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Leah Grey

Titan of Storms
Age: 20
Eyes: Grey
Race: Titan (aquatic)
Hair: Blonde
Class:
Height: 60
Level:
Weight: 165lbs
Prestige Class: Mage Killer
Movement: 60ft
Languages Spoken
Leah magically understands all spoken languages.
STR:

42

+16

DEX
:

20

+5

CON
:

32

+11

INT:

26

+8

WIS:

30

+10

CHA
:

30

+10

BAB

+20

Hit Pts

20d8 + 220

Melee +36/+31/+26/+21

AC

+19 Natural, Dex +5,

Initiative

+5

Saving Throws

Base

Attribute

Fortitude

12

+11

Reflex

12

+5

Will

12

+10

Ranged: +25/+21/+16/+11

Misc

Total

SKILL POINTS AT 1ST LEVEL 4x (8+Int Mod)


SKILL POINTS AT EACH ADDITIONAL LEVEL 8+Int mod

368 skill points.

Arcana, Balance, Bluff, Climb, Computer Use, Concentration,


Craft: Cooking,
Diplomacy, Drive, Escape Artist, Gamble, Gather Information,
Hide, Intimidate, Jump,
Knowledge: Mechanical (automotive), Electronics, Physical Sciences (Engineering),
Listen, Move Silently, Navigate,
Perform: Dance , Pilot, Profession, Repair,
Research, Ride, Search, Spot, Survival, Swim, Treat Injury, Tumble
Special Abilities
PCs = Str +32, Dex +2, Con +18, Int +10, Wis +18, Cha +14
Darkvision is 60ft.
A titan is always considered to be a Huge or Medium creature (whichever is more advantageous) and retains its oversized weapon
ability, regardless of form. A titans natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of
overcoming damage reduction.
Oversized Weapon (Ex)- A titan wields Gargantuan weapons without penalty.

Spell Like abilities Caster level is 20th. The save DCs are Charisma-based.
At will
chain HYPERLINK "http://www.d20srd.org/srd/spells/chainLightning.htm" lightning (Lvl 6)
<Evoc[electricity], VSF(fur, glass rod, silver pins), 1StdAct, Long-range, Ref, SR applies>. Primary target takes 1d6 electrical
damage per level (max 20d6). Up to one secondary target per level (max 20) within 30 of the primary target takes
damage.
cure HYPERLINK "http://www.d20srd.org/srd/spells/cureCriticalWounds.htm" critical wounds (Lvl 4) This spell cures
4d8+20 per application.
greater HYPERLINK "http://www.d20srd.org/srd/spells/dispelMagicGreater.htm" dispel magic(Lvl 6)
<Abj, VS, 1StdAct, Medium-range, no SR> Cancels magical spells and effects on a successful Dispel Check (max
+20). This
spell can be used in one of three ways:
a) Counterspell Acts like a standard counterspell except it works against any spell, but a Dispel Check must
be made.
b) Targeted Dispel Each ongoing spell effect on one target gets a separate Dispel Check. If successful, the
spell effect is ended (except for those caused by magic items, which are only suppressed for 1d4 rounds.
c) Area Dispel- Each target in a 20radius burst against each spell in turn (highest caster level spell checked first) until one is dispelled
or all checks fail. Items are not affected.
call lightning storm (Dru Lvl 5)
<Evoc[electricity], VS, 1Round, Long-range, 1min/lvl, Ref, SR applies> The caster can call down one 5 wide by 30tall bolt of
lightning per level (max 15 bolts). The caster has the option of calling the first bolt as part of the spells casting. After that,
the caster must use a Standard Action to create the bolt. The bolts can be called down any time within the spells duration. In
between bolts, the caster can take other actions, including other spellcasting. If cast outside during a storm (or even during a Large Air
Elemental or Djinnis whirlwind) the bolts inflict 5d10 damage. This spell may be cast indoors.
invisibility(Lvl 2)
<Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, Touch, 1min/lvl (D)> Touched creature or object is Invisible until it attacks or
the duration ceases. Up to 100lbs per level may be affected.
invisibil HYPERLINK "http://www.d20srd.org/srd/spells/invisibilityPurge.htm"ity HYPERLINK
"http://www.d20srd.org/srd/spells/invisibilityPurge.htm" HYPERLINK
"http://www.d20srd.org/srd/spells/invisibilityPurge.htm"purge ( Lvl 3)
<Evoc, VS, 1 Std Act, Personal, 1 min/lvl (D)>- You become the center of a sphere 5 radius per level that negates invisibility.
levitate (Lvl 2)
<Trans, VSF(leather cord), 1StdAct, Close-range, 1min/lvl(D)> Willing subject or object (up to 100 lbs./level) moves up or down
20/round under the casters control as a Move Action. Attempts to attack with melee or ranged weapons while levitating
result in the attacker becoming increasingly unstable (-1 per attack cumulative to -5).It takes one full round of stillness to reset the
penalty to -1.
control winds (Lvl 5)
<Trans[air], VS, 1StdAct, 10min/lvl, Fort Neg> The caster gains control of the direction & strength of the winds in up to a 40 per
level radius around him. The caster has the option of leaving up to a 40 radius eye of calm air around himself.
Direction Choices: - Outward from the caster, - Inward to the caster, but going up at the edge of the eye, if any, -Clockwise or
counterclockwise, - Straight, from any one side to the other
Strength Choices increase / decrease by 1 category for each 3 levels:
Category
mph
Effect
Strong
21+
Difficult sailing
Severe
31+
Minor ship / building dmg
Windstorm
51+
Grounds flyers, uproots trees, flattens light wood buildings
Hurricane
75+
Flattens all wood buildings, ships start taking on water
Tornado
175+
Flattens non-fortified buildings, uproots big trees
3/day
etherealness HYPERLINK "http://www.d20srd.org/srd/spells/etherealness.htm" (Lvl 9)
<Trans, VS, 1StdAct, Touch, 1min/lvl (D)> The caster & up to 1 subject per 3 levels becomes ethereal, along with their equipment.
control weather (Lvl 7)
<Trans, VS, 10Minutes, 4d12hours> The caster can modify the weather in a 2 mile radius. Once cast, it takes 10 minutes for the
desired weather to manifest. The created weather must be seasonally appropriate.
Season
Weather Choices

