Base Attack Bonus: +20/+15/+10/+5 with +3 epic bonus Grapple Bonus: +27 with +3 epic bonus Ranged Attack Bonus: +29/+24/+19/+9 with +3 epic bonus Melee Attack Bonus: +27/+21/+17/+7 with +3 epic bonus Weapon Finesse Attack Bonus: +29/+24/+19/+9 with +3 epic bonus
Attack: Forceblade
Attack Bonus: +33/+28/+23/+13 with +3 epic bonus; +1 when a spell is channeled
Damage: 1d8+11 +1 when a spell is channeled
Sneak Attack Damage: 2d6+9
Range: Melee
Type: Force, Piercing, Slashing
Crit: 19-20/x2
Weight: 3 lbs.
Weapon:Forceblade (Rod that generates a Force energy blade as a free action; functions as a light Longsword +3.) 32,000gp
Weapon Crystal: Greater Arcane Crystal of Arcane Steel (+1 to hit, damage, and save DCs when a spell is channeled.) 6,000gp
Head: Circlet of Mages and Rapid Casting (3/day may cast spells as swift actions; +2 to Concentration, 3/charges: 1--retain 1st level spell slot 2--2nd level 3--3rd) 20,000
Face: None
Neck: Amulet of Natural Armor +5 (+5 natural armor bonus to AC) 50,000gp
Shoulders: Minor Cloak of Displacement (Continual 20% miss chance) 24,000gp
Chest: Alaina's Outfit (Glamered Masking Shirt of Landing +5; Looks like normal clothes, continual nondetection, always land on feet if falling within 60', +5 enhancement bonus to AC) 71,700
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Arms: Bracers of Armor +8 (+8 enhancement bonus to AC) 64,000gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Forceblade) 13,500gp
Ring: Ring of Wizardry I-IV (Double all 1st thru 4th level spells) 460,000gp
Ring: Signet Ring of Greater Universal Energy Resistance (Resist 30 to all energy types.) 180,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Manual of Bodily Health +5 (Con) 137,500gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Spool of Endless Rope 1,400gp Bag of Holding Type IV 10,000gp
Wand of Cure Critical Wounds (60 charges) 21,000gp Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500gp Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000gp
3 Everlasting Rations(Field rations feed a single Medium creature once/day) 350gp Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200gp Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) 30,000gp Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) 5,000gp Dark Blue Rhomboid Ioun Stone (Alertness as the feat) 10,000gp
625 platinum coins
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
As long as Alaina carries a light load, gain a +1 insight bonus to Reflex saves.
Insightful Strike: If Alaina can make a sneak attack on an opponent with a weapon affected by Weapon Finesse, gain a bonus to damage equal to Intelligence modifier. (+9)
Bladesinger:
Spellcasting level increased at every odd-numbered level.
Bladesong Style (Ex): When wielding a longsword or rapier in one hand and nothing in the other, gain a dodge bonus to AC equal to her class level with a maximum of her Intelligence bonus. (+9)
Lesser Spellsong (Ex): When wielding a longsword or rapier in one hand and nothing in the other, Alaina may always take 10 when making a Concentration check to cast defensively.
Song of Celerity (Ex): 1/day may Quicken a known spell of up to 4th level without affecting its spell level. May use this ability only when wielding a longsword or rapier in one hand and nothing in the other.
Song of Fury (Ex): When making a full attack with a longsword or rapier in one hand and nothing in the other, may make an additional attack at the highest attack bonus, but it and all other attacks for that round take a -2 penalty.
Spellcasting level increased at every odd-numbered level.
Bonus Fighter or Wizard feat.
Channel Spell/8 day (Sp): Five times per day, as a swift action, may expend a spell or spell-like ability Alaina knows to store into her weapon. Spell remains channeled for 8 hours or until weapon hits a target, in which case it goes off as though it were cast. Can only channel spells into one weapon at a time.
Multiple Channel Spell(Sp): May channel two spells into one weapon as a swift action.
Swift Channel Spell (Sp): May channel spells as a swift action.
Arcane Fire (Su): Costs 1 9th-level slot; May expend a spell to make a ranged touch attack with a 600' range to hit a target with 5d6 magic damage plus 1d6 for each level of the spell.
Mastery of Elements: Costs 1 8th-level slot; May change the energy descriptor of a spell from one element to another. (Acid, cold, fire, electricity, sonic, force, light, dark)
Spell-Like Ability: Costs 1 5th-level slot: May permanently fill a spell slot with the ability to cast a spell of same level or lower as a spell-like ability 2/day; if the spell slot is higher than the spell, may apply metamagic feats--if 3 levels higher, may use it 4/day. If 6 levels higher, may use it 6/day.
Arcane Reach (Su): Costs 1 7th-level slot; May make a ranged touch attack to affect a target within 30' with a touch spell.
Mastery of Shaping: Costs 1 6th-level slot; May create spaces within an area of a spell's effect that are not affected; minimum is a 5' cube. Also, any shapeable spells have a minimum dimension of 5' instead of 10'.
Force Arcanist:
Bonus Missiles: When casting magic missile, gain +1 missile (6 missiles)
Still Force: May cast Force spells without somatic components.
Spellcasting Prodigy (1st) Charisma is treated as +2 for spell save DCs and bonus spells. Quick Draw(Fighter bonus) Improved Initiative(Fighter Bonus) Combat Casting(3rd) Somatic Weaponry (6th) May cast spells with a somatic component even when hands are full. Arcane Strike (9th) As a free action, Alaina may spend one of her spells per day to channel arcane energy into her weapon or unarmed strike; when she strikes with it, she gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level. Spell Penetration(12th) Greater Spell Penetration(Bonus Spellsword) Empower Spell(15th) All numerical values of the spell are increased by 1.5; Spell level +2. Improved Arcane Strike(18th) Epic Spell Penetration(21st) Unstoppable Spell(24th) Rapid Metamagic (bonus)Using a metamagic feat on a spell doesn't increase its casting time. Improved Spell Capacity (Bladesinger bonus) +1 6th level spell slot. Proficiencies All simple and martial weapons and all armor and shields.
Alaina Leoricar is best known as Alacar and Lyia Leoricar's only child, though she's fought long and hard to earn a name for herself. Born during the events known as the Godslayer War, she was raised by her parents on the road, as her father's wanderlust was never slaked, and her mother obliged.
As a result, Alaina was raised with a worldly wisdom, being accepting of nearly all things and taught at a very early age to embrace life and the goodness of people. Even Drow she has learned to only pity, not hate, and admire those who come to the surface.
Alaina was trained in the art of adventuring almost as soon as she could walk and talk, taught to balance the spell and the sword. She was discovered to have an innate magical power, and a talent with a rapier. She quickly became friends with those her father knew, old and new alike--Fraedo, since retired from adventuring, who kept horning in on her; Roland, now a warlord of Tyr, who instilled in her a strong sense of duty; Thrender, who regaled her with stories of her father's home, and his wife (long since recovered from the marauding pirates who invaded long ago) helping her to embrace her femininity. Even the Purple Dragons of Cormyr liked seeing her play amid their court.
Arianna, Alacar's mother, taught Alaina to, above all, embrace happiness and goodness, and to love with all of her heart. She often indulged her granddaughter (as was her right) when she should've been studying. Alaina happily learned to balance her life as a young lady about town as much as her study over her magic and swordplay.
So too did Alaina meet and befriend the heroes of the Godslayer War; most especially Thorel, who showed her the benefit of devotion in faith. Her strength in the sun goddess was only enhanced, and she even apprenticed at a temple of Sune for a year before moving on--she had her parents' wanderlust, so she continued onward.
Confident in herself, she left her home in Phlan at nineteen, given a special signet ring by her father. She traveled far off to the city of Alivar, where her adventures began with the clan 'New Dawn'.
It was here she met the first of her boyfriends, Arans. She even named her familiar after him. She travelled with New Dawn for a long time, scouring dungeons and helping the city of Alivar, far from her father's fame.
But soon, she returned to Phlan. Arans was introduced to Alacar, and although Alacar liked him, Arans was intimidated by the powerful hero, so he left Alaina.
Heartbroken, she left and wandered south, through the Dales, then eastward to Thay and beyond. She helped the town of Gordi by ridding it of barbarians; a halfling village from an attacking goblin horde, eventually even slaying their king. She helped negotiate peace between a growing tribe of centaurs and a burgeoning young kingdom, avoiding bloodshed and routing out the centaur usurpers (and their hired assassin). She was commissioned to enter a vampire lord's keep, and she not only slew it, but helped the cleric (another boyfriend) to cleanse the tower and reclaim it. She was chosen as an emissary to Thay from a league of Western cities to petition slaves' freedom--it didn't end as well as she'd hoped, but she did manage to free some, much to Thay's chagrin. At last she dared to enter The Temple of Elemental Evil, and managed to barely escape with her life.
Despite all of her successes and failures, the lessons she took to heart at a young age stuck with her, and she is ever optimistic. Alaina is a beautiful young woman--being only one-quarter human, she is immortally youthful even as she ages. She has a bright and cheerful disposition except in the most dire of times, and is a very friendly and open individual. She is fiercely loyal to her allies and loved ones, and has a soft spot for a kind heart surrounded by a rough exterior, not to mention a cute face. She's since had a few other boyfriends, but they all end the same way once they meet her father. It's a curse, but she's hopeful that will change.
