The issue with using Splinter Spell Resistance in this manner is that it requires a saving throw. As a low level spell, it would be highly unlikely to work against anything we Spell Resistance high enough that we would care to try to reduce it.
The Talismans are neat, though. Can you add them to your goody page?
Added them. Is there room on that bow for a Bow of the Solars effect? If I'm reading that description correctly she'd be able to use use slaying arrows for whatever type she wants for a given encounter.
... If she shot someone with Arrow of Bone from such a bow, would they take two saves in a row, or is there a special rule for taking two simultaneous save or die effects on a single save type?
Added them. Is there room on that bow for a Bow of the Solars effect? If I'm reading that description correctly she'd be able to use use slaying arrows for whatever type she wants for a given encounter.
... If she shot someone with Arrow of Bone from such a bow, would they take two saves in a row, or is there a special rule for taking two simultaneous save or die effects on a single save type?
Here's what I've got for Mereth's updated character sheet. Between some gear drawn from the Armory and new stuff being crafted or upgraded for her this month, Mereth is fully kitted out in Companion-grade gear. She might only have 12 HD, but she's easily among our most dangerous vassals now.
I gave her one of the Swords of the Ruin Lord we've been holding onto. It's a perfect melee weapon for her, since she can turn it loose to attack enemies while she continues to focus on using her bow.
Before I send it to DP, does anyone see any issues with it that needs to be corrected? If ya'll would prefer to use Variable Wind (Combat) for her new feat, as @Artemis1992 proposed, rather than Mindsight, I can change that, too.
Name: Mereth Alias: The Steel Shield, The Twice-Betrayer Age: Aeons Alignment: Lawful Evil Race: Outsider (Lawful, Evil, Native) Level: 12 Class:AdvancedErinyes (Racial HD 9)/Steel Fury 3 Feats: DodgeB, Mindsight, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run Class Features: Lesson of Avernus, Lessons of Dis, Lesson of Minauros, Lessons of War (Tempest Gale & Solar Wind) Senses: Darkvision 60 ft., See In Darkness, True Seeing
Splitting: Every arrow fired by Fury's Scorn splits into two duplicate arrows while in flight, each capable of inflicting full damage to the target. Each of these duplicate arrows makes a seprate attack roll.
Special: Arrows are treated as Ghost Touch weapons and can make Critical Hits against Undead as if they were living creatures.
Special Attacks: Entangle, Spell-like Abilities Special Qualities: Resistance to Acid 10 and Cold 10, See in Darkness, Telepathy 100 ft. Immunities:Fire, Poison, Possession/Mental Control, Holy Word & Word of Chaos, All Mind-Affecting Effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] SR: 23 DR: 5/Good DR: 5/- (up to 50 HP; stacks with base Damage Reduction)
True Seeing (Su): Erinyes continuously use True Seeing, as the spell (caster level 17th).
Lesson of Dis (Ex): You benefit from the Uncanny Dodge ability, retaining your Dexterity bonus to AC even when Flat-Footed or when struck by an Invisible attacker.
Lesson of Avernus (Ex): The Dexterity modifier of any armor your wear is increased by 2, the Armor Check Penalty decreased by 2 and your speed when wearing Heavy armor.
Lesson of Minauros (Su): You are constantly affected by the Detect Magic spells and can use Arcane Sight for up to 10 rounds per day. Arcane Sight is activated as a Standard Action, but its duration need not be used all at once.
Entangle (Ex) Each Erinyes carries a stout rope some 50 feet long that Entangles opponents of any size as an Animate Rope spell (caster level 19th). An Erinyes can hurl its rope 30 feet with no range penalty. Typically, an Erinyes Entangles a foe, lifts it into the air, and drops it from a great height.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master: +5 Constitution, +2 Competence bonus to Initiative checks
Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of Minor Displacement:
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. They function continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Glammer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Fury's Scorn: This +2 Composite Long-Range Dragonbone Longbow has a +10 Strength bonus and the Splitting, Magebane, and Distance special abilities.
