Succubus Vampire Kid Tai To Have Fun Butt Naked Polytheistic, Demon Pantheon Click for Bio
Character Name PLAYER PURPOSE OUTFIT DEITY
Succubutt Pale, Pink Flush Very High Small 3' 5" 53 lb.
ROLE SKIN LEVEL SIZE HEIGHT WEIGHT
Greater Succubus (Vampire Arch-Princess) Undead, Outsider (Demon) 13616 Male Red Black
RACE TYPE AGE GENDER EYES HAIR
Chaotic Evil Top Monster Kid Darkvision 120 ft., Low-Light Vision 3x
ALIGNMENT MAIN TITLE VISION
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
MAGICAL BONUS
SCORE
MAGICAL BONUS
MODIFIER
STR
Strength
32 +11 32 +11
DEX
Dexterity
22 +6 22 +6
CON
Constitution
- - - -
APP
Appearance
50 +20 50 +20
INT
Intelligence
14 +8 18 +4
WIS
Wisdom
15 +2 15 +2
CHA
Charisma
46 +18 46 +18
SAN
Sanity
26 +8 26 +8

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
250




5/--
10/Holy
10/+3

Walk 50 ft. x5
Fly 50 ft. (Perfect)
Climb 25 ft. (x3)
DM
Dodge Modifiers
24 : 18 : 20 : 19 : 34 : 22 : 20 : 21 : 22 : 40
STANDARD DIVINE ARCANE PSYCHIC PRECISION RANGED BLUNT SLASH PIERCE DRAIN
TOTAL REMAINING
SP
Spell Points
400

INITIATIVE
Modifier
+14 = +6 + +8
TOTAL DEX MISC
BASE ATTACK
Bonus
+20/+20/+20/+15/+10/+5

SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Strength +18 = +6 + +11 + +1
+ +0
+ +0

Dexterity +13 = +6 + +6 + +1
+ +0
+ +0

Constitution +7 = +6 + +0 + +1
+ +0
+ +0

Appearance +27 = +6 + +20 + +1
+ +0
+ +0

Intelligence +15 = +6 + +8 + +1
+ +0
+ +0

Wisdom +11 = +6 + +2 + +1
+ +0
+ +0

Charisma +25 = +6 + +18 + +1
+ +0
+ +0

Sanity +15 = +6 + +8 + +1
+ +0
+ +0

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+32/+32/+32/+27/+22/+17 = +20/+20/+20/+15/+10/+5
+ +11 + +1
+
+ +0
+
RANGED
ATTACK BONUS
+26/+26/+26/+21/+16/+11 = +20/+20/+20/+15/+10/+5
+ +6 + +0
+
+ +0
+
GRAPPLE
ATTACK BONUS
+31/+31/+31/+26/+21/+16 = +20/+20/+20/+15/+10/+5
+ +11 + -4
+ +0
+ +4
+
MAGIC
ATTACK BONUS
+38/+38/+38/+33/+28/+23 = +20/+20/+20/+15/+10/+5
+ +18 + 0
+ +0
+ +0
+
SEDUCE
ATTACK BONUS
+42/+42/+42/+37/+32/+27 = +20/+20/+20/+15/+10/+5
+ +20 + 0
+ +0
+ +2
+
CONDITIONAL MODIFIERS:
Sneak Attack
DAMAGE
6d6+6
RANGE TYPE SPECIAL PROPERTIES
30 ft.
Precision
 Modifies Existing Attacks

Unarmed Strike TOTAL ATTACK BONUS DAMAGE CRITICAL
+32/+32/+32/+27/+22/+17
1d20+11
14 - 20 /x3
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
S
 Critical Hits also deal 10 Nonlethal Damage

Unarmed Strike
(Mighty Whallop Charged)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+32/+32/+32/+27/+22/+17
10d10+11
14 - 20 /x3
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
L
 Critical Hits also deal 50 Nonlethal Damage

Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+27/+27/+27/+22/+17/+12
1d6+6
20/x5
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Face
0 ft.
Piercing
S
 Absorbs HP

