A wizard of great power and little clothing, Sooja serves as the requisite spell-slinger of her adventuring group. Her magic has often proved invaluable, whether for protecting her friends from harm, dealing a mystic ass-kicking to her enemies, or making things funner in the bedroom. Together with Hinks, her mischievous familiar, Sooja and company continue a wild ride of exciting and sexy adventures in search of gold, glory, and girls!
Sooja CR 12
NG Medium Humanoid (Human)
, Senses ; ; darkvision 60 ft. low-light vision
Languages Common, Draconic, Elven, Sylvan
AC 22, touch 22, flat-footed 19 (+6 defense, +3 Dex, +3 deflection)
hp 42 (HD); DR 3/bludgeoning
Spd 30 ft.
Melee masterwork quarterstaff +6/+1 (1d6-1)
Ranged masterwork light crossbow +11 (1d8/19-20)
Space 5 ft.; Reach 5 ft.
Atk Options Combat Expertise, Dodge
Combat Gear 40 crossbow bolts
Spells Prepared (CL 12th; +4 ranged touch; save DC 14 + spell level)
6th — heightened fireball, greater dispel magic
5th — cone of cold, hold monster, teleport
4th — black tentacles, dimensional anchor, love nestBEF, ice storm
3rd — daylight, lightning bolt, protection from energy, slow, tongues
2nd — disrobeBEF, false life, protection from arrows, rope trick, scorching ray
1st — block the seedBEF, grease, magic missile, ray of enfeeblement, shield
Cantrips — detect magic, gropeBEF, mage hand, prestidigitation, read magic, resistance
BEF From Book of Erotic Fantasy
Abilities, , , , ,
SQ App 16, Endure Elements, Freak (flaw), Heightened Defenses, Heightened Saves, Super Strike
Feats Bladeproof Skin, Blood Bond (Hinks), Combat Casting, Combat Expertise, Craft Construct, Dodge, Eschew Materials, Eyes of the Mage, Great Fortitude, Heighten Spell, Heroic Powers, Improved Counterspell, Improved Familiar, Improved Toughness, Quick Learner, Scribe Scroll, Sexually Open Society
Skills Appraise +4, Balance +1, Bluff +3, Climb -3, Concentration +15, Craft (all) +4, Diplomacy +0, Disguise +3, Escape Artist +1, Forgery +4, Gather Information -3, Heal -1, Hide +1, Intimidate +1, Jump -3, Knowledge (arcana) +19, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (the planes) +19, Listen +2, Move Silently +1, Perform (all) -3, Perform (sexual techniques) +6, Ride +3, Search +5, Sense Motive -1, Sleight of Hand +4, Spellcraft +21, Spot +2, Survival -1 (+1 to keep from getting lost or to avoid natural hazards or while on other planes), Swim -5, Tumble +1, Use Rope +3.
Possessions combat gear plus type I bag of holding, 1 blue sapphire (1,000 gp), 3 amethysts (100 gp each), 67 gp – note that Sooja carries all of her possessions, including her spellbook, in her bag of holding.
Cantrips — arcane mark, depilatoryBEF, mending
1st — animate imageBEF, floating disk, grease
2nd — fox's cunning, scare, see invisibility
3rd — shrink item, stinking cloud, water breathing
4th — arcane eye, orgasmic vibrationsBEF, shadow conjuration
5th — fabricate, wall of stone, waves of fatigue
6th — guards and wards, move earth, stone to flesh
Endure Elements (Su): Sooja is treated as constantly being under an endure elements spell.
Heightened Defenses (Su): Sooja has a permanent +3 deflection bonus to her Armor Class (included above).
Heightened Saves (Ex): Sooja has a permanent +1 bonus to her Fortitude save (included above).
Super Strike (Ex): Sooja’s natural weapons and unarmed strikes, as well as any melee weapons she wields, are treated as being magical for the purpose of overcoming damage reduction.