Stats: Damage (1d8+12; x3 Crit, Special: Each arrow can hit twice, requiring separate Attack Rolls), Range Increment: 300 feet (130 [Dragonbone Composite Longbow] + 20 feet [Long-Range property], Doubled by Distance)
Greater Weapon Crystal of True Death: Arrows fired from this bow inflict an additional +1d6 damage to Undead, gain the Ghost Touch property, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Silver Nocking Point: When using a weapon equipped with a Silver Nocking Point, treat penalties for wind conditions as though they were one step less severe. For example, when firing a ranged projectile in severe wind conditions the ranged penalty would be -2 instead of -4. Magical wind effects that would normally deflect the projectile (such as Fickle Winds) instead impose only a -8 penalty on the attack roll.
Greater Pendant of Warding: +4 Charisma, +2 Intelligence, +2 Wisdom, +5 Resistance bonus to Saving Throws
Constant Protection from Good and Protection from Evil effects
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
+2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.
Sword of theRuin Lord: This +2 Obedient Longsword counts as Evil and Lawful for overcoming Damage Reduction.
Stats: Damage (1d8+2; 19-20/x2)
Greater Weapon Crystal of Life Drinking: Each time the sword inflicts lethal damage on a living creature, its wielder heals five points of damage. Once 50 points of damage to the wielder have been healed, the crystal becomes inert until the following day.
Launcher Ammo:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg
Githzerai Tokens
1x Crystal of Null Psionic Field (11th Manifester Level)
Equipment: Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battle Master, Boots of Minor Displacement, Celestial Glamered Reinforced Segmented Nimble Mithral Fullplate (+3), Circlet of Perceive Betrayal,
Crystal Mask of Detect Psionics, Fury's Scorn, Gloves of Zephyr's Grace (+4 DEX, +5 STR), Greater Pendant of Warding, Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Quiver of Abundant Ammunition, Ring of Protection from Holy & Chaos, Ring of Sustenance (Slotless), Rope (50ft), Scabbard of the AmoralEdge, Soulfire Bracers of Archery, Sword of theRuin Lord
That's probably for the best, otherwise we'd inevitably end up with stuff like disintegrating Slaying Bone Arrows, which would be fun until people started shooting them at us. Bone arrow might be a useful spell to have scrolls for though. It's not like she needs to cast it to carry the arrow around and use it after all. We could easily stockpile the scrolls and have mages use them on arrows to pass out to whoever needs them before they deploy.
... If we were feeling particularly cheesy we could useRing Gates to deploy stuff like this to groups in the field as needed.
Add in some Celestial flourishes from her Greater Ribbon of Disguise and her armor's Glammer effect, and Mereth could easily look downright Angelic.
👼 Mereth 👼: <launches five arrows which then split into ten arrows> <activates Belt of Battle> <launches five more arrows which then split into ten arrows>
Or just what amounts to 10 arrows from up to 3,000 feet away.
I'm imagining her firing all five arrows in a staggered fashion from over half a mile away so that by the time they split into ten arrows and reach their target, they all strike simultaneously.
Does that apply to specialty munitions? If we have her something like an arrow with a blasting pack core shaft would she get twenty pseudo-grenades or one and nineteen regular projectiles?
Does that apply to specialty munitions? If we have her something like an arrow with a blasting pack core shaft would she get twenty pseudo-grenades or one and nineteen regular projectiles?
While an amusing thought, I wouldn't allow that and I doubt DP would either. It makes an already very powerful technique a bit too OP. Limiting it to the base arrow and whatever magic it has been imbued with by the bow or whatever special properties it may have (Cold Iron, Adamantine, etc) is more than enough, IMO.
Even if it was possible, however, it would still require 10 specialty arrows to work, since each arrow fired only splits once.