Place holder for my character. I'm still not 100% sure what I want yet.
I think I'm down to the following options:
Fighter 2 / Swashbuckler 3 / Tempest 5 / Dervish 15 // Scout 25
Sorcerer 15 / Swiftblade 10 // Fighter 15 / Dervish 10 (this will change if I can get Swiftblade / Tempest or Swiftblade / Dervish levels approved).
I'm leaning toward the first one, but the second could do some pretty amazing things with the right spell choices. Then again, that guy gets no armor (but that's not the biggest problem at this level).
Alright, I'm going to try to throw up a character here.
Basic Info: Player Name: Krashbot Character Name: (still to come) Character Level: 25 (Gestalt) Class: Swashbuckler 3 / Fighter 7 / Dervish 10 / Tempest 5 // Sage 10 / Swiftblade 10 / Archmage 5
[SIZE=1]Progression: (Swashbuckler / Sage) 3 --> (Fighter / Sage) 2 --> (Dervish / Sage) 5 --> (Dervish / Swiftblade) 5 --> (Tempest / Swiftblade) 5 --> (Fighter / Archmage) 5[/SIZE] Race: Half-Celestial Human (Native Outsider) [SIZE=1](modified half-celestial template (LA +3))[/SIZE] Alignment: Chaotic Good Deity: Pelor Size: Medium Age: 30 Gender: Male Height: 5' 3" Weight: 140 lb Eyes: Sparkling light-blue Hair: Dark shoulder-length Skin: Nearly shining light human tone
ITEMS Head: Headband of Spellcraft +30 (90,000) Eyes: Face: Shoulders: Throat: Torso: Gray Robe of the Archmagi (75,000) Chest: Chest: Arms: Bracers of Resistance +5 (50,000) Hands: Glove of Storing (10,000) Ring: Ring of Energy Immunity: Fire (240,000) Ring: Ring of Telekinesis (75,000) Waist: Belt of Magnificence +6 (200,000) Feet:
EQUIPMENT
Rod of Excellent Magic (650,000)
Tome of Leadership/Influence +5 (137,500)
Tome of Understanding +5 (“ “)
Tome of Clear Thoughts +5 (“ “)
Manual of Gainful Exercise +5 (“ “)
Manual of Quickness of Action +5 (“ “)
Bag of Holding Type IV (10,000)
Phylactery
CLASS/RACE ABILITIES Half-Green Dragon
+4 Natural Armor
Claw & Bite Attacks (1d4 Claw, 1d6 Bite)
Breath Weapon: 6d8 acid damage-60 foot line
Darkvision
Low-Light Vision
Immunity to Sleep/Paralysis/Acid
+8 Str, +2 Con, +2 Int, +2 Cha Dread Necromancer
Charnel Touch 1d8+7 damage
Rebuke Undead
Lich Body
Negative Energy Burst 4/day 28d4
Advanced Learning
Fear Aura
Scabrous Touch
Summon Familiar
Undead Mastery
Enervating Touch (14)
Craft Wondrous Item
Lich Transformation Lich
+5 Natural Armor
Paralyzing Touch
Turn Resistance +4
Damage Reduction 15/bludgeoning and magic
Immunity to cold, electricity, polymorph, mind-affecting
Int +2, Wis +2, Cha +2
+8 to Hide, Listen, Move Silently, Search, Sense Motive, and Spot Monk
Flurry of Blows
Unarmed Strike
Stunning Fist 25/day
Evasion
Still Mind
Ki Strike (magic, lawful, adamantine)
Slow Fall (90 ft)
Purity of Body
Wholeness of Body
Improved Evasion
Diamond Body
Abundant Step
Diamond Soul
Quivering Palm
Enlightened Fist
Ki Strike
Monk Abilities
Fist of Energy
Arcane Fist
Arcane Rejuvenation
Fist of Energy (burst)
Hold Ray
Diamond Soul
Living Lich
+2 to mental and physical ability scores
Detect Undead at will
Loss of Undead traits
Immunity to Negative Energy
No Positive Energy vulnerability
DR 15/epic
No immunity to effects that require Fort saves.
Necromaster
Necromastery: Master Necromancer (Add Necromaster level to DC's of Necromancy spells. Treated as 5 levels higher for controlling HD of undead and rebuke attempts. Costs 9th level spell slot)
MAGIC Spells Per Day
10/10/10/9/9/9/9/8/6 Save DC’s
26/27/28/29/30/31/32/33/34 +3 for Necromancy Spells
Epic: 35 (38 for Necromancy Spells) Spells Known 1st: Bane, Backbiter, Bestow Wound, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom, Hide From Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I, Undetectable Alignment 2nd: Blindness/Deafness, Command Undead, Darkness, Death Knell, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Summon Swarm, Summon Undead II 3rd: Crushing Despair, Death Ward, Halt Undead, Inflict Serious Wounds, Ray of Exhaustion, Speak with Dead, Summon Undead III, Vampiric Touch 4th: Animate Dead, Bestow Curse, Burning Blood, Contagion, Death Ward, Dispel Magic, Enervation, Evard’s Black Tentacles, Fear, Giant Vermin, Inflict Critical Wounds, Phantasmal Killer, Poison, Summon Undead IV 5th: Blight, Cloudkill, Fire in the Blood, Greater Dispel Magic, Insect Plague, Lesser Planar Binding, Magic Jar, Mass Inflict Light Wounds, Nightmare, Oath of Blood, Slay Living, Spiritwall, Summon Undead V, Undeath to Death, Unhallow, Waves of Fatigue 6th: Acid Fog, Circle of Death, Create Undead, Eyebite, Geas/Quest, Harm, Mass Inflict Moderate Wounds, Planar Binding, Waves of Exhaustion 7th: Blackstorm, Control Undead, Destruction, Finger of Death, Greater Harm, Mass Inflict Serious Wounds, Pact of Return, Song of Discord, Vile Death 8th: Blackfire, Create Greater Undead, Horrid Wilting, Mass Inflict Critical Wounds, Symbol of Death 9th: Energy Drain, Imprison Soul, Mass Harm, Plague of Undead, Wail of the Banshee Epic Spells: Fanged Return (Spellcraft DC 38)
Forceward (Spellcraft DC 45) Caster Level
26
+4 to overcome Spell Resistance
LANGUAGES
Common
Infernal
Drow Sign
Undercommon
Abyssal
Kael Vinsazi, as he was originally called, was born to two half-green dragon parents who were shunned due to their evil dragon heritage. Growing up on the outskirts of society hardened Kael's heart from an early age. He and his parents moved constantly, usually after some particularly vicious crime was blamed on them. Moving from place to place and having to scrape by taught Kael to shut his emotions away and do what needed to be done to survive.
As outcasts, the Vinsazi family had learned how to defend themselves from constant attack. Kael's father, Kaseen, was an accomplished unarmed fighter, and as soon as Kael was old enough to walk, he was being taught to fight. Kael resented his father for his harsh discipline and for his uncaring demeanor. Kael, over time, became more and more interested in the mysteries surrounding life and death. As a teen (~35 years old), he had seen his father kill a man when the man attempted to burn down the home of the 'monsters'. Before they fled, Kael spend time studying the man's corpse. He was fascinated by the way the man's body reacted to death.
Soon, Kael was secretly observing small creatures as they died (sometimes by his own hand). He continued his father's training as an unarmed fighter, but was also studying Necromancy behind his father's back. For many years, he continued this dual training: Martial Arts by day, Necromancy by night. All the while he and his family moved. After all that time around death and decay, his body started to react, to become more like the undead he learned to create and command. Negative energy flowed through him with such strength that he could kill with a simple touch or unleash it in massive, destructive blasts.
All this time, he hid his Necromantic abilities from his parents, fearing his mother would disown him; he never had cared what his father thought of him. His father had always held him back, stopped him from going off on his own to seek his own destiny, saying he must stay with the family and help scavenge food. Any time he could, Kael would sneak away to hunt bandits, criminals, or just anyone who would fight him. After time, Kael learned to blend his two distinct sets of training into one, more precise art: The way of the Enlightened Fist.
Then, one night after sneaking off to destroy a camp of robbers, he arrived home to find his mother dead on the floor. His father stood over the barely moving form of an intruder. The man was a vampire, who Kael's father had foolishly invited into the house for some unknown reason. After killing the vampire, Kael's father turned on Kael himself, blaming him for his mother's death. If Kael had been home, Kaseen said, he could have stopped the vampire from killing his mother. He did not attack him, but instead went on a rant about how worthless Kael was. Kael, who had learned to shut his emotions away as a child, had already forgotten his grief for his mother. He decided this was his chance to escape. He had no reason to stay, and so he decided to leave, but not before tying up loose ends. He murdered his father in cold blood that same night.