When a fight breaks out, Sooja adopts the tried-but-true wizard tactic of hanging back and lobbing spells into the fray. If she has advanced warning, she'll use shield, protection from arrows, and protection from energy on herself, in that order. After that, she uses her spells as needed, using damage-spells like fireball and lightning bolt on the most dangerous monsters. Targets that she wants to defeat but not kill are hit with spells like slow and ray of fatigue.
Sooja tries to avoid melee combat if at all possible. She uses her Dodge feat against any character attacking her; if there are multiple attackers, she focuses on one using bludgeoning weapons. She'll always use her Combat Expertise feat to the fullest effect while in melee.
Sooja's connection to Hinks is far stronger than usual between a master and familiar (since both have the Blood Bond feat for the other one). The two of them are always aware of the general direction and distance between them, as well as the other's emotional state and general state of health. Moreover, six times per day Sooja may telepathically send Hinks brief images, ideas, or messages; as a combat effect, this lets Sooja use aid another towards Hinks as a free action to her AC or an attack roll, or grant her a +4 bonus on a skill or ability check. Hinks may do this for Sooja as well, but only up to three times a day. Sooja may also share spells with Hinks regardless of the distance between them (even across planes).
Already a natural beauty with her shoulder-length blonde hair and incredible curves, Sooja dresses in outfits that go beyond being merely provocative, to the point of being downright scandalous. This is the result of her one truly distinctive feature; her eyes are a pure, pupil-less white. In her homeland, this is the mark of a mage, something feared among the populace. Alienated at a young age, Sooja tried to gain attention by dressing in more and more daring outfits, until she was finally walking around very nearly naked (something that was made easier when she figured out how to make herself immune to uncomfortable temperatures). After so many years of putting her body on display, Sooja has lost all sense of modesty; almost all of her outfits now consist of only a few scraps of material, mainly used for utility. It's not uncommon to see her bare-breasted and in skimpy underwear, for example.
Growing up with the eyes of a mage, Sooja has grown accustomed to people being afraid of her, despite her risque style of dress. Consequentially, she feels extremely close to her friends, particularly the displaced cowboy, Avery, with whom she's fallen in love.
Despite her daring wardrobe, Sooja is a gentle and restrained person. She's always concerned with the well-being of those around her, and prefers not to fight if at all possible. However, she is not naive, and when a fight does occur she has no compunctions about killing those who do evil, particularly if they try to harm others. Many evildoers have mistaken her quiet nature for timidity, and paid with their lives for it.
Sooja is a fairly sexual person, though she's nowhere near as slutty as her outfits would seem to suggest. Having long since resigned herself to people being afraid of her, she almost never makes a pass at someone, even if she fancies them. She is, however, deeply flattered by people who openly show interest in her, and is relatively quick to hop into bed with someone who makes amorous advances on her. This is despite sharing a requited love with her teammate Avery; he and Sooja maintain an open relationship. The primary reason for this is that they (and the rest of their party) tend to wind up on various sexual escapades, usually resulting in the entire party participating in an orgy (save for the cleric Otaz, due to her curse). For her part, Sooja is comfortably bisexual, and doesn't mind taking a lover of any type (and, in fact, has come to expect that Hinks will join her whenever she has any kind of sexual encounter).
When making a Constitution check to sustain sex, Sooja gains a +2 synergy bonus from her ranks in Perform (sexual techniques). She usually takes 10 on the check, allowing her to last for 30 minutes before she needs to rest. She has a +6 bonus to Perform (sexual techniques) checks, and so usually makes the skill roll rather than taking 10. As a precaution, Sooja always makes sure to cast block the seed on herself every several days to avoid accidentally becoming pregnant. She usually keeps the spell prepared, since she doesn't keep close track of the time between castings.
If you prefer to use a less-sexual version of Sooja, make the following changes: Replace her Sexually Open Society feat with Mobility. Remove her ranks in Perform (sexual techniques) and give 7 skill points each to Knowledge (geography) and Knowledge (history); this increases their bonus to +16. Finally, replace all of her asterisked spells with other spells of equal level.