Slam
TOTAL ATTACK BONUS DAMAGE CRITICAL
+32/+32/+32/+27/+22/+17
1d8+11 18 - 20/x3
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
5 ft.
Bludgeoning
S
 Deals Nonlethal Damage

Magic
TOTAL ATTACK BONUS CRITICAL
+38/+38/+38/+33/+28/+23
19 - 20/x2
HAND TYPE SIZE SPECIAL PROPERTIES
Magic
Arcane
M
 Varies By Spell

SKILLS MAX
RANKS
20
SKILL NAME ABILITY SKILL
MODIFIER
= TRAINING
MODIFIER
+ ABILITY
MODIFIER
+ MISC
MODIFIER
  Appraise INT 12 = 4
+ 8
+ 0
  Balance DEX 26 = 20
+ 6
+ 0
  Bluff CHA 38 = 20
+ 18
+ 0
  Climb STR 24 = 5
+ 11
+ 8
  Concentration CHA 28 = 10
+ 18
+ 0
  Craft (Untrained) INT 8 = 0
+ 8
+ 0
  Craft (Food) INT 13 = 5
+ 8
+ 0
  Decypher Script INT 10 = 2
+ 8
+ 0
  Diplomacy CHA 28 = 20
+ 18
+ 0
  Disable Device INT 9 = 1
+ 8
+ 0
  Disguise CHA 40 = 14
+ 18
+ 8
  Escape Artist DEX 14 = 8
+ 6
+ 0
  Forgery INT 18 = 12
+ 6
+ 0
  Gather Information CHA 24 = 6
+ 18
+ 0
  Handle Animal CHA 20 = 2
+ 18
+ 0
  Heal WIS 8 = 6
+ 2
+ 0
  Hide DEX 34 = 20
+ 6
+ 8
  Intimidate CHA 18 = 4
+ 18
+ -4
  Jump STR 25 = 6
+ 11
+ 8
  Knowledge (General) INT 11 = 5
+ 6
+ 0
  Knowledge (Regal) INT 16 = 10
+ 6
+ 0
  Listen WIS 22 = 20
+ 2
+ 0
  Move Silently DEX 20 = 20
+ 8
+ 0
  Open Lock DEX 11 = 5
+ 6
+ 0
  Perform (Untrained) CHA 18 = 0
+ 18
+ 0
  Perform (Erotic Dance) NA 35 = 15
+ 18
+ 2
  Perform (Sexual Techniques) CHA 40 = 20
+ 18
+ 2
  Perform (Seduction) CHA 40 = 20
+ 18
+ 2
  Perform (Dance) CHA 23 = 5
+ 18
+ 0
  Perform (Sing) CHA 28 = 10
+ 18
+ 0
  Perform (Comedy) CHA 28 = 10
+ 18
+ 0
  Perform (Oratary) CHA 22 = 4
+ 18
+ 0
  Profession (Chef) WIS 7 = 5
+ 2
+ 0
  Profession (Courtesean) WIS 19 = 15
+ 2
+ 2
  Profession (Masseuse) WIS 19 = 15
+ 2
+ 2
  Profession (Merchant) WIS 7 = 5
+ 2
+ 0
  Profession (Prostitute) WIS 24 = 20
+ 2
+ 2
  Profession (Soldier) WIS 12 = 10
+ 2
+ 0
  Profession (Other) WIS 16 = 2
+ 2
+ 0
  Ride DEX 8 = 2
+ 6
+ 0
  Search INT 16 = 10
+ 6
+ 0
  Seduce (Love) CHA 36 = 20
+ 18
+ -2
  Seduce (Lust) APP 42 = 20
+ 20
+ 2
  Sense Motive WIS 17 = 15
+ 2
+ 0
  Slight of Hand DEX 16 = 10
+ 6
+ 0
  Spot WIS 12 = 10
+ 2
+ 0
  Survival WIS 22 = 20
+ 2
+ 0
  Swim STR 28 = 10
+ 11
+ 8
  Tumble DEX 21 = 15
+ 6
+ 0
  Use Magic Device CHA 28 = 10
+ 18
+ 0
  Use Rope DEX 16 = 10
+ 6
+ 0
CONDITIONAL MODIFIERS:
+2 on Disguise Checks to Act in Character