Kael fled, leaving his parent's bodies to be discovered by the townsfolk. He joined a band of mercenaries and used his skills with Necromancy to raise an army of undead that served as the group's bodyguards. Kael wanted books that the party's wizard, a gnome called Hvestlin, possessed. Namely, the books that contained the instructions on how to become a lich. Once he discovered the books, he stole them, then turned his undead on the mercenaries. After a huge battle, only Kael and Hvestlin remained standing. They dueled for nearly an hour: Hvestlin's Abjurations and Evocations were an even match for Kael's Necromancy and unarmed combat techniques.
Kael retreated, and studied the books day and night for almost a month. He trained physically to be able to survive the ritual. Soon Kael was ready to undergo the transformation. He crafted the Phylactery, enchanted it properly, and completed the painful ritual. He was now a lich. He knew he still had to tie up the one loose end that remained: Hvestlin. He tracked the gnome down, and they began another duel. Kael's newfound undead power was enough to give him the edge in the fight and he killed the gnome.
It was then that he forever dropped the name 'Kael' and adopted 'Kaegro', which means 'undead' in Draconic. With the discarding of the name Kael Vinsazi, he had started over as a new person. He was eternal and powerful. Powerful enough to forget his past and remake his identity. After becoming a lich, he studied Necromancy day and night (not needing sleep or food helped in that regard), honing his magical abilities. He is now a master Necromancer, with near complete control of the dead. He has taken part in various battles and adventures; enough to earn a name for himself. He has become semi-infamous, but could care less. He is currently trying to gain enough power to become one of the Gods themselves. And with an eternity to complete his ambitious task, he may, in the next century or in the next millennia, succeed.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I have 2 questions.
1) War Chanter normally requires me to use my singing or oratory skills. Can I use a flute? I wanna use a flute, cuz... it's in my picture. And I don't wanna have to come up with a million and one songs.
2) Both War Chanter and Seeker of the Song allow me to Combine Songs, basically using 2 bardic music songs at the same time. Do both class features stack, thus letting me use 3 effects, as long as they're both from War Chanter and Seeker and not the same class? Or do they not stack and I can only combine 2 songs?
edit: Another question!
Does the ability of Fight to the Death (Pirate Lord) stack with Inspire Toughness (War Chanter), assuming I can use both bardic music songs at the same time (and according to War Chanter I can)?
edit 2: Oh, crap.. 3.5 million starting gold? I have another million to spend!
I dont really mind Caex being a Lich, Kinless Protector is very understanding, even if short tempered, he wont begrudge you being a lich as long as you dont do anything too evil... its gonna be a funny thing to see... this characters personality is similar to that of Crimson, only in male
Oh and here is Mr.Kinless Protectorit still has some work left to be done... I'll have it finished today hopefully though the items are a pain. only missing Bio now... will be done in a little while.
Oh, and heads up--I'm still hinging on whether I want War Chanter at all, and might change to Legendary Captain or just more levels in Bard or Seeker of the Song.
*Because of holy vitality, hp is maximized and hit dice increase by one die type:
(Wizard // Cleric)x13: (10+6)x13
Iot7V // Cleric: 6+6
(Iot7V // SotWL)x6: (6+6)x6
Archmage // SotWL: 6+6
(Cessares // SotWL)x3: (6+6)x3
(Cessares // Negator)x2: (6+6)x2
Base Attack Bonus: +15/+10/+5
Grapple: +15
Ranged Attack Bonus: +22/+17/+12
Weapon: quarterstaff
Attack: +22/+17/+12
Damage: 1d6 + 7
Critical: x2
Special: This plain quarterstaff is imbued with its wielder's holy power. It's treated as if having a +7 enhancement bonus and is epic and good aligned for the purposes of overcoming damage reduction. May be treated as either silver or cold iron in any instance.
Wooden Holy Symbol of St. Ossiniel
Spellbook
Plain white robe
Plain Quarterstaff
Aura of Disruption (15 foot radius aura causes 5% spell failure to all casters +1% per class level when not suppressed)
Spell Antithesis (bonus to dispel checks, checks to overcome spell resistance, and to the DC of abjuration spells equal to ½ class level)
Instant Counterspell 1/day (as salient divine ability)
Adaptive Counterspell (as improved counterspell, but any spell of same school and level)
Harmonious Casting (arcane and divine caster levels stack for abjurations)
Reactive Counterspell (counterspell as an immediate action)
Concerted Casting (int and wis modifiers stack to determine the DC of abjurations)
Pious Abjurer (Spell Turning, Antimagic Ray, Mage's Disjunction, Prismatic Sphere, Effulgent Epuration, and Absorption added to cleric spell list)
Force of Will (add wisdom modifier to concentration checks, dispel checks, and spell resistance)
Spontaneous Abjuration (Convert any prepared abjuration spell into another of the same level)
Bolt of Disruption (Ranged touch attack, channel a spell to cause 5% spell failure/spell level on an enemy caster)
Spell Dampening (-5 reduction to the caster level of offensive spells targetting me)
Resilient Abjuration (opponents must make dispel checks to dispel or counterspell my abjurations; dispelled abjurations return 1d4 rounds later, as tenacious spell)
Field of Negation (+1 to SR/class level, +1 to saves vs. spells/3 class levels)
2 Spheres of Cancellation (Acts as effulgent epuration. Returns after use 1 minute/spell level of the effect negated)
AC bonus +12
Endure Elements
Exalted Strike +7 (good, epic, silver, cold iron)
Sustenance
Deflection (to AC) +4
Resistance (to saves) +5
Natural Armor +3
Mind Shielding
Damage Reduction 10/epic and evil
Greater Sustenance
Energy Resistance 15 (all)
Freedom of Movement
Regeneration (22/hr)
True Seeing
Holy Wake
Protective Aura
Exalted Spellcasting
Holy Vitality
Overall bonus to dispel checks:
+2 elven spell lore
+4 silence domain
+12 force of will
+2 spell antithesis
+4 unanswerable strike versus other abjurations
Sacred Vow
Vow of Poverty
Eschew Materials*
Skill Focus (Spellcraft)
Quicken Spell
Initiate of Spirituality
Exalted Turning
Nimbus of Light
Holy Radiance
Maximize Spell
Consecrate Spell
Purify Spell
Exalted Spell Resistance
Acolyte of Spirituality
Spell Focus (Abjuration)
Spell Penetration
Master of Spirituality
Greater Spell Penetration
Spell Focus (Evocation)
Elven Spell Lore (Polar Ray)
Improved Counterspell
Greater Spell Focus (Abjuration)
Improved Initiative
Divine Metamagic (Quicken Spell)
Heighten Spell
Spell Focus (Good)
Avatar of Spirituality
Ignore Material Components
Combat Reflexes
Widen Spell
Multispell
Twin Spell
Split Ray
Energy Substitution (Electricity)
Energy Admixture (Electricity)
Improved Spell Resistance
Common
Highmanic
Celestial
Draconic
Abyssal
Infernal
Ilúros numbers among the highmen, an enigmatic and reclusive race of people. Little is known of these folk other than their longevity, resistance to magic, and wondrous regenerative abilities. As a highman, Ilúros looks almost human, though he is taller and more slight than the average human male. In addition to this, his facial features are more stoic and sculpted than what most humans approach. He appears young, but his many years can be seen in the serene wisdom in his eyes.
Ilúros is quiet and reserved. He volunteers little to no information about himself, speaks rarely, and spends much of his time in peculiar stillness, reflecting on some unfathomable matter. What can be discerned about him is that he is unlike others of his race. Instead of seeking solitude and tranquility in remote places of the world, he is involved in causes and epic adventures in the world, perhaps in a desire to bring the peace of his small community origin to the rest of the world. He asks nothing of those who he helps, and seems indifferent or oblivious to the fame that his deeds have brought to his name.
Already suited to a life of austerities due to his cultural traditions, he picked up a life of asceticism from the beginning, and carries with him only the bare necessities of his arcane studies, his faith, and the clothes on his back. Though he is much older, Ilúros spent some time as a disciple of Serato of Thossis, and those closest to him suspect that he left the high mountain home of his people to seek guidance from this mentor... though as many things his actions and motivations are ever unclear to others. Much like his teacher, Ilúros focuses on magics of negation and undoing.
Over the past several centuries, Ilúros has been involved in the authoring of an expansive series of mystical texts and treatises regarding his god St. Ossiniel as well as other works on philosophy and the arcane arts, which have become available to those outside of his race due to his exploring in the civilized world. In this way his intellectual status is more prevalent among scholars than much of his other deeds.
Much of his earlier years in adventuring was spent searching for lost esoterica, expanding medical knowledge to physicians in poor nations in the world as part an effort to heal and save more of those in need, and battling poverty and aristocratic corruption in governments. However, his most consuming endeavor was participating in a group of individuals which over time curtailed the rise of an unholy cult dedicated to the unleashing of a demon god into the world, which culminated in the disbanding of that cult and the destruction of the evil deity.
Place holder for my character. I'm still not 100% sure what I want yet.
I think I'm down to the following options:
Fighter 2 / Swashbuckler 3 / Tempest 5 / Dervish 15 // Scout 25
Sorcerer 15 / Swiftblade 10 // Fighter 15 / Dervish 10 (this will change if I can get Swiftblade / Tempest or Swiftblade / Dervish levels approved).
