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Gossipers

NameHeightNatureDescriptors Core TypeHonestyAssertivenessAgreeablenessEmotional Capacity
Naomi5'3"SassyPure, Boyish LonerBluntForcefulNatural LeaderSupportive
Xathanael5'7"JollyCool, Boyish ProtectorFrankCourageousHates ConflictKindhearted
Jaoel5'5"LaxExtra Cool NegativeFrankForcefulTeam PlayerDevoted
Charmeine5'0"NaiveCute, Pure MastermindHonorableExtrovertedHelpfulKindhearted
Asariel5'4"BraveCute, Sexy LonerLoyalPluckyEasy-goingEmotional when Angry

Alignment: Neutral Good (Slight chaotic bent)
Languages Known: Celestial, Celestial (Sign), Infernal, Sylvan. They are also equipped with up to two additional "common" languages based on where they are deployed, if needed.

Ability ScoreModifier Hit Points:55 Base Attack Bonus:+6/+1
Strength16+3 Hit Dice:6d10 + 12 + 6 CMB+9CMD22
Dexterity16+3 Fortitude Save +9  Armor Class:20
Constitution14+2 Reflex Save +10  Touch15Flatfooted15
Intelligence10+0 Will Save +9   +4+1 armor, +3 dex, +2 dodge
Wisdom14+2 Initiative:+3  
Charisma14+2 Perception:+11  

Physical Traits:

  • Senses: Low-light Vision, See in Darkness 60ft
  • Movement: 30ft base, 60ft flight (good; Ex)

Special Defenses:

  • Conditional: +2 AC vs ranged attacks; +2 Deflection to AC vs Evil creatures (see divine protection); +4 resistance to saves vs Evil spells and effects, necromancy effects, special abilities of undead; +4 resistance vs Disease and Poison
  • Resistances: DR1/- vs Undead and Evil Outsiders, Energy Resistance (5 Acid, 5 Cold, 5 Electricity); +2 (cha) sacred bonus to all saves (featured)
  • Immunities: Petrification, Adverse Planar Effects

Proficiencies: All simple weapons, bows, hammers, heavy blades, and light blades. Light armor, and shields (excluding tower shields).
Feats: Dodge, Toughness, Power Attack, Weapon Focus (Longsword)
Skills: Acrobatics (+12), Athletics (+12), Martial Lore (+9), Knowledge (Planes) (+9), Perform (Dance) (+11), Perception (+11)

Attacks: (Power Attack: -2 to attack, +4 to damage/+6 if two handed)

  • Holy Blade (Flame-Flecked Longsword) +11/+6 melee (1d8+4 slashing 19-20/x2); Vs Evil Outsiders, +1 to attack and +2 to damage. Can deal non-lethal at no penalty.
  • Cryptstone Hammer +10/+5 melee (1d8+4 bludgeoning 19-20/x2); Vs Undead, +1 to attack and +2 to damage. Innate ghost-touch against incorporeal undead.
  • Three-Bannered Spear (evil outsider bane spear) +13/+8 melee (1d8+6 piercing 20/x3); vs Evil Outsiders, +3 to attack and +2d6+4 to damage.

Special Abilities:

  • Angelic Incarnation (Gossiper)
    • Aura of Purity (DSu): Grants the Gossiper and allies within 20 feet a +4 resistance bonus to saves against disease and poison.
    • Divine Armaments (DSu): All weapons wielded by a gossiper gain a +1 enhancement bonus to attack and damage rolls, and all armor worn by a gossiper gains a +1 enhancement bonus to its armor class.
    • Divine Grace (DSu): A gossiper applies her charisma modifier as a sacred bonus to all saving throws (included in her base stats).
    • Divine Protection (DSu): A gossiper gains the constant effects of protection from evil on herself (included in her conditional defenses).
    • Strike Evil (DSp): Once per day, as a swift action, a gossiper may grant herself a +20 insight bonus to her next attack roll. This bonus only applies if the target is an evil outsider, and the use is wasted if it is not.
  • Martial Adept (Angelic): Gossipers are trained in the angelic fighting arts, and each has her own unique style. A standard gossiper uses techniques as a warqueen of 5th level, and all her techniques are considered to be at the gossiper's maximum spending limit, and are only regained after a long rest. They have a maximum technique level of 3, an inspiration limit of 3, a low scaling bonus of +1, a medium scaling bonus of +3, and a high scaling bonus of +4. Each knows 5 techniques and 1 stance selected between the Angelic Light and Holy Sword schools.

