Alright. Anyway, I about to head out to DD. As much as I wish that meant a pair of oversized jugs attached to the chest of a voluptuous female, sadly, it is simply the place where I go to play DDR.
At-Will
Lance of Faith (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Will]
Hit:1d10+6 Radiant damage[Wis].One ally you see gains a +2 power bonus to its next attack roll against the target.
Sacred Flame (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Wis]
Hit:1d6+6 Radiant damage [Wis]. An ally you can see can make either a saving throw, or gain [Cha+1/2 Level] temp hitpoints.
Encounter
Elven Accuracy (Racial)
Free Action (Personal)
Effect: Reroll and attack roll. Use the second roll even if its lower.
Channel Divinity: Divine Fortune (Feature, Divine)
Free Action (Personal)
Effect: Gain +1 Attack roll or saving throw made before the end of your next turn.
Channel Divinity: Turn Undead (Feature, Divine, Implement, Radiant)
Standard Action (Close burst 2)
Target: Each undead creature inside burst.
Attack:+6 vs Will [Wis]
Hit:1d10+6. Targets are pushed [3+Cha] and immobilized until the end of your next turn.
Miss: Half damage. Targets arent pushed or immobilized
Healing Word (Feature, Divine, Healing)
Minor Action (Close Burst 5)
Target: You or one Ally
Effect:Target can spend a Healing Surge and heal an extra +1d6 +[Wis]
Special: Can be used twice per encounter, but only once per round.
Divine Glow (Divine, Implement, Radiant)
Standard Action (Close Blast 3)
Target: Each enemy in blast
Attack:+6 vs Ref [Wis].
Hit:1d8+6 Radiant damage [Wis].
Effect: Allies in blast gain +2 power bonus to attack rolls until the end of your next turn.
Daily
Cascade of Light (Divine, Implement, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack:+6 vs Will [Wis]
Hit:3d8+6 Radiant Damage [Wis]. Target gains Vulnerability 5 to all your attacks (save ends).
Miss:Half Damage.
Utility
Cure Light Wounds (Divine, Healing)
Standard Action (Melee touch)
Target: You or one Creature
Effect: Target heals hitpoints as if it had used a healing surge + [Wis].
Weapon:
Thundering Longbow +1
Attack:+5 vs AC [Dex]
Hit:1d10+3
Critical:+1d6 Thunder damage per plus.
Armor:
Exalted Chainmail +1
(6:-1:-1:40lbs)
Special: Minor Action (Daily, Healing) - Until the end of your turn each character healed by one of your encounter or daily powers heals an extra 1d10+Cha hitpoints.
Implement:
Symbol of life +1
Shape: Choker with the name of Corellon in elven.
Critical:+1d6 per plus
Special: Minor Action (Daily, Healing) - Until the end of your next turn, any character healed by an encounter or daily power you use heals an additional +1d6.
Items:
Head:
Neck:
Arms:
Hands:
Waist:
Feet:
Languages:
Common
Elven
Not much is known about Arans, he seems to be familiar with Estar but theres a slight hesitation in the way he interacts with him.
Normally calm and collected, he can and will jump at the defense of anyone in need.
Doesnt like Crimson very much due to the incident with his Holy Symbol.
At-Will
Warlock's Curse (Feature, Special)
Minor Action (Ranged Closest enemy in sight)
Special: Can only be used once per turn.
Effect: You may deal an extra +1d6 damage on the next attack you make against the target. The Curse remains until the end of the encounter or until the target dies, multiple creatures can be cursed but you cant curse a creature already cursed by another Warlock.
Eldricht Blast (Arcane, Implement)
Standard Action (Ranged 10)
Special: Can be used as a basic ranged attack.
Target: One Creature
Attack:+6 vs Ref [Cha]
Hit:1d10+5 damage. [Cha]
Dire Radiance (Arcane, Implement, Fear, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack:+5 vs Fort [Con]
Hit:1d6+4 Radiant Damage [Con]. If the target moves closer to you on its next turn it takes an additional 1d6+4 damage [Con]
Encounter
Dreadful Word (Arcane, Implement, Fear, Psychic)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Will [Cha]
Hit:2d8+5 Psychic Damage [Cha]. Target suffers a penalty to Will equal to 1+Int until the end of your next turn.
Frigid Darkness (Arcane, Implement, Cold, Fear)
Standard Action (Ranged 10)
Target: One Creature
Attack: +5 vs Fort
Hit: 2d8+4 Cold Damage [Con]. Target grants Combat Advantage to all your Allies until the end of your next turn.
Daily
Dread Star (Arcane, Implement, Fear, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack: +6 vs Will [Cha]
Hit:3d6+5 Radiant Damage [Cha]. Target is Immobilized until the end of your next turn.
Effect: Target suffers a -2 penalty to Will (Save ends).
Utility
Ethereal Stride (Arcane, Telportation) [Encounter]
Move Action (Personal)
Effect:Teleport up to 3 squares. Gain +2 power bonus to all defenses until the end of your next turn.
Weapon:
Armor:
Dark Leaf Leather +1
(2;-;-;15lbs)
Property: Gain +2 item Bonus to AC against the first attack made against you each encounter.
Implement:
Rod of Dark Reward +1
Enhancement: Attack and Damage rolls
Critical:+1d6 per plus
Property: Whenever you Curse and Enemy gain +1 power Bonus to AC until the end of your next turn
Rod of the Shadow Walker +1
Enhancement: Attack and Damage rolls
Critical:+1d6 per plus
Property: Whenever you place a Warlock's Curse on a Target you gain concealment from that target until the end of your next turn.
Items:
Head:
Neck:
Amulet of Health
(+1 to Fort, Ref, Will. Resist Poison 5)
Arms:
Bracers of the Perfect Shot
(+2 Item Bonus on Damage rolls of Basic Ranged Attacks)
Combat:
HP: 518
AC: 57 [10 Base +26 AC +7 Natural +9 Dex +5 Deflection]
Touch: 24
Flat-Footed: 48
Speed:40ft
Initiative:+9
DR: 10/Evil 10/- Resist: Fire 30 Sonic 30 Fort:33 [12 Base +10 Con +9 Divine Grace +2 Epic]
Will:24 [6 Base +7 Wis +9 Divine Grace +2 Epic]
Ref:32 [12 Base +9 Dex +9 Divine Grace +2 Epic]
BAB:+23/+18/+13/+8
Special/Features: Saint
-----
Ability Increases (Con+2, Wis+2, Cha+4)
Insight Bonus to AC equal to Wisdom modifier.
Holy Power (Su): Save DC for Special Attacks, Spells, Spell-Like Abilities, Supernatural and Extraordinary abilities increases by 2
Holy Touch (Su): Deal 1d6 Holy damage against evil, 1d8 against Undead and Evil Outsiders. If hit by a natural attack by an evil creature they take this damage as well.
Damage Reduction 10/evil
Fast Healing 10
Immune to Acid, Cold, Electricity and Petrification Attacks
Keen Vision (Low-Light Vision and 60 ft Dark Vision)
Protective Aura: Free Action. Surrounds oneself in a 20ft nimbus of light. Works as Magic Circle against Evil and Lesser Globe of Invulnerability (CL=HD)
Resist Fire 10 and +4 racial bonus on Fort saves against Poison
Tongues: As spell, always active.
Spell Like Abilities (CL equals HD) Guidance - At Will
Resistance - At Will
Virtue - At Will
Bless - At Will
Goliath
-------
Ability Modifiers (+4 Str, -2 Dex, +2 Con)
+2 bonus on Sense Motive
Powerful Build
Mountain Movement
Acclimated
Barbarian
---------
Fast Movement
Illiteracy
Rage (+8 Str, +8 Con, +4 Morale Bonus to Will, -2 AC) 9/day
Uncanny Dodge
Improved Uncanny Dodge
Trap sense +5
Damage Reduction 3/-
Greater Rage
Indomitable Will (+4 Bonus to Will to resist Enchantments while on Rage)
Tireless Rage
Mighty Rage
Champion of Gynharwyf
-----------------------
Detect Evil
Rage
Smite Evil 3/day
Divine Grace
Furious Casting
Damage Reduction 5/-
Resist Enchantment
Fearsome Fury (When Rage roll intimidate vs will if they fail shaken until the rage ends)
Energy Resistance (Cold, Acid, Electricity) 10
Immune to Charm and Compulsion
Totemist
--------
Soulmelds: 9
Essentia: 28
Chakra Binds: 5
Wild Empathy
Totem Chakra Bind (+2 Capacity)
Totem Chakra Bind (+1 Meldshaper Level)
Totem's Protection (+4 Bonus to Saving throws agains the supernatural abilities of magical beasts)
Chakra Binds (Crown, Feet, Hands, Shoulders, Arms, Brow, Throat, Waist)
Rebind Totem Soulmeld 2/day
Totem Rager
----------
Totem Rage
Wild Empathy
Damage Reduction 2/-
Extra Rage
Extra Rage
Extended Rage
Totem Chakra Bind (+2 Capacity)
+8 to Existing MeldShaping Class
Feats:
Cobalt Rage [Incarnum](1st) [2 Essentia Invested]
Knight of the Stars (3rd)
Righteous Wrath (6th)
Exalted Smite (9th)
Heavy Lithoderms [Racial](12th)
Split Chakra [Waist](15th)
Bonus Essentia (18th)
Epic Essentia [Epic](21st)
Open Soul Chakra [Epic](24th)
Equipment: Weapon: Rain Maker
Attack: +37/+32/+27/+22
Properties: +4 Implacable Energy Aura Berserker's Large Greataxe
Damage: 3d6+19; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; Creatures hit suffer 2 Damage per turn per hit for the next 5 turns.
Critical: x3
Penitence
Attack (Held): +38/+33/+28/+23
Attack (Thrown): +37/+32/+27/+22
Properties:+5 Returning Transmuting Energy Aura Large Throwing Axe
Damage: 1d8+15; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; After the First hit this weapon overcomes the damage reduction of the target if struck again.
Armor: Three Fold Mask of the Chimera (Bound)
Head: Hunter's Circlet (Bound) Brow: Unicorn Horn (Soulmeld) Throat: Ankheg Breastplate (Bound) Shoulder: Mantle of Epic Spell Resistance 40/ Shadow Mantle (Soulmeld) Vest: Totem Avatar (Soulmeld) Arms: Bracers of Armor +8 / Girallon Arms (Soulmeld) Hands: Rageclaws (Soulmeld) Waist: Belt of Magnificence/Wormtail Belt (Bound) Feet: Cloudwalker Ankhlet Ring: Ring of Energy Resistance and Deflection (Resist Energy [Cold,Acid,Fire,Lightning,Sonic] 30, +5 Deflection Bonus to AC) Ring: Totem: Ankheg Breastplate (Bound)
Items
Essentia Stone (+2 Essentia)
Manual of Bodily Health +5
Manual Gainful Exercise +5
Manual of Quickness of Action +5
Tome of Clear Though +5
Tome of Understanding +5
Tome of Leadership and Influence +5
Soulmelds: DC for Saves = [10 +Essentia +Con +2 Template]
Ankheg Breastplate [8 Essentia Invested]
+2 Armor Bonus. This Bonus increases by 1 for each point of essentia invested.
Throat Bind: 1 per minute Line of Acid 45ft Long Deals 10d6 Acid Damage (Reflex Halfs)
Totem Bind: Gain a Bite Attack. Deals 1d8 + 8d4 Acid Damage. Wormtail Belt [4 Essentia Invested]
+2 Enhancement Bonus to Natural Armor. This Bonus increases by 1 for each point of essentia invested.
