Sunday, March 10, 2019

NISSA

Nissa Revane, World Waker



CR 20                                                                                                             XP: 307,200
Female elf planeswalker druid 9/loremaster 4/planeswalker 7
N Medium outsider (elf, planeswalker)
Init +5; Senses low-light vision; Perception +19
AC 25, touch 17, flat-footed 20 (+4 armor, +2 deflection, +1 natural, +3 shield, +5 Dex)
HP 186 (9d8+4d6+7d8+100)
Fort +17, Ref +10, Will +20
Defensive Abilities freedom of movement; Will +17 vs. enchantments, +19 vs. fey and plant-targeted effects; Immune poison, sleep
Speed 40 ft.
Melee +1 brilliant energy sickle +16/+11/+6 (1d6+2 plus trip)
Special Attacks wild shape 3/day
Spell-Like Abilities (CL 9th) At will speak with animals (12 rounds/day)
Spells Known (CL 7th)
  1st (3/day)-Green Planeswalker, Fog, Green Planeswalker, Gift of the Woods, Green Planeswalker, Keen Sense, Green Planeswalker, Monstrous Growth
  2nd (1/day)-Green Planeswalker, Armor of Thorns, Green Planeswalker, Golden Bear, Green Planeswalker, Nourish, Green Planeswalker, Vital Surge
  3rd (0/day)-Green Planeswalker, Blanchwood Armor, Green Planeswalker, Needle Storm
Spells Prepared (CL 13rd)
  7th-Animal Shapes (D), Heal
  6th-Antilife Shell (D), Stone Tell, Transport Via Plants
  5th-Animal Growth (DC 19), Beast Shape III (animals only), Call Lightning Storm (DC 19), Insect Plague
  4th-Cure Serious Wounds, Flame Strike (DC 18), Freedom of Movement, Rusting Grasp, Scrying (DC 18), Summon Nature's Ally IV (D animals only)
  3rd-Dominate Animal (D DC 17), Meld Into Stone, Poison (DC 17), Protection from Energy, Quench, Speak With Plants
  2nd-Animal Messenger, Fog Cloud, Heat Metal (DC 16), Hold Animal (D x2, DC 16), Owls Wisdom
  1st-Calm Animals (DC 15), Detect Animals Or Plants, Entangle (DC 15), Faerie Fire, Hide from Animals, Speak With Animals
  0th-Detect Poison, Know Direction, Light, Purify Food and Drin (D Domain spell)
Domain: Animal
Str 12, Dex 20, Con 18, Int 19, Wis 25, Cha 14
Base Atk +13; CMB +14; CMD 31
Feats Brew Potion, Craft Wondrous Item, Empowering Mana, Extend Spell, Iron Will, Mana-Fueled Strike, Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon Focus (sickle)
Skills Acrobatics +18, Climb +17, Fly +21, Handle Animal +23, Heal +22, Knowledge (arcana, history, local) +16, Knowledge (dungeoneering, engineering, nobility, religion) +14, Knowledge (geography) +18, Knowledge (nature) +25, Knowledge (planes) +30, Perception +19, Sense Motive +19, Stealth +11, Survival +24, Swim +7
Languages Auran, Common, Draconic, Druidic, Elven, Sylvan
SQ animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9,woodland stride
Gear animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9, woodland stride
Other Gear +2 leather armor, +2 light wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty constitution+2, boots of striding and springing, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, 2,706 gp
Planeswalker Spells (Ex) The following are considered Green spells: Any non-[Fire] spell from the Druid spell list. Any spell from the Ranger spell list. Any non-[Fire] Conjuration spell from the Wizard/Sorcerer spell list. 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. The spells known by a Planeswalker at each level are listed in the table below
Walk the Planes (Su) 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 (Green) (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.
Green Novice Boon, Skills of the Forest (Ex) Upon selecting this boon, you add all of the Green skills to your class skill list.
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 can 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) 2/day (Draw Mana, Fortify Life) 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. 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.
East Walking (Ex) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Baleful Shift (Ex) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Mana Source (Green) (Ex) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point. Green: Forests, jungles, underground areas filled with fungus.
Green Novice Boon, Gift of the Woods (Ex) You gain a +1 bonus on Fortitude saves for each Green boon you have, including this one
Green Journeyman Boon, Bounty of the Hunt (Ex) Upon selecting this boon, you gain a Favored Enemy (as the ranger ability). Each time you select a new green boon, you may choose an additional favored enemy and increase your bonus to a favored enemy by +2.
Green Planeswalker, Fog
School conjuration (creation)     Level Alchemist 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Components M (1 green mana)
Range 20 ft.
Area Cloud spreads in 20-ft. radius from you, 20 ft.
Duration 1 min/level (D)
Saving Throw none
Spell Resistance no
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Green Planeswalker, Gift of the Woods
School transmutation     Level Alchemist 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Components M (1 green mana)
Range touch
Area
Targets creature touched
Duration 1 minute
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