ARTIST IS FUF
Succubus.png
succubusgurl.png
ARTIST IS FUF
ARTIST IS FUF
succuinc.png
succubusboi.png
ARTIST IS FUF
WEIGHT ALLOWANCE
Light 86 lb. Medium 172 lb. Heavy 258 lb.
Lift Over Head 516 lb. Lift Off Ground 1032 lb. Push Or Drag 2580 lb.
LANGUAGES
Common, Demon, Thief's Cant
PROFICIENCIES
All Simple and Martial Weapons
TRAITS
Lewd Sage
     Lewd Skills gain a +2 Bonus
Chameleon
     You are invisible when sneaking and gain a climb speed equal to half your land speed.
SPECIAL ATTACKS
Spellcasting
     A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells based on spell points. In addition, he receives bonus spell points if he has a high Charisma score.
Sneak Attack
     When attacking a foe denied thier dexterity bonus, do bonus damage.
Feeding (Vampire)
     Once Per Day a vampire must make a bite attack on a living target. Every day you do not, you lose 1 sanity which is regained upon feeding,
Feeding (Succubus)
     Once Per Day a succubus must use thier Energy Drain spell on a living target. Every day you do not, you lose 1 sanity which is regained upon feeding.
Darkvision
(120 ft.)
[SRD]
     A creature with darkvison has the extraordinary ability to see with no light source at all, out to a range of 60 ft.. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Low-Light Vision
(3x)
[SRD]
     A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
Immune to Sleep
[SRD]
     An undead is immune to sleep effects, however the undead is able to sleep but it is not needed.
Immune to Paralsys
[SRD]
     An undead is immune to paralsys effects.
Resist Cold (30)
[SRD]
     The first 30 points of cold damage is resisted.
Resist Fire (30) [SRD]
     The first 30 points of heat damage is resisted.
Resist Energy (12)
[SRD]
     All energy types (except the noted cold and heat) has the first 12 points of energy damage is resisted.
Undead Type
[SRD]
     This character is undead.
Outsider Type
[SRD]
     This character is from another plane of existance.
Augmented Subtype [SRD]
     This character has been 'upgraded' in many ways.
Demon Subtype [SRD]
     This character is from hell or wherever you want demons to be from.
Bare Armor [Dragon Compendium, p.26]
     All the user's dodge modifiers is lowered by 5 if wearing clothing or armor.
+5 Strike [Dragon Compendium]
     All of the user's attacks are considered +5 magic attacks for bypassing things that need it, but not resistances or traps.
Unholy Strike [Dungeonscape, p.13]
     All of the user's strikes are considered unholy and do bonus damage to the good of heart.
SPECIAL QUALITIES
Improved Evasion & Mettle [SRD]
     When making a save, the user if successful has no ill effect. Otherwise, they take the effect as if they made the save without this skill.
Improved Uncanny Dodge (Ex) [SRD]
     This user is immune to being denied dexterity.
Inspire Competence (Su) [SRD]
     This skill when used on an ally boosts thier skills by 4. However the user can only take move actions when active.
Facinate (Su) [Dragon Compendium]
     The user and the target make opposed charisma checks, the user takes a -4 penality to this roll. If the target wins, no effect. If you win you can make the target do as you please within reason, for every 5 points you win, you can do less in reason.
FEATS
Superior Unarmed Strike
     Your unarmed attacks may be lethal or nonlethal and does bonus damage.
Versatile Martial Arts [Races of the Dragon]
     You may convert your unarmed strike to do blunt, pierce or slash damage at will.
Blood Component [Races of the Dragon]
     You may bypass any spell component, when you do take 1 hp damage and 1 hp of nonlethal damage.
Immortality
     The only way you can die is if your heart is lit on fire at sunrise.
Regeneration [SRD]
     You regain 1 HP per second, You regain 2 Nonlethal HP per second. If brought to 0 lethal HP this ability halts for 24 hours. At the end of this 24 hours, auto cast teleport. You have a maximum of 100 'negitive' hit points.
Turn Resist +8
     You are considered being 8 levels higher when someone uses turn or rebuke undead on you.
Flurry [SRD]
     Your base attack bonus has 2 highest base bonus added to it.
Improved Feint [SRD]
     You can make a Bluff check to feint in combat as a move action.
Improved Sunder [SRD]
     When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Improved Diversion [Complete Adventurer]
     You can use Bluff to create a diversion to hide (see page 68 of the Player's Handbook) as a move action. You gain a +4 bonus on Bluff checks made for this purpose.
Improved Grapple [SRD]
     You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.


Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7
SPELL POINT COST 0 1 3 6 10 15 21 28
LEVEL 0
Charm Monster
DC: 28
Save: Will negates
Time: 1 standard action
Duration: 1 Day
Rng: Close
Comp: V,S
SR: Yes
School: Enchantment
Effect:  The target of the spell thinks he's the caster's lover. If failed by only 1 to 3 points, there is a feeling of high lust, for 4 - 5 just normal lust, any more and it just fails. If successful by over 3 points, one can suggest them do something they normally would not do.
Target Area:   One Creature
Draining Kiss
DC: 28
Save: Fortitude Partial
Time: 1 standard action
Duration: 48 Hours
Rng: 0 ft.
Comp: S
SR: No
School: Necromancy
Effect:  With a kiss this deals 1 negitive level to the foe and heals the caster by the target's level. If this is fatal it is full healing. If the save is made it does 1d6 negitive energy damage.
Target Area:   One Creature
Change Shape
Save: None
Time: 1 swift action
Duration: Permanent
Rng: Self
Comp: V, S
SR: No
School: Transmutation
Effect:  The caster changes into a bat, or any small, medium or large humanoid.
Target Area:   Self
Detect Thoughts
DC: 28
Save: Will Negates
Time: Instant
Duration: Concentration
Rng: 100 ft.
Comp: None
SR: No
School: Divination
Effect:  The user can detect surface thoughts of those in hearing range.
Target Area:   Emanation centered on self
Teleport

Save: None
Time: 1 stanard action
Duration: Instataneous
Rng: See Text
Comp: V, S
SR: No
School: Conjuration
Effect:  The teleports anywhere in the world, or to and from the realm of ghosts. If in the realm of ghosts, he may travel to any other plane of existance at thier 'door'
Target Area:   Self
Mending
DC: 28
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 minute
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Target Area:   One object of up to 1 lb.
Destroy Internal Waste

Save: None
Time: 1 standard action
Duration: Instataneous
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
Effect:   Destroys any waste inside the body of the person, having no ill effect and leaving no trace.
Target Area:   See text
LEVEL 1
Enlarge Self
Save: None
Time: 1 round
Duration: 30 Minutes
Rng: Personal
Comp: V,S,M
SR:No
School: Transmutation
Effect:  This spell causes instant growth of the caster, 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 +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. 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.
Target Area:   Self
Reduce Self
Save:None
Time: 1 round
Duration: 30 minutes
Rng: Personal
Comp: V,S,M
SR: No
School: Transmutation
Effect:  This spell causes instant diminution of the caster, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack.
Target Area:   Self
Detect Secret Doors
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Target Area:  Cone-shaped emanation from self
Mage Armor
DC:
29
Save:Will Negates (Harmless)
Time: 1 standard action
Duration: 10 Hours
Rng: Touch
Comp: V,S,F
SR: No
School: Conjuration (Creation)
Effect:  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Target Area:   Creature Touched
Whelm
DC: 29
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close
Comp: V,S
SR: Yes
School: Enchantment
Effect:  Deal 5d6 nonlethal damage.
Target Area:   One living creature
LEVEL 2
Summon Imp
Save: None
Time: 1 standard action
Duration: 60 Minutes
Rng: Medium
Comp: V, S
SR: No
School: Conjuration (Summoning) (Evil)
Effect:  The caster summons an imp, roll 1d6+2 for it's level. The material component is met with eschew materials.
Target Area:   Creature Summoned
Shadow Mask