I'm leaning toward the first one, but the second could do some pretty amazing things with the right spell choices. Then again, that guy gets no armor (but that's not the biggest problem at this level).
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Placeholder for whatever Fenris is. Which currently looks like a 20/15/10/5 Bard/PsiWarior/Seeker of Song/Psi Weapons Master
Bard/PsiWeapons Master//Psiwarrior/Seeker of Song (I have no clue if this is right i just envisioned going 10/10 B/PW then 20/10/10 B/PW/SS and then 20/15/10/5 finisheng the set out)
Placeholder for whatever Fenris is. Which currently looks like a 20/15/10/5 Bard/PsiWarior/Seeker of Song/Psi Weapons Master
Bard/PsiWeapons Master//Psiwarrior/Seeker of Song (I have no clue if this is right i just envisioned going 10/10 B/PW then 20/10/10 B/PW/SS and then 20/15/10/5 finisheng the set out)
I'm sorry, but that isn't making sense to me..at all.
You only have twenty-five levels on each side to work with.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
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No la greater than five. Up to three la can be bought off.
No monster classes.
No to everything banned in the sign-up thread.
Mamelon 32 point-buy and Godslayer hp progression.
Fractional BAB.
2.5 million starting gold.
Have I forgotten anything?
Try to keep Characters on the front page.
I have 15 cookies in my cookie jar.
Age: 30
Height: 5' 9"
Weight: 140 lbs.
Eye Color: Green
Hair Color: Strawberry Golden
Skintone: Fair
Alignment: Neutral Good
Deity: Sune, Tymora
Race: Half-Elf
Gender: Female
Size: Medium
Class and Level: Fighter 2/Swashbuckler 3/Bladesinger 11/Duelist 10//Sorcerer 10/Spellsword 10/Archmage 5/Force Arcanist 1
DEX 28 (+9) (16 base+1 level+5 tome+6 belt)
CON 24 (+7) (12 base+1 level+5 tome+6 belt)
INT 28 (+9) (16 base+1 level+5 tome+6 belt)
WIS 28 (+9) (16 base+1 level+5 tome+6 belt)
CHA 30 (+10) (18 base+1 level+5 tome+6 belt)
AC: 56 (10+18 Dex & Int+9 dodge+1 insight+5 enhancement+8 armor+5 natural armor)
Flat-Footed: 38
Touch: 43
Speed: 60' (30' base+30' Boots)
Initiative: +17 (+9 Dex+4 Duelist+4 Improved Initiative)
Reflex: +42 (19 base+9 Dex+3 epic+2 familiar+3 Grace+5 resistance+1 competence)
Will: +41 (23 base+9 Wis+3 epic+5 resistance+1 competence)
Resistances: 30 to all energy types.
Grapple Bonus: +27 with +3 epic bonus
Ranged Attack Bonus: +29/+24/+19/+9 with +3 epic bonus
Melee Attack Bonus: +27/+21/+17/+7 with +3 epic bonus
Weapon Finesse Attack Bonus: +29/+24/+19/+9 with +3 epic bonus
Attack: Forceblade
Attack Bonus: +33/+28/+23/+13 with +3 epic bonus; +1 when a spell is channeled
Damage: 1d8+11 +1 when a spell is channeled
Sneak Attack Damage: 2d6+9
Range: Melee
Type: Force, Piercing, Slashing
Crit: 19-20/x2
Weight: 3 lbs.
Weapon Crystal: Greater Arcane Crystal of Arcane Steel (+1 to hit, damage, and save DCs when a spell is channeled.) 6,000gp
Head: Circlet of Mages and Rapid Casting (3/day may cast spells as swift actions; +2 to Concentration, 3/charges: 1--retain 1st level spell slot 2--2nd level 3--3rd) 20,000
Face: None
Neck: Amulet of Natural Armor +5 (+5 natural armor bonus to AC) 50,000gp
Shoulders: Minor Cloak of Displacement (Continual 20% miss chance) 24,000gp
Chest: Alaina's Outfit (Glamered Masking Shirt of Landing +5; Looks like normal clothes, continual nondetection, always land on feet if falling within 60', +5 enhancement bonus to AC) 71,700
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Arms: Bracers of Armor +8 (+8 enhancement bonus to AC) 64,000gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Forceblade) 13,500gp
Ring: Ring of Wizardry I-IV (Double all 1st thru 4th level spells) 460,000gp
Ring: Signet Ring of Greater Universal Energy Resistance (Resist 30 to all energy types.) 180,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Manual of Gainful Exercise +5 (Str)
Manual of Quickness of Action +5 (Dex)
Tome of Clear Thought +5 (Int)
Tome of Leadership and Influence +5 (Cha)
Tome of Understanding +5 (Wis)
Spool of Endless Rope 1,400gp
Bag of Holding Type IV 10,000gp
Wand of Cure Critical Wounds (60 charges) 21,000gp
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500gp
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000gp
3 Everlasting Rations(Field rations feed a single Medium creature once/day) 350gp
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200gp
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) 30,000gp
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) 5,000gp
Dark Blue Rhomboid Ioun Stone (Alertness as the feat) 10,000gp
625 platinum coins
Bluff 21 (10 ranks+10 Cha)
Climb* 33 (5 ranks+7 Str+20 Boots)
Concentration 39 (29 ranks+7 Con+2 circlet+4 combat casting)
Diplomacy 28 (9 ranks+10 Cha+2 racial+6 synergy)
Disguise 12 (+10 Cha+2 synergy)
Gather Information 20 (5 ranks+10 Cha+2 racia+2 synergyl)
Intimidate 14 (1 rank+10 Cha+2 synergy)
Jump* 35 (5 ranks+7 Str+20 Boots+2 synergy)
Knowledge (Arcana) 39 (29 ranks+9 Int)
Knowledge (Local) 26 (16 ranks+9 Int)
Knowledge (History) 26 (16 ranks+9 Int)
Knowledge (Planes) 26 (16 ranks+9 Int)
Knowledge (Nobility) 26 (16 ranks+9 Int)
Listen 25 (12 ranks+9 Wis+1 racial+2 ioun stone)
Search 16 (5 ranks+9 Int+1 racial)
Sense Motive 20 (10 ranks+9 Wis)
Sleight of Hand 11 (+9 Dex+2 synergy)
Spellcraft 41 (29 ranks+9 Int+2 synergy)
Spot 25 (12 ranks+9 Wis+1 racial+2 ioun stone)
Tumble* 46 (14 ranks+9 Dex+20 Boots+2 synergy)
Quick Draw (Fighter bonus)
Improved Initiative (Fighter Bonus)
Combat Casting (3rd)
Somatic Weaponry (6th) May cast spells with a somatic component even when hands are full.
Arcane Strike (9th) As a free action, Alaina may spend one of her spells per day to channel arcane energy into her weapon or unarmed strike; when she strikes with it, she gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level.
Spell Penetration (12th)
Greater Spell Penetration(Bonus Spellsword)
Empower Spell (15th) All numerical values of the spell are increased by 1.5; Spell level +2.
Improved Arcane Strike (18th)
Epic Spell Penetration (21st)
Unstoppable Spell (24th)
Rapid Metamagic (bonus)Using a metamagic feat on a spell doesn't increase its casting time.
Improved Spell Capacity (Bladesinger bonus) +1 6th level spell slot.
Proficiencies All simple and martial weapons and all armor and shields.
When overcoming SR, her caster level is 34th.
Spells Per Day
6/18/18/18/16/8/8/7/6/6
Spells Known
9/5/5/4/4/4/3/3/3/3
0: Detect Magic, Read Magic, Light, Prestidigitation, Touch of Fatigue, Acid Splash, Resistance, Ray of Frost, Arcane Mark
1: Magic Missile, True Strike, Ray of Clumsiness (SC), Sleep, Mount
2: Scorching Ray, Invisibility, Blast of Force (SC), Fireburst (SC), Wraithstrike (SC)
3: Fireball, Lightning Bolt, Fly, Dispel Magic
4: Greater Mirror Image (PHB2), Dimension Door, Force Missiles (SC), Locate Creature
5: Break Enchantment, Prismatic Ray (SC), Cone of Cold, Improved Blink (SC)
6: Thunder Field (SC), Greater Dispel Magic, Brilliant Blade (SC)
7: Prismatic Spray, Banishment, Greater Teleport
8: Greater Plane Shift (SC), Polar Ray, Discern Location
9: Meteor Swarm, Prismatic Sphere (SC), Detonate (PHB2) Empowered Unstoppable Magic Missile 6/day.
Saving Throw DCs: 20/21/22/23/24/25/26/27/28/29
Elven
Draconic
Dwarven
Celestial
As a result, Alaina was raised with a worldly wisdom, being accepting of nearly all things and taught at a very early age to embrace life and the goodness of people. Even Drow she has learned to only pity, not hate, and admire those who come to the surface.
Alaina was trained in the art of adventuring almost as soon as she could walk and talk, taught to balance the spell and the sword. She was discovered to have an innate magical power, and a talent with a rapier. She quickly became friends with those her father knew, old and new alike--Fraedo, since retired from adventuring, who kept horning in on her; Roland, now a warlord of Tyr, who instilled in her a strong sense of duty; Thrender, who regaled her with stories of her father's home, and his wife (long since recovered from the marauding pirates who invaded long ago) helping her to embrace her femininity. Even the Purple Dragons of Cormyr liked seeing her play amid their court.