Waist Bind: Gain Awesome Blow Feat, Considered Huge, DC to resist is based on Soulmeld DC
Hunter's Circlet [2 Essentia Invested]
+2 Insight Bonus to Heal and Survival checks. Each point of Essentia Invested increases this bonus by +2.
Crown Bind: You gain the benefit of the Track Feat.
Rageclaws [2 Essentia Invested]
Can act without penalty while disabled or dying. Each point of Essentia Invested pushes the point at which i would die by 3 points (1 point invested means i die at -13, 2 points invested mean -16 and so on).
Hand Bind: While Hitpoints are below 0 you gain a +2 morale bonus on melee attack and damage rollsas well as Fortitude saves. Threefold Mask of the Chimera [4 Essentia Invested]
Can't be Flanked. Each invested point of essentia grants a competence bonus to Spot and Search
Soul Bind:At the End of the turn I may take an extra standard action, however i cant take any actions next turn.
Girallon Arms [4 Essentia Invested]
+2 Competence Bonus on Climb and Grapple Checks. Essentia Invested increases this bonus by +2 per point.
Arm Bind: If you hit a single target with at least 2 claw attacks you latch onto the opponent a tear flesh dealing double claw damage as well as double Str bonus. Shadow Mantle [2 Essentia Invested]
+4 Competence Bonus on Listen. Each point of Essentia Invested increases this bonus +2.
Shoulder Bind: Produce a Globe of Magical Darkness with a radius equal to 5ft per point of essentia invested. You also gain blindsight within the radius of the globe Unicorn Horn [0 Essentia Invested] +2 Competence Bonus on Wild Empathy and Move Silently checks. Each point of essentia invested increases this bonus by +2.
Brow Bind: You can use detect evil once per round as a standard action.
Totem Avatar [0 Essentia Invested]
Gain Bonus Hp equal to your Meldshaper level. Each point of essentia invested grants a +1 enhancement bonus to Natural Armor Heart Bind: Gain DR 5/Magic. This DR increases by 1 per point of Essentia Invested.
Languages
Common
Gol-Kaa
Dwarven
Giant
Gnoll
Terran
Level 4:3
---------
Blood of the Martyr
Brake Enchantment
Cure Serious Wounds
Death Ward
Dispel Evil
Freedom of Movement
Glory of the Marty
Holy Sword
Neutralize Poison
Restoration
Sword of Conscience
Bio: Vog-Na Katho-Olavi was once know by the name "Blood Rain" he was a promising Goliath, the most Savage and Skillful Warrior in the entire War party, he had been granted the love of a wife and the blessing of many strong children. One day a near Tribe made a challenge of Dominance, under the tribal rules, each chieftain selects their strongest Warrior and they fight until one is downed, no bloodshed is allowed in this challenge, and anyone who kills stands to suffer the penalty of having their bloodline vanished and their tribe enslaved. Blood Rain was selected and the challenging tribe had their pick, little did they know the challenging party was actually jealous of Blood Rains prowess and wanted his bloodline erradicated, the shaman of the other tribe casted a ritual spell and forced the battle lust to take possession of Blood Rain, he caved the head of the challenging Goliath with a simple hammer-like punch.
The Challenging tribe called upon the sacred rules and called for Blood Rain's death, it was only sheer luck that a servant of Kavaki appeared and revealed the truth about the challenging tribe's plot, Chieftains family was slaughtered in retaliation for breaking Kavaki's War rules, yet the fact remained Blood Rain HAD killed someone during a Challenge of Dominance and the law is clear. In order to save his family Vog-Na renounced his tribe and became a willing Exile, the chieftain, unable to reverse the choice that had been made instead granted Vog-Na his final Honorific that of the Kinless Protector, the Blade that Protects all without regard for the personal sacrifice.
Kinless Protector took one of his Family legacies, the Rain Maker, the weapon which had become part and maker of the name Blood Rain, the servant of Kavaki took pity in Vog-Na's case and granted him one of his own weapons, Penitence, and told him "When the day comes you have protected all who travel, you shall be welcomed into the tribe as a Chieftain".
With those final words Vog-Na took Penitence, strapped it to his belt and begin his travels, never did he say goodbye to his family, for he had none any more, he was no longer Vog-Na "Blood Rain" Katho-Olavi he was now Vog-Na the Kinless Protector... but he has faith that one day he will be able to return home as Vog-Na "Traveler" Katho-Olavi a member of the tribe, a husband... a father.
Name: Vog-Na "Kinless Protector" Katho-Olavi
Age:25
Height: 7'10"
Weight:240 lbs
Eye Color:Azure
Hair Color:
Skin Tone: Grey
Alignment: NG
Deity: Kavaki
Race/Template: Saint Goliath
Size: M
Class: Totemist 21/Spirit Animus 5//Goliath Druid 2/Druid 9/Lion of Kavaki 10/ Nature's Warrior 5
Combat:
HP: 457
AC:54 [10 Base + 24 AC +6 Natural +9 Dex +5 Deflection]
Touch:24
Flat-Footed:45
Speed:30ft
Initiative:+9
DR: 10/Evil Resist: Fire 30 Sonic 30 Fort:26 [12 Base +11 Con +1 Insight +2 Epic]
Will:23 [12 Base +08 Wis +1 Insight +2 Epic]
Ref: 24 [12 Base +09 Dex +1 Insight +2 Epic]
BAB:+15/+10/+5 BAB+Epic:+18/+13/+8
Special/Features: Saint
-----
Ability Increases (+2 Con, +2 Wis, +4 Cha)
Insight Bonus to AC equal to Wisdom modifier.
Holy Power (Su): Save DC for Special Attacks, Spells, Spell-Like Abilities, Supernatural and Extraordinary abilities increases by 2
Holy Touch (Su): Deal 1d6 Holy damage against evil, 1d8 against Undead and Evil Outsiders. If hit by a natural attack by an evil creature they take this damage as well.
Damage Reduction 10/evil
Fast Healing 10
Immune to Acid, Cold, Electricity and Petrification Attacks
Keen Vision (Low-Light Vision and 60 ft Dark Vision)
Protective Aura: Free Action. Surrounds oneself in a 20ft nimbus of light. Works as Magic Circle against Evil and Lesser Globe of Invulnerability (CL=HD)
Resist Fire 10 and +4 racial bonus on Fort saves against Poison
Tongues: As spell, always active.
Spell Like Abilities (CL equals HD) Guidance - At Will
Resistance - At Will
Virtue - At Will
Bless - At Will Goliath
-------
Powerful Build
Mountain Movement
Acclimated
Nature's Warrior ---------------- Nature's Armament (Armor of the Crocodile, Claws of the Grizzly, Earth's Resilience) Wilding +2 Levels of Existing Divine Spellcasting Class
Totemist
--------
Soulmelds: 9
Essentia: 20
Chakra Binds: 5
Wild Empathy Illiteracy
Totem Chakra Bind (+2 Capacity)
Totem Chakra Bind (+1 Meldshaper Level)
Totem's Protection (+4 Bonus to Saving throws agains the supernatural abilities of magical beasts)
Chakra Binds (Crown, Feet, Hands, Shoulders, Arms, Brow, Throat, Waist, Heart)
Rebind Totem Soulmeld 4/day
Totem Embodiment Spirit Animus
-------------
Spirit Animus Expanded Essentia Pool Animus Communion Essentia Enhancement Expanded Chakra Bind Enhanced Spirit Animus Spirit Surge Enhanced Communion +2 Meldshaper Level
Equipment: Weapon:Rain Maker
Attack: +37/+32/+27/+22
Properties: +4 Implacable Energy Aura Berserker's Large Greataxe
Damage: 3d6+19; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; Creatures hit suffer 2 Damage per turn per hit for the next 5 turns.
Critical: x3
Penitence
Attack (Held): +28/+23/+18
Attack (Thrown): +27/+22/+17
Properties:+5 Returning Transmuting Energy Aura Large Throwing Axe
Damage: 1d8+15; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; After the First hit this weapon overcomes the damage reduction of the target if struck again.
Armor:Head: Hunter's Circlet (Bound) Brow: Great Raptor Mask (Bound)Throat: Ankheg Breastplate (Bound) Shoulder: Totem Avatar(Bound)
Vest: Shedu Crown (Soulmeld) Arms: Bracers of Armor +8 / Girallon Arms (Soulmeld) Hands: Kruthik Claws (Bound) Waist: Belt of Magnificence/ Lamia Belt (Soulmeld) Feet: Dread Carapace (Bound) Ring: Ring of Energy Resistance and Deflection (Resist Energy [Cold,Acid,Fire,Lightning,Sonic] 30, +5 Deflection Bonus to AC) Ring:Totem: Ankheg Breastplate (Bound) Totem: Totem Avatar (Bound)
Items
Essentia Stone (+2 Essentia)
Manual of Bodily Health +5
Manual Gainful Exercise +5
Manual of Quickness of Action +5
Tome of Clear Though +5
Tome of Understanding +5
Tome of Leadership and Influence +5 Mantle of Epic Spell Resistance 40 (Stashed) Cloudwalker Ankhlet (Stashed)
Soulmelds: Total Soulmelds: 09 Total Essentia: 30 Total Binds: 06 DC for Saves = [10 +Essentia +Con +2 Template]
Ankheg Breastplate [6 Essentia Invested]
+2 Armor Bonus. This Bonus increases by 1 for each point of essentia invested.
Throat Bind: 1 per minute Line of Acid 35ft Long Deals 8d6 Acid Damage (Reflex Halfs)
Totem Bind: Gain a Bite Attack. Deals 1d8+10 +6d4 Acid Damage.
Totem Avatar [6 Essentia Invested]
Gain Bonus Hp equal to your Meldshaper level. Each point of essentia invested grants a +1 enhancement bonus to Natural Armor Shoulder Bind: Your Natural Weapons deal damage as if you where one size larger. Totem Bind: Morale Bonus to damage rolls with natural weapons equal to the essentia invested. Hunter's Circlet [2 Essentia Invested]
+2 Insight Bonus to Heal and Survival checks. Each point of Essentia Invested increases this bonus by +2.
Crown Bind: You gain the benefit of the Track Feat.
Girallon Arms [2 Essentia Invested]
+2 Competence Bonus on Climb and Grapple Checks. Essentia Invested increases this bonus by +2 per point.
Arm Bind: If you hit a single target with at least 2 claw attacks you latch onto the opponent a tear flesh dealing double claw damage as well as double Str bonus.
Dread Carapace [2 Essentia Invested]
+2 bonus on damage rolls with bite attacks, +1 bonus on damage rolls with other natural weapons, -1 penalty on attack rolls with natural weapons. The bonuses/penalties increase per point of essentia invested.
Feet Bind: Once per minute you may add an enhancement bonus to your land speed for one round equal to +60 plus and additional 10 feet per point of essentia invested.
Kruthik Claws [2 Essentia Invested]
+4 Competence Bonus on Hide and Move Silently checks. This bonus increases by 2 for each point of essentia invested.
Hands Bind: Gain the Benefit of Weapon Finesse when attacking with natural weapons
Great Raptor Mask [2 Essentia Invested]
+2 Competence Bonus on Spot Checks. This bonus increases by 2 for each point of essentia invested.
Brow Bind: Superior low-light vision, can see up to five times farther than a human in dim light.
Manticore Belt [2 Essentia Invested]
+2 Enhancement Bonus on Jump and Spot checks. This bonus increases by 2 for each point of essentia invested.
Waist Bind: Fly with Clumsy Maneuverability. Gain the Flyby Attack feat.
Shedu Crown [0 Essentia Invested]
Immune to being pushed back as a result of Bull rush, including spell effects like Telekinesis or Bigby's Forceful hand. Competence bonus on saving throws against mind-affecting spells or abilities equal to the essentia invested.