Naomi

Stance Known: Martial Furor (Holy Sword 1st) – Whenever you strike a foe, you or an ally within 10 feet of you may heal for 3 points of HP damage.
Techniques known:

  • Glistening Wall of Embers (Angelic Light Boost 2nd) – Allies within 30 feet of you gain a +2 circumstance bonus to armor class and 4 temporary hit points. These temporary hit points stack with other sources, and last for 3 rounds.
  • Holy Shrapnel (Holy Sword Strike 1st) – As an action, make an attack (as a melee attack) against one foe within 20 feet. This attack deals your weapon's damage, plus your charisma modifier, as radiant damage. Regardless if the attack succeeds or not, motes of radiant energy suffuse the area in a 15ft burst from the target for 1 round. These motes function similar to caltrops, but ignore your allies and affect even creatures that do not touch the ground, and deal 6 points of radiant damage instead of the normal caltrop damage (a creature may only take damage once per turn from these motes), and have all of their movement speeds halved for 3 rounds.
  • Lightning Blade (Holy Sword Strike 3rd) – As an action, make an attack (as a melee attack) against one foe within 30 feet. This attack deals 3d8 points of damage, adding your charisma modifier, as electricity damage to the target; regardless if the attack is successful or not, a clap of thunder deals 3d8 points of damage as sonic damage in a 10 foot burst centered on the target. A successful constitution save halves this sonic damage.
  • Twin Wing Guard (Angelic Light Strike 1st) – You gain a +4 shield bonus to armor class until the start of your next turn, and initiate a melee attack against a foe within reach. If this attack is successful, the shield bonus increases by +1, and your attack deals +3d6 damage, or +3d8 damage if using a weapon favored by the Angelic Light school.
  • Wind Blade (Holy Sword Strike 2nd) – You deal 3d6 points of slashing damage in a 30 foot line, adding your charisma modifier to this damage. Creatures within this line must make a reflex save, or take 3d8 points of force damage on a failed save.

Xathanael

Stance Known: Martial Furor (Holy Sword 1st) – Whenever you strike a foe, you or an ally within 10 feet of you may heal for 3 points of HP damage.
Techniques known:

  • Burning Embers Defense (Angelic Light Counter 2nd) – When taking damage, you may negate some or all of that damage by taking hit point burn in its place. You may take up to 6 points of hit point burn; each point of hit point burn negates 4 points of damage, and deals 2 points of fire damage to a foe within 10 feet of you.
  • Glistening Wall of Embers (Angelic Light Boost 2nd) – Allies within 30 feet of you gain a +2 circumstance bonus to armor class and 4 temporary hit points. These temporary hit points stack with other sources, and last for 3 rounds.
  • Holy Shrapnel (Holy Sword Strike 1st) – As an action, make an attack (as a melee attack) against one foe within 20 feet. This attack deals your weapon's damage, plus your charisma modifier, as radiant damage. Regardless if the attack succeeds or not, motes of radiant energy suffuse the area in a 15ft burst from the target for 1 round. These motes function similar to caltrops, but ignore your allies and affect even creatures that do not touch the ground, and deal 6 points of radiant damage instead of the normal caltrop damage (a creature may only take damage once per turn from these motes), and have all of their movement speeds halved for 3 rounds.
  • Lightning Blade (Holy Sword Strike 3rd) – As an action, make an attack (as a melee attack) against one foe within 30 feet. This attack deals 3d8 points of damage, adding your charisma modifier, as electricity damage to the target; regardless if the attack is successful or not, a clap of thunder deals 3d8 points of damage as sonic damage in a 10 foot burst centered on the target. A successful constitution save halves this sonic damage.
  • Twin Wing Guard (Angelic Light Strike 1st) – You gain a +4 shield bonus to armor class until the start of your next turn, and initiate a melee attack against a foe within reach. If this attack is successful, the shield bonus increases by +1, and your attack deals +3d6 damage, or +3d8 damage if using a weapon favored by the Angelic Light school.