Unique advanced female homunculus
NG Diminutive Construct
Init +4 (+4 Dex); Senses darkvision 60 ft., low-light vision; Listen +10, Spot +10
AC 24, touch 18, flat-footed 20 (+4 Dex, +4 size, +6 natural)
hp 33 (6 HD)
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, effects that require a Fortitude save unless they affect objects or are harmless, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +2, Ref +6, Will +3; improved evasion
Spd 15 ft., climb 30 ft.
Melee bite +12 (1d3-1 plus poison)
Space 1 ft.; Reach 0 ft.
Base Atk +4; Grp -9
Special Atks poison
Spell-Like Abilities (CL 6th) 1/day -- dire growth
Abilities Str 8, Dex 18, Con --, Int 11, Wis 12, Cha 7, App 15
SQ Alertness, construct traits, deliver touch spells, empathic link, improved evasion, share spells, speak with master
Feats Alchemical Variant (dire growth), Blood Bond (Sooja), Physical Variant (flightless), Quick Learner, Sexual Training, Weapon Finesse
Skills Climb +7, Hide +16, Listen +10, Perform (sexual techniques) +7, Spot +10
Dire Growth (Sp): Once per day, Hinks can grow to Medium-size for 16 rounds. This is the equivalent of a 1st-level spell (CL 6th). This makes the following changes to her stat block:
- Size and Type Medium Construct; HD 6d10+20; hp 53; Init +1; Spd 30 ft., climb 50 ft.; AC 20, touch 14, flat-footed 16; Base Atk +4; Grp +8; Melee bite +5 (1d8+4 plus poison); Ranged +5; Space/Reach 5 ft./ 5 ft.; SA poison; SQ Alertness, construct traits, darkvision 60 ft., deliver touch spells, empathic link, improved evasion, low-light vision, share spells, speak with master, SR 17; AL NG; SV Fort +2, Ref +3, Will +3; Abilities Str 18, Dex 12, Con --, Int 11, Wis 12, Cha 7, App 15.
- Skills and Feats: Climb +7, Hide +1, Listen +10, Perform (sexual techniques) +7, Spot +10; Alchemical Variant (dire growth), Blood Bond (Sooja), Physical Variant (flightless), Quick Learner, Sexual Training, Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 12, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
When a fight breaks out, Hinks does her best to stay out of the fray. Despite being stronger than a normal familiar, she's still a liability in a direct confrontation, and she knows it. Her usual tactic is to try and get the drop on an enemy from concealment, biting them in hopes of using her poison to render them unconscious.
If things look grim, or there's a sudden need for it, Hinks will use her dire growth ability and wade into the fray. Her usual tactic in this case is to try and grapple with a foe so that the rest of the party can get some shots in. She'll also bite while doing this in hopes of her poison taking effect.
Standing just under a foot tall, Hinks looks rather diabolical at first glance. Her horns, cloven hooves, and tail mark her as clearly being an unnatural creature. Her form is still rather appealing, however, possessing a voluptuous figure and raven-black hair, which she keeps short. Hinks shares her mistress's lack of modesty, eschewing clothes entirely.
Created by Sooja as both a test of her magical prowess and for company, Hinks is a powerful homunculus, as well as Sooja's familiar. Being much more closely bonded than a normal master and familiar, Hinks blurs the line between an independent being and an extension of Sooja. Given that, her personality functions largely as the receptacle of various personality traits that Sooja is no longer willing to own; as such, the little homunculus is usually loud, brash, and aggressive, making her the perfect foil for her mistress (and vice versa).
Due to her close bond with Sooja, Hinks feels Sooja's lusts as her own, and acts on them correspondingly. What this means is that when Sooja is copulating, Hinks will invariably join her and whatever lover she's with, working to pleasure both of them. Hinks considers Sooja's lovers to be her own as well, and fully expects her mistress's partner(s) to reciprocate this view and satisfy her in return.
