Maiden of Pain

From Traykon Campaign Setting - Pathfinder
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A servant of Loviatar and an extension of her will.

CR 12

Female Handmaiden outsider 8 / sorcerer 8
LE medium outsider (lawful, devil, evil, extraplanar)
Init +8; Senses Darkvision (60 ft.), Perception +32, Detect Good,
Languages Abyssal, Celestial, Common, Infernal, Telepathy 100 ft., Tongues,

AC 27, touch 18, flat-footed 19
hp 195 (16HD)DR 10/cold iron or good
Fort +10, Ref +16, Will +19, +2 vs. poison
Immunities Cold, Electricity, Fire, Poison,
Resistances Acid 10
Spell Resistance 18

Speed 30 ft. (6 squares) Fly 50 ft. (Average)
Melee claw +20/+20 (1d6+3)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +12; CMB +20; CMD 33
Atk Options Blind-Fight,
Special Actions Energy Drain (DC 27), Profane Gift,

Innate Spell-Like Abilities: charm monster ( DC 27, at will) detect good ( at will) detect thoughts ( DC 25, at will) dominate person ( DC 28, 1/Day) ethereal jaunt (self plus 50 lbs. of objects only) ( DC , at will) suggestion ( DC 26, at will) summon monster iii (1 babau at 50%) ( 1/Day) greater teleport (self plus 50 lbs. of objects only) ( at will) tongues ( DC 26, at will) vampiric touch ( at will)


Sorcerer: Spells per Day: (0/10/9/8/6/0/0/0/0/ DC:24+spell level), Spells Known:

0th - Acid Splash, Arcane Mark, Bleed, Daze, Detect Magic, Mage Hand, Open/Close, Prestidigitation
1st - Cause Fear, Hypnotism, Negative Reaction, Unseen Servant, Youthful Appearance, Protection from Good
2nd - Daze Monster, Disfiguring Touch, Misdirection, Scorching Ray
3rd - Deep Slumber, Dispel Magic, Suggestion
4th - Agonize

Abilities Str 17, Dex 26, Con 22, Int 24, Wis 20, Cha 36
Special Qualities Aligned (Lawful, Evil), Bloodline Arcana, Cantrips, Change Shape (alter self, small or medium humanoid), Corrupting Touch, Darkvision, Detect Good, Telepathy 100 ft., Tongues,
Feats Agile Maneuvers, Blind-Fight, Combat Reflexes, Deceitful, Eschew Materials, Iron Will, Martial Weapon Proficiency, Persuasive, Simple Weapon Proficiency, Spell Penetration, Stealthy, Weapon Finesse
Skills Acrobatics +8, Appraise +7, Bluff +44, Climb +3, Craft (Untrained) +7, Diplomacy +36, Disguise +36, Escape Artist +25, Fly +21, Heal +5, Intimidate +36, Knowledge (Arcana) +18, Knowledge (Local) +20, Knowledge (Planes) +19, Perception +32, Perform (Untrained) +13, Ride +8, Sense Motive +24, Spellcraft +25, Stealth +31, Survival +5, Swim +3, Use Magic Device +23,

Aligned (Lawful, Evil) Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving damage reduction.

Bloodline Arcana Whenever you cast a spell of the charm subschool, increase the spell's DC by +2

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Change Shape (Su) You have the ability to assume the appearance of a small or medium humanoid, but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).

Corrupting Touch (Su) You can cause a creature to become shaken as a melee touch attack. You can cause a creature to become shaken as a melee touch attack. The target also takes an additional -2 penalty on saves versus spells of the enchantment school. This effect persists for 4 rounds. Multiple touches do not stack, but they do reset the duration. You can use this ability 16 times a day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Detect Good (Sp) You can Detect Good, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action.

Energy Drain (Su) A handmaiden drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the handmaiden can use this ability. The handmaiden's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the handmaiden. The victim must succeed on a DC 27 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level.

Eschew Materials

Immunity to Cold (Ex) You never take cold damge.

Immunity to Electricity (Ex) You never take electricity damage.

Immunity to Fire (Ex) You never take fire damage.

Immunity to Poison (Ex) You never take poison damage.

Profane Gift (Su) Once per day as a full-round action, a handmaiden may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a handmaiden at a time. As long as the profane gift persists, the handmaiden can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The handmaiden can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.

Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Tongues (Sp) You can speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect, as per the spell Tongues, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated as a swift action.