Heart Bind: Shift into the Ethereal Plane as a Standard Action and back as a Free action. Number of rounds per day you can remain in the Ethereal Plane is the same as your Meldshaper Level.
Languages
Common
Gol-Kaa
Druidic Sylvan Dwarven
Giant
Gnoll
Terran
Money
875.000 gp
Spells: Level 0:6
---------
Create Water Light Guidance Guidance Resistance Resistance
Level 1:7
--------- Cure Light Wounds Cure Light Wounds Cure Light Wounds Cure Light Wounds Hide from Animals
Hide from Animals Produce Flame
Level 2:7
---------
Lesser Restoration Lesser Restoration Lesser Restoration Tree Shape Tree Shape Soften Earth and Stone Soften Earth and Stone
Level 3:7
---------
Call Lightning Call Lightning Call Lightning Meld into Stone Meld into Stone Cure Moderate Wounds Cure Moderate Wounds
Level 4:7
---------
Ice Storm Ice Storm Flame Strike Flame Strike Flame Strike Cure Serious Wounds Cure Serious Wounds
Level 6:5
---------
Wall of Stone Wall of Stone Transport via Plants Transport via Plants Transport via Plants
Level 7:5
---------
Heal Heal Heal Heal Heal
Level 8:5
--------- Word of Recall (Road to Gullevin) Mass Cure Serious Wounds Mass Cure Serious Wounds Mass Cure Serious Wounds Mass Cure Serious Wounds
Level 9:4
---------
Regenerate Elemental Swarm Storm of Vengeance Storm of Vengeance
Bio: As a Shaman in the service of Kavaki, Vog-Na travels the lands, protecting those in need from the perils of the roads, as well as protecting Nature from the perils of Mortals.
Sapphire Medium Earth Celestial Outsider Good
Stats: Str:26+8 Dex:24+6 Con:16+3 Int:16+3 Wis:20+5 Cha:18+4
Hp:240 AC:56 [10 +8 AC +6 Dex +26 Natural +5 Deflection] Touch:21 Flat-Footed:50 Initiative:+10
Name: Neishu
Alignment: LG [Lawful Focus]
Class: Incarnate 20/Soul Warrior 3 // Paladin 4/ Crusader 9/Ruby Knight Vindicator 10
Race/Type: Saint Draconic Azurin/Good Dragonblood Incarnum Outsider
Deity: Heironeous
Gender: Male
Size: M
When not having any soulmelds bound he looks like a standard azurin, brown hair, grey/blue eyes and a light brown tan.
Once his Soulmelds are bound however his look changes drastically, he takes the shape of an Onyx Skinned Marut, his body covered in Golden Armor. His head is covered by a Helm of Shadowy coloration, decorated with a gem ever swirling with shadow stuff in the forehead. A pair of spectacles resting softly on his face, the blue tinted lenses looking particularly odd. An amulet sporting a blue Sapphire decorates his throat, while double belts decorate his waist, he finishes his ensemble with a pair of midnight blue boots of supple leather.
In his hand is resting a Large Longsword, that would be truly unruly in one of such height yet Neishu seems to wield it with relative ease, as if it where nothing more than a short sword or dagger.
Special/Features Azurin
--------- Extra Feat
Essentia Pool
Saint
--------
AC: Insight Bonus equal to Wis
Holy Power: Special Attack's DC increases by +2
Holy Touch: Deal 1d6 Holy Damage to evil and 1d8 to evil undead or outsiders.
Spell-Like Abilities:
At-Will (DC is Cha Based)
Guidance
Resistance
Virtue
Bless
DR 10/evil
Fast Healing 10
Immunities
Acid
Cold
Electricity
Petrification
Low-Light Vision
Dark-vision 60ft
Resist 10/Fire
+4 Racial Bonus on Fort saves against Poison
Tongues
Abilities: Con +2, Wis +2, Cha +4
Draconic
------------- Armor Class: +1 Natural Armor Increas
Claws: 1d3
Dark-vision 60ft
Low-Light Vision
+4 racial bonus against Magical Sleep effects
Abilities: Str +2, Con +2, Cha +2
Skills: +2 Racial Bonus to Intimidate and Spot
Incarnate
---------
Essentia: 40
Soulmelds: 10
Binds: 5
Aura of Good
Detect Chaos
Chakra Bind (All)
Expanded Soulmeld Capacity +2
Incarnum Radiance 4/day
Rapid Meldshaping 3/day
Share Incarnum Radiance (No Fatigue)
Perfect Meldshaper
True Incarnation
Soul Warrior ----------------
Soul Strength
Extra Soulmeld
+3 Meldshaper level
Soul Protection
Epic Essentia Pool
Expanded Soulmeld Capacity +1
Paladin ----------
Aura of Good
Detect Evil
Smite Evil 1/day
Divine Grace
Lay on Hands 44Fp
Aura of Courage
Divine Health
Turn Undead 14/day
Holy Warrior (Gains Feats at levels 4,8,11,16, does not gain spellcasting)
Items: Head: Enigma Helm (Bound) Face: Lenses of Intellect +6 / Mage's Spectacles Throat: Necklace of Wisdom and Charisma +6 / Planar Ward Shoulder: Pauldrons of Health (Bound) Arms: Bracers of Armor +8 and Constitution +6 / Incarnate Weapon Hands: Gauntlet of Strength and Speed +6 Vest: Spellward Shirt Waist: Strongheart Vest (Bound) / Vitality Belt Feet: Impulse Boots (Bound) Ring: Ring of Deflection +5 Ring: Ring of Resistance +5
Miscellaneous: Bag of Holding IV
+4 Manual of Bodily Health
+4 Manual of Gainful Exercise
+4 Manual of Quickness of Action
+4 Tome of Clear Thought
+4 Tome of Leadership and Influence
+4 Tome of Understanding
Field Provisions Box
Incarnum Avatar [7 Essentia Invested]
+7 Insight Bonus to Melee Attack Rolls
Bound Soul Chakra: Immunity to Daze, Paralysis, Petrification, Stun and Magical Slow Effects
Impulse Boots [6 Essentia Invested]
+6 Enhancement Bonus to Reflex Saves; Uncanny Dodge
Bound Feet Chakra: Gain the Evasion Ability
Strongheart Vest [6 Essentia Invested]
Effects that deal Ability Damage are reduced by 6 (If an attack would deal -7 ability damage to a stat it deals only -1 instead)
Bound Waist Chakra: You are like wise protected from Ability Drain effects.
Enigma Helm [6 Essentia Invested]
Divination Spells must Succed a DC X to to succed; +6 Enhancement Bonus to Will
Bound Crown Chakra: Immunity to Charm Effects
Vitality Belt [4 Essentia Invested]
+4 Morale Bonus on Con Checks and Con Based Skill Checks (but not Fort Saves); Each Point of Essentia Invested Grants Extra HP equal to my Meldshaper Level.
Bound Hands Chakra: Immune to Con Damage and Drain (Not Currently Bound)
Spellward Shirt [0 Essentia Invested]
SR 5. Each point of invested essentia increases the SR by 4.
Bound Heart Chakra: Choose 4 spells of 6th level or less. Completely Immune to this effects as if you where under the effect of a spell immunity spell (Not Currently Bound)
Pauldrons of Health [4 Essentia Invested]
+4 Enhancements Bonus to Fortitude.
Bound Shoulder Chakra: Immunity to Energy Drain.
Planar Ward [0 Essentia Invested]
Protection from Mental Control, Supresses the effects of Charm or Compulsion effects (I can still be targeted but suffer no effects until I unshape the soulmeld); +0 Morale Bonus to saves made to resist the supernatural and spell-like abilities of extraplanar creatures.
Bound Throat Chakra: Whenever struck by an extraplanar creature it must succeed a Will save or be driven back to its home plane [DC=10+ML+Essentia Invested+Wis, creature may add its HD as a bonus to its save]. (Not Currently Bound)
Mage's Spectacles [0 Essentia Invested]
+4 Bonus to Decipher Script, Spellcraft and Use Magic Device (May make checks untrained); Bonus Increases by 2 for each point of essentia invested.
Bound Brow Chakra: Decipher Magical inscriptions as if constantly under the read magic spell. (Not Currently Bound)
Devoted Spirit
Foehammer - Strike - Overcome foe's DR, deal +2d6 damage
Shield Block - Counter - Grant shield bonus +4 as AC bonus to ally
Greater Divine Surge - Strike - Deal +6d8, also gain +1 on attacks and deal +2d8 per point of Con Damage you voluntarily take.
Strike of Righteous Vitality - Strike - Successful attack grants Heal spell.
White Raven
Douse the Flames - Strike - Target cannot make AoO for 1 round
Tactical Strike - Strike - Deal +2d6 Damage, Adjacent allies move 5ft.
Clarion Call - Boost - If you drop a foe, allies within 60ft can take a free attack or take a move action.
War Master's Charge - Strike - You and Allies charge, no attacks of opportunity, deal extra damage, stun.
Stone Dragon
Stone Bones - Strike - Gain DR 5/Adamantine
Shadow Hand
Cloak of Deception - Boost - Turn Invisible until the end of your turn.
Obscuring Shadow Veil - Strike - Deal +5d6 damage and foe has a 50% miss chance on attacks for 1 round.
Shadow Stride - Boost - Teleport 50ft through shadows as a move action.
Ghost Blade - Strike - Target Becomes Flat-Footed
Death in the Dark - Strike - Deal +15d6 to surprised target
Iron Guard's Glare - Devoted Spirit - Enemies take -4 penalty on attacks against your allies.
Island of Blades - Shadow Hand - You and allies Flank all adjacent foes.
Aura of Triumph - Devoted Spirit - You and Allies heal 4 Hp with each attack against evill.
Thicket of Blades - Devoted Spirit - 5ft steps provoke attacks from you.
Immortal Fortitude - Devoted Spirit - You cant die due to hit point damage.
Languages
Common
Celestial
Sylvan
ALL
Bio
Neishu is a Traveler, a wandering adventurer who takes up the call of whoever is in need, he travels the lands willing to help whosoever is in need, and is always ready to spread the word of his faith, to right the wrongs of the world and to once again meld into the darkness as he travels the empty roads of fate.
Notes: Crusader Level added but missing crunch, missing Skill Points too
Powers: At Will Rain of Daggers At-Will * Martial, Weapon
Ranged 5 Thrown Weapon Target: One Creature Attack: +25 [Dex+2] vs Ref Hit: 2d4+10 [Dex]. Make Secondary Attack Secondary Target: Primary Target or One Creature Within 3 Squares of the Primary Target. Attack: +23 [Dex] vs Ref Hit: 2d4+10 [Dex]. Effect: You may Repeat the Secondary Attack Twice. Special: At Level 21 increase the Damage to 3[W]+Dex and you may repeat the Secondary Attack three times instead of two.
Undeniable Beauty
Encounter
Elven Accuracy
Step Through Mists
Lure of the Wild
Hounding Strike
Tornado Strike
Powers: At Will Magic Missle Arcane;Implement;Force
Standard Action Ranged 20
Attack:+17 vs Ref
Damage:2d4+10 Force Damage
Special: Can be used as a Ranged Basic Attack
Encounter
Memory of a Thousand Lifetimes
Endless Power
Minor Action Recharge 6
Effect: You Recover the use of an expended Encounter power
Thunder Lance Arcane;Implement;Thunder
Standard Action Close Blast 5
Target: Each Creature in Blast
Attack:+17 vs Ref
4d6+10 Thunder Damage and you push the Target 4 Squares
Lightning Bolt Arcane;Implement;Lightning
Standard Action Ranged 10
Primary Target: One Creature
Attack:+17 vs Ref
Hit:2d6+10 Lightning Damage Secondary Target: Two Creatures Within 10 Squares of the Primary Target. Attack:+17 vs Ref Hit:1d6+10 Lightning Damage
Daily Mordenkainen's Sword
Arcane;Conjuration;Implement;Force
Standard Action Range 10
Target: Once Creature Adjacent to the Sword
Attack: +17 vs Ref
Hit:1d10+10 Force Damage
Sustain Minor: Sustain the Sword for another turn, it attacks again
Utility Blur
Daily;Arcane;Illusion
Minor Action Personal
Effect: Until the end of the Encounter you gain a +2 bonus to all defenses and enemies 5 or more squares away from you cannot see you.
