Tinafey-Batgirl

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Tina Fey

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starfinder version

Tina-Fey Female magical technomancer CR 10 XP 9,600

CN Medium fey (magical)

Init +5; Senses low-light vision., blindsense (emotion) 5 ft.,

darkvision 60 ft., low-light vision; Perception +19

DEFENSE EAC 22; KAC 23 HP 140 RP 5

Fort +11; Ref +11; Will +15

Weaknesses oo;

vulnerable to oo;

oo dependent

OFFENSE

Speed 25 ft., fly 50 ft. (average)

Melee ultrathin curve blade +15 (3d10+10 S; critical bleed 2d6)

Ranged red star plasma pistol +17 (1d8+10 E & F; critical burn 1d8)

Offensive abilities cache capacitor 1, magic hacks (magic negation [DC 19], tech countermeasures), spell cache

Technomancer Spells Known (CL 10th; ranged +17)

4th (3/day) - arcane eye, overload systems (DC 22)

3rd (6/day) - clairaudience/clairvoyance, handy junkbot, probability prediction (DC 21), tongues (DC 21)

2nd (at will) - make whole (DC 20), security seal

TACTICS

tactics details here e.g. Before Combat, During combat, Morale

STATISTICS

Str +0; Dex +5; Con +0; Int +8; Wis +3; Cha +0

Skills Acrobatics +24, Computers +24, Engineering +24, Mysticism +24, Profession (Merchant) +19

Languages Arkanen, Common, Elven, Vesk, limited telepathy

Gear kasatha microcord Iv, ultrathin curve blade, red star plasma pistol, aeon stone (dark blue rhomboid), artifact salesperson

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Tina-Fey Female Half-Celestial Pixie 5 / Sorcerer 2 / Fey-Mage 5 Chaotic Good Representing ELD-NPC

Total Hit Points: 47 Speed: 20 feet

Armor Class: 19 =

10 +6 [dex] +1 [small] +1 [natural] +1 [half-celestial]

  • Touch AC: 17 Flat-footed: 13

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Light load:

Push or drag:

23 lb. or less

338 lb.

Languages:

Celestial Common Draconic Thri-Kreen Aarakocra Pterran Dwarven Elven Sylvan

No familiar yet

Feats: Alertness Dodge Mobility Lightning Reflexes Frail [flaw] Other Flaw 1

Other Feat 1 Spellcasting Prodigy [charisma] Traits: Polite

Traits: Polite

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character. Craft_1 >=5 ranks gives +2 on related appraise checks.

Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Search >=5 ranks gives +2 on survival checks while tracking.

Zero-level Sorcerer spells: 6 per day

First-level Sorcerer spells: 9 (6+3) per day

Second-level Sorcerer spells: 8 (6+2) per day

Third-level Sorcerer spells: 6 (4+2) per day

Pixie:

  • Prank-loving Fey with magical abilities. Small; all simple weapons, short sword and composite longbow; base speed 20 feet; low-light vision; monster class skills are bluff, concentration, craft, escape artist, heal, hide, listen, move silently, profession, ride, search, sense motive, and spot.
  • Level 1: First hit die; -4 str, +4 dex, +2 int, +2 cha; Lesser pixie powers (dancing lights, detect chaos, detect good, detect evil, detect law, entangle, and invisibility self only) 1/day each, caster level is class level + 3, save is DC + spell level + pixie's cha modifier. Please note that I have left these as the original set of ability changes.
  • Level 2: Free dodge feat; fly 20 feet (good), +2 int, +2 cha
  • Level 3: Pixie powers (detect thoughts, dispel magic) 1/day each, fly 40 feet (good), +1 natural armor, +2 dex, +2 wis
  • Level 4: Natural invisibility, fly 60 feet (good), craft special arrows, +2 int, +2 cha
  • Level 5: Greater pixie powers (confusion by touch, permanent image visual and auditory only, polymorph self) 1/day each, if charisma >=20 Otto's irresistible dance once per day; spell resistance

Fey: Magical human-like beings with close connection to nature. Probably do not become undead or contract lycanthropy. Low-light vision.

