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Frankie Stein/Doll

aka Frankie
Frankie is Chaotic Good
Doll is Neutral Evil
Str 17

Dex
17

Con 17

Int 16

Wis 17

Cha 18

+4 Belt

+6 Harness

+6 Headband

21 +5

23 +6

24 +7

BAB

+19/+17/+15/+13

HP

157

AC

56/[59 with Harness] =


+5 Parry, +4 Shield, +3 Dex, +12 armor,+6 Tumble, +3 Deflection,+8 Robe, +5 Profane
Touch AC- 32

Initiative

+7, second action at Init check -10, free actions and a single move action only.

Regenerate

Fast Heal 9, regenerates also by untyped damage, cold, force attacks, electricity, bludgeoning

DR

13/-, Resistance 20 to fire, acid,positive energy. 50% chance to ignore criticals/sneak attacks.

SR

Age: 7

Eyes: Green

Class: Planar Blade/Slayer gestalt 18,Planar Blade/Adventurer to 19

Hair: Dark Red

Level: 19

Height: 56

Prestige Class:

Weight: 107lbs

Template (if any):

Movement: 90ft ground, climb and swim

Living Construct, Lawful subtype, Chaotic subtype, Evil subtype,Shapechanger Subtype Despite her subtypes, she is Chaotic Good
Special Abilities
Living Construct Traits
Immunity to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, the sickened condition, energy drain. Does not heal naturally, and is also affected by spe
well as constructs. Spells from the healing subschool provide only half the effect however. Can be raised or resurrected. No need to sleep, eat or breathe, but can b
potions/consumables.
Other Abilities
Animate Object at will. In conjunction with Clockwork Centurion, she can animate either 3 toys or 1 construct with an hours work.
Channel Positive Energy- Doll is a tap to the Positive Energy Plane (a xag-ya)
Necromantic Butterfly tattoo- + 1 to all rolls, comprehend all mundane languages
Standard Action to take the form of any My HD/CR (9HD/CR) animal, plant, dragon or monstrous humanoid
Cast Summon Natures Ally VIII/Summon Monster VIII at will
Save

Base

Attribute

Misc

Total

Fortitude

+11

+3

+4 Robe

+18

Reflex

+11

+3

+4 Robe

+18

Will

+11

+3

+3,+4 Robe

+21

Perception (Wis)

+27

Disguise (Cha)

+41

Speak Language German, French, Italian,

Stealth (Dex)

+57 [+72 Robe]

Endurance (Con)

+21

Drive: +14

Profession: Cook

+14

Intimidate (Cha)

+49

Jump (untrained)- +17

Profession:Seamstress

+14

Tumble (Dex)

+21

Perform (Cha): Dance

+41(+38 to all
perform checks)

Survival (Wis)

+11

Heal (Wis)

+43

Diplomacy (Cha)

+41

Escape Artist (Dex)

+43

Craft (toymaking)

+21

Climb

+19

Craft (painting)

