) with a Duration of 10 Rounds (ie 1 minute) a Good cleric could Destroy Undead (where their cleric level was twice the undead's HD) with a Duration of Instant (ie forever) an Evil cleric could Rebuke or Bolster Undead (where they would Cower or gain Turn Resistance) with a Duration of 10 Rounds (ie 1 minute) an Evil cleric could Command Undead (where their cleric level was twice the undead's HD) with a Duration of Instant (ie forever) clerics with Domain Powers enabling them to Turn/Rebuke elementals and outsiders had similar options in addition to the normal powers over undead this usage of Command Undead (Su) is the primary means for all necromancers (divine or arcane) to amass a horde of undead minions permanently under their sway In Pathfinder, officials have changed the Duration from Instant to Permanent; the only functional difference between Instant and Permanent is that Permanent is dispellable. ABP: Resistance +1 to all saves [Level 4] Hit points: 5 Skill points: 7 +1 (favoured class) Ability: Cha +1 Channel energy: +2d6 ABP: Armour/Weapon +1 [Level 5] Hit points: 4 Skill points: 7 +1 (favoured class) Feat: Spell Focus (Necromancy): +1 DC ABP: Deflection +1 [Level 6] Hit points: 5 Skill points: 7 +1 (favoured class) Channel energy: +3d6 ABP: Charisma +2 [Level 7] Hit points: 4 Skill points: 7 +1 (favoured class) Field: Self-Experimentation Whisper: Body Part Grafting Tumour Familiar (Ex): Flowering Lattice Master gains a +3 bonus on Diplomacy checks named Bob after Harold from Fallout or maybe named Groot? Bonus Feat: Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Feat: Greater Spell Focus (Necromancy): +1 DC ABP: Dexterity +2 [Level 8] Hit points: 5 Skill points: 7 +1 (favoured class) Ability: Cha +1 Channel energy: +4d6 ABP: Natural Armour +1; Resistance +2 to all saves; Armour/Weapon +1/+1 Armour +1 to Jasmine Armour +1 to Monster [Level 9] Hit points: 4 Skill points: 7 +1 (favoured class) Feat: Childlike You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. Bonus Whisper: The Practical Applications of Electricity (Su): At 9th level, you can create flesh golems (or similar golems created from the parts of other creatures) as if you possessed Craft Wondrous Item, Craft Magical Arms and Armor, and Craft Construct. You must meet all other construction requirements for the golem as normal. ABP: Armour/Weapon +2 Weapon +2 to Monster [Level 10] Hit points: 5 Skill points: 7 +1 (favoured class) Channel energy: +5d6 ABP: Deflection +2; Resistance +3 to all saves At this point, ABP wealth by level is 31000G. This is adequate to finance a Scroll of Maximised Awaken Construct for 25825G. Cast this on the Monster, removing the mindless subtype, allowing it to develop skills and feats. [Level 11] Hit points: 4 Skill points: 7 +1 (favoured class) Whisper: Healing Lore (Ex) You add all spells with "cure" in their name to your spell list and treat them as necromancy spells. In addition, you add half your sacred necromancer level to all Heal checks. Note that this includes: Obscure Object, Obscured Script and Secure Shelter. Note that in any other edition, this would not be necessary: in 2nd Ed AD&D: Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful. All healing spells were Necromancy. in 3.*/Pathfinder: Necromancy: Spells that manipulate, create, or destroy life or life force. All cure spells were inexplicably Conjuration. in 4th Ed D&D: Necrotic was nothing but a damage type. in 5th Ed D&D: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Healing spells are back to Necromancy. Feat: Divine Interference As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice an unused spell slot and make the enemy reroll the attack roll. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day. ABP: Charisma +4 Monster: at any level, you can change which abilities the construction points are spent on. Therefore reconfigure the Monster to have the Haunted Construct and Advanced templates.
a halfling wearing fetters and rags has a green plant growing in her hair

[Wealth]

+41000 Allowance for level 11 using ABP -25825 Scroll of Maximised Awaken Construct is a level 9 spell when prepared by a 17th level Shaman -5150 Elven Chain for Jasmine -5150 Elven Chain for Monster -2500 Familiar Bubble but change slot to Head instead of None -2000 Heward's handy haversack -60 Exotic Military Saddle -100 Masterwork Thieves' tools -50 gems to add Construction Points to Monster at 2 HD -75 Ioun torch as the monster's headlight -14 Fauchard -1 indiscriminate quantities of Tea (at 2cp per dose... it's not worth micromanaging)... far cheaper than a Perpetual Teapot that only boils tea once per day 75 remaining