Half-Celestial Template: +4 strength, +2 dexterity, +4 constitution, +2 intelligence, +4 wisdom, +4 charisma

Outsider (native) Feathered wings allow flying at double the base speed Darkvision to 60 feet

Spells Smite evil Spell resistance 10+HD (maximum 35) Damage reduction

Acid, cold, electricity resistance 10 +4 on saves vs. poison

Psalmist: Divine Sorcerer: Familiar / Alertness, etc. Can know only limited numbers of spells High charisma gains bonus spells daily

Fey-Mage Hit dice d4 Slow increase in attack bonuses Slow increase in fortitude saves

Slow increase in reflex saves Slow increase in will saves Base 4 skill points per level

No new armor proficiency Additional sorcerer spell levels: 5

  • More: Projectiles: Arrows (20) Crossbow bolts (10) Sling bullets (10) Bullets (20) Adventuring gear Backpack Barrel Basket Bedroll Bell Blanket, winter Block and tackle Bottle Bucket Caltrops Candle Canvas (sq. yd.) Case (map or scroll) Chain (ten feet) Chalk Chest Crowbar Firewood (1 day) Fishhook Fishing net Flask Flint and steel Grappling hook Hammer Ink vial Ink pen Jug, clay Ladder Lamp (common) Lamp (bullseye) Lantern (hooded) Lock Manacles Mirror Mug Oil flask Paper (sheet) Parchment (sheet) Pick Pitcher Piton Pole Pot Pouch Ram Rations Rope, hempen (fifty feet) Rope (silk) Sack Sealing wax Sewing needle Signal whistle Signet ring Sledge Soap Spade / Shovel Spyglass Tent Torch Vial (ink or potion) Water skin Whetstone Tool and skill kits: Alchemist's lab Artisan's tools Climber's kit Disguise kit Healer's kit Holly and mistletoe Holy symbol, wooden Holy symbol, silver Hourglass Magnifying glass Musical instrument Scale, merchant's Spell component pouch Spellbook Thieves' tools Tool (miscellaneous s o
  • Tina-Fey's Equipment:
          • 0 lb
          • 2 lb
          • 5 lb
          • 2 lb
          • 1 lb
          • 1 lb
          • 2 lb
          • _____
          • 13 lb
          • Weapons / Armor / Shield (from above)
          • Backpack
          • Candle
          • Fishhook
          • Fishing net
          • Flasks x1
          • Flint and steel
          • Mirror
          • Signal whistle
          • Signet ring
          • Holy symbol (silver)
          • Spell component pouch
          • Total

More about Tina-Fey: 40K VERSION CLICK HERE

  • Bat-Girl NPC Divine Bard (Psalmist) Fey Mage

PRESTIGE CLASS: FEYMAGE are spellcasters of fey or elven race who choose to accept a slower spell progression in order to develop and enhance the skills, affinity with nature, and innate magical characteristics inherent in their fey heritage.

Zero-level Bard spells: 3 per day First-level Bard spells: 6 (3+3) per day

Second-level Bard spells: 5 (2+3) per day Third-level Bard spells: 3 (0+3) per day

Saint:

    • Mortal by birth, celestial by virtue. +2 wisdom, +2 constitution, +4 charisma Turn resistance +4
    • Wisdom bonus counts toward armor class Level adjustment +2 Holy power -- save DC's of all special attacks at +2 At will: guidance, resistance, virtue, bless
    • Damage reduction equal to hit dice Type becomes native outsider Fast healing, HD/2 per round, maximum 10 Immune to acid, cold, electricity, and petrification
    • Fire resistance 10 +4 on saves vs. poison Tongues spell always active Saint abilities might vary widely

Pixie: Prank-loving Fey with magical abilities. Small; all simple weapons, short sword and composite longbow; base speed 20 feet; low-light vision; monster

class skills are bluff, concentration, craft, escape artist, heal, hide, listen, move silently, profession, ride, search, sense motive, and spot.

    • Level 1: First hit die; -4 str, +4 dex, +2 int, +2 cha; Lesser pixie powers (dancing lights, detect chaos, detect good, detect evil, detect law, entangle, and invisibility self only) 1/day each, caster level is class level + 3, save is DC + spell level + pixie's cha modifier. Please note that I have left these as the original set of ability changes.
    • Level 2: Free dodge feat; fly 20 feet (good), +2 int, +2 cha
    • Level 3: Pixie powers (detect thoughts, dispel magic) 1/day each, fly 40 feet (good), +1 natural armor, +2 dex, +2 wis
    • Level 4: Natural invisibility, fly 60 feet (good), craft special arrows, +2 int, +2 cha
    • Level 5: Greater pixie powers (confusion by touch, permanent image visual and auditory only, polymorph self) 1/day each, if charisma >=20 Otto's irresistible dance once per day; spell resistance

Fey: Magical human-like beings with close connection to nature.