Languages:
Common
Draconic
Dwarven
Alignment: Unaligned
Equipment:
+4 Resistance Mindweave Armor [Resist Force 10]
+3 Orb of Insurmountable Force[Critical:+1d6] [Power (Encounter: Push the target of an arcane power equal to the enhancement bonus)]
Feats
Point Blank Shot (1st)
Weapon Focus {Ranged Spells}(3rd)
Improved Critical {Ranged Spells}(6th)
Maximize Spell-like Ability (9th)
Quicken Spell-like Ability (12th)
Precise Shot (15th)
Shape Soulmeld [Strongheart Vest](18th)
Lord of All Essences (21st)
Eldritch Sculptor (Deity Bonus)
Practiced Spellcaster (24th)
Equipment Weapon: Eldritch Blast:
Attack:+40
Damage:10d6+5
Critical:19-20*2
Special: Hellfire Blasts adds +6d6 to the damage.
Scepter of the Warlock Master (Resembles a Dragon's skull rather than a Demon's) +3 Light Mace
Attack:+30/+25/+20
Damage: 1d6+13
Critical: *2
Special: This rod contains 5 charges, which are renewed each day at dawn,The charges may be expended to increase the damage of the next Eldritch Blast you use. In addition Ranged Touch Attacks made while holding this rod gain a +5 Profane Bonus. 1 Charges: +4d6 2 Charges: +5d6 3 Charges: +6d6 4 Charges: +7d6 5 Charges: +8d6
Attachments: Greater Truedeath Crystal attached to right eye socket.
Hellfire Shield:
Damage: 16d6
DC: 33 Ref (Half Damage)
Special: Can be used as an Immediate Action against any melee attack directed at me.
Armor:
Robe of Defense
+8 Enhancement Bonus to AC
Item:
Head:
Face:
Throat: Dragons Eye Amulet
Shoulder: Mantle of Deflection +5
Vest: Vest of the Dragon (+5 Enhancement Bonus to Natural Armor) / Strongheart Vest (Soulmeld)
Arms: Bracers of Wind
Hands: Gloves of Eldritch Substitution
Waist: Belt of Magnificence
Feet: Boots of Profane Dexterity +4
Ring: Ring of Resistance +5
Ring:
Others:
Tome of Leadership and Influence +5
Tome of Understanding +5
Tome of Clear Thought +5
Manual of Bodily Health +5
Manual of Gainful Exercise +5
Manual of Quickness of Action +5
Everlasting Rations
Everfull Mug
Bag of Holding IV
Gold: 203.000 gp
Languages:
Common
Draconic
Infernal
Sylvan
Terran
Ignan
Celestial
Invocations Master of All Essences: Essence Invocation DC increased by 2
Least
Frightful Blast (DC 25 Will)
Eldritch Spear
Entropic Warding
Dark
Eldritch Doom (DC Ref for Half Damage)
Utterdark Blast (DC 33 Fort)
Retributive Invisibility
BIO
Rashievix is a child of impulse, her story begins, as they usually do, during the times of her childhood, Rashievix was beloved by her parents, her Dragon mother seemed to dote on her every whim, and her Human father, a Warlock of incalculable power who was rumored to deal with Mephistopheles himself!, taught her the secrets of his craft, when the time came, she was released into the world, for her parents have plans in store for her, plans that few know about and even fewer would dare to attempt.
She is prideful and rash, has a true understanding of her worth and the worth of her craft, and for all the training exposure to evil her soul remains unchanged, untainted by the influence of evil, her whole life revolves around impulse, chaos and action, good and evil are insignificant and law is an illusion.
She find herself now traveling with Reiuen, a Drow that, while enamored with his Illusion of law, has proven time and again to be the best compliment to her abilities, and who perhaps, if he ever decides to leave his bubble of illusions she could trust enough to call a friend
References: Gloves of Eldritch Substitution / Scepter of the Warlock Master
Notes:
+4 Divinity Bonus to Dex/Cha
Bonus Eldritch Sculptor Feat (+2 to Attack Rolls with EB, can cast two EB's instead of just one, effective range of my Blasts and Shapes doubles)
Name: Alexander Van Saunder
Race: Half-Vampire Human
Type: Humanoid (Human)
Class: Binder 15//Warlock 15
Gender: Male
Alignment: LE
Skin: Pale White
Eyes: Cinnamon
Hair: Blonde
Height: 6'2"
Weight: Resistances: Cold/5
Electricity/5
Fire/5
Sonic/5 Damage Reduction:
5/Silver or Magic
4/Cold Iron
Features/Special: Half-Vampire +2 Natural Armor Bonus Increase
Resist 5/{Cold, Electricity}
+2 Racial Bonus to Bluff, Hide, Listen, Move Silently & Spot
DR 5/Silver or Magic
Stat Increase {+2 Str, Dex, Cha}
Improved Initiative
Charm Gaze (Su)
Slam Attack 1d6
Fast Healing 1 (Applies only if current HP is less than half of total HP)
Binder
Soul Binding (3 Vestiges)
Pact Augmentation (3 Abilities)
Suppress Sign
Soul Guardian {Immune to Fear, Energy Drain and Negative Levels ; Slippery Mind}
Bonus Feat x2
Warlock
Eldritch Blast 7d6
Invocations {Least, Lesser, Greater}
Detect Magic
DR 4/Cold Iron
Deceive Item
Fiendish Resilience 2
Energy Resistance 5/{Sonic and Fire}
Imbue Item
Armor:
Robes of the Vampire
Properties: +8 Enhancement Bonus to AC
64.000
Item:
Head: Headband of Charisma and Intellect +4 (32)
Face:
Throat: Amulet of Health and Wisdom +4 (32)
Shoulder:
Vest:
Arms: Bracers of Strength +4 (16)
Hands:
Waist:
Feet: Dexterity Boots of Springing and Striding +4 (21.5)
Ring:
Ring:
Others:
Bag of Holding IV
Detect Undead: You can use Detect Undead as the spell at will (CL=EBL)
Hide from Undead: At will as a Standard Action you can become undetectable to undead. Functions like the Hide from Undead Spell but DC is 10+1/2 EBL+Cha Mod.
Lich's Energy Immunity: Gain Immunity to Cold and Electricity.
Paralyzing Touch: As a standard action make a touch attack to paralyze a living foe for 1/2 EBL. Foe may make a Fort Save to end the effect each turn as a Full Round Action. Once used this ability cannot be used again for 5 rounds.
Speak with Dead: Can question the Dead at will as though using Speak with the Dead spell ; Save DC is 10+1/2EBL+Cha Mod
Undead Healing: Negative Energy Heals you instead of damage you. Positive Energy still heals you if you are living.
Balam's Cunning: You can Reroll one attack, saving throw or skill check you just made, must use the new result. Once used this ability cannot be used again for 5 rounds.
Icy Glare: Gain a Gaze Attack that deals 2d6 Cold damage to target, Will Save Negates.
Prescience: Insight bonus to Initiative, Reflex and AC equal to +1 per 4 EBL.
Dance of Death: Move up to your speed and make a single attack against any creature you move past, provoking AoO as normal. Cant use Feat or Ability Bonuses like Cleave or Haste, Once used cant be used again for 5 rounds.
Paimon's Blades: Proficient with Rapier and Shortsword and treated as if using Weapon Finesse with them.
Paimon's Dexterity: +4 Bonus to Dex
Paimon's Skill: Can use Tumble Untrained. +4 Bonus on Tumble and Perform (Dance Checks)
Uncanny Dodge: As the Ability
Whirlwind Attack: As the Feat
Deeper Darkness: As a standard action you can use the Deeper Darkness spell with unlimited duration, the effect is centered on you and you can shift the range of the emanation up or down 10 feet as a move action (within the normal range)
See in Darkness: You can see perfectly in Darkness of any kind even Deeper Darkness.
Touch of the Void: As a swift action you can charge a melee or melee touch attack with cold energy for an entire round, your attacks deal 1d8 cold energy +1d8/per 4 levels beyond 7th. Once used this ability cannot be used again for 5 rounds.
Rebuke Undead: You can Rebuke undead as a cleric of your same level. Once used this ability cannot be used again for 5 rounds.
Vessel of Emptiness: You can use Flicker as a supernatural ability 2/day.
School: Conjuration (Teleportation) 3
Range: Personal
Target: You
Duration: 1/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Once per round, as an Immediate action, you can instantly Teleport between your current location and any other spot within 5/per 2 caster levels. Works like Dimension Door, If you cast Flicker in response to an attack against you, the strike has 50% miss chance.
Name: Alicia Van Saunder
Race: Half-Vampire Human
Type: Humanoid (Human)
Class: Rogue 7/Swashbuckler 3/Assassin 3// Swordsage 13
Gender: Female
Alignment: NE
Skin: Pale
Eyes: Azure
Hair: Blond
Height: 5'9"
Weight: Resistances:
Cold/5
Electricity/5 Damage Reduction:
5/Silver or Magic
Features/Special: Half-Vampire +2 Natural Armor Bonus Increase
Resist 5/{Cold, Electricity}
+2 Racial Bonus to Bluff, Hide, Listen, Move Silently & Spot
DR 5/Silver or Magic
Stat Increase {+2 Str, Dex, Cha}
Improved Initiative
Charm Gaze (Su)
Slam Attack 1d6
Fast Healing 1 (Applies only if current HP is less than half of total HP)
Equipment Weapon:
+3 Aptitude Shadow Hand Diamond Mind Rapier
Attack: +20/+15
Damage: 1d6+9
Critical: 15-20/x2
24.000gp
Umbral Awn
+2 Ghost Touch Dagger
Attack: +18/+13
Damage: 1d4+9
Critical: 17-20/x2
Personal Cost: Attack -2 ; Fort -3 ; -8 HP
Shadowcloak - You can, on the first round of an encounter, Hide from any Flat-Footed opponent as long as you have cover or concealment
Sneak Attack +2d6
Shadowhand - If unarmed and opponent provokes an AoO can draw Umbral Awn as an Immediate Action, opponent is considered Flat-Footed
Shadowstrike - +4 to Attacks when Flanking while Using a Shadow Hand Stance
Maneuvers [20 Known/ 10 Readied] Shadow Hand Clinging Shadow Strike - Strike - Foe Suffers 20% miss chance on attacks
Shadow Blade Technique - Strike - Roll two attacks, use lowest, deal bonus cold damage.
Shadow Jaunt - Teleport 50ft through Shadows as Standard Action.
Cloak of Deception - Boost - Turn invisible until the end of your turn.
Obscuring Shadow Veil - Strike - Deal +5d6 Damage and foe has 50% Miss chance on attacks for 1 round.
Shadow Stride - Teleport 50ft Through Shadow as a Move Action.
Stalker in the Night - Strike - Move and Attack while remaining hidden
Death in the Dark - Strike - Deal +15d6 damage to surprised target
Shadow Blink - Teleport 50ft through Shadows as a swift action.