[Expenses]

1g2s4c Herbal brew and peanuts at the Fish and Sword 4s Herbal brew for Jas and Fir at the Fish and Sword 10g Repairs for damaging the privy at the Fish and Sword 1s Creaming soda at the Golden Quail 11g7s Total Zoma Wolf's emporium bears a sign: ITEMS CRAFTED ON REQUEST I would like to request a custom, use-activated wondrous item of Blood Money. Sure, one could spend that money on expensive material components themselves, but this is the difference between giving someone a fish and teaching them to fish. This item can, in the long run, pay for itself. That isn't likely to be in this story arc. But it's good to have an in-game origin for custom items used in subsequent story arcs.

[Encumbrance]

10 Small mithral chainmail 10 Total Carrying capacity of a Small biped with Strength 5: 0-12 Light load 13-25 Medium load 26-37 Heavy load Encumbrance of Monster: 20 Medium mithral chainmail 10 Medium Fauchard 5 Heward's handy haversack 30 Female Halfling: Jasmine [10] Jasmine's load 75 Total Carrying capacity of a Medium biped with Strength 27: 0-346 Light load 347-693 Medium load 694-1040 Heavy load
a flowery wreath on timber decking

[Familiar]

Flowering Lattice is draped across the shoulders as a stole or over the hair as a hood. It attracts attention and initiates conversation the same way that walking an unusual pet at the park would. This provides a bonus to Diplomacy. Call it "Bob" after the tree which the mutant/zombie Harold from Fallout nurtures. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. For the purpose of effects related to number of Hit Dice, use the master's character level. The familiar has half the master's total hit points. Use the master's base attack bonus. For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Neutral Diminutive plant Low-light vision Speed: 5, climb: 5 HD/HP: 11/32 (as master/half master) BAB: +8/+3 (as master) +4 (Size) +1 (Dex) AC: 21 (10 + 1 (Dex) + 4 (Size) +6 (Natural)) SR: 16 Fort: +6 (7 (as master) -1 (Con)) Ref: +4 (3 (as master) +1 (Dex)) [improved evasion] Will: +4 (3 (as master) +1 (Wis)) Str: 1 Dex: 13 Con: 9 Int: 11 (from Familiar advancement) Wis: 12 Cha: 8 Low-light vision Immunity to: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); paralysis, poison, polymorph, sleep effects, and stunning. Share Spells: The master may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. Deliver Touch Spells (Su): If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher". Speak with Master (Ex): A familiar and the master can communicate verbally as if they were using a common language. Speak with Animals of Its Kind (Ex): A familiar can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the Intelligence of the conversing creatures. Spell Resistance (Ex): A familiar gains spell resistance equal to the master's level + 5. Bountiful Fruits (Ex): Once per week, a flowering lattice produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry. Craft:t 1 1 +0 (Int) [cross-class] Bluff 10 11 -1 (Cha) [cross-class] Diplo 10 11 -1 (Cha) [cross-class] Lingui 1 1 +0 (Int) [cross-class; Whenever you put a rank into this skill, you learn to speak and read a new language: Common] Know:a 1 1 +0 (Int) [cross-class] Know:n 1 1 +0 (Int) [cross-class] Know:p 1 1 +0 (Int) [cross-class] Know:r 1 1 +0 (Int) [cross-class] Perc 19 11 +3 (prof) +4 (feat) +1 (Wis) Perform -1 1 -1 (Cha) [cross-class] Ride 2 1 +1 (Dex) [cross-class] SenseM 14 11 +2 (feat) +1 (Wis) [cross-class] SpellC 11 11 +0 (Int) [cross-class] Stealth 27 11 +3 (prof) +12 (size) +1 (Dex) UseMagD 10 11 -1 (Cha) [cross-class] Languages: Common, Sylvan (spoken by plant creatures), and Speak With Master (Ex): Interpretive dance Perhaps this familiar can tell everyone "I am woot!" in different tones of voice. Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A Diminutive creature's natural attacks deal 1hp by default.
a young female halfling squats staring into a toolbox beside an imposing and ornate golem in a drab workshop

[Monster Companion]