+15

Swim

+19

Profession: Baker

+14

Planar Blade
All saves 10+ level + Str or Dex (DC 21)
Immune to mind-affects, poison, disease,fatigue, exhaustion,
Healed by untyped , cold, force, bludgeoning, electricity,positive energy, anything that heals constructs and fast heals 9/round.
Resistance 20 to fire, acid
Fast heal/regrow lost limbs. body parts.
HEALS objects or constructs to full health with a standard action (touch)
Ghost touch property to all attacks.
Plane Shift at will. Summon Monster/Summon Nature's Ally Spells at will (1/2 Level -2)
Attunements (Terrific)Construct, Cold, Change, Force, Travel, Electricity, Bludgeoning, Sonic (Great) Transformation, Positive
Extra action each round, normal initiative-10 (free actions/single move only)
Automatically recognizes Transmutation spells/effects/properties.+4 vs Transmutation. May elect not to be polymorphed/transformed.
Convert any damage inflicted into Force damage.
May not be unwillingly teleported/block teleportation int/out up to Long range. Teleport up to ground speed or 2x ground speed and 1 attack.
May Swap places with target via teleport (unwilling gets a save)
Foes criticalled are dazed 1 round per 1 crit mod, may shift foe bludgeon damage in feet. When bludgeoning, each attack removes 1 Natural
armor (healed like ability damage). When missing a target, foe takes half damage in bludgeoning (doesnt decrease Nat armor )
Throw voice with sonic attunement to any place she's been.
Take human form (general or specific,+10 to Disguise)Bite attack heals that much damage. Standard action to shapeshift into creature with
CR/HD = 1/2 Level-2
Cast fabricate at will (turns one item into like item of same material, up to 10'cube per level), reincarnate at will
The first healing past maximum health stacks on as temporary HP.
Overcomes all Hardness/DR.
RANGED/MAGICAL ATTACKS
Cold (free action 1/round) 2x Level to adjacent foes. Medium Ranged Touch (Fort Save or Paralyzed 1rnd/lvl, Fort each round)
Ice Blocks (10'cube/level, as Immovable Rods, 50hp, 5 Hardness, Fire vulnerability. Melt in 1 minute if left alone
Force Magic Missile at will ('nevermissiles").
Electricity (2xLevel)d8 19d8 Bolt (Long Range)
Sonic (2xLevel)d6 Sonic Close range burst. 1/round. Strike opponent and deal (2xLevel) Sonic damage to close range
Positive 1pt/level to 15' area.
Slayer Class Abilities
Essence: 1/2 Level + Con.Restored by resting for 4 hours/ by killing a creature before she rests/destroy 10 gp/level in property.
Signature Weapon: Needle Rapier +1 to hit and attack equal to level, rounded down. Can strike foes out to 10ft.
Any other creature attempts to use it the weapon, it temporarily loses any special qualities it has, and is -4 to hit.
+4 to Sunder and disarm with it.Spend 1 essence to call the weapon to hand (immediate action).
Standard action, a slayer can destroy force effect with her signature weapon.
Bane special quality (you may change the creature type each 24 hour as a free action).
Any weapon or object destroyed by a slayer signature weapon cannot be repaired by any means.
The signature weapon cannot be broken anymore unless the slayer is dead.
Slay (Ex): 1 essence(standard action,) signature weapon only, inflicts x5 damage
Destroyer (Ex): Signature weapon may deal +2d6 damage to any unattended object, structure, or construct.
Nihilism (Ex): May add her charisma or wisdom (whichever is higher) modifier to their will save.(tacks with the Wisdom modifier)
Slaughter (Ex): May make an extra attack at -5 during a full attack.
Madness (Ex) and (Su): Spend 1 essence + touch attack (standard action) 4d6+4 wisdom damage (will save for half). Using this ability is a
supernatural standard action, the DC is charisma-based. Any creatures attempting to probe/read/enter the slayers mind takes 1d6 wisdom

damage (no save).


Oblivion Rush (Ex): Pay 1 essence for mindless subtype (1/round per slayer level, recognizes allies, no using mental skills/cast spells even
from magic items). Spend 2 extra essence point, a slayer may extend the duration to 2 round/level. +4 to Str and Con, may use essence.
Magical Defence (Su): +4 to existing spell resistance.
Devour Essence (Su): Healed 2d6+6 hp per point of essence devoured. Also gains +6 profane bonus to strength until the end of his next turn
(stack with other profane bonus).
Swift Slay (Ex): Spend 2 extra essence points, a slayer may apply their slay ability to all attacks made this round, even AoO.
Harbinger of Insanity (Su): Each time a 9th level slayer hit a creature with any essence ability, the target need to make a will save or be
confused for one round.
Harbinger of Ruin (Ex): Overcomes all hardness and DR.
Black Knight (Ex): DR/good = level rounded up. Swift action + 1 essence triples this for 3 rounds (appear as pitch black armor.)
Tainted Armor: Armor is considered a profane bonus instead, allowing him to benefit from other armor bonuses.
Harbinger of Death and Destruction (Ex): 1/day when slaying an enemy, as an immediate action regains all her essence points, must be
spent within 1/round per level or be lost. Restarts when kills a creature (she do not regain any more points though).
Harbinger of Corruption (Su): Swift action make his attacks deal 1 point of constitution drain. This ability cost 1 point of essence.
Soul Reaping (Su): If she slays with Needle (immediate action) suck its soul in her weapon. The creature cannot be revived by any mean
unless the slayer is slain and her signature weapon destroyed. This ability cost 1 point of essence.
Black Death (Ex): Upon death, may come back as a revenant at the spot of it death with full hp and essence 24 hour after it was slain. It gear
are not restored at the exception of it signature weapon. The slayer must kill one creature every night or be unable to maintain it form,
however any creature killing another creature with the slayer signature weapon allow the slayer to return. The only way to truly kill a slayer is
to destroy her signature weapon. The slayer then crumble to dust and is irrevocably destroyed.
Final Massacre (Su): Pay 3 extra essence point to slay vs every foes within 100 ft.(full-round action, 1 essence point per target).
Harbinger of True Death (Ex): At 18th level, is permanently under the effect of mind blank.(The subject is protected from all devices and
spells that detect, influence, or read emotions or thoughts, mind-affecting spells and effects as well as information gathering by divination
spells or effects. Mind blank even foils limited wish, wish and miracle spells when they are used in such a way as to affect the subjects mind
or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature
simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