The touched creature gains a +1 insight bonus to armor class. This bonus increases by +1 for every two caster levels above 1st (max +3). In addition, whenever it deals damage with a melee attack it heals 1 point of damage per caster level.
Green Planeswalker, Keen Sense
School transmutation     Level Alchemist 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Components M (1 green mana)
Range touch
Targets creature touched
Duration 1 minute
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
The touched creature's senses immediately heighten. He gains a +2 bonus on listen, spot, and search checks. This bonus increases by +2 every three caster levels beyond 1st (max +6).
The creature also gains low-light vision and darkvision out to 30 feet. If the creature already has low-light vision it instead gains superior low-light vision, allowing it to see four times as far as a normal in dim light instead of twice as far. If the creature already has darkvision, the range of their existing darkvision increases by 30 feet.
Green Planeswalker, Monstrous Growth
School transmutation     Level Sorcerer/Wizard 2, Druid 1, Ranger 2, Alchemist 2
Casting Time 1 standard action
Components M (1 colorless and 1 green mana)
Range close (25 ft. + 5 ft./2 levels)
Area one living creature
Duration 1 min/level (D)
Saving Throw Fortitude negates (harmless)
Spell Resistance yes (harmless)
This spell causes instant growth of a living creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum of 1), and a -4 penalty on attack rolls and AC due to its increased size.
A creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Green Planeswalker, Armor of Thorns
School transmutation     Level Sorcerer/Wizard 2, Cleric/Oracle 2, Alchemist 2, Inquisitor 2, Druid 2
Casting Time 1 standard action
Components M (1 colorless, 1 green mana)
Range close (25 ft. + 5 ft./2 levels)
Area one creature
Duration 1 round/level
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
The affected creature gains a +1 enhancement bonus to his natural armor per three caster levels (max +5). In addition, whenever the creature strikes an opponent with or is struck with an unarmed strike or natural weapon, the opponent takes 2d4 points of damage from the thorns surrounding the target.
Green Planeswalker, Golden Bear
School conjuration (creation)     Level Sorcerer/Wizard 4, Cleric/Oracle 4, Druid 4, Ranger 2, Summoner 4
Casting Time 1 round
Components M (3 colorless, 1 green mana)
Range close (25 ft. + 5 ft./2 levels)
Targets one summoned creature
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
This spell summons a brown bear. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can   direct it not to attack, to attack particular enemies, or to perform other actions. You cannot summon a creature into an environment that cannot support it (i.e. underwater for a creature that breathes air).
Green Planeswalker, Nourish
School conjuration (healing) [air]     Level Sorcerer/Wizard 2, Cleric/Oracle 2, Druid 2, Inquisitor 2
Casting Time 1 standard action
Components M (2 green mana)
Range touch
Targets living creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text
Spell Resistance Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1d8 per two caster levels beyond 3rd (max 5d8). Additionally, the creature receives nutrients sufficient to allow it to go for one full day without eating or drinking.
Green Planeswalker, Vital Surge
School conjuration (healing)     Level Sorcerer/Wizard 2, Cleric/Oracle 2, Alchemist 2, Inquisitor 2, Druid 2
Casting Time 1 immediate action
Components M (1 colorless, 1 green mana)
Range personal
Area  
Targets spellcaster
Duration instantaneous
You channel natural energy to heal yourself in a time of dire need. You heal for 1d4 points of damage. This healing increases by +1d4 for every two caster levels beyond 3rd (max 6d4).
Green Planeswalker, Blanchwood Armor
School transmutation     Level Alchemist 3, Cleric/Oracle 3, Druid 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components M (2 colorless, 1 green mana)
Range personal
Targets spellcaster
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
You gain a +2 enhancement bonus to your strength score and a +1 enhancement bonus to your natural armor per point of green mana in your mana pool. If the amount of green mana in your mana pools changes during this spell's duration, the bonuses it provides change accordingly.
Green Planeswalker, Needle Storm
School conjuration (creation)     Level Alchemist 3, Cleric/Oracle 3, Druid 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components M (2 colorless, 1 green mana)
Range medium (100 ft. + 10 ft. level)
Area cylinder (20-ft. radius, 40-ft. high)
Targets  
Duration instantaneous
Saving Throw none
Spell Resistance no
Needles, thorns, and other sharp plant material rain down upon the area, dealing 1d4 points of piercing damage per caster level (max 12d4). This damage is affected normally by damage reduction, but is treated as magic for purposes of overcoming it.

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