Enervating Shadow Strike - Strike - Target gains 1d4 Negative Levels
Diamond Mind Sapphire Nightmare Blade - Strike - Opponent Flat-Footed, +1d6 Damage with Concentration Check.
Emerald Razor - Strike - Turn Melee strike into touch attack.
Insightful Strike - Use Concentration check to determine damage
Ruby Nightmare Blade - Strike - Attack deals Double Damage on a successful Concentration Check
Bounding Assault - Strike - Double Move and Attack
Rapid Counter - Counter - Strike opponents who provokes attacks from you
Greater Insightful Strike - Strike - Use Double Concentration Check to Determine Damage.
Avalanche of Blades - Strike - With each attack that hits, make another attack with increased penalty.
Diamond Nightmare Blade - Strike - Deals 4x Damage equal to concentration check.
Diamond Defense - Counter - Gain Save bonus equal to level.
Stances Balance on the Sky - Shadow Hand
Assassin's Stance - Shadow Hand
Island of Blades - Shadow Hand
Child of Shadows - Shadow Hand
Pearl of Black Doubt - Diamond Mind - Gain +2 AC each time a foe misses you.
Gold:
Languages:
Common
Gol-Ka
Dwarven
Giant
Terran
Maneuvers:
Stone bones - Stone Dragon - Strike - Gain DR 5/Adamantine
Charging Minotaur - Stone Dragon - Strike - Charging bull rush deals damage, ignores AoO
Mountain Hammer - Stone Dragon - Strike - Deal +2d6 damage, Overcome DR and Hardness
Stone Vice - Stone Dragon - Strike - Deal +1d6 damage, attack immobilizes the creature
Crusader's Strike - Devoted Spirit - Strike -Successful Attack allows you to heal 1d6+1/initiator level
Foehammer - Devoted Spirit - Strike - Overcome foe's DR, deal +2d6
Stances:
Stonefoot Stance - +2 Str checks, +2 AC against Larger foes.
Martial Spirit - Heal 2 Hp per successful strike
BIO
Life has never been simple for Garth. An orphan since a babe from a Giant and Troll raid to the Goliath community of Zakhud, he was taken in by a dwarven family and raised as one of their own.
Due to his race's strength Garth took to the Forge with little complaint and deep fascination, his adoptive clan taught him everything they knew about forging and dwarven battle style and Garth learned with gusto, he was given the name of the clan and became Garth Steeltender, he was later allowed to honor his Goliath heritage by taking the title Hammerdoom for himself.
The day the raids on Zakhud-Dim started is also the day Garth was allowed to forge his own weapon, by tradition this privilege is given to all the youth of the Steeltender Clan who are ready for Military service and the clan had accepted Garth as one of his own, the result was Mjolnir, a hammer representing both his heritage and his raising, it is a warhammer fit for the size of a Goliath but its also balanced enough to be wielded one handed by Garth, the numerous days at the forge had left him strong enough for that!
Garth was part of the Legion that was able to break through and deliver the message to the allied kingdoms, now as the Army prepares for war Garth counts the days in training and at the forge, soon he will be home with Clan Steeltender, soon he will be spilling the blood of the enemies of his Clan.
The sounds of Garth's Forge sound almost eager, the sparks that fly from the metal he crafts seem almost hungry for flesh.
Special/Features: Hellbred Humanoid (Hellbred)
Infernal Mien (Ex): +2 Racial Bonus on Intimidate
Evil Exception (Ex)
Hellbound (Su)
Devil's Favor
Infernal Aspect [Spirit] (Su):+2 Cha, -2 Con, +2 Racial Bonus on Sense Motive, Darkvision 120ft, Can see in darkness even from the deeper darkness spell, Telepathy 100ft
Sorcerer Summon Familiar
Cleric
Rebuke Undead 13/day
Deathbound Domain: Your Limit for Controlling Undead Animated with Spells increases to 3 times your CL instead of the normal 2 times.
Undeath Domain: You gain Extra Turning as a Bonus Feat
True Necromancer Rebuke Undead: Stacks with Cleric Levels
Create Undead 2/day
Necromantic Prowess +2
Zone of Desecration
Major Desecration
Create Greater Undead 1/day
+6 Arcane CL
+6 Divine CL
Saves: Fort: +12 ( 6 base +2 con +4 resistance) Ref: +14 (4 base +4 dex +4 resistance +2 Familiar) Will: +24 (13 base +7 wis +4 resistance)
Conditional Saves
Weapon:
+2 Morning Star
Attack: +12/+7
Damage: 1d8+4
Critical: x2
Armor:
Robe of the Archmagi [Black] (+5 AC, SR 18, +4 Resistance Bonus, +2 enhancement bonus to CL checks vs SR)
Items:
Head: Circlet of Intellect +4 (+4 Enhancement Bonus to Int) Face:
Throat: Peripat of Wisdom +4 (+4 Enhancement Bonus to Wis) Shoulders: Cloak of Charisma +4 (+4 Enhancement Bonus to Cha) Vest:
Arms: Bracers of Armor +4 (+4 Enhancement Bonus to AC) Hands: Gloves of Dexterity +4 (+4 Enhancement Bonus to Dex) Waist: Belt of Priestly Might (+1 Enhancement Bonus to Natural Armor, +2 Enhancement Bonus to Str) Feet:
Ring: Ring of Protection +3 (+3 Deflection Bonus to AC) Ring:
Miscellaneous:
Everlasting Rations
Everfull Mug
Ioun Stone [Dusty Rose] (+1 Insight Bonus to AC)
Handy Haversack
Component Pouch (5.000 gp worth in components)
Spells Per Day / Spells Known: 9/9, 8/5, 8/4, 7/3, 6/2, 4/1 Level 0:
Arcane Mark
Prestidigitation
Touch of Fatigue
Message
Dancing Light
Silent Portal
Stick
Acid Splash
Electric Jolt
Level 1: DC: 20
Spirit Worm
Chill Touch
Ray of Enfeeblement
Cause Fear
Backbiter
Level 2: DC 21
Command Undead
Life Bolt
Bonefiddle
False Life
Death Armor
Spells Per Day: 6, 7, 7, 6, 5, 4, 2, 1 Level 0:
Create Water
Create Water
Light
Light
Mending
Mending
Level 1:
Summon Undead I
Summon Undead I
Summon Undead I
Curse Water
Doom
Shield of Faith
Shield of Faith
Level 2:
Summon Undead II
Summon Undead II
Summon Undead II
Augury
Desecrate
Desecrate
Eagle's Splendor
Level 3:
Summon Undead III
Summon Undead III
Clutch of Orcus
Clutch of Orcus
Animate Dead
Animate Dead
Level 4:
Summon Undead IV
Summon Undead IV
Divine Power
Divine Power
Death Ward
Level 5:
Summon Undead V
Summon Undead V
Slay Living
Righteous Might
Level 6:
Create Undead
Harm
Level 7:
Greater Harm
Deathbound: 1.Chill of the Grave
2.Blade of Pain and Fear
3.Fangs of the Vampire King
4.Wither Limb
5.Revive Undead
6.Awaken Undead
7.Avasculate
8.Avascular Mass
9.Wail of the Banshee
Undeath: 1.Detect Undead
2.Desecrate
3.Animate Dead
4.Death Ward
5.Circle of Death
6.Create Undead
7.Control Undead
8.Create Greater Undead
9.Energy Drain
White flames, wails of terror, and a figure cloaked in evil and terror, those are Oaheim's earliest memories, in a way you could say those are the memories of his birth.
Oaheim is part of the Hellbred, a race of damned souls transformed, changed, perverted into a new life by the powers of Hell.
Maybe Oaheim was human once, he has that undeniable human drive to accomplish as much as possible, or perhaps he was once an elf, he is calm and calculating if the situation demands, or perhaps he is some other Humanoid race, it doesn't really matter in the end for those are not memories he carries anymore. He had died, how he couldn't remember, as he died he kept thinking about his failure, he new he had failed something important but couldn't be certain what, he only knew he had failed and he couldn't stand it.
As he stood there despairing over his failure a voice cut through the Aether "You could go back" it said "Be given a new life, another chance to succeed where you now failed" called the voice with a honey dripping tone.
"Who are you? why do offer me this? And what do you want in return?" Oaheim called back, fearful but at the same time hopeful.
"I am the one with the power to grant you new life, no more no less, as to the why, I foresee a big future if you choose to live so i want part of the glory that will come from your life, as to the cost a service here and there that's all i will ask, so what do you say? do you, Oaheim, wish to return to the Realm of the Living, to try and succeed in the mission you have now failed?" the voice asked once more, its tone still honey sweet, though there was no sense of anticipation, no emotion other that patience, as if the voice had offered this bargain before.
If Oaheim had been thinking clearly he may have noticed that the deal was too good, that there had to have been some other price the entity had omitted, but death and the prospect of life once more can make even the most wise reckless, and so was the case of Oaheim "Yes, I agree, a service now and again for the chance to return to life" he called back.
Immediately the Darkness was replaced with White flames and agonized screams, a figure of diabolical power sitting in a throne his grinning evil beyond comparison "Good Oaheim, the deal has been made, you will be given a new body, and you will be allowed to walk the world of the living once again, you will be given the chance to succeed once more where you had previously failed, and all it cost you is your soul!" he finished with a laugh as chains of burning metal sprung from the ground and coiled themselves around Oaheim.
"You devil, you tricked me!" he cried in defiance.
"Tricked? Oh I have done no such thing, you see the first service in the contract is to grant me your soul" the devil exclaimed with a laugh as the pain of the chains intensified "Now do hold still your new body is being created from scratch so it will hurt... a LOT".
As the pain intensified Oaheim continued scream and curse the devil, which was met with only laughter in response "Oh yes as for the second service, you will be asked to give your previous life to me, your memories, your experiences, your accomplishments, and all the pitiful power you amassed during that time will belong to me now" he says with more mocking laughter.
"But... you promised..." Oaheim managed to say between screams.
"Oh you will be allowed to try once more, nothing will hinder that, but its not my fault if you cant remember what it is you are supposed to do" said the devil in response, the pain at this point intensified even more and caused Oaheim to black out, the last image was that of the Devil laughing.
When he woke up he was in an open field near a river, he crawled all the way to the stream, his mind muddled and misty, when he saw himself in the waters reflection however everything cleared, his skin had become ashen, his eyes glowed an evil ruby red and he had two thick horns that started above his eyebrows, went around his temple and touched each other on the back of his head, giving him the appearance of wearing a bone like circlet, of his life, his memories, nothing remained, only his name 'Oaheim' came to mind when he tried to summon his past life.
As he traveled he met a strange woman by the name of Sha'Xaved, she was the first to explain to him what he was now, a Hellbred, a creature owned by the Rulers of the Abyss for their entertainment and constant torture. Sha'Xaved offered an alternative however, she told him that Undeath could deny the Devil's their due, this intrigued Oaheim and he followed Sha'Xaved around for a while, eventually becoming a Cleric for the deity Afflux, one that most Undead Creatures would assure him would give him the gift of Undeath if he followed her.
Thus started a life of wandering, a life where Oaheim worshiped a Death Deity in hopes of being granted the gift of undeath as a means to escape.
It was during this travels that he met the most unusual of creatures, it was a gnome by the name of Oreo, and by Afflux he had never seen a creature so good at bringing death and destruction to the land, albeit by mishap more than by design, the two stuck together for a while, Oreo being such an easy fellow he didnt resent Oaheim his choice, he did however explain to him that Divine intervention could alter or sever the deal if he was deemed good enough, or so he had heard clerics preach constantly in one town or another. Oaheim considered this while he asked Oreo to teach him some of his arcane arts, he proved unable to master the tricks of Wizardry but his connection to devils had made him specially proficient with Sorcery and as such began a study of arts to compliment and enhance his clerical abilities.