Name: Johnny Five Quote: Life! Don't talk to me about life. Brain the size of a planet and they ask me to make a cup of tea. Call that job satisfaction? I don't. Chaotic Neutral Medium Construct (Undead traits) Char level: Lvl 1 Lvl 3 Lvl 7 Lvl 10 Lvl 11 Templ Total Speed 20 40 40 50 50 / Burrow Hardn 5 0 0 NAC 2 3 9 10 +2 12 HD/HP 2/11 4/22 8/44 11/61 12/66 +12×Cha (+20 for Medium +10 as if Small) = 12/126 BAB 2 2 4 8/3 11/6/1 12/7/2 (+6 Str) [when taking a full-attack action, not with Natural Weapons] [-3 (Combat Expertise); -4 (Fighting Defensively)] SR 7 9 13 16 17 17 Fort - (+Cha) N/A+5 Ref +0 0 4 (+2) +6 Will +0 0 4 (+3) +7 Str 18 (+1) +3 (+1) +4 27 (+8) Dex 9 (+1) +4 14 (+2) Con - - (-) Int - 18 +4+4 26 (+8) Wis 12 +4 16 (+3) Cha 1 +12 +4+4 21 (+5) Init: +2 (Dex) Armour: 32 (10 +6 (armour) +2 (Dex) +12 (NAC) +1 (ABP:armour)) +1 deflection (Haunted) [+3 (Combat Expertise); +2 (Fighting Defensively)] Flat-footed: 30 (-dex) Touch: 13 (-armour/shield/NAC) Monstrous healing: The Practical Applications of Electricity (Su): 3+Cha/day heal 11d6 as a Standard action Channel energy (Su): 3+Cha/day AoE heal 5d6 to monster and all undead within 30 as a Standard action Jolt: ∞/day heal 1d3÷2 as a Standard action Drawback: Umbral Masking: each time someone looks at the Monster's shadow, it looks like a shadow cast by a different one of the five brigands from whom it was constructed. Trait: Omen: Intimidate is a class skill with a +1 trait bonus; make a demoralise attempt as a Swift action once per day. Low-light vision and Darkvision 60 feet. Immunity to: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning; any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Proficient with no armor. Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Constructs do not have any class skills, regardless of their Intelligence scores. Link (Ex): You can handle your monster as a free action or push it as a move action, even if you don't have any ranks in the Diplomacy skill. Share Spells (Ex): You may cast a spell with a target of "you" on your monster (as a ranged touch spell) instead of on yourself. You may cast a spell on your monster even if the spell normally doesn't affect constructs. If the target of a spell is yourself (the Target line of the spell description includes "You"), you do not receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are omitted from such spells. Shock Therapy (Su): A magical attack that deals electricity damage heals the monster of 1 point of damage for every 2 points of damage the attack would otherwise deal. Spell Resistance (Su): The monster gains SR equal to 5 plus its HD. Spells cast by you are not affected by this SR. Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%. Infused Soul (Su): This allows the haunted construct to apply its Charisma modifier as a bonus on Fortitude saves, and it gains a number of bonus hit points per Hit Die equal to its Charisma bonus. A haunted construct is healed by negative energy and harmed by positive energy as if it were an undead creature. It reacts to magical and supernatural effects, such as detect undead and searing light, as if it were an undead creature. Channel Resistance: +4 Construction Points: you may spend construction points on your monster, granting it special abilities (as per animated objects). These points are cumulative, and at any level, you can change which abilities the construction points are spent on. CR CP Option -2 Cadaver Crafter (Su): allows you to spend construction points as per an animated object of the creature's size which is 2 for Medium. You may not apply the following abilities: metal or stone. You may only have one such crafted corpse in existence at a time. -1 Composite Construction (Ex): The construct is made of multiple materials. Reduce its hardness by 5. Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness. (ie Hardness 5 becomes 0) -1 -2 Delicate Construction (Ex): The construct is considered one size smaller for determining hp. (ie 20 bonus HP for medium becomes 10 bonus HP as if it were only small) -1 The Practical Applications of Electricity (Su): At 9th level, you can create flesh golems (or similar golems created from the parts of other creatures). Constructs that have a chance of going berserk receive –1 CR adjustment to their calculated price if control can be reestablished (like a flesh golem) -1 Haunted (Ex): The object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detect by detect undead. +1 Haunted Construct acquired template: A haunted construct is infused with the soul of a creature who died