Monday, March 11, 2019

Vivien

Vivien Reid of the Arkbow


CR 16                                                                                                             XP: 76800
Female human planeswalker ranger 9/sorcerer 1/arcane archer 7/planeswalker 3
N Medium outsider (human, planeswalker)
Init +11; Senses Perception +26
AC 28, touch 19, flat-footed 21 (+6 armor, +1 deflection, +7 Dex, +1 dodge, +1 insight, +3 natural)
HP 188 (9d10+1d6+7d10+3d8+83)
Fort +18, Ref +19, Will +16
Defensive Abilities evasion
Speed 30 ft.
Melee +1 short sword +21/+16/+11/+6 (1d6+3/19-20)
Ranged +2 flaming shock shortbow +28/+23/+18/+13 (1d6+2/x3 plus 1d6 fire and 1d6 electricity)
Space 5 ft., Reach 5 ft.
Special Attacks enhance arrows (distance, elemental, elemental burst, magic), favored enemy (humans +2, undead +4), imbue arrow, phase arrow (1/day), seeker arrow (2/day)
Bloodline Spell-Like Abilities (CL 6th; concentration +8)
   5/day-Touch of Destiny
Sorcerer Spells Known (CL 6th)
  3rd (3/day)-Slow (DC 15)
  2nd (6/day)-False Life, Mirror Image
  1st (7/day)-Burning Hands (DC 13), Detect Undead, Silent Image (DC 13), True Strike
  0th-Acid Splash, Disrupt Undead, Light, Mage Hand, Message, Open/Close, Resistance
  1st (1/day)-Green Planeswalker, Fog, Green Planeswalker, Healing Leaves, Green Planeswalker, Emerald Charm
Ranger Spells Prepared (CL 6th; concentration +8)
  2nd-Barkskin, Snare
  1st-Alarm, Entangle, Resist Energy
Bloodline: destined
Str 14, Dex 24, Con 18, Int 12, Wis 18, Cha 18
Base Atk +18; CMB +20; CMD 40
Feats Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (shortbow)
Skills Climb +14, Heal +17, Intimidate +14, Knowledge (religion) +11, Perception +26, Stealth +19, Survival +17, Swim +14
Languages Common
SQ bloodline arcana (gains a luck bonus on saves when casting personal-range spells), evasion, favored terrain (forest +2, underground +4), hunter's bond (companions), swift tracker, track +4, wild empathy +11, woodland stride
Gear +1 ghost touch arrows (10), +1 undead-bane arrows (10), potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, potion of remove disease, scrolls of greater invisibility (2), scrolls of invisibility (2), wand of fly (10 charges), wand of shield (20 charges), holy water (10)
Other Gear +2 chain shirt, +2 flaming shock shortbow with 20 arrows, +1 short sword, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +2, dusky rose prism ioun stone, efficient quiver, ring of feather fall, ring of protection +1, 238 gp
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she an spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hitpoints. Succeeding on the check by 10 or more grants 2d10 Temporary Hitpoints instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hitpoints instead.
Planeswalker Spells (Sp) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes
Vivien Reid, named the Queen of Ghosts on Ixalan, is a green aligned shamanic human planeswalker.
She was born on Skalla, a plane destroyed by Nicol Bolas. Raised for the hunt, Vivien is tall with medium-dark skin and muscled. Her dark hair is usually held back in a pragmatic ponytail. She has a martial demeanor and a cold sated intensity.
Vivien is able to call forth spirit creatures with her Arkbow, by firing arrows at her foes. She is also able to enlarge living animals to enormous sizes. Her mission is to destroy the cancer of civilization and restore the natural order to the Multiverse.
Vivien's homeworld was deeply divided between the forest dwellers and an advanced civilization that encircled the dwindling woodlands. She belonged to the Smaragdi, a tribe of rangers and druids, sworn to protect the forest. But civilization was constantly encroaching, and the Smaragdi were fighting a losing battle against the soldiers of progress.
Nicol Bolas took an interest in the Nura, an advanced civilization that encircled the dwindling woodlands. After plundering them for their secrets, Bolas decided the plane was of no more use to him and began to destroy it. In desperation, the Nura fled to the forest, but by then, there was no safe place to hide. Sensing that their doom was imminent, the Nura and Smaragdi combined their collective magic into a unique artifact, the Arkbow, which contained an invocation of every creature that had ever lived on Skalla. Their plan was to use the Arkbow as a last stand against Nicol Bolas, but as the forest erupted into flames and the battle was lost, Vivien's spark ignited, planeswalking her and the Arkbow to safety.
Travelling the planes
In her early days as a Planeswalker, Vivien struggled to understand the Arkbow, which seemed to have a life of its own. At first, the creatures called through the bow were weakly incorporeal – ferocious but dim, ghostly versions of themselves. But as Vivien traveled to new planes, encountered new creatures, and added them to her menagerie, the Arkbow grew in power. Soon she could call the magical spirit forms of creatures from myriad planes, beasts greater than anything that had ever lived on Skalla.
On Ixalan
Attracted by the fame of all the animals in the Royal Menagerie of Luneau, Vivien visited Ixalan. To her disappointment, she found the animals to be malnourished and regularly tortured. After the Baron of Vernot hurt a monstrosaur for entertainment of the Perfumed Court, Vivien couldn't resist her revulsion and intervened by firing spirit animals at the court. This resulted in her capture by the Baron. The Baron tortured her to find out the secret of the Arkbow. Although he didn't succeed in this, he did discover Vivien's planeswalker nature. Managing to escape, Vivien killed the Baron by firing the spirit of the monstrosaur at him. After this she unleashed all the living animals of the Menagerie and magically enlarging them, effectively destroying Luneau and killing or driving off all its citizens.

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