Jaoel

Stance Known: Retributive Spear (Angelic Light 1st) – If an enemy you threaten attacks a creature other than you, you may make an attack of opportunity. When making attacks of opportunity while in this stance, you may do so with a spear of light that deals 1d8 + wisdom points of radiant damage, and you gain a +3 insight bonus to attack rolls when making attacks of opportunity.
Techniques known:

  • Admonishing Glare (Angelic Light Boost 1st) – As a swift action, you force enemies to take a -4 penalty to attack you for 3 rounds.
  • Burning Embers Defense (Angelic Light Counter 2nd) – When taking damage, you may negate some or all of that damage by taking hit point burn in its place. You may take up to 6 points of hit point burn; each point of hit point burn negates 4 points of damage, and deals 2 points of fire damage to a foe within 10 feet of you.
  • Glistening Wall of Embers (Angelic Light Boost 2nd) – Allies within 30 feet of you gain a +2 circumstance bonus to armor class and 4 temporary hit points. These temporary hit points stack with other sources, and last for 3 rounds.
  • Shellburst Stab (Holy Sword Strike 3rd) – As an action, make an attack (as a melee attack) against one foe within 20 feet. The foe must be wearing armor, and the attack deals +3d8 points of damage, and the target's armor suffers the broken condition for 3 rounds.
  • Twin Wing Guard (Angelic Light Strike 1st) – You gain a +4 shield bonus to armor class until the start of your next turn, and initiate a melee attack against a foe within reach. If this attack is successful, the shield bonus increases by +1, and your attack deals +3d6 damage, or +3d8 damage if using a weapon favored by the Angelic Light school.

Charmeine

Stance Known: Retributive Spear (Angelic Light 1st) – If an enemy you threaten attacks a creature other than you, you may make an attack of opportunity. When making attacks of opportunity while in this stance, you may do so with a spear of light that deals 1d8 + wisdom points of radiant damage, and you gain a +3 insight bonus to attack rolls when making attacks of opportunity.
Techniques known:

  • Holy Shrapnel (Holy Sword Strike 1st) – As an action, make an attack (as a melee attack) against one foe within 20 feet. This attack deals your weapon's damage, plus your charisma modifier, as radiant damage. Regardless if the attack succeeds or not, motes of radiant energy suffuse the area in a 15ft burst from the target for 1 round. These motes function similar to caltrops, but ignore your allies and affect even creatures that do not touch the ground, and deal 6 points of radiant damage instead of the normal caltrop damage (a creature may only take damage once per turn from these motes), and have all of their movement speeds halved for 3 rounds.
  • Lightning Blade (Holy Sword Strike 3rd) – As an action, make an attack (as a melee attack) against one foe within 30 feet. This attack deals 3d8 points of damage, adding your charisma modifier, as electricity damage to the target; regardless if the attack is successful or not, a clap of thunder deals 3d8 points of damage as sonic damage in a 10 foot burst centered on the target. A successful constitution save halves this sonic damage.
  • Nightblade (Holy Sword Strike 1st) – As an action, make an attack (as a melee attack) against one foe within 20 feet. This attack deals 3d8 points of damage, adding your charisma modifier, as necrotic damage, and you heal that amount in return.
  • Twin Wing Guard (Angelic Light Strike 1st) – You gain a +4 shield bonus to armor class until the start of your next turn, and initiate a melee attack against a foe within reach. If this attack is successful, the shield bonus increases by +1, and your attack deals +3d6 damage, or +3d8 damage if using a weapon favored by the Angelic Light school.
  • Wind Blade (Holy Sword Strike 2nd) – You deal 3d6 points of slashing damage in a 30 foot line, adding your charisma modifier to this damage. Creatures within this line must make a reflex save, or take 3d8 points of force damage on a failed save.