Arianna, Alacar's mother, taught Alaina to, above all, embrace happiness and goodness, and to love with all of her heart. She often indulged her granddaughter (as was her right) when she should've been studying. Alaina happily learned to balance her life as a young lady about town as much as her study over her magic and swordplay.
So too did Alaina meet and befriend the heroes of the Godslayer War; most especially Thorel, who showed her the benefit of devotion in faith. Her strength in the sun goddess was only enhanced, and she even apprenticed at a temple of Sune for a year before moving on--she had her parents' wanderlust, so she continued onward.
Confident in herself, she left her home in Phlan at nineteen, given a special signet ring by her father. She traveled far off to the city of Alivar, where her adventures began with the clan 'New Dawn'.
It was here she met the first of her boyfriends, Arans. She even named her familiar after him. She travelled with New Dawn for a long time, scouring dungeons and helping the city of Alivar, far from her father's fame.
But soon, she returned to Phlan. Arans was introduced to Alacar, and although Alacar liked him, Arans was intimidated by the powerful hero, so he left Alaina.
Heartbroken, she left and wandered south, through the Dales, then eastward to Thay and beyond. She helped the town of Gordi by ridding it of barbarians; a halfling village from an attacking goblin horde, eventually even slaying their king. She helped negotiate peace between a growing tribe of centaurs and a burgeoning young kingdom, avoiding bloodshed and routing out the centaur usurpers (and their hired assassin). She was commissioned to enter a vampire lord's keep, and she not only slew it, but helped the cleric (another boyfriend) to cleanse the tower and reclaim it. She was chosen as an emissary to Thay from a league of Western cities to petition slaves' freedom--it didn't end as well as she'd hoped, but she did manage to free some, much to Thay's chagrin. At last she dared to enter The Temple of Elemental Evil, and managed to barely escape with her life.
Despite all of her successes and failures, the lessons she took to heart at a young age stuck with her, and she is ever optimistic. Alaina is a beautiful young woman--being only one-quarter human, she is immortally youthful even as she ages. She has a bright and cheerful disposition except in the most dire of times, and is a very friendly and open individual. She is fiercely loyal to her allies and loved ones, and has a soft spot for a kind heart surrounded by a rough exterior, not to mention a cute face. She's since had a few other boyfriends, but they all end the same way once they meet her father. It's a curse, but she's hopeful that will change.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I think I'm down to the following options:
Fighter 2 / Swashbuckler 3 / Tempest 5 / Dervish 15 // Scout 25
Sorcerer 15 / Swiftblade 10 // Fighter 15 / Dervish 10 (this will change if I can get Swiftblade / Tempest or Swiftblade / Dervish levels approved).
I'm leaning toward the first one, but the second could do some pretty amazing things with the right spell choices. Then again, that guy gets no armor (but that's not the biggest problem at this level).
Alright, I'm going to try to throw up a character here.
Basic Info:
Player Name: Krashbot
Character Name: (still to come)
Character Level: 25 (Gestalt)
Class: Swashbuckler 3 / Fighter 7 / Dervish 10 / Tempest 5 // Sage 10 / Swiftblade 10 / Archmage 5
[SIZE=1]Progression: (Swashbuckler / Sage) 3 --> (Fighter / Sage) 2 --> (Dervish / Sage) 5 --> (Dervish / Swiftblade) 5 --> (Tempest / Swiftblade) 5 --> (Fighter / Archmage) 5[/SIZE]
Race: Half-Celestial Human (Native Outsider) [SIZE=1](modified half-celestial template (LA +3))[/SIZE]
Alignment: Chaotic Good
Deity: Pelor
Size: Medium
Age: 30
Gender: Male
Height: 5' 3"
Weight: 140 lb
Eyes: Sparkling light-blue
Hair: Dark shoulder-length
Skin: Nearly shining light human tone
Ability Scores:
[SIZE=1]Original Point Buy: 16, 17, 13, 17, 16, 10[/SIZE]
Str: 18 (+4) [ 24 (+7) ]
Dex: 23 (+6) {28 (+9)} [ 40 (+15) ]
Con: 16 (+3) [ 22 (+6) ]
Int: 21 (+5) {26 (+8)} [ 38 (+14) ]
Wis: 18 (+4) {22 (+6)} [ 28 (+9) ]
Cha: 14 (+2) [ 20 (+5) ]
Combat Info
HP: (still to come)
AC: 55 (56haste) +1dodge [size=1](10 + 8 arm + 2 shi + 15 dex + 5 def + 5 nat + 5 sacred + 5 luck)[size]
[SIZE=1]Touch: 40 (41haste) +1dodge
FF: --[/SIZE]
Init: +28
BAB: +20/+15/+10/+5 (+3 epic)
Grapple: +30
Speed: 50 ft (80 fthaste)
[SIZE=1]Fly 80 ft (110 fthaste)[/SIZE]
Spell Resistance: 35
Special: 50% opponent miss chance on regular attacks (as displacement) and targeted spells while hasted. [SIZE=1](Class abilities)[/SIZE]
Saves:
Fort: +27 [SIZE=1](13 base + 2 epic + 6 con + 5 cloak + 1 ioun stone)[/SIZE]
Ref: +33 (+1haste) [SIZE=1](10 base + 2 epic + 15 dex + 5 cloak + 1 ioun stone)[/SIZE]
Will: +31 [SIZE=1](14 base + 2 epic + 9 wis + 5 cloak + 1 ioun stone)[/SIZE]
[SIZE=1]+4 racial bonus against disease and poison[/SIZE]
Skills:
Concentration (Con): +? [SIZE=1](24 ranks + 6 con + ??)[/SIZE]
Diplomacy (Wis): +? [SIZE=1](21 ranks + 5 cha + ??)[/SIZE]
Knowledge (arcana) (Int): +? [SIZE=1](28 ranks + 14 int + ??)[/SIZE]
Knowledge (history) (Int): +? [SIZE=1](27 ranks + 14 int + ??)[/SIZE]
Knowledge (religion) (Int): +? [SIZE=1](28 ranks + 14 int + ??)[/SIZE]
Listen (Wis): +? [SIZE=1](23 ranks + 9 wis + ??)[/SIZE]
Perform (dance) (Cha): +? [SIZE=1](20 ranks + 5 cha + ??)[/SIZE]
Spellcraft (Int): +? [SIZE=1](28 ranks + 14 int + 3 feat + 4 synergy + ??)[/SIZE]
Spot (Wis): +? [SIZE=1](23 ranks + 9 wis + ??)[/SIZE]
Tumble (Dex): +? [SIZE=1](20 ranks + 15 dex + ??)[/SIZE]
Level 4-5:(Fighter / Sage) [SIZE=1]Concentration (2), Diplomacy (2), Knowledge (arcana) (2), Knowledge (history) (2), Knowledge (religion) (2), Listen* (1), Spellcraft (2), Spot* (1)[/SIZE] - 16 points
Level 6-10:(Dervish / Sage) [SIZE=1]Concentration (5), Diplomacy (5), Knowledge (arcana) (5), Knowledge (history) (5), Knowledge (religion) (5), Listen (6), Perform (dance) (5), Spellcraft (5), Spot* (2), Tumble (5)[/SIZE] - 50 points
Level 11-15:(Dervish / Swiftblade) [SIZE=1]Concentration (5), Diplomacy* (2.5), Knowledge (arcana) (5), Listen (6), Perform (dance) (10), Spellcraft (5), Spot (7), Tumble (7)[/SIZE] - 50 points
Level 16-20:(Tempest / Swiftblade) [SIZE=1]Concentration (5), Diplomacy* (5), Knowledge (arcana) (5), Knowledge (religion)* (1), Listen (7), Perform (dance)* (2), Spellcraft (5), Spot (10), Tumble (2)[/SIZE] - 50 points
Level 21-25:(Fighter / Archmage) [SIZE=1]Concentration (1), Diplomacy* (.5), Knowledge (arcana) (5), Knowledge (religion) (14), Knowledge (history) (14), Spellcraft (5)[/SIZE] - 40 points
[size=1]* - Cross-class skill
Feats:
Level 1: Dodge, Combat Expertise(Human), Skill Focus (Spellcraft)(Sage), Weapon Finesse(Swashbuckler)
Level 3: Mobility
Level 4: Weapon Focus (Scimitar)(Fighter)
Level 5: Two-Weapon Fighting(Fighter), Spell Focus (Abjuration)(Sage)
Level 6: Improved Two-Weapon Fighting
Level 9: Improved Critical (Scimitar), Spring Attack(Dervish)
Level 10: Spell Focus (Transmutation)(Sage)
Level 11: Greater Two-Weapon Fighting(Swiftblade)
Level 12: Acrobatic Strike
Level 15: Improved Counterspell
Level 18: Practiced Spellcaster (Sage), Bounding Assult(Swiftblade)
Level 21: Perfect Two-Weapon Fighting
Level 22: Weapon Specialization (Scimitar)(Fighter)
Level 23: Heighten Spell(Archmage)
Level 24: Arcane Strike, Quick Draw(Fighter), Rapid Metamagic(Archmage)
Level 25: (maybe something here, maybe not)
Caster Level: 27 [SIZE=1](10 sage + 6 swiftblade + 4 feat + 5 archmage + 1 ring + 1 ioun stone)[/SIZE]
Base Save DC: 19 +1 for Abjuration and Transmutation spells
Level 1: 9 (5 + 4)
Level 2: 9 (5 + 4)
Level 3: 8 (5 + 3)
Level 4: 8 (5 + 3)
Level 5: 6 (3 + 3)
Level 6: 7 (4 + 3)
Level 7: 6 (4 + 2)
Level 8: 7 (5 + 2)
Level 9: 6 (4 + 2)
Level 3: Haste
Level 4: Celerity; Dimension Door; Restoration; Sending
Level 5: Duelward; Greater Fireburst; Hold Monster; Righteous Might
Level 6: Disintegrate(T); Energy Immunity(A); Heal
Level 7: Brilliant Aura(T); Greater Teleport; Prismatic Spray
Level 8: Discern Location; Polymorph Any Object(T); Superior Invisibility
Level 9: Gate; Miracle; Mordenkainen's Disjunction(A)
More to come later!