After a while passed the two parted ways, Oreo had by this time acquired a Raven of dubious temperament that sometimes worked as his reason or common sense, and Oaheim had acquired Wraith a Weasel companion who embodied his restless nature the best.
A few more years of wandering ensued, in the time he met many strange and unique individuals that he would later come to call friends, he met a pair of catfolk one a warlock of some power, the other a faithful guardian, a warlock with a draconic heritage and a penchant for rashness and no planning. At the same time he also encountered many Foes, a strange man capable of using his own soul as a source of strength and a Goliath of untold power, both of which held such strength in their conviction that could not abide by Oaheim's existance, even if he used his power to help others.
The strangest figure he encountered however must have been a strange Drow Necromancer named Avariel, Avariel had a definite sadistic streak, one that Oaheim tried to subdue throughout their time together, but which he proved unable to do, it was during their time adventuring together that Oaheim learned to combine his Divine and Arcane arts into one.
Eventually they parted ways, each to seek their own goals, Avariel in search for the Secrets of Arcane Mastery, Oaheim or the secrets of Undeath.
Oaheim has a distaste for mirrors or any other kind of reflective surface, he will avoid it like the plague since it shows and reminds him of what he is now, at the same time it also terrifies him because it reminds him who he made a deal with.
If someone would constantly show him a mirror he would cower and avert it until he was backed against a wall, at which point the fear, hatred and anger would overwhelm him and drive him into murderous and blood lusting frenzy
Combat Info HP: 240/240 (128 Base +112 Con) AC: 30 (10 +7 arm +2 shield +0 natural +7 dex +2 deflection +1 size +1 Insight)
Touch: 23
FF: 21 Init: +9 BAB: +16/+11/+6/+1 Grapple: Speed: 20 ft
Fly: - Spell Resistance: Energy Resistance:
Immunities:
Saves: Fort:+19(10 base +7 con +2 resistance) Ref:+21(10 base +9 dex +2 resistance) Will:+10(5 base +3 wis +2 resistance)
Conditional Saves: +1 against Fear
Special/Features: Strongheart Halfling +2 Dex, -2 Str
Small:+1 Size Bonus to AC, +1 Size bonus to attack rolls, +4 size bonus to Hide checks
Base land speed 20ft
+2 racial bonus on Climb, Jump, Listen and Move Silently checks
+2 morale bonus against fear.
+1 racial bonus on attack rolls with thrown weapons and slings
Extra Feat at Level 1
Rogue Ranged Sneak Attack +3d6
Melee Sneak Attack +2d6
Trapfinding
Evasion
Thief's Luck (Can Reroll a Reflex Save, must choose to use it before knowing the result) 1/day
Disruptive Attack: Whenever Attacking a FF or Flanked Creature, can forsake Sneak Attack to impose a -5 AC Penalty for 1 Round, Applies to anything.
Master Thrower
Quick DrawThrown Weapon Tricks Weak Spot: When facing opponents her size or larger thrown Weapons are Ranged Touch Attacks, You dont apply Strength to the throw. Palm Throw: When using little Thrown Weapons may throw two weapons with a single attack roll Deadeye Shot: increase Critical Multiplier by 1. Does not stack with other Critical Multipliers
Improved Evasion
Snatch Arrows
Critical Throw: Improved Critical for any Thrown Weapon you have Weapon Focus for.
Whisperknife Rapid Shot
Improved Uncanny Dodge
Sneak Attack +2d6
Defensive Throw: Dont produce AoO when attacking with thrown weapons
Improved Catch: You may move after throwing a Returning Weapon so long as Line of Sight with the weapon is maintained.
Close Defense: When adjacent to medium or larger foes gain a +2 Dodge Bonus to AC against all adjacent enemies.
Combat Info HP: 700/700 (224 Base +476 Con) AC: 51 (10 +15 arm +0 shield +1 natural +20 dex +5 deflection)
Touch: 35
FF: 31 Init: +20 BAB: +15/+10/+5 [+5 Epic] Grapple: Speed: 40 ft
Fly: - Spell Resistance: Energy Resistance:
Damage Reduction:
10/Unholy Immunities:
Saves: Fort:+39(12 base +17 con +5 resistance +5 Epic) Ref:+46(16 base +20 dex +5 resistance +5 Epic) Will:+37(16 base +11 wis +5 resistance +5 Epic)
Conditional Saves:
Special/Features: Half Nymph +2 Dex, +2 Int, +2 Wis, +4 Cha
Fey Bloodline
Low-Light Vision
Awesome Beauty: Will DC [10+1/2 HD+Cha] or be Shaken for 1 round (continuous), can be stopped and resumed as a free action.
Catfolk +4 Dex, +2 Cha
Low-Light Vision
+2 Racial Bonus to Listen and Move Silently
+1 Natural Armor
Bard
Bardic Music 38/day
Bardic Knowledge
Countersong
Fascinate
Inspire Courage +3
Lyric Thaumaturge <to be="" added="">Bardic Music
Bonus Spells (1 extra spell slot for 1st, 2nd, 3rd, and 4th slots)
Bonus Feat: Captivating Melody
Spell Secret (1 extra spell known of 1st, and 2nd level)
Troubadour of the Stars
Bardic Music
Detect Evil At-Will
Holy Cacophony: As an extra bardic music effect you can force evil creatures within 30ft to roll a Concentration check of 17+Spell Level when casting spells or using Spell-Like Abilities.
Celestial Spells
Starmantle 1/day
Song of Hope: As an extra bardic music effect good allies gain a +2 Morale bonus to attack, saves, checks and damage rolls, may also reroll to remove any fear or despair effects, may also choose to use the Perform check result instead of the save result.
Sanctified Spells
Eladrin Form 1/day
Celestial Symphony: As an extra bardic music effect may duplicate the effect of the Holy Word spell CL equals Class Level. Sonic Effect
Celestial Ascension: Gain type Outsider (Native) as well as DR 10/unholy
+5 Bard Spellcasting Levels
Seeker of the Song Rapture of the Song: +2 AC, +2 Saves
Seeker Music
Combine Songs
Subvocalize
Marshal
<to be="" added="">Bonus Feat: Skill Focus [Diplomacy]
Minor Aura: 8 Known
Major Aura +4:</to></to>5 Known
<to be="" added=""><to be="" added=""> Grant Move Action 5/day
Equipment: Weapon:Soundcracker
+2 Warning Sweeping Harmonizing Magebane Billiant Energy Dagger-Whip
Attack : +29/+24/+19/+14
Damage: 1d6+2
Range: 15ft
Critical: 19-20x2
Special: +2 on Perfom Checks, may sustain a song.
Armor: ----
Items: Head: Face: Throat:Choker of Insightful Sacred Constitution +6 Shoulders:Cloak of Insightful Sacred Charisma +6 Vest:Improved Vest of the Archmagi Arms: Hands:Gloves of Insightful Sacred Dexterity +6 Waist:Belt of Magnificence +10 Feet: Ring: Ring:
Miscellaneous: Bag of Holding IV (Red)
Bag of Holding IV (Green)
Everlasting Rations
Everfull Mug
Lyre of Catnips: +30 Bonus to Perform Checks, 10 extra uses of Bardic Music a day, The Lyre may sustain a song of your for a number of rounds equal to Charisma Modifier but ends at upon completion of that duration.
Item X: +4 Bonus to Caster Level
+5 Tomes (Used): +5 Inherent Bonus to Stats
+5 Manuals (Used): +5 Inherent Bonus to Stats
Mechanical Song Birds: +30 Bonus to Perform Checks
10 Huge Feline Golems (used for Guarding the Skynapper, 2 follow Criva around but are mostly for RP purposes)
Languages Common
Feline
Draconic
Gnoll
Halfling
Sylvan
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: 6.5 lbs (Light Load)
Unspent Gold:
877,000 gp
Burning Melody: Seeker and Allies within 30ft Resist Fire 15 Refrain: 30ft 6d6 Fire Cone, Reflex DC [10+Perform Ranks] for Half Damage
Song of Unmaking: Spend 1 Extra Bardic Music to deal 1d8/seeker level points of damage against all constructs within a 30ft Burst (no save)
Dirge of Frozen Loss:</to></to> Seeker and Allies within 30ft Resist Cold 15 <to be="" added=""><to be="" added="">Refrain:</to></to> 30ft 10d6 Cold Line and Enemies are Fatigued, Fort DC [10+Perform Ranks] for Half Damage and no Fatigue
<to be="" added=""><to be="" added=""> Song of Life: </to></to>Seeker and Allies within 30ft Immune to Poison and Disease
<to be="" added=""><to be="" added="">Refrain: Standard action Roll Perform and Heal as much HP as roll's result from one target.
Anthem of Thunder and Pain:</to></to> Seeker and Allies within 30ft Resist Electricity 15
<to be="" added=""><to be="" added="">Refrain: 20ft Range Touch Attack deals 10d6 points of electricity damage, can Arc to another creature within 20ft of Original target for Half Damage, 2 rays at level 6, 3 rays at 9, creatures cannot be affected by more than one ray per round.
Song of Strength: Lyrist and Allies within 30ft gain +4 Morale Bonus to Str for duration of the song and 5 rounds after. Song of Compulsion: Can make a Suggestion Will DC [17+Cha], Dragons take -2 to the save. Song of Flight: Grants Fly for 5 Minutes Song of Fear: Frightful Presence Will DC [17+Cha] negates, Creatures with HD of 15 or less are panicked for 2d6 rounds otherwise shaken for 2d6 rounds. Dragons are immune same with other creatures immune to fear. Mind-Affecting Ability Song of Healing: May heal Hit points and Ability damage as if rested for a full day, works once per hour.
Major: Motivate Ardor: Bonus to Damage
</to></to>Motivate Attack: Bonus to Melee Attacks Motivate Care: Bonus to AC Motivate Urgency: +25ft to land speed Steady Hand: Bonus to Ranged Attacks
Minor: Accurate Strike: Bonus to rolls for confirming Critical hits Demand Fortitude: Bonus to Fort Saves Determined Caster: Bonus to CL for overcoming SR Force of Will: Bonus to Will Saves Master of Tactics: Bonus to Damage Rolls when Flanking Motivate Intelligence: Bonus to Int Checks and Int based Skills Motivate Wisdom: Bonus to Wis checks and Wis based Skills Watchful Eye: Bonus to Reflex Saves
<to be="" added=""><to be="" added="">
Saves: Fort:+12(6 base +2 con +0 resistance +4 Familiar) Ref:+6(3 base +3 dex +0 resistance) Will:+15(10 base +5 wis +0 resistance)
Conditional Saves: +2 Racial bonus vs Enchantment Spells and Effects
Special/Features: Sun Elf
Stats: +2 Int, -2 Con
Immunity: Magical Sleep
Skills: +2 Racial Bonus on Listen, Search and Spot
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.