    • Probably do not become undead or contract lycanthropy. Most have low-light vision.

Half-Celestial Template:

    • +4 strength, +2 dexterity, +4 constitution, +2 intelligence, +4 wisdom, +4 charisma Outsider (native)
    • Feathered wings allow flying at double the base speed Darkvision to 60 feet Spells
    • Smite evil Spell resistance 10+HD (maximum 35) Damage reduction Acid, cold, electricity resistance 10
    • +4 on saves vs. poison

Divine Bard: Bardic Knowledge Bardic Music Can know only limited numbers of spells

    • Divine bards need wisdom (not charisma) 10+level to cast a spell. Divine bards have access to some additional clerical-type spells.
    • High charisma gains bonus spells daily

Fey-Mage Hit dice d8 Average increase in attack bonuses Slow increase in fortitude saves Fast increase in reflex saves Fast increase in will saves Base 6 skill points per level No new armor prof. Additional bard/Ranger spell levels: 5

The Feymage prestige class is particularly attractive to Wizards and Sorcerers of elven race who wish to overcome the fragility that results from combining d4 hit dice with a racial Constitution penalty. It also allows them to develop the traits traditionally associated with elven and fey races which are simply not available within these classes: stealth and observation skills, agility, nature-related abilities and spells, and moderate skill in combat. Those of fey races become Feymages to gain increased Damage Reduction and fey characteristics which their own fey race does not possess, such as Spell Resistance or water breathing.

Prerequisites Alignment: Any Non Lawful. Race: Fey or elf (including Half-Elf) or gnome.

Class Features All of the following are class features of the Feymage:

Weapon and Armour Proficiency: Feymages are proficient with all weapons usable by Druids. They gain no additional proficiency with armour or shields.

Wild Empathy (Ex): This is identical to the Druid ability, with Feymage levels counting as Druid or Ranger levels. These levels stack with any actual or effective Druid levels the character has.

Spellcasting: When a new Feymage level is gained, the character gains new spells per day as if she had also gained a level in Ranger. Additionally, the character gains new spells per day (and spells known, if applicable), except at 1st, 4th, 7th, and 10th levels, as if she had also gained a level in another spellcasting class she belonged to before she gained the prestige class (not Ranger again, or any other class that advances the Ranger spell table). In neither case, however, does the Feymage gain any other benefit a character of those classes would have gained. This essentially means that she adds the level of Feymage to the level of Ranger the character has (even if she doesn't acually have levels in Ranger), then determines spells per day and caster level accordingly, and she adds 2/3 the level of Feymage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If the character has more than one spellcasting class, she must decide to which class the new level is added for purposes of determining spellcasting ability.

Bardic Music: From 2nd level onwards, the Feymage gains the musical abilities of a Bard. Add half your Feymage level to your bard level for the purpose of determining your Bardic Music powers, times per day, and effectiveness, or gain the Bardic Music abilities of a Bard of half your Feymage level (if you have no bard levels).

Table: The Feymage Hit Die: d6

Damage Reduction (Su): At 2nd level, the Feymage gains Damage Reduction 1/cold iron, which increases by 1 point on every even-numbered Feymage level thereafter. This stacks with any similar Damage Reduction the character might have.

Elfsight (Ex): Like an elf, the character gains a +2 racial bonus on Search and Spot checks, low-light vision, and the ability to note secret and concealed doors within 5 feet as if actively searching. This does not stack with any existing racial bonuses; it is mostly beneficial to half-elves and fey races.

Charisma Bonus (Ex): The Feymage gains a +1 bonus to Charisma at 4th and 10th level.

Charismatic Magic: From 4th level, Feymages may use their Charisma score as their primary spellcasting statistic if it is better than the one they usually use for any arcane spellcasting class, Druid or Ranger spells, or Clerical domain spells from the Animal or Plant domains; their aptitude for arcane and nature magic is an innate aspect of their personalities.

Elven Lore (Ex): At 5th level, non-elven Feymages are considered to be elves with regard to the ability to make and use elven magic items. They are not, however, treated as elves with regard to their vulnerability to race-specific attacks unless they actually are elves or half-elves.

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