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Just finished fixing his progression. Added 5 levels of Fighter in place of 5 Monk levels.
Age: 650
Height: 6’0
Weight: 140
Eye Color: Green
Hair Color: -
Skintone: Emerald green, stretched thin over bones
Alignment: LN
Deity: None (Though he respects all Deities of Dragons, Death, and Magic)
Race: Half-Green Dragon Human + Lich (from Dread Necromancer levels) (Living Lich)
Size: M
Class and Level: Gestalt:
Dread Necromancer 20/Monk 16/Enlightened Fist 10/Fighter 5/Necromaster 1
Progression (for determining hp and abilities):
Dread Necromancer /Monk 1-15
Fighter/Enlightened Fist 16-20
Dread Necromancer/Enlightened Fist 21-25
Necromaster/Monk 26
STR 37 (+13)- 10 (Base)+ 6 (6 point buy)+ 8 (Racial)+ 5 (book)+6 (belt)+2 (Living Lich)
DEX 29 (+9)- 10 (base)+ 5 (5 point buy)+ 1 (level 4)+ 5 (book)+6 (belt)+2 (Living Lich)
CON 20 (+5)- 10 (base)+2 (Racial)+6 (Belt)+2 (Living Lich)
INT 32 (+11)- 10 (base)+ 1 (1 point buy)+1 (level 8)+2 (racial)+2 (lich)+5 (book)+6 (belt)+2 (Living Lich)+3 (Age)
WIS 38 (+14)-10 (base)+ 8 (10 Point Buy)+ 2 (level 20 & 24)+2 (lich)+5 (book)+6 (belt)+ 2(Living Lich)+3 (Age)
CHA 40 (+15)-10 (base)+ 8 (10 Point Buy)+2 (level 12 & 16)+2 (racial)+2 (lich)+5 (book)+6 (belt)+2 (Living Lich)+3 (Age
HP: 374
AC: 68: 10 (base)+9 (Dex)+14 (Wis)+5 (Natural)+5 (Monk level 26)+5 (robe)+ 20 (Forceward)
Flat-Footed: 60
Touch: 63
Speed: Ground- 110 ft/round; Fly- 110 ft/round (good maneuverability)
Initiative: +9
Saves
Fortitude: +27 (10 base, 5 Constitution, 3 epic, 4 robe, 5 bracers)
Reflex: +33 (13 base, 8 Reflex, 3 epic, 4 robe, 5 bracers)
Will: +40 (13 base, 14 Wisdom, 3 epic, 4 robe, 5 bracers)
Spell Resistance: 36
Power Resistance:
Immunities: Acid, Sleep, Paralysis, Cold, Electricity, Polymorph, Mind-Affecting, Disintegration spell, Fire
Resistance:
Damage Reduction: 15/Epic
Base Attack Bonus: +19/+14/+9/+4
Weapons:
Unarmed strike: 2d12 Damage (Magic, Lawful, Adamantine)+ 15
Full Attack: +33/+33/+33/+28/+23/+18
Head: Headband of Spellcraft +30 (90,000)
Eyes:
Face:
Shoulders:
Throat:
Torso: Gray Robe of the Archmagi (75,000)
Chest:
Chest:
Arms: Bracers of Resistance +5 (50,000)
Hands: Glove of Storing (10,000)
Ring: Ring of Energy Immunity: Fire (240,000)
Ring: Ring of Telekinesis (75,000)
Waist: Belt of Magnificence +6 (200,000)
Feet:
EQUIPMENT
Rod of Excellent Magic (650,000)
Tome of Leadership/Influence +5 (137,500)
Tome of Understanding +5 (“ “)
Tome of Clear Thoughts +5 (“ “)
Manual of Gainful Exercise +5 (“ “)
Manual of Quickness of Action +5 (“ “)
Bag of Holding Type IV (10,000)
Phylactery
Concentration +42 (29 ranks, 13 Charisma)
Hide +44 (29 ranks, 9 Dex, 8 natural)
Knowledge: Arcana +40 (29 ranks, 11 Int)
Knowledge: Religion +40 (29 ranks, 11 Int)
Listen +51 (29 ranks, 14 Wis, 8 natural)
Move Silently +46 (29 ranks, 9 Dex, 8 natural)
Intimidate +46 (29 ranks, 15 Cha, 2 natural)
Sense Motive +51 (29 ranks, 14 Wis, 8 natural)
Spellcraft +70 (29 ranks, 11 Int, 30 headband)
Spot +53 (29 ranks, 14 Wis, 10 natural)
Half-Green Dragon
+4 Natural Armor
Claw & Bite Attacks (1d4 Claw, 1d6 Bite)
Breath Weapon: 6d8 acid damage-60 foot line
Darkvision
Low-Light Vision
Immunity to Sleep/Paralysis/Acid
+8 Str, +2 Con, +2 Int, +2 Cha
Dread Necromancer
Charnel Touch 1d8+7 damage
Rebuke Undead
Lich Body
Negative Energy Burst 4/day 28d4
Advanced Learning
Fear Aura
Scabrous Touch
Summon Familiar
Undead Mastery
Enervating Touch (14)
Craft Wondrous Item
Lich Transformation
Lich
+5 Natural Armor
Paralyzing Touch
Turn Resistance +4
Damage Reduction 15/bludgeoning and magic
Immunity to cold, electricity, polymorph, mind-affecting
Int +2, Wis +2, Cha +2
+8 to Hide, Listen, Move Silently, Search, Sense Motive, and Spot
Monk
Flurry of Blows
Unarmed Strike
Stunning Fist 25/day
Evasion
Still Mind
Ki Strike (magic, lawful, adamantine)
Slow Fall (90 ft)
Purity of Body
Wholeness of Body
Improved Evasion
Diamond Body
Abundant Step
Diamond Soul
Quivering Palm
Enlightened Fist
Ki Strike
Monk Abilities
Fist of Energy
Arcane Fist
Arcane Rejuvenation
Fist of Energy (burst)
Hold Ray
Diamond Soul
Living Lich
+2 to mental and physical ability scores
Detect Undead at will
Loss of Undead traits
Immunity to Negative Energy
No Positive Energy vulnerability
DR 15/epic
No immunity to effects that require Fort saves.