Due to both her size (she's unable to use dire growth long enough to be appreciable during a sexual encounter) and her nature as a construct, Hinks usually takes a supporting role during sex. She'll usually make aid another checks on Sooja's Perform (sexual techniques) skill checks (using the Blood Bond feat to provide a +4 bonus), as well as providing a +2 synergy bonus, due to her ranks in Perform (sexual techniques), when Sooja and her lover make Constitution checks to sustain sex.
Only a few changes need to be made to remove any sexual subtexts from Hinks. First, replace her Sexual Training feat with Lightning Reflexes (add +2 to her Reflex saves), and move all 9 of her ranks in Perform (sexual techniques) over to Hide, increasing its bonus to +25.
Hinks' size was changed from Tiny to Diminutive to better match her appearance in the source material (see Inspiration, below).
Sooja's ability scores were purchased with a 37-point buy (this is actually a 32-point buy increased to take into account her having a seventh ability score, Appearance, from the Book of Erotic Fantasy ). Her original scores were Str 8, Con 10, Dex 16, Int 17, Wis 9, Cha 13, App 15. Her ability increases were spent on Intelligence (4th and 8th level) and Appearance (12th level).
For Hinks, she began with the standard ability scores of a homunculus (Str 8, Dex 15, Con --, Int 10, Wis 12, Cha 7). Her size change resulted in -2 Str and +2 Dex, her Physical Variant feat granted a permanent +2 Str, and her nature as a familiar to a 12th-level spellcaster gives her an Intelligence of 11. Her Appearance score of 15 was arbitrarily assigned, given that the Book of Erotic Fantasy maintains that a construct's Appearance is dependent on the master's Craft check when creating them (Sooja rolled a 20 on that check, and was under the effect of a fox's cunning spell at the time, granting her a total result of 26).
Sooja gains a defense bonus to her Armor Class, as outlined in Unearthed Arcana . Hinks, as correspondingly described, does not gain a defense bonus.
Sooja gains one feat per level, as suggested in the Book of Experimental Might  giving her twelve feats normally; this is also the case for Hinks, having one feat per Hit Die (for a total of six). In addition to the one bonus feat Sooja gains as a human, and the three feats she has for being a wizard (Scribe Scroll, as well as Craft Construct and Heighten Spell), she also took one flaw (flaws are described in Unearthed Arcana ) to gain one more feat.
Several of Hinks and Sooja's feats (as well as Sooja's flaw) are from third-party sources. What the feats do is summarized alphabetically by source, below:
Book of Erotic Fantasy 
Sexual Training - Perform (sexual techniques) is a class skill for you. You gain a +2 bonus on Constitution checks to sustain sex.
Sexually Open Society - Gain a +2 to Perform (sexual techniques) checks and all "sexually oriented" Knowledge checks.
Complete Warrior 
Improved Toughness - Gain 1 hit point per level/Hit Die.
Dragon Magazine #359 
Eyes of the Mage - This feat grants darkvision and low-light vision, as well as a +1 to Search and ranged attacks (included in above stats).
Four-Color to Fantasy (Revised) 
Heroic Powers - This feat allows you to trade some character wealth for Hero Points to purchase super powers (see below).
Kobold Quarterly #5 
Alchemical Variant - The dire growth option of this feat lets a homunculus grow to Medium size for 10 rounds + 1 round per Hit Die.
Physical Variant - The flightless option of this feat removes a homunculus's flight speed, but gives it a climb speed and a permanent +2 bonus to Strength.
Octavirate Expansions: Feared and Hated 
Freak (flaw) - You take a -4 penalty to all Charisma-based skill checks except Intimidate and those related to spellcasting/manifesting. This flaw allows you to take a spelltouched feat as the bonus feat for it without meeting the prerequisites (the feat Sooja got for this was the Bladeproof skin spelltouched feat).
The Practical Enchanter 
Blood Bond - Gain a permanent mental link with another creature. Send them messages (level/2) times per day; when doing so, you may use Aid Another for that person as a free action, or expend an action normally and increase the bonus to +4 (for skill checks only).
Quick Learner - Gain 1 extra skill point per level (see below).