Asariel

Stance Known: Martial Furor (Holy Sword 1st) – Whenever you strike a foe, you or an ally within 10 feet of you may heal for 3 points of HP damage.
Techniques known:

  • Admonishing Glare (Angelic Light Boost 1st) – As a swift action, you force enemies to take a -4 penalty to attack you for 3 rounds.
  • Gleam of Denial (Angelic Light Counter 1st) – When attacked in melee, you may activate this counter as a free action, gaining an effect as the sanctuary spell until the start of your next turn. The creature thet provoked this counter takes a -4 penalty to all damage rolls until the end of its next turn (including on the attack that triggered this counter).
  • Glistening Wall of Embers (Angelic Light Boost 2nd) – Allies within 30 feet of you gain a +2 circumstance bonus to armor class and 4 temporary hit points. These temporary hit points stack with other sources, and last for 3 rounds.
  • Nightblade (Holy Sword Strike 1st) – As an action, make an attack (as a melee attack) against one foe within 20 feet. This attack deals 3d8 points of damage, adding your charisma modifier, as necrotic damage, and you heal that amount in return.
  • Shellburst Stab (Holy Sword Strike 3rd) – As an action, make an attack (as a melee attack) against one foe within 20 feet. The foe must be wearing armor, and the attack deals +3d8 points of damage, and the target's armor suffers the broken condition for 3 rounds.

Gear and Equipment

Weapons

  • Cryptstone Hammer: A standard-issue weapon among angels that may come against undead foes. It's blessed nature allows it to even dispose of ghosts and similar spectres.
  • Holy Blade: MW Flame-flecked Steel arming sword. This blade may even strike a fiend that is possessing a mortal without harming the host.
  • Three Banner Spear: MW (Fiend Hunting) Celestial Silver Spear; 1d8 piercing, 20/x3 critical, +1 attack, +2 damage vs Fiends (Evil Outsiders). The three banners each increase the enhancement bonus of the spear by +1, and as long as at least one banner remains, it gains the Evil Outsider Bane property (enhancement bonus increased by +2 and damage by +2d6 against evil outsiders).
    • Red banner, single use. Choose one: Heal a creature for 81 hit points, regenerating any lost body parts, and if the creature has been dead for no longer than 10 minutes and the healing would bring them above 0 HP, they are revived as if they had not died; Cast Mythic Remove Curse at CL9th and Mythic Rank 3; Grant DR10/- to a single creature for 1 hour.
    • White Banner, single use. Produces a barrier that can prevent up to 255 points of damage over the course of 10 minutes; excess damage from a single effect is simply lost.
    • Green Banner, single use. Can be planted to sprout into a holy tree that sanctifies and purifies the surrounding area for up to 500 feet, and increases over time as the tree matures.
If invoked and thrown, the Three Banner Spear has a range increment of 500 feet, and deals bonus damage and splash damage based on it's remaining banners. The splash damage extends for 15 feet from the impact, and is the minimum result of rolled damage. The White banner deals 3d8+9 points of force damage. The Red banner deals 3d8+9 points of radiant damage (doubled against undead or creatures weak to sunlight or positive energy). The Green banner deals 3d8+9 points of sacred damage (doubled against evil creatures). After being thrown in such a manner, the Three Banner Spear is destroyed.

Worn

  • Armor Vellastra: A holy veil that protects its wearer from the negative effects of whatever plane they find themselves on, as if they were a natural denizen of that plane. It also protects as armor, granting a +4 armor bonus to AC, but does not restrict more than normal clothing would, and grants DR1/- against the attacks of undead creatures and evil outsiders.
  • Feet Apltrick: Standard survival gear, it produces 3 berries a day as if goodberry were cast with a caster level of 1st. As angelic incarnations are highly resistant to arcanophagy, this is usually sufficient to sustain them for the majority of their deployments.

Carried

2x Potions cure light wounds CL3rd; 2x vials of Holy Water; Healer's Kit with 10 uses and a first aid manual; 10 days rations
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Page last modified on April 02, 2023, at 05:00 AM