FEATS

*indicates bonus feat from class/other source

Einhander [TOP]

+5 "parry" bonus to AC. Treat one-handed weapon as two-handed (or light as a one handed weapon) for
damage, disarming, power attack and other relevant effects. As Standard Action, make a single attack and foe is
flat-footed. May make an extra attack per round with all attacks taking -2.

Fencing [TOP]

With finessable weapons/Weapon Focus weapons and your off hand is empty, add your Dex to damage (+
Strength), +2 bonus to all opposed maneuvers (disarm, etc) shield bonus to AC equal to 1/4 your BAB, rounded
down.

Human-like Skill
training [TOP]

Gain your level +3 extra skill pts

Point Blank Shot [TOP]

Within 30' of target, ranged weapons gain +3 to-hit. Add BAB to damage in first range increment. No AoO
when making ranged attacks. May make ranged AoO within 30ft, movement in this area does not provoke AoO.
As Full Attack, ranged whirlwind attack against foes in first increment of ranged weapon.

Skin Like Armor [TOP]

+4 armor bonus to AC (+1 enhancement bonus/+1 for every 3 ranks in Endurance over 6). AC applies to touch
AC as well. Unarmed strikes +1 enhancement bonus (+1 for every 3 ranks in Endurance over 9 that you have
and considered adamantine. Ignore 50% of critical hits/sneak attacks. You gain DR 10/- and energy resistance
20 against all types of energy damage.

Combat School [TOP]

Avenging Doll Style with Needle, Unarmed Strikes, Daggers, +2 to hit and damage. Hit foe, Fort save DC 10
+1/2 level + Str) or dazed 1 round. May take 10 with school weapons. DC to disarm school weapons is +4. +5
to hit on any one attack after the first each turn. If you hit your foe twice, you gain The Edge.

Resilience [TOP]

Resist size dependent effects as if one size larger (does not stack with other sources) Mettle class feature
(succeed at a Fortitude Partial or Will Partial saving throw, there is no effect). Gain Fast Healing or increase by
1. Immune to fatigue/exhaustion. Immune to anything requiring Fortitude save.

Improved Critical

Doubles the critical range of her signature weapon, Needle

Improved Initiative

+4

Rapid Fire [TOP]

Reload as a free action/draw thrown weapons as a free action. Make a single attack as a swift action, if I have
the Edge, they cannot deflect/block with Deflect Arrows or similar feats. Volley - Full-round action, 60-ft. cone

attack. Threaten an area out to 15 feet. You may make attacks of opportunity normally against enemies within
that distance. You may also make a single attack with a ranged weapon as an immediate action .Doubleshot All of your ranged attacks deal double damage and consume twice as much ammunition.
Clockwork Centurion
[TOP]

Repair constructs using Craft skill and Heal DC table for Heal. Constructs under your long-term care gain the
natural healing and first aid restores one hp. Gain a leadership score equal to three less than your ranks in Craft,
plus Int mod, and appropriate followers for it (all constructs, need not be sapient). Can repair your followers
back to animation if they are destroyed. Gain a construct cohort (If mindless, it has mental scores equal to your
craft ranks, plus distributive points equal to 1 per Int mod. You can repair your cohort if it is destroyed.Once per
day, you can awaken a mindless construct, causing it to gain an Intelligence score of 3d6. If its Wisdom or
Charisma scores are 6 or below, they are also raised to 3d6. This is a spell-like ability, and takes an hour of
work.

Blitz [TOP]

When charging, lose Dex to AC, gain +1d6 damage. Go all out when attacking, add your BaB to damage, but
provokes an AoO. Full Attacks made with a -2 instead of a -5.Free Intimidate check when you damage foe. You
may make a Full Attack action as a Standard Action.