Basic Info: Player Name: Sepiriel Character Name: Haldi "Grim" Firlgensbani Character Level: 5 Classes: Barbarian Race: Half-Orc Alignment: Chaotic Good Deity: Size: Medium Age: 22 Gender: Male Height: 6' Weight: 215 lbs Eyes: Red Hair: Black Skin: Tanned
Combat Info HP: 68/68 (48 Base +20 Con)
Rage HP: 78/78 (48 Base +30 Con) AC: 19 (10 +7 arm +0 natural +1 dex +1 deflection)
Rage: 15
Touch: 12
Rage: 8
FF: 18
Rage: 14 Init: +1 BAB: +5 Grapple: Speed: 30 ft
Fly: - Spell Resistance: Energy Resistance:
Immunities:
Saves: Fort:+9(4 base +4 con +1 resistance) /+11 while Raging Ref:+3(1 base +1 dex +1 resistance) Will:+2(1 base +0 wis +1 resistance)
Conditional Saves:
+2 Morale Bonus to Will while Raging
Items:
Head: Face:
Throat: Shoulders: Vest: Vest of Resistance +1
Arms: Hands: Waist: Feet: Ring: Ring of Protection +1 Ring:
Miscellaneous:
Languages Common
Orc
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: - lbs (Light Load)
Unspent Gold:
Bio: Haldi was raised in the Orcish tribes to the North, considered weak and inept during childhood due to his caring attitude towards others, he never the less rose to be one of the strongest in the Clan, however being of mixed blood meant he couldn't achieve the position of Fang in the tribe (the greatest warrior), and as such decided to leave.
As he traveled he made a few friends, the Van Saunders a pair of Half Vampires who felt a level of kinship with Haldi, a strange Cleric named Oaheim Lighthunter who had a cursed lineage that dabbled in the powers of demons and a rather quirky Halfling with a habit of throwing daggers at people, he also made a few enemies Rovanam an amoral monk who he swore to bring down one day, and Frederick Von Richten a warrior who lacked nor cared for any ideal of Justice or Law, just himself and nothing else.
Now Haldi finds himself in a new venture, perhaps one that will put him one step closer to his goal, perhaps one that will bring him to new allies, or perhaps another meeting with enemies.
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
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
Wasnt sure if you were gonna allow BoED... actually IF you allow Righteous Wrath I could see about taking two levels of Monk... great now i have to redo everything
Private Mod Note
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Miscellaneous: Acrobat's Boot: +2 Insight Bonus to Balance, Escape Artist, Jump and Tumble Check
Incarnate Avatar [1 Essentia Invested]: +1 Insight Bonus to Melee Attack Rolls.
Crystal Helm [1 Essentia Invested]: +2 Resistance Bonus on Will against charm effects. +1 Deflection Bonus to AC. Bind - Weapons gain Force Descriptor.
Languages Common
Celestial
Abyssal
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: - lbs (Light Load)
Unspent Gold:
Bio
Rovanam is a disciple of Deiken Rensetsu, a discipline that focuses on the power of Ki and bends it to the will of its user. Among the Skarn there are few who show devotion as intense as Rovanam's, his devotion borders to the point of obsession, he is constantly training and measures everything in its worth to increase his skill.
As a practitioner of Deiken Rensetsu Rovanam set out in a training journey, his outlook in life made it impossible for him to make any friends, indeed he needed none as Skarns are above and beyond common mortals, and since he has not meet any immortal beings or other of Skarn society he has had no need for pleasantries with the rabble.
Basic Info: Player Name: Sepiriel Character Name: Julian "The Crimson Bard" McHemlim Character Level: 19 Classes: Illusionist 5/Master Specialist 10/ Nightmare Spinner 4//Bard 6/Lyrical Thaumaturge 10/ Seeker of the Song 3 Race: Chaos Gnome Alignment: Chaotic Good Deity: Size: Small Age: 85 Gender: Male Height: 3'2" Weight: 30 lbs Eyes: Orange (Change with mood) Hair: Red Skin: Tanned
Master Specialist
Bonus Feat: Skill Focus (Spellcraft)
Expanded Spellbook
Bonus Feat: Greater Spell Focus (Illusion)
Caster Level Increase: +2 CL to Illusion Spells
Minor School Esoterica: +2 to DC of Illusion Spells with "Will to Disbelief" clause
Moderate School Esoterica: You Gain Concealment
Major School Esoterica: Illusion Spells are cast as Stilled, Silent and Materials Eschewed without an increase to Caster Level or Casting Time.
Nightmare Spinner
Bonus Illusion Spells
Immunity to Fear
Inspire Fear: Standard Action, Range 30ft, DC (10+ Class+Cha)
Nightmare Phantasm
Spirit Chill
Items: Head: Circlet of Intelligence +6 Face: Throat: Amulet of Wisdom +6 Shoulders: Cloak of Charisma +6 Vest: Vest of the Archmagi Arms: Hands: Gloves of Strength +6 Waist: Belt of Health +6 Feet: Boots of Dexterity +6 Ring: Ring of Protection +2 Ring:
Miscellaneous:
Manual of Understanding
Manual of Leadership +4
Tome of Health +4
Handy Haversack
Waterproofed Mithral Spellbook with 2000 Ivory Pages
Languages
Common
Gnome
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: - lbs (Light Load)
Level 7:[3+4 Illusion slots]
Solipsism
Project Image
Mass Invisibility Bonus
Final Rebuke
Avasculate
Level 8:[3+4 Illusion slots]
Superior Invisibility
Greater Shadow Evocation
Mass Charm Monster
Wrathful Castigation
Level 9:[2+4 Illusion slots]
Weird
Shades
Wail of the Banshee
Hold Monster Mass
Bard:
Level 0:[6 Known, 4 Per Day]
Summon Instrument
Minor Disguise
Mending
Open/Close
Songbird
Message
Level 1:[5 Known, 8 Per Day]
Distort Speech
Swift Invisibility
Detect Secret Door
Cure Light Wounds
Identify
Nerveskitter Bonus
Level 2:[4 Known, 8 Per Day]
Cure Moderate Wounds
Mirror Image
Lively Step
Tactical Precision
Entice Gift Bonus
Level 3:[4 Known, 6 Per Day]
Cure Serious Wounds
G'elsewhere Chant
Tiny Hut
Mass Curse of Impending Blades
Spiderskin Bonus
Level 4:[4 Known, 6 Per Day]
Cure Critical Wounds
Dimension Door
Greater Mirror Image
Protege
Mass Darkvision Bonus
Level 5:[4 Known, 5 Per Day]
Mass Cure Light Wounds
Greater Heroism
Nightmare
Wail of Doom
Greater Fireburst Bonus
Level 6:[2 Known, 3 Per Day]
Mass Cure Moderate Wounds
Dirge
Extract Water Elemental Bonus
Bio:
I am the Crimson Bard, woe to those of evil nature who listen to my song, for it shall be a Dirge, the funeral chant as they are dragged into the netherworld! Joy to those of good who listen to my song, for it shall be a choir. I am the hymn that is forever present, never shall my songs fade.
That is me while on my part time employment, my normal self is actually much more subdued, you see I am part of the entertainment industry, yes i know its shocking but just listen to my tale for a moment. You see being a Gnome means I am naturally inclined to be creative, i can weave magical pictures of heroism, portray scenes of joyful comedy and a slew of other rather humorous sights so obviously with that kind of talent performing at special events such as kingly courts, birthday parties and the occasional clown funeral is a simple and easy way to earn money.
Maneuvers [13 Known/ 7 Readied]
Diamond Nightmare Blade - Diamond Mind
Moment of Perfect Mind - Diamond Mind
Emerald Razor
Greater Insightful Strike
Moment of Alacrity
Avalanche of Blades
Time Stands Still
Steel Wind - Iron Heart
Mithral Tornado
Lightning Recovery
Iron Heart Endurance
Manticore Parry
Strike of Perfect Clarity
Stances
Punishing Stance - Iron Heart
Hearing the Air - Diamond Mind
Stance of Alacrity - Diamond Mind
Supreme Blade Parry - Iron Heart
Bio:
Cale is not really what one would expect a monk to be, since an early time he has spent most of his life in the company of others, not really by choice but by his inability to truly stand up for himself, so it came to no real surprise when he was conscripted into service.
It all started so well for him that morning, he had finished his studies early, his practice, while tiring, had resulted in not a single sparring partner hurt and he had began hoping that perhaps today would be the one day where he wouldn't have to listen to his teachers or fellow apprentices ask him for something, but such luck was not to be, as he entered the small hall of the Mercenary guild (it has always puzzled Cale how a mercenary guild and a monk sect could be together and function under the same dogma) he found his first bad omen, Orien the leader of the mercenaries and his teacher Astor discussing silently but with a very stern mood all around.
Oh I just know they are going to as me... he wasnt even able to finish the though before Orien called to him "Ah Cale there you are! Astor and I where just talking about you lad!" while the tone was friendly the look his teacher gave spoke volumes about the mood,
"As you well know there's been this call for adventurers and such, well Lord Markam has tasked us to provide a few able bodies to maintain the appearance of friendship.... but i dont really have any spare blades to send, and then it hit me! Astor my good friend who i saved from the undead hordes during the Timber Wars, who would have fallen despite of all his skills had I Orien the Master of th..."
A snort from my master suddenly interrupting him "Orien, we know your titles, and yes i thank you from preventing a skeleton from clubing me after it passed your defensive line, now what was it you where saying?"
"Ah... ahem... yes anyways I remembered you Cale, Astor is always talking about how well your training is going and even mentioned how he was considering to have Laurana cover your apprenticeship for a while, and so here i was thinking there would be no one better than you to have sent over, and so here i am to pick you up... unless you dont want to go lad".
To say no should have been the easiest thing to do, but looking at Orien's face, a face that shot daggers while using a honey voice, all that came out of Cale's lips was "if..if...if you say so master Orien..."
"There! see? and you thought the lad would say no!" Orien said with a smile to Astor "Well lad your ship leaves this noon, that gives you two strikes of the bell to get your things in order" he said as he he stood up and began to leave "Thanks a lot Astor! you're a real life saver" he said with a laugh as he left the hall.
"Sigh... I had hoped you would show a bit more of a spine... nothing i can do about this now" Astor told Cale sadly "well my boy it seems your test of skill shall be done earlier than expected, you got two strikes" he said before leaving the hall as well.
"oh...o..ok...." is all Cale could find himself saying as he was left alone in the hall.
Characters Known: Orien: Leader of the Mercenary Guild of Tidewater. Astor: Leader of the Monastic Sect of the Mercenary Guild. Laurana: Default "Leader" of the Thieves in the Mercenary Guild on account of no one having been able to steal the command sigil from her yet.
Thanks Mr.Stuff!
Thank you Le_Gambit!!!
Thanks SB4!
Proof I'm Giga's Marshmallow Daddy:
Juggle Faster! FASTER!!!
:jug::devo:
One persons Racist Symbol is anothers Meal!
Cho-choco-choco-choco-cho-co-bo!!!!!!
Name:Arans Zyrveil
Race: Elf
Class: Cleric 2
Sex: Male
Alignment:Good
Deity:Corellon
Str:10+0
Dex:14+2
Con:16+3
Wis:18+4
Int:10+0
Cha:18+4
AC:18 [10+1+7]
Fort:14 [10+1+3]
Ref:13 [10+1+2]
Will:17 [10+1+4+2]
HP:33
Bloodied:16
Surges:10/day (8HP)
Initiative:+3
Speed:6
Action Point: 1
Elven weapon Proficiency
Fey Origin
Group Awareness
Wild Step
Elven Accuracy
Channel Divinity
Healers Lore
Healing Word
Ritual Casting
Astral Fire
Toughness
Skills *=Trained:
Passive Insight:20
Passive Perception:17
*Religion:6 [1+0+5]
*Diplomacy:10 [1+4+5]
*Heal:10 [1+4+5]
*Insight:10 [1+4+5]
Acrobatics:3 [1+2]
Arcana:1 [1+0]
Athletics:1 [1+0]
Bluff:5 [1+4]
Dungeoneering:5 [1+4]
Endurance:4 [1+3]
History:1 [1+0]
Intimidate:5 [1+4]
Nature:7 [1+4+2]
Perception:7 [1+4+2]
Stealth:3 [1+2]
Streetwise:5 [1+4]
Thievery:3 [1+2]
At-Will
Lance of Faith (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Will]
Hit:1d10+6 Radiant damage[Wis].One ally you see gains a +2 power bonus to its next attack roll against the target.