Necromaster
Necromastery: Master Necromancer (Add Necromaster level to DC's of Necromancy spells. Treated as 5 levels higher for controlling HD of undead and rebuke attempts. Costs 9th level spell slot)
Stunning Fist (Monk 1st)
Improved Unarmed Strike (Monk 1st)
Dragon Wings (1st)
Spell Focus: Necromancy (Human 1st)
Deflect Arrows (Monk 2nd)
Eschew Materials (3rd)
Improved Trip (Monk 6th)
Greater Spell Focus: Necromancy (6th)
Corpsecrafter (9th)
Combat Casting (12th)
Arcane Strike (15th)
Improved Arcane Strike (18th)
Craft Wondrous Item (Dread Necromancer 19th)
Weapon Focus: Unarmed (Fighter 1st (20th))
Combat Reflexes (Fighter 2nd (21st))
Epic Spellcasting (21st)
Weapon Specialization: Unarmed (Fighter 4th (23rd))
Ignore Material Components (24th)
Spells Per Day
10/10/10/9/9/9/9/8/6
Save DC’s
26/27/28/29/30/31/32/33/34 +3 for Necromancy Spells
Epic: 35 (38 for Necromancy Spells)
Spells Known
1st: Bane, Backbiter, Bestow Wound, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom, Hide From Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I, Undetectable Alignment
2nd: Blindness/Deafness, Command Undead, Darkness, Death Knell, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Summon Swarm, Summon Undead II
3rd: Crushing Despair, Death Ward, Halt Undead, Inflict Serious Wounds, Ray of Exhaustion, Speak with Dead, Summon Undead III, Vampiric Touch
4th: Animate Dead, Bestow Curse, Burning Blood, Contagion, Death Ward, Dispel Magic, Enervation, Evard’s Black Tentacles, Fear, Giant Vermin, Inflict Critical Wounds, Phantasmal Killer, Poison, Summon Undead IV
5th: Blight, Cloudkill, Fire in the Blood, Greater Dispel Magic, Insect Plague, Lesser Planar Binding, Magic Jar, Mass Inflict Light Wounds, Nightmare, Oath of Blood, Slay Living, Spiritwall, Summon Undead V, Undeath to Death, Unhallow, Waves of Fatigue
6th: Acid Fog, Circle of Death, Create Undead, Eyebite, Geas/Quest, Harm, Mass Inflict Moderate Wounds, Planar Binding, Waves of Exhaustion
7th: Blackstorm, Control Undead, Destruction, Finger of Death, Greater Harm, Mass Inflict Serious Wounds, Pact of Return, Song of Discord, Vile Death
8th: Blackfire, Create Greater Undead, Horrid Wilting, Mass Inflict Critical Wounds, Symbol of Death
9th: Energy Drain, Imprison Soul, Mass Harm, Plague of Undead, Wail of the Banshee
Epic Spells: Fanged Return (Spellcraft DC 38)
Forceward (Spellcraft DC 45)
Caster Level
26
+4 to overcome Spell Resistance
Common
Infernal
Drow Sign
Undercommon
Abyssal
As outcasts, the Vinsazi family had learned how to defend themselves from constant attack. Kael's father, Kaseen, was an accomplished unarmed fighter, and as soon as Kael was old enough to walk, he was being taught to fight. Kael resented his father for his harsh discipline and for his uncaring demeanor. Kael, over time, became more and more interested in the mysteries surrounding life and death. As a teen (~35 years old), he had seen his father kill a man when the man attempted to burn down the home of the 'monsters'. Before they fled, Kael spend time studying the man's corpse. He was fascinated by the way the man's body reacted to death.
Soon, Kael was secretly observing small creatures as they died (sometimes by his own hand). He continued his father's training as an unarmed fighter, but was also studying Necromancy behind his father's back. For many years, he continued this dual training: Martial Arts by day, Necromancy by night. All the while he and his family moved. After all that time around death and decay, his body started to react, to become more like the undead he learned to create and command. Negative energy flowed through him with such strength that he could kill with a simple touch or unleash it in massive, destructive blasts.
All this time, he hid his Necromantic abilities from his parents, fearing his mother would disown him; he never had cared what his father thought of him. His father had always held him back, stopped him from going off on his own to seek his own destiny, saying he must stay with the family and help scavenge food. Any time he could, Kael would sneak away to hunt bandits, criminals, or just anyone who would fight him. After time, Kael learned to blend his two distinct sets of training into one, more precise art: The way of the Enlightened Fist.
Then, one night after sneaking off to destroy a camp of robbers, he arrived home to find his mother dead on the floor. His father stood over the barely moving form of an intruder. The man was a vampire, who Kael's father had foolishly invited into the house for some unknown reason. After killing the vampire, Kael's father turned on Kael himself, blaming him for his mother's death. If Kael had been home, Kaseen said, he could have stopped the vampire from killing his mother. He did not attack him, but instead went on a rant about how worthless Kael was. Kael, who had learned to shut his emotions away as a child, had already forgotten his grief for his mother. He decided this was his chance to escape. He had no reason to stay, and so he decided to leave, but not before tying up loose ends. He murdered his father in cold blood that same night.
Kael fled, leaving his parent's bodies to be discovered by the townsfolk. He joined a band of mercenaries and used his skills with Necromancy to raise an army of undead that served as the group's bodyguards. Kael wanted books that the party's wizard, a gnome called Hvestlin, possessed. Namely, the books that contained the instructions on how to become a lich. Once he discovered the books, he stole them, then turned his undead on the mercenaries. After a huge battle, only Kael and Hvestlin remained standing. They dueled for nearly an hour: Hvestlin's Abjurations and Evocations were an even match for Kael's Necromancy and unarmed combat techniques.
Kael retreated, and studied the books day and night for almost a month. He trained physically to be able to survive the ritual. Soon Kael was ready to undergo the transformation. He crafted the Phylactery, enchanted it properly, and completed the painful ritual. He was now a lich. He knew he still had to tie up the one loose end that remained: Hvestlin. He tracked the gnome down, and they began another duel. Kael's newfound undead power was enough to give him the edge in the fight and he killed the gnome.
It was then that he forever dropped the name 'Kael' and adopted 'Kaegro', which means 'undead' in Draconic. With the discarding of the name Kael Vinsazi, he had started over as a new person. He was eternal and powerful. Powerful enough to forget his past and remake his identity. After becoming a lich, he studied Necromancy day and night (not needing sleep or food helped in that regard), honing his magical abilities. He is now a master Necromancer, with near complete control of the dead. He has taken part in various battles and adventures; enough to earn a name for himself. He has become semi-infamous, but could care less. He is currently trying to gain enough power to become one of the Gods themselves. And with an eternity to complete his ambitious task, he may, in the next century or in the next millennia, succeed.
{Magic: The RPG}
1) War Chanter normally requires me to use my singing or oratory skills. Can I use a flute? I wanna use a flute, cuz... it's in my picture. And I don't wanna have to come up with a million and one songs.
2) Both War Chanter and Seeker of the Song allow me to Combine Songs, basically using 2 bardic music songs at the same time. Do both class features stack, thus letting me use 3 effects, as long as they're both from War Chanter and Seeker and not the same class? Or do they not stack and I can only combine 2 songs?
edit: Another question!
Does the ability of Fight to the Death (Pirate Lord) stack with Inspire Toughness (War Chanter), assuming I can use both bardic music songs at the same time (and according to War Chanter I can)?
edit 2: Oh, crap.. 3.5 million starting gold? I have another million to spend!
* Alacar Leoricar slaps his forehead
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Ryttare Kelasin Luna Orelinalei
I have 15 cookies in my cookie jar.
Oh and here is Mr.Kinless Protector
it still has some work left to be done... I'll have it finished today hopefully though the items are a pain.only missing Bio now... will be done in a little while.Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Spaceholder for my character.
Name: Ilúros
Height: 6'4"
Weight: 155 lbs
Age: 928
Eye Color: Blue-green
Hair Color: Black
Skintone: Olive
Alignment: Lawful Good
Deity: St. Ossiniel
Race: Highman
Size: Medium
Class/Level: Abjurer 10/Archmage 5/Initiate of the Sevenfold Veil 7/Cessares 4 // Cleric 14/Sage of the White Lore 10/Negator 2
STR: 10 [10 base - 2 racial + 2 VI]
DEX: 25 [17 base + 6 VE + 2 VI]
CON: 22 [16 base + 4 VE + 2 VI]
INT: 37 [18 base + 2 racial + 2 levels + 10 VE + 2 VI + 3 age]
WIS: 37 [18 base + 2 racial + 4 levels + 8 VE + 2 VI + 3 age]
CHA: 17 [10 base + 2 VE + 2 VI + 3 age]
HP: 335
AC: 37 [10 + 12 armor bonus + 7 dex mod + 4 natural armor + 4 deflection mod]
Touch: 25
Flat-Footed: 30
Speed: 30 ft, fly 60 ft (good maneuverability)
Initiative: +10
(Wizard // Cleric)x13: (8 + 5)x6 + (4 + 5)x5Iot7V // Cleric: 4 + 5
(Iot7V // SotWL)x6: (4 + 5)x3 + (2 + 5)x3
Archmage//SotWL: 4 + 5
(Cessares // SotWL)x3: (2+5)x2 + (4 + 5)
Cessares // Negator: 4 + 5
*Because of holy vitality, hp is maximized and hit dice increase by one die type:
(Wizard // Cleric)x13: (10+6)x13
Iot7V // Cleric: 6+6
(Iot7V // SotWL)x6: (6+6)x6
Archmage // SotWL: 6+6
(Cessares // SotWL)x3: (6+6)x3
(Cessares // Negator)x2: (6+6)x2
FORT: 31 [11 + 5 resistance + 6 con + 2 epic + 8 protective aura]
REF: 27 [6 + 5 resistance + 7 dex + 2 epic + 8 protective aura]
Will: 46 [20 + 5 resistance + 12 wis + 2 epic + 8 protective aura]
Spell-Resistance: 59 (63 vs. evil-aligned spells)
Damage Reduction10/epic and evil
Base Attack Bonus: +15/+10/+5
Grapple: +15
Ranged Attack Bonus: +22/+17/+12
Weapon: quarterstaff
Attack: +22/+17/+12
Damage: 1d6 + 7
Critical: x2
Special: This plain quarterstaff is imbued with its wielder's holy power. It's treated as if having a +7 enhancement bonus and is epic and good aligned for the purposes of overcoming damage reduction. May be treated as either silver or cold iron in any instance.