nearby. (Alignment is overruled by the Sacred Necromancer's Cadaver Crafter feature; and I don't want the Special Attacks... I only want to be able to cast Necromancy spells on the Monster, and this template enables that.) +1 Advanced simple template. -1×2 Construction Points: At 4th level and every 4 levels thereafter, you may spend construction points on your monster. You may not select the metal or stone abilities. +1 Improved Attack (Ex) [melee]: All the Animated Object's melee attacks do damage as though it were one size category larger. +1 Augmented Critical (Ex): Increase the threat range for the Animated Object's melee attacks by 1 or the threat multiplier by 1. +1 Sentinel (Ex): The object is designed to be especially observant. It gains a +8 bonus to Perception. +1 Passenger's Palanquin (Ex): [Reduced] A detachable compartment holds one Small creature. This compartment provides the passenger full cover and protection from line-of-effect effects. It has the same hardness as the construct and 20 hp. +1×3 Faster (Ex): One of the object's movement modes increases by +10 ft. (ie Speed 20ft becomes Speed 50ft) +1 Additional Movement (Ex): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. (ie Speed 50ft gains Burrow 50ft) 0 0 Total >>> GM ruling <<< drop the base creature's useless 2× Slam natural attacks for a 2× 1 CP refund spend this on more speed Skills: 2 + Int (8) per level Acrob 14 12 +2 (Dex) [cross-class] [+8 to Jump] Craft:s 20 12 +8 (Int) [cross-class] (heal thyself!) Craft:t 20 12 +8 (Int) [cross-class] (when this Nutrimatic Crafts Tea, it never produces something almost, but not quite, entirely unlike tea) DisDev 14 12 +2 (Dex) [cross-class] [+2 masterwork tools] Fly 14 12 +2 (Dex) [cross-class] [take a Construction Point for this movement mode at level 12, when it becomes a Class skill] Intimi 21 12 +3 (prof) +5 (Cha) +1 (trait) [+circumstance bonus for being a Burrowing flesh golem?] DC=10+HD+Wis Know:n 14 6 +8 (Int) [cross-class] Know:r 14 6 +8 (Int) [cross-class] Percep 23 12 +3 (Wis) +8 (construction) [cross-class] Ride 1 1 +2 (Dex) -2 (armour) [cross-class] Stealth 11 11 +2 (Dex) -2 (armour) [cross-class] Surviva 15 12 +3 (Wis) [cross-class] [Track is no longer a Feat] Total: 120 Languages: An awakened construct speaks one language that its creator spoke, plus one additional language that its creator knew per point of the construct's Intelligence bonus (if any). So that's all four. Feats (5): Armour Proficiency: light Exotic Weapon proficiency: Fauchard Improved Critical: Fauchard Combat Expertise Butterfly's Sting A Full Attack can be performed defensively (-4AB; +2AC) and can accommodate a five-foot-step. Fauchard Base ImpAtt AugCrit ImpCrit Str ABP Total Attack Bonus HD +8 +2 22/17/12 [-3 (Combat Expertise); -4 (Fighting Defensively)] Damage d10 2d8 +8x1.5 +2 2d8 +14 Threat Range 18-20 15-20 15-20 Threat Multi x2 x3 x3 Since a weapon with Reach cannot attack adjacent foes, the Monster will need to take one hand off the Fauchard (a free action), make one Slam attack, return that hand to the Fauchard and remove the other hand, make a second Slam attack, and hold the Fauchard once more. Adjacent foes is about the only reason to retain the base Slams rather than trying to remove them for a refund on construction points. Slam Base ImpAtt AugCrit ImpCrit Str ABP Total Attack Bonus HD +8 20/20 Damage 1d6/1d6 1d8/1d8 +8/+8 1d8+8/1d8+8 Threat Multi x2 x3 x3 It seems that a medium construct's Slams are expected to be d4 each. > <mainstreet> so, first off > <mainstreet> You have +2 armor attunement and +2 weapon attunement at level 11 > <mainstreet> You just... get those. So it's like you're wearing +2 armor and have a +2 weapon > <mainstreet> Now, ignore the whole bit at the bottom of this page on how special abilities work. We're not doing that, it's dumb and underpowers things. > <mainstreet> Instead, if you want special abilities on your weapons/armor, get a masterwork, then pay for the abilities like you would normally. > <Jasmine__> Ah, so, if ABP grants us +2 at level 11, our options are a dagger +2, or pay 2000g for a Keen dagger +2. But *not* pay 0g for a Keen dagger +1. > <mainstreet> In my rules, yes. > <mainstreet> The "official" ABP says pay 2000g for a keen +1, or pay 0 for a +2, which is stupid > <Jasmine__> OK. Fantastic. Thanks.
an armoured ogre bedecked in skull talismans wears an armoured saddle on the shoulders upon which a witch rides, wielding a bone dagger in one hand and a staff in the other while a raven flies overhead; the rider has hexamastia which is common in many mammals