Zen Archery [TOP]

Target any foe you can hear with your ranged attacks. May deliver Touch Attacks via ranged. Full Round
Action, make one ranged attack (+20 Insight bonus to hit) that is automatically a critical threat. If the threat
range of your weapon is 19-20, your critical multiplier is increased by one.

Deflect Arrows

Once per round per point of Dex mod, use a free hand to deflect ranged attack. (aware/not flat-footed). Use any
weapon to deflect. May deflect ranged attacks vs allies in your reach. Deflect magical rays/exceptional weapons
like alchemist's fire with this ability.

Insightful Strike

May use your WIs instead of Str Mod for melee if higher. Edge vs anyone with Wis and Dex lower than your
Wis. Double critical threat range and critical multiplier (x2 to x3,x3 to x5,x5 to x7) Any melee attack
considered to have enchantment bonus equal to Wis mod.

Traceless Stalker [TOP]

You may add your stealth check - 10 to the DC to track you regardless of how fast you move in a round. If you
do not move faster than your base rate, however, you may extend this tracking benefit to those within 30 feet of
you through your Team Player stealth skill ability. As a standard action, you can control ambient sounds within
30 feet of yourself for a round. You can specifically duplicate any effect from Control Sound, Silence, or
Ventriloquism, and in general can make sound you've heard come from any part of the area, displace sounds in
the area, or suppress any sounds or sounds. You're so quiet that people don't even remember you when you're
standing right next to them. Your opponents count as flat-footed whenever you attack them.

FlawsNannys Call- She is unable to resist aiding children in need, even if that means abandoning an ally to certain death to rush into a
burning building.
Command Word- (Her command word is attend) Treat this as a Suggestion spell (8th level caster).
Weapon

BAB

Damag
e

Critical

Range

Type

Ammo

Notes

Needle
rapier

+36/+34/+34/+32/+32

3d6+17

15-20,x5

10ft
reach

ghost touch, can trip, Unbreakable* +8 vs


disarm attempts, +4 to disarm foes, may
take 10 on attacks. Bane weapon

Unarmed

+32/+30/+30/+28/+28

1d3+14

19-20,x3

Considered +3 adamantine, ghost touch,


may take 10 on attacks.

Daggers

+25/+23/+23/+21/+21

1d4+6

17-20,x3

10ft

S/P

ghost touch, may take 10 on attacks.

9mm Pistol,
silenced

+22/+20/+20/+18/+18

2d6

19-20,x3

45ft

Ballistic

15

+3 within 30ft, inflicts BAB (+19) in first


range increment.

Sword of
the Planes

+27/+25/+25/+23/+23

1d8+11

17-20,x3

S/P

+1 on the Material Plane

+28/+26/+26/+24/+24

1d8+12

+2 on Elemental Plane/vs Elementals

+29/+27/+27/+25/+25

1d8+13

+30/+28/+28/+26/+26

1d8+14

.500
Magnum

+22/+20/+20/+18/+18

2d10

17-20,x5

40ft

+3 within 30ft, inflicts BAB (+19) in first


range increment.

Demonslay

+31/+29/+29/+27/+27

1d10

15-20,x5

Evil Outsider/lower plane dweller DC 25

+3 on the Astral/Ethereal/natives of
+4 any other plane/vs Outsiders

er Sword

Fort save or destroyed. On Nat 20, no


save.

May go all out and add BAB to damage, provokes an AoO.


Temporary +2 to all rolls until DM says otherwise.
Worn Magic Items
+6 Headband of Alluring Charisma
+5 Greater Shadow Spidersilk Armor (+15 to Stealth checks)
+ 4 Belt of Giant Strength
Decanter of Endless Water- Stream shoots 1 gal/round. Fountain shoots 5gal/round. Geyser shoots 30gal/round. Str check when using
geyser mode or be knocked over.
Hat of Disguise- Disguise Self that integrates the hat into the disguise.
Rope of Climbing- 60 ft. magical rope can support 3000lbs. Will move at 10ft/round, knot/unknot and etc. When knotted for climbing,
shortens to 50ft.
+6 Harness of Amazing Dexterity
1 Hoohah Button Stud Ring (500gp)
Gear
Bag of Holding Type IV (#1)

Weighs 35lbs/Holds up to 1000lbs. Holds the following items

Boat, Folding- Normally a 12x6x6 box. Boat Form10x4x2 one pair oars, anchor, mast and sail, holds 4
people. Ship Form- 1 deck, single row of 5 sets of oars, rudder,
anchor, deck cabin, holds 15 people. Command word changes
it into other forms.