Wooden Holy Symbol of St. Ossiniel
Spellbook
Plain white robe
Plain Quarterstaff
Concentration 49 [29 ranks + 6 con + 2 familiar + 12 force of will]
Decipher Script 37 [25 ranks + 12 int]
Diplomacy 12 [7 ranks + 5 cha]
Heal 19 [7 ranks + 12 wis]
Knowledge (Arcana) 41 [29 ranks + 12 int]
Knowledge (Geography) 27 [15 + 12]
Knowledge (History) 33 [21 + 12]
Knowledge (Local) 27 [15 + 12]
Knowledge (Nature) 27 [15 + 12]
Knowledge (The Planes) 39 [27 + 12]
Knowledge (Psionics) 39 [27 + 12]
Knowledge (Religion) 41 [29 + 12]
Knowledge (Royalty/Nobility) 22 [10 + 12]
Search 34 [22 + 12]
Sense Motive 28 [16 ranks + 12 wis]
Spellcraft 43 [29 ranks + 12 int + 2 skill focus]
Spot 34 [22 + 12]
-2 strength
+2 intelligence
+2 wisdom
Spell Resistance 38
Regeneration 10/evil aligned weapons and spells with the evil descriptor
Fly speed 60 feet (good manueverability)
Light Dependence (after 12 hours without natural sunlight, becomes fatigued. After 24 hours without natural sunlight, becomes exhausted)
Turn Undead 6/day
Magic Domain ability
Silence Domain ability (+4 to dispel checks)
Summon familiar (diminutive silver-white moth, +2 to concentration checks)
Abjuration Specialization (Necromancy and Enchantment prohibited)
Mastery of Counterspelling (any counterspelled spell is turned as if by spell turning)
Warding 4/day
Unimpeachable Abjuration
Unanswerable Strike +4
Reactive Warding
Double Warding
Kaleidoscopic Doom
Aura of Disruption (15 foot radius aura causes 5% spell failure to all casters +1% per class level when not suppressed)
Spell Antithesis (bonus to dispel checks, checks to overcome spell resistance, and to the DC of abjuration spells equal to ½ class level)
Instant Counterspell 1/day (as salient divine ability)
Adaptive Counterspell (as improved counterspell, but any spell of same school and level)
Harmonious Casting (arcane and divine caster levels stack for abjurations)
Reactive Counterspell (counterspell as an immediate action)
Concerted Casting (int and wis modifiers stack to determine the DC of abjurations)
Pious Abjurer (Spell Turning, Antimagic Ray, Mage's Disjunction, Prismatic Sphere, Effulgent Epuration, and Absorption added to cleric spell list)
Force of Will (add wisdom modifier to concentration checks, dispel checks, and spell resistance)
Spontaneous Abjuration (Convert any prepared abjuration spell into another of the same level)
Bolt of Disruption (Ranged touch attack, channel a spell to cause 5% spell failure/spell level on an enemy caster)
Spell Dampening (-5 reduction to the caster level of offensive spells targetting me)
Resilient Abjuration (opponents must make dispel checks to dispel or counterspell my abjurations; dispelled abjurations return 1d4 rounds later, as tenacious spell)
Field of Negation (+1 to SR/class level, +1 to saves vs. spells/3 class levels)
2 Spheres of Cancellation (Acts as effulgent epuration. Returns after use 1 minute/spell level of the effect negated)
AC bonus +12
Endure Elements
Exalted Strike +7 (good, epic, silver, cold iron)
Sustenance
Deflection (to AC) +4
Resistance (to saves) +5
Natural Armor +3
Mind Shielding
Damage Reduction 10/epic and evil
Greater Sustenance
Energy Resistance 15 (all)
Freedom of Movement
Regeneration (22/hr)
True Seeing
Holy Wake
Protective Aura
Exalted Spellcasting
Holy Vitality
Overall bonus to dispel checks:
+2 elven spell lore
+4 silence domain
+12 force of will
+2 spell antithesis
+4 unanswerable strike versus other abjurations
Sacred Vow
Vow of Poverty
Eschew Materials*
Skill Focus (Spellcraft)
Quicken Spell
Initiate of Spirituality
Exalted Turning
Nimbus of Light
Holy Radiance
Maximize Spell
Consecrate Spell
Purify Spell
Exalted Spell Resistance
Acolyte of Spirituality
Spell Focus (Abjuration)
Spell Penetration
Master of Spirituality
Greater Spell Penetration
Spell Focus (Evocation)
Elven Spell Lore (Polar Ray)
Improved Counterspell
Greater Spell Focus (Abjuration)
Improved Initiative
Divine Metamagic (Quicken Spell)
Heighten Spell
Spell Focus (Good)
Avatar of Spirituality
Ignore Material Components
Combat Reflexes
Widen Spell
Multispell
Twin Spell
Split Ray
Energy Substitution (Electricity)
Energy Admixture (Electricity)
Improved Spell Resistance
*Substituted scribe scroll for eschew materials
Wizard Spells per Day:
0 - 4
1 - 9 [4 + 1 + 4 + 1]
2 - 9 [4 + 1 + 3 + 1]
3 - 9 [4 + 1 + 3 + 1]
4 - 9 [4 + 1 + 3 + 1]
5 - 8 [4 + 1 + 3 + 1] - 4 high arcana feats
6 - 8 [4 + 1 + 2 + 1]
7 - 7 [4 + 1 + 2 + 1] - 1 mastery of counterspelling
8 - 7 [4 + 1 + 2 + 1]
9 - 5 [4 + 1 + 2 + 1]
10 - 3 [1 + 1 + 1]
11 - 3 [1 + 1 + 1]
12 - 3 [1 + 1 + 1]
13 - 3 [1 + 1 + 1]
Wizard Caster Level: 22 (46 for abjurations)
DC: 10 + spell level + 13 (10 + spell level + 22 for abjurations)
Cleric Spells per Day:
0 - 6
1 - 10 [5 + 1 + 4 + 1]
2 - 10 [5 + 1 + 3 + 1]
3 - 10 [5 + 1 + 3 + 1]
4 - 10 [5 + 1 + 3 + 1]
5 - 8 [5 + 1 + 3 + 1]
6 - 8 [4 + 1 + 2 + 1]
7 - 6 [4 + 1 + 2 + 1]
8 - 6 [4 + 1 + 2 + 1]
9 - 5 [4 + 1 + 2 + 1]
10 - 3 [1 + 1 + 1]
11 - 3 [1 + 1 + 1]
12 - 3 [1 + 1 + 1]
13 - 3 [1 + 1 + 1]
Cleric Caster Level: 24 (46 for abjurations)
DC: 10 + spell level + 13 (10 + spell level + 22 for abjurations)
Common
Highmanic
Celestial
Draconic
Abyssal
Infernal
Ilúros numbers among the highmen, an enigmatic and reclusive race of people. Little is known of these folk other than their longevity, resistance to magic, and wondrous regenerative abilities. As a highman, Ilúros looks almost human, though he is taller and more slight than the average human male. In addition to this, his facial features are more stoic and sculpted than what most humans approach. He appears young, but his many years can be seen in the serene wisdom in his eyes.
Ilúros is quiet and reserved. He volunteers little to no information about himself, speaks rarely, and spends much of his time in peculiar stillness, reflecting on some unfathomable matter. What can be discerned about him is that he is unlike others of his race. Instead of seeking solitude and tranquility in remote places of the world, he is involved in causes and epic adventures in the world, perhaps in a desire to bring the peace of his small community origin to the rest of the world. He asks nothing of those who he helps, and seems indifferent or oblivious to the fame that his deeds have brought to his name.
Already suited to a life of austerities due to his cultural traditions, he picked up a life of asceticism from the beginning, and carries with him only the bare necessities of his arcane studies, his faith, and the clothes on his back. Though he is much older, Ilúros spent some time as a disciple of Serato of Thossis, and those closest to him suspect that he left the high mountain home of his people to seek guidance from this mentor... though as many things his actions and motivations are ever unclear to others. Much like his teacher, Ilúros focuses on magics of negation and undoing.
Over the past several centuries, Ilúros has been involved in the authoring of an expansive series of mystical texts and treatises regarding his god St. Ossiniel as well as other works on philosophy and the arcane arts, which have become available to those outside of his race due to his exploring in the civilized world. In this way his intellectual status is more prevalent among scholars than much of his other deeds.
Much of his earlier years in adventuring was spent searching for lost esoterica, expanding medical knowledge to physicians in poor nations in the world as part an effort to heal and save more of those in need, and battling poverty and aristocratic corruption in governments. However, his most consuming endeavor was participating in a group of individuals which over time curtailed the rise of an unholy cult dedicated to the unleashing of a demon god into the world, which culminated in the disbanding of that cult and the destruction of the evil deity.
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Ryttare Kelasin Luna Orelinalei
Sorry.
Either progrerssion is fine with me.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Bard/PsiWeapons Master//Psiwarrior/Seeker of Song (I have no clue if this is right i just envisioned going 10/10 B/PW then 20/10/10 B/PW/SS and then 20/15/10/5 finisheng the set out)
In an effort to keep from confusing the DM please keep classes as side one//side two.
The creator of Maro's Magic 8-Ball!
I'm sorry, but that isn't making sense to me..at all.
You only have twenty-five levels on each side to work with.
The creator of Maro's Magic 8-Ball!
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Ok, now I get it. Sorry for the confusion.
I do, I do...take a shot at what my username is.
The creator of Maro's Magic 8-Ball!
I have no earthly clue.
The only reason people know mine is the fact that it's on my profile.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.