Sacred Flame (Divine, Implement, Radiant)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Ref [Wis]
Hit:1d6+6 Radiant damage [Wis]. An ally you can see can make either a saving throw, or gain [Cha+1/2 Level] temp hitpoints.
Encounter
Elven Accuracy (Racial)
Free Action (Personal)
Effect: Reroll and attack roll. Use the second roll even if its lower.
Channel Divinity: Divine Fortune (Feature, Divine)
Free Action (Personal)
Effect: Gain +1 Attack roll or saving throw made before the end of your next turn.
Channel Divinity: Turn Undead (Feature, Divine, Implement, Radiant)
Standard Action (Close burst 2)
Target: Each undead creature inside burst.
Attack:+6 vs Will [Wis]
Hit:1d10+6. Targets are pushed [3+Cha] and immobilized until the end of your next turn.
Miss: Half damage. Targets arent pushed or immobilized
Healing Word (Feature, Divine, Healing)
Minor Action (Close Burst 5)
Target: You or one Ally
Effect:Target can spend a Healing Surge and heal an extra +1d6 +[Wis]
Special: Can be used twice per encounter, but only once per round.
Divine Glow (Divine, Implement, Radiant)
Standard Action (Close Blast 3)
Target: Each enemy in blast
Attack:+6 vs Ref [Wis].
Hit:1d8+6 Radiant damage [Wis].
Effect: Allies in blast gain +2 power bonus to attack rolls until the end of your next turn.
Daily
Cascade of Light (Divine, Implement, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack:+6 vs Will [Wis]
Hit:3d8+6 Radiant Damage [Wis]. Target gains Vulnerability 5 to all your attacks (save ends).
Miss:Half Damage.
Utility
Cure Light Wounds (Divine, Healing)
Standard Action (Melee touch)
Target: You or one Creature
Effect: Target heals hitpoints as if it had used a healing surge + [Wis].
Weapon:
Thundering Longbow +1
Attack:+5 vs AC [Dex]
Hit:1d10+3
Critical:+1d6 Thunder damage per plus.
Armor:
Exalted Chainmail +1
(6:-1:-1:40lbs)
Special: Minor Action (Daily, Healing) - Until the end of your turn each character healed by one of your encounter or daily powers heals an extra 1d10+Cha hitpoints.
Implement:
Symbol of life +1
Shape: Choker with the name of Corellon in elven.
Critical:+1d6 per plus
Special: Minor Action (Daily, Healing) - Until the end of your next turn, any character healed by an encounter or daily power you use heals an additional +1d6.
Items:
Head:
Neck:
Arms:
Hands:
Waist:
Feet:
Languages:
Common
Elven
Not much is known about Arans, he seems to be familiar with Estar but theres a slight hesitation in the way he interacts with him.
Normally calm and collected, he can and will jump at the defense of anyone in need.
Doesnt like Crimson very much due to the incident with his Holy Symbol.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Name: Estar
Race: Human
Class: Star Pact Warlock 3
Sex: Male
Alignment: Unaligned
Deity: ----
Str:10+0
Dex:10+0
Con:17+3
Int:19+4
Wis:10+0
Cha:19+4
AC:18 [11+3+4]
Fort:15 [11+3+0+1]
Ref:17 [11+4+1+1]
Will:18 [11+4+2+1]
HP:44
Bloodied:22
Surges:9/day (11Hp)
Initiative:+1
Speed: 6
Action Points: 1
Fate of the Void
Prime Shot
Shadow Walk
Improved Fate of the Void
Toughness
Passive Insight: 13
Passive Perception: 11
Acrobatics:1 [1+0+0+0]
Arcana*:10 [1+5+4+0]
Athletics:1 [1+0+0+0]
Bluff*:12 [1+5+4+2]
Diplomacy:5 [1+0+4+0]
Dungeoneering:1 [1+0+0+0]
Endurance:4 [1+0+3+0]
Heal:1 [1+0+0+0]
History*:10 [1+5+4+0]
Insight:3 [1+0+0+2]
Intimidate:5 [1+0+4+0]
Nature:1 [1+0+0+0]
Perception:1 [1+0+0+0]
Religion:5 [1+0+4+0]
Stealth:1 [1+0+0+0]
Streetwise*:10 [1+5+4+0]
Thievery:1 [1+0+0+0]
*=Trained
At-Will
Warlock's Curse (Feature, Special)
Minor Action (Ranged Closest enemy in sight)
Special: Can only be used once per turn.
Effect: You may deal an extra +1d6 damage on the next attack you make against the target. The Curse remains until the end of the encounter or until the target dies, multiple creatures can be cursed but you cant curse a creature already cursed by another Warlock.
Eldricht Blast (Arcane, Implement)
Standard Action (Ranged 10)
Special: Can be used as a basic ranged attack.
Target: One Creature
Attack:+6 vs Ref [Cha]
Hit:1d10+5 damage. [Cha]
Dire Radiance (Arcane, Implement, Fear, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack:+5 vs Fort [Con]
Hit:1d6+4 Radiant Damage [Con]. If the target moves closer to you on its next turn it takes an additional 1d6+4 damage [Con]
Encounter
Dreadful Word (Arcane, Implement, Fear, Psychic)
Standard Action (Ranged 5)
Target: One Creature
Attack:+6 vs Will [Cha]
Hit:2d8+5 Psychic Damage [Cha]. Target suffers a penalty to Will equal to 1+Int until the end of your next turn.
Frigid Darkness (Arcane, Implement, Cold, Fear)
Standard Action (Ranged 10)
Target: One Creature
Attack: +5 vs Fort
Hit: 2d8+4 Cold Damage [Con]. Target grants Combat Advantage to all your Allies until the end of your next turn.
Daily
Dread Star (Arcane, Implement, Fear, Radiant)
Standard Action (Ranged 10)
Target: One Creature
Attack: +6 vs Will [Cha]
Hit:3d6+5 Radiant Damage [Cha]. Target is Immobilized until the end of your next turn.
Effect: Target suffers a -2 penalty to Will (Save ends).
Utility
Ethereal Stride (Arcane, Telportation) [Encounter]
Move Action (Personal)
Effect:Teleport up to 3 squares. Gain +2 power bonus to all defenses until the end of your next turn.
Weapon:
Armor:
Dark Leaf Leather +1
(2;-;-;15lbs)
Property: Gain +2 item Bonus to AC against the first attack made against you each encounter.
Implement:
Rod of Dark Reward +1
Enhancement: Attack and Damage rolls
Critical:+1d6 per plus
Property: Whenever you Curse and Enemy gain +1 power Bonus to AC until the end of your next turn
Rod of the Shadow Walker +1
Enhancement: Attack and Damage rolls
Critical:+1d6 per plus
Property: Whenever you place a Warlock's Curse on a Target you gain concealment from that target until the end of your next turn.
Items:
Head:
Neck:
Amulet of Health
(+1 to Fort, Ref, Will. Resist Poison 5)
Arms:
Bracers of the Perfect Shot
(+2 Item Bonus on Damage rolls of Basic Ranged Attacks)
Hands:
Waist:
Feet:
Languages
Common
Money
140gp
Name: Vog-Na "Kinless Protector" Katho-Olavi
Age:25
Height: 7'10"
Weight:240 lbs
Eye Color:Azure
Hair Color:
Skin Tone: Grey
Alignment: CG
Deity: Kavaki
Race/Template: Saint Goliath
Size: M
Class: Totemist 15/Totem Rager 10//Barbarian 15/Champion of Gynharwyf 10
Stats:
Str:25+7 [31+10]
Dex:23+6 [29+9]
Con:27+8 [33+11]
Int:21+5 [27+8]
Wis:21+5 [27+8]
Cha:23+6 [29+9]
Combat:
HP: 518
AC: 57 [10 Base +26 AC +7 Natural +9 Dex +5 Deflection]
Touch: 24
Flat-Footed: 48
Speed:40ft
Initiative:+9
DR: 10/Evil
10/-
Resist: Fire 30
Sonic 30
Fort:33 [12 Base +10 Con +9 Divine Grace +2 Epic]
Will:24 [6 Base +7 Wis +9 Divine Grace +2 Epic]
Ref:32 [12 Base +9 Dex +9 Divine Grace +2 Epic]
BAB:+23/+18/+13/+8
Special/Features:
Saint
-----
Ability Increases (Con+2, Wis+2, Cha+4)
Insight Bonus to AC equal to Wisdom modifier.
Holy Power (Su): Save DC for Special Attacks, Spells, Spell-Like Abilities, Supernatural and Extraordinary abilities increases by 2
Holy Touch (Su): Deal 1d6 Holy damage against evil, 1d8 against Undead and Evil Outsiders. If hit by a natural attack by an evil creature they take this damage as well.
Damage Reduction 10/evil
Fast Healing 10
Immune to Acid, Cold, Electricity and Petrification Attacks
Keen Vision (Low-Light Vision and 60 ft Dark Vision)
Protective Aura: Free Action. Surrounds oneself in a 20ft nimbus of light. Works as Magic Circle against Evil and Lesser Globe of Invulnerability (CL=HD)
Resist Fire 10 and +4 racial bonus on Fort saves against Poison
Tongues: As spell, always active.
Spell Like Abilities (CL equals HD)
Guidance - At Will
Resistance - At Will
Virtue - At Will
Bless - At Will
Goliath
-------
Ability Modifiers (+4 Str, -2 Dex, +2 Con)
+2 bonus on Sense Motive
Powerful Build
Mountain Movement
Acclimated
Barbarian
---------
Fast Movement
Illiteracy
Rage (+8 Str, +8 Con, +4 Morale Bonus to Will, -2 AC) 9/day
Uncanny Dodge
Improved Uncanny Dodge
Trap sense +5
Damage Reduction 3/-
Greater Rage
Indomitable Will (+4 Bonus to Will to resist Enchantments while on Rage)
Tireless Rage
Mighty Rage
Champion of Gynharwyf
-----------------------
Detect Evil
Rage
Smite Evil 3/day
Divine Grace
Furious Casting
Damage Reduction 5/-
Resist Enchantment
Fearsome Fury (When Rage roll intimidate vs will if they fail shaken until the rage ends)
Energy Resistance (Cold, Acid, Electricity) 10
Immune to Charm and Compulsion
Totemist
--------
Soulmelds: 9
Essentia: 28
Chakra Binds: 5
Wild Empathy
Totem Chakra Bind (+2 Capacity)
Totem Chakra Bind (+1 Meldshaper Level)
Totem's Protection (+4 Bonus to Saving throws agains the supernatural abilities of magical beasts)
Chakra Binds (Crown, Feet, Hands, Shoulders, Arms, Brow, Throat, Waist)
Rebind Totem Soulmeld 2/day
Totem Rager
----------
Totem Rage
Wild Empathy
Damage Reduction 2/-
Extra Rage
Extra Rage
Extended Rage
Totem Chakra Bind (+2 Capacity)
+8 to Existing MeldShaping Class
Feats:
Cobalt Rage [Incarnum](1st) [2 Essentia Invested]
Knight of the Stars (3rd)
Righteous Wrath (6th)
Exalted Smite (9th)
Heavy Lithoderms [Racial](12th)
Split Chakra [Waist](15th)
Bonus Essentia (18th)
Epic Essentia [Epic](21st)
Open Soul Chakra [Epic](24th)
Skills:
Climb:48 [28 Ranks +10 Competence +10 Str]
Concentration:39 [28 Ranks +11 Con]
Craft(Weapon Smithing):18 [10 