Spring
Tornado, Thunderstorm, Hot
Summer
Rain, Heat Wave, Hailstorm
Autumn
Hot, Cold, Fog, Sleet
Winter
Frigid Cold, Blizzard, Thaw
The weather can be changed again as a standard action, followed by another 10 minutes for the weather to manifest.
1/dayStorm of Destruction(Lvl 9)- (Slayers Guide to Giants pg 72)
<Conj, VS, 1 full round, Long range, 360 radius cloud, Concentration, (D), SR applies. The caster creates an enormous black storm
cloud. Thunder booms out, voicing a message up to 40 words. Any creature hearing the message must make a Will save or
frightened [flees or fights if cannot flee, -2 to attack rolls, checks and saves). If character cannot maintain concentration, the spell
ends. Additional effects occur during the characters turn.
Second Round- Electricity crackles through the air, stunning all in the area of effect for 1d6 rounds
(Fort to
negate)
Third Round- The character calls 6 bolts of lightning down from the cloud. All may be directed at one
target or at up to six separate ones. Bolts inflict 10d6 (Ref for )
Fourth Round- Thunder booms louder than ever; all beneath the cloud must make a Fortitude save
or be
deafened for 1d4x10 minutes.
Fifth through Tenth Rounds- Violent rain and wind gusts reduce visibility. The rain obscures all
sight (including darkvision) beyond 5 feet. Creatures 5 ft away have concealment (attacks have
20% miss chance). Creatures beyond 5 ft have total concealment (50% miss chance and the attacker
cannot use sight to
locate the target). Speed is reduced by . Ranged attacks within the area of the
storm are IMPOSSIBLE. Spells cast within
the area of the cloud are disrupted unless the caster succeeds at a Concentration
check against DC= (Storm of Vengeances
save + the level of the spell attempting to be cast).
Magical Affinity- Leah can sense dormant, latent and active magic on an area or person.
FEATS
*indicates bonus feat from class/other source
Awesome HYPERLINK "http://www.d20srd.org/srd/monsterFeats.htm" HYPERLINK
"http://www.d20srd.org/srd/monsterFeats.htm"Blow- As a standard action, the creature may choose to subtract 4 from its melee
attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its
opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creatures
choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent cant move closer to the
attacking creature than the square it started in. If an obstacle prevents the completion of the opponents move, the opponent and the
obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Quicken Spell-Like Ability (chain HYPERLINK "http://www.d20srd.org/srd/spells/chainLightning.htm" HYPERLINK
"http://www.d20srd.org/srd/spells/chainLightning.htm"lightning) - 3 x per day
Maximize Spell-Like Ability (chain lightning) 3 x per day
Personal Firearms Proficiency- The character is proficient in personal firearms.
Two-Weapon FightingBenefits: This is a combat feat that scales with your Base Attack Bonus.
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may
make a number
of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary
weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be
allowed for
your BAB, these extra attacks of opportunity must be with the off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed.
+11: You may Feint as a Swift action while fighting with two weapons.
+16: While fighting with two weapons and not flat footed you may add the enhancement
bonus of either your
primary or your off-hand weapon to your Shield Bonus to AC.
Pole Fighting- The character may strike with the butt end of a polearm. The butt end does the same damage as a club of the original
weapons size. For weapons without reach, this allows them to be used as double weapons. For weapons with reach, this allows them
to use to butt to strike adjacent opponents, with the damage bonus of using two hands.
Improved Initiative- +4 to all initiative checks.
Pilot Surface Vehicle (Powerboat)- The character takes no penalty to Drive or attack rolls with vehicles of the selected type.
Bike Wheelie- The character may use a motorcycle as an offensive weapon. When traveling at slow or crawl speeds in a straight line,
the character inflicts 3d6 crushing damage on a successful hit.

Still Spell*
Silent Spell*
Gear
Leahs bike
War Fork 1d12, 19-20, x2- Leah can attack with the blunt end of her war fork as well, inflicting 1d8 + Strength modifier.
+3 icy burst shocking spiked chain of slaying evil outsiders
Ring of X-ray vision
Ring of Water Walking
Cloak of Resistance +5
Hewards Handy Haversack
Figurine of Wondrous Power[ silver raven]

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