[Evil Dead: the Army of Darkness]

Level Source max HD total HD current HD casts/day duration forms Su Command Undead (Su) 11 11 0 10 instant permanent any including intelligent 1 Animate Skeleton None 1 creature 0 creature 34 instant 1 Skeleton, no special HD limit (Template limits only Animate Dead to 20 HD); does not count toward control limit 1 Animate Undead ... ... - 34 11 rnd ... 2 Command Undead * * 0 26 11 days * 2 Raise Lesser Undead 5 5 0 26 instant skeleton, zombie, counts toward control limit 2 Animate Ghoul std 1 creature 0 creature 26 instant small to large Ghoul or Ghast, counts toward control limit 3 Animate Dead 24 48 3×8 19 instant skeleton, zombie, bloody skeleton and burning skeleton, Beheaded, Exoskeleton, Zombie handservant 4 Animate Dead, Improved 22 44 0 12 instant giblets become individual Small Zombies that fly; arms of spellcasters gain 1/day (Sp) of last spell cast 4 Flesh Puppet Horde " " 0 12 permanent zombies disguised as living creatures until they attack; must remain within 210ft 4 Escape the FleshF 24 1 creature 0 creature 12 instant if minor damage takes target to -10, rise as a skeleton for no costly material component 5 Animate Skeleton†F None 1 creature 0 creature 5 11 rnd minor Negative/Con dmg; if target dies, briefly serves as a skeleton 6 Create Undead CL-1 - 0 0 - no control granted 7 Control Undead 22 22 0 0 11 mins 9 Raise Undead Host [Shadow Projection] * is not Evil due to the Chirurgeon class feature * creates a Small shadow due to being cast by a Small halfling (this is due to the spell description's listed changes not including "this changes your size to Medium"; cf Shadow Body which says "Your size doesn't change." Even though we all know sufficient light sources can prevent an object having a shadow, and a sunset causes an object to cast a shadow far larger than itself.) * type becomes Undead (incorporeal): ** no Str: use Dex bonus for melee attack rolls (+8/+3 +1 (size) +2 (dex) = +11/+6) ** no Con: use Cha bonus for Fort saves (7 +7 (cha) +1 (racial) +3 (ABP) = 18) ** gain Darkvision 60 ** healed by Negative energy ** immune to: *** ability damage to Str (non-ability), Con (non-ability) and Dex *** ability drain *** bleed *** death effects *** disease *** energy drain *** exhaustion *** falling damage *** fatigue *** grapple *** mind-affecting effects *** non-lethal damage *** non-magical attack forms *** paralysis *** poison *** sleep *** stunning *** trip *** any effect requiring a Fort save (unless it works on objects or is harmless) ** take only half damage from: *** spells, (Sp) and (Su) *** magically enchanted weapons ** take full damage from: *** incorporeal creatures *** Force effects *** Channel Energy (ie Turn Undead) class feature (but has Channel Resistance: +2) * fly 40 (Good) and can move with an innate sense of direction even if cannot see (eg when passing through solid objects) * melee attacks deal 1d6 Str damage ** incorporeal touch attacks pass through NAC, armour and shields but are affected by deflection and Force effects * natural AC set to zero; deflection bonus equal to Cha mod (AC: 30; FF: 27; Touch: 22) * racial +2 to Stealth changes to +4 in dim light; -4 in bright light ** movement is silent and cannot be detected by Perception * can speak (Common), gesticulate and has Eschew Materials - therefore can cast spells in Shadow form * as a spell with Range: Personal, this can be cast on the Familiar and Monster using Share Spells (Ex) [Huey, Dewey, and Louie] Purpose: threaten squares to provide flanking/aid bonus to party members soak up a few attacks that would otherwise have hit party members carry load that Jasmine is not strong enough to Skeleton, Bloody Alignment: True neutral (not Evil) Size/Type: Medium undead (mindless) Init: +7 Senses: Darkvision 60 Perception: +0 AC: 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 natural) HP: 52 (8d8 + 16); fast healing 4 Fort +2, Ref +5, Will +6 Defensive Abilities: channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits Speed: 30 ft. Melee: broken scimitar +9 (1d6+3), claw –3 (1d4+1) or 2 claws +9 (1d4+2) Str 16, Dex 16, Con -, Int -, Wis 10, Cha 14 Base Attack: 6; CMB +2; CMD 14 Feats: Improved InitiativeB Gear: broken chain shirt, broken scimitar Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.