Unearthed Arcana 
Bladeproof Skin - You gain DR 3/bludgeoning, but take a -2 armor check penalty (which stacks with other such penalties). This was taken as the bonus feat for the Freak flaw (see above).
Sooja has a total of 114 skill points. This comes from her taking Quick Learner at 1st level (it grants 4 extra skill points at that level, and 1 extra skill point per level subsequently), and from her Intelligence increasing from 17 to 18 at 4th level. Given that, and her bonus skill points from being human, she gained skill points like so: 28 skill points at 1st level, 7 skill points at 2nd and 3rd level, and 8 skill points at each level thereafter. Sooja's skill point expenditure is as follows; all of her other skill bonuses are from her ability modifiers and her armor check penalty from her Bladeproof Skin feat (see above):
Concentration 15 ranks (+0 Con)
Knowledge (arcana) 15 ranks (+4 Int)
Knowledge (geography) 5 ranks (+4 Int)
Knowledge (history) 5 ranks (+4 Int)
Knowledge (the planes) 15 ranks (+4 Int)
Spellcraft 15 ranks (+4 Int, +2 synergy (Knowledge (arcana)))
Perform (sexual techniques) (cross-class) 7 ranks [14 skill points] (+1 Cha, -4 Freak, +2 Sexually Open Society)
Diplomacy (cross-class) 3 ranks [ 6 skill points] (+1 Cha, -4 Freak)
Sleight of Hand (cross-class) 3 ranks [6 skill points] (+3 Dex, -2 armor)
Bluff (cross-class) 3 ranks [6 skill points] (+1 Cha, -4 Freak)
Spot (cross-class) 3 ranks [6 skill points] (-1 Wis)
Listen (cross-class) 3 ranks [6 skill points] (-1 Wis)
Hinks has 27 skill points (her Quick Learner feat is also considered to be taken at 1st level, since Hinks was created with all her feats and Hit Dice at once). Her skill breakdown is as follows (Perform (sexual techniques) is a class skill for Hinks due to her Sexual Training feat (see above)):
Hide 0 ranks (+4 Dex, +12 size)
Listen 9 ranks (+1 Wis)
Spot 9 ranks (+1 Wis)
Perform (sexual techniques) 9 ranks (-2 Cha)
Super Powers and GearEdit
Sooja's special abilities (Endure Elements, Heightened Defenses, Heightened Saves, and Super Strike) are all actually super powers from EN Publishing's Four-Color to Fantasy (Revised) .
The Heroic Powers feat from that book allows a character to trade in wealth for Hero Points, which are then spent on super powers from that book. Sooja, as an NPC, normally has 27,000 gp. 22,500 were traded for 9 Hero Points, which were used to purchase those abilities.
Endure Elements is the spell of the same name. According to the "Deriving Super Powers from Spells" section of Four-Color to Fantasy (in chapter three) a 1st-level spell has a base cost of 4 Hero Points. 1 was subtracted simply because of how the spell has no combat application and very little other practical use (given how often environmental damage comes up in-game), and another Hero Point was subtracted by giving it the Magical restriction, making it have the Supernatural tag.
The Super Strike and Heightened Saves abilities were purchased for 1 Hero Point each. Technically, both powers should have the Power (Pw) tag, but this was changed to Extraordinary for the sake of clarity, and because there's no real difference between the two tags.
The Heightened Defenses power had three ranks purchased, for a total of 6 Hero Points. 1 point was subtracted from this cost by taking the Magical restriction, making it have the Supernatural tag.
Sooja's remaining character wealth was spent on her weapons and her bag of holding, with the remaining wealth converted mostly into gems.
Sooja has six 0-level spells prepared, rather than four. This is because she gains bonus 0-level spells for having a high spellcasting ability score, the same way she does for other spell levels. The table presenting bonus 0-level spells may be found in Octavirate Presents Volume 3: Simple Tricks and Nonsense .
Sooja, Hinks, and the other characters mentioned here are from The XXXenophile Collection Volume Six  and XXXenophile, Quick & Dirty  by Phil Foglio. The write-up here is an original take on the characters, written by me.