Save: None
Time: 1 standard action
Duration: 120 Minutes
Rng: Personal
Comp: V,S,M
SR: No
School: Illusion (Shadow)
Effect:  You draw raw energy from the Plane of Shadow to obscure your face. You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw. When the spell's duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading. You may optionally make this spell look like sunglasses.
Target Area:   Self
Knock
Save: None
Time: 1 standard action
Duration: Instantaneous; See Text
Rng: Medium (220 ft.)
Comp: V
SR: No
School: Transmutation
Effect:   The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress. The material component is met with Eschew Materials
Target Area:   One door, box, or chest with an area of up to 80 sq. ft.
Cloak of Shadows

Save: None
Time: 1 standard action
Duration: 4 Hours
Rng: Personal
Comp: V
SR: No
School: Illusion (Shadow)
Effect:  This spell creates a dark clothing outfit around you, and can be worn and not trigger issues.
Target Area:   Self
LEVEL 3
Lesser Shadow Evocation
DC: 31
Save: Will Partial
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V, S
SR: Yes
School: Illusion (Shadow)
Effect:  You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 2nd level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-tenth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-tenth as strong (if applicable) or only 5% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-tenth (5%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (3rd) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.
Target Area:   See Text
Greater Mighty Wallop
Save: None
Time: 1 standard action
Duration: 10 Hours
Rng: Touch
Comp: V,S,F
SR:No
School: Transmutation
Effect:  The head of the weapon you touch is suddenly encased in a filmy halo that only you can see, extending out from the weapon to a distance of several inches. Greater Mighty wallop increases the damage of a bludgeoning melee weapon by one size category per 4 caster levels (Maximum +5 sizes or Collossal, whichever is first) without increasing the dimensions or weight of the weapon. The Arcane Focus is a Melee Weapon, but as a battle dancer you are able to use your unarmed strike as the focus and apply this to your unarmed strike.
Target Area:   One Bludgeoning Weapon
Tongues
DC:
31
Save: Will Negates (Harmless)
Time: 1 standard action
Duration: 120 Minutes
Rng: Touch
Comp: V, M
SR: No
School: Divination
Effect:  This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. The material component is met with Eschew Materials
Target Area:   Creature Touched
LEVEL 4
Shadow Conjuration
DC: 34
Save: Will Partial and See Text
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V S
SR: Yes, See Text
School: Illusion (Shadow)
Effect:  You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (5th) rather than the spell's normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately). Furthermore, the shadow creature's AC bonuses are one-fifth as large (so a +7 bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11). A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.
Target Area:   See Text
Healing Bounds
DC: 34
Save: Fortitude and Will Negates (Harmless)
Time: 10 Minutes
Duration: 10 Miniutes
Rng: Touch
Comp: V
SR: No
School: Transmutation
Effect:  Your fast healing halves in speed, the target you touch gains it. This heals all status effects if left for 18 seconds and lost limbs heal starting the first minute.
Target Area:   Object or Creature Touched
LEVEL 5
Shadow Evocation
DC: 35
Save: Will Partial and See Text
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V S
SR: Yes, See Text
School: Illusion (Shadow)
Effect:  You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.
Target Area:   See Text
Harm
DC: 35
Save: Fortitude Halves
Time: Instataneous
Duration: Instataneous
Rng: Medium
Comp: V
SR: No
School: Evocation (Negitive Energy)
Effect:  With naught but a word you cast this spell, everyone you will in the spell area takes 6d6+6 Damage.
Target Area:   Object or Creatures in range.
LEVEL 6
Greater Shadow Conjuration
DC: 36
Save: Will Partial and See Text
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V S
SR: Yes, See Text
School: Illusion (Shadow)
Effect:  You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 5th level or lower. Shadow conjurations are actually three-fifths (60%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only three-fifths (60%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (6th) rather than the spell's normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them. Against disbelievers, they are 60% likely to work. A shadow creature has three-fifths the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 60% likely to work. (Roll for each use and each affected character separately). Furthermore, the shadow creature's AC bonuses are three-fifths as large (so a +5 bonus resulting in AC 15 would change to a +3 total bonus for a new AC of 13). A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.
Target Area:   See Text
Finger of Death
DC: 36
Save: Fortitude Partial
Time: Instataneous
Duration: Instataneous
Rng: Medium
Comp: S
SR: No
School: Evocation (Negitive Energy)
Effect:  With naught but a touch you cast this spell, the target dies or if they make the save takes 6d6+6 damage. Mettle does not work on this spell.
Target Area:   Object or Creature Touched.
LEVEL 7
Greater Shadow Evocation
DC: 37
Save: Will Partial and See Text
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V S
SR: Yes, See Text
School: Illusion (Shadow)
Effect:  You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 6th level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only three-fifths damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is three-fifths as strong (if applicable) or only 60% likely to occur. If recognized as a shadow evocation, a damaging spell deals only three-fifths (60%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (7th) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.
Target Area:   See Text
* = Domain/Specialty Spell


