Sunday, September 8, 2013

Lelouch vi Britannia for DarthPinkHippo

I am having terrible insomnia so I decided to make another NPC tonight.

DarthPinkHippo in the Paizo Pathfinder Forums requested I make a Lelouch vi Britannia from Code Geass for him.  Now, I've never seen the anime, but after reading the Wiki, I think a good idea about the character.

Hippo requested that Lelouch be a frail Elf Witch, which I was happy to oblige.  To that end, I gave him two flaws from Unearthed Arcana (a book from WOTC for DND 3.5): Frail and Feeble.   He's a huge weakling, but he more than makes up for this shortcoming with his other abilities.  I know this goes against the rules I've made for character creation, however, if I was DMing this character I would allow those flaws since they fit the character concept.


Hippo specifically requested I focus his spells and abilities on the Enchantment school of magic in order to manipulate those around him.  Again, I was happy to do that for him as well.
As I said above, I've never seen the anime so I'm not familiar with the character.  I've included a poll for this post so you can tell me if I got him right or if he needs improvement.

This character can easily fit the bill as either an ally of the party or an enemy.  In fact, I think he could be quite a good adversary since he has the ability to manipulate others to do his bidding while appearing to aid the party at the same time.

I hope everybody enjoys, especially you, Hippo!



Name

Lelouch vi Britannia
Tower Elf Witch 8
CN Medium Humanoid (elf)
Hero Points 1
Init +3; Senses low-light vision; Perception +2


Defense


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (8d6-24)
Fort +0, Ref +5, Will +8; +2 vs. enchantments
Immune magic sleep; Resist elven immunities


Offense


Speed 30 ft.
Melee Masterwork Quarterstaff +4 (1d6-1/x2) and
   Touch Attack +3 (As Spell/x2)
Ranged Masterwork Heavy crossbow +8 (1d10/19-20/x2) and
   Ranged Touch Attack +7 (As Spell/x2)
Special Attacks hexes (cackle, charm [dc 19], evil eye [dc 20], healing, slumber [dc 19])
Witch Spells Prepared (CL 8):
4 (3/day) Crushing Despair (DC 21), Daze, Mass (DC 21), Confusion (DC 21)
3 (4/day) Vampiric Touch, Suggestion (DC 20), Seek Thoughts (DC 18), Unravel Destiny (DC 18)
2 (4/day) Daze Monster (DC 19), Touch of Idiocy, Hideous Laughter (DC 19), Steal Breath (DC 17)
1 (6/day) Sow Thought (DC 18), Mage Armor, Inflict Light Wounds (DC 16), Command (DC 18), Ill Omen, Charm Person (DC 18)
0 (at will) Resistance, Daze (DC 17), Detect Magic, Light


Statistics


Str 8, Dex 16, Con 7, Int 21, Wis 14, Cha 16
Base Atk +4; CMB +3; CMD 16
Feats Accursed Hex, Bouncing Spell, Greater Spell Focus (Enchantment), Persistent Spell, Spell Focus (Enchantment), Spell Specialization (Daze, Mass)
Traits Arcane Depth (Knowledge [arcana]), Fast-Talker
Flaws Feeble, Frail
Skills Acrobatics +1, Bluff +15, Climb -3, Craft (cloth) +16, Diplomacy +3 (+5 to gather information), Escape Artist +1, Fly +1, Heal +9, Intimidate +12, Knowledge (arcana) +14, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (planes) +11, Profession (cook) +9, Ride +1, Sense Motive +2 (+4 to read a social situation), Spellcraft +16 (+18 to determine the properties of a magic item), Stealth +1, Swim -3, Use Magic Device +11
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ +2 bonus on will saves, +8 witch's familiar's spells, arcane focus, deliver touch spells through familiar, elven magic, empathic link with familiar, hero points, patron spells (insanity), share spells with familiar, speak with animals, speak with familiar, urbanite
Combat Gear Bouncing metamagic rod (3/day), Wand of Mage Armor; Other Gear Masterwork Heavy crossbow, Masterwork Quarterstaff, Ranged Touch Attack, Touch Attack, Corset of dire witchcraft (Evil Eye), 150 GP


TRACKED RESOURCES


Bouncing metamagic rod (3/day) - 0/3


Special Abilities


+2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
+8 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Bouncing metamagic rod (3/day) The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction Requirements Craft Rod, Bouncing Spell; Cost 5,500 gp
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Charm +2 (5 round(s)) (DC 19) (Su) Improve attitude of humanoid or animal in 30 ft by 2 step(s).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (8 round(s)) (DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Healing (2d8+8) (Su) Use cure moderate wounds once per day/person.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (8 rds) (DC 19) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Daze, Mass) Pick one spell and cast it as if you were higher level
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.





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