Kindle Fire

Sustaining Spoon- Makes enough gruel that tastes like warm,


wet cardboard for four humans per day.

Rod of Petrification - Fort DC 25, 5x day , will also do Stone to Flesh

Camping Gear- 4 x bedrolls and winter blankets, a small


hatchet, 4 iron cook pots, assorted herbs and spices, mirror,
4lbs soap, 4 mugs and bowls.

Orb of Mist- Focus for Mysticism Techniques

Artisans tools-For toy making : a magnifying glass, paints,


tacks, nails, carving tools, yarn, thread, scissors, sandpaper,
measuring tape

3 marble statues of Mages, one each shooting emerald lightning, ruby fire
and sapphire ice

Bandages and 10 healing kits-Everything necessary to use the


Heal skill at +2

Scrolls- Art of the Lunatic Princess

Writing kit-10 vials of ink and pens, 20 pages of parchment, 4


packs of lined 8 by 11 modern paper

4 Crystal Ingots- Lunarian Crystal- hardness of adamantine, weight of


mithral. Can absorb the properties of up to 5 other metals if left out
overnight in the full moon. If left outside for a month in access to night, it
will spontaneously generate another bar.

Bag of iron and steel shavings-Good anti-fey measures.

Various assorted cooking spices, utensils, and things.

Sunrod- 9 spares

2 small silver orbs of Kaboom and youre gone- DC 20 Reflex save, 15ft
radius or deleted from existence. (Limited Wish or better to recover)

2x +1 Longswords (from the Marilith)

Bram Stokers Dracula, Mary Shelleys Frankenstein

Wines and Beverages-8 x Fey wine, 6 x Elven Wine, 3 x


Dwarven Lager, 2 x Paradiso wine, 3 x Hellwine, 1 x
Netherworld spirits (30,000gp) , 2 x Scarlet Mansion vampire
wine (10,000gp) , 1 x Moon Silk Pillow Capital (100, 000gp)

10 Boxes of 50 9mm shells

Frankie Stein and Draculara dolls, Sally from NBC

Figurine of Wondrous Power: Semi Truck

Glass Statue of a bear

Year Pass to Disneyworld

Clockwork tiny doll that sings lullabies in a happy voice

US ID, License and Credit/Debit cards

Robe in the shape of butterfly wings (Wings of Flying), made


from thousands of tiny magically preserved butterfly wings.

Matryoshka Dolls (from Peck)

Jeweled music box with tiny crystal ballerina

Lots of Modern toys (permanently animated)

11 Green oriental mermaid coins-Each one use item takes you

Digital Camera

to any pool with a spirit in it that you know of.


3 Little Crystal Lunarian philosophy

Really pretty dress, earrings and necklace (Elvish) Perfume, Really pretty
brush, hairclips. Various articles of modern clothing for about 5 changes,
as well as modern toiletries and perfumes.

Small Map of Garden Rocket location

Dolls favorite Teddy Bear Oswald

Bag of Holding Type IV (#1)

Weighs 35lbs/Holds up to 1000lbs. Holds the following items

Blessing of the Redwood Dryad: add Con mod to hp, doubles


life expectancy,+1 Cha vs Dryads

Cube of Bondage- shoots out grappling chains

Blessing of the Bounty of the Harvest- Plant Growth 1/day,


Hero's Feast 1/day

Alisha's Promise Ring

Blessing of Echo- 1/day, echo back a sonic attack and ignore


resistance/immunities

Demonslayer sword- See above.

Blessing of the River- 1/day water breathing water walking


(even up vertical waterfalls)

Leather Jacket for Doll

Kindle Fire with about a zillion books

Big map of the Spirit World

Masterwork Katana and wakizashi (green bamboo)

Pieces of Grow and Shrink Mushrooms from WOnderland

Money
Money Bag- 251,470gp, 1450 platinum, 50000 silver,
2 x 100gp Diamonds, 4 Spinels 50gp each, 4 Gold Pearls 100gp each, 1 Ruby 500gps,
Coins to US Dollars- $1,826,693,850

Frankie in her human guise


Doll is about to fuck up someone's evening.

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