Succbus Vampire Kid
succavi.png
Greater Succubus, Vampire Arch-Princess
RACE
13616
AGE
3' 15"
HEIGHT
53 lbs.
WEIGHT
Red
EYE COLOR
Pale, Pink Flush
SKIN COLOR
Black
HAIR COLOR
Medium, Semi Kept
HAIR STYLE
Starvation, Being Alone, Having to kill those close to her.
PHOBIAS
Easily Excited, Heartless to those she does not know, Not a Care in the world
PERSONALITY TRAITS
Cute Things, Sex, Knowledge, How to Food
INTERESTS
Common and blunt. Tends to *STRESS* important parts and will talk 'In Red' for dark phrases.
SPOKEN STYLE
Suva the Vile One, Dread-Fang, Princess of the Vampires, Princess of the Succubi
TITLES
Suva
NICKNAME
Description

A young child, the gender can be any of the two binary ones. If in male form one would notice the quite large cock and balls almost too fast, in female form her hips slightly larger. The kid usually wears nothing, and her heritige is obvious. The horns curved on the head, the bat wings, the mouse tail with a spaded tip, all this leads to the status of a succubus on her mostly otherwise human body. There is a glow about the eyes, the canine teeth being longer, the scent of blood always about, the paleness of the skin, all this equates to the status of vampire on top of everything. The young form looks to be about 6, the flat chest in both forms to the overall puffyness makes it clear the demon wants to stay as a kid.

Home

"The Demon Realm", Inner Area


Suva is from what some people call hell, the realm of the demons, the whole place is poison and the bluntness to the laws are in tact. If you're stronger, you win. Succubi are kept around as pets, but pets with ambition. The main pets though is people, whom have thier souls tossed as literal currency. This hostile place grows ever more fearsome the more one goes deeper, and in the castle outright usually in a tower suited for demon royalty, with the biggest coffin possible for a bed and a spring styled bathtub filled with blood is where a certain demon lives.

Biography

Suva is a decendant of the queen of succubi, one who was given the task to take mortal form and do something for someone, in which she drained herself and with the mortal form and proxy hell coin, became a vampire with a soul and still a demon. This was due to various powers wanting to test out a way to make a better vampire bloodline. The kid was made for a purpose, one that can't be denied.


In her 6 millenia of unlife, she has tried everything there is to do. As it stands the only way she'll do new things is if new things come into existance. She doesn't tire of things though, and the dying of someone scared to die is quite fun every time. For a time she even tried being good, and she learned about being actually close to people. Being close is a weakness she suffers from time to time due to her soul, and in time she kills them in a moment of weakness, this endless cycle of suffering is becoming accepted even when she stays evil. But she is demon royalty, and she will kill people for the most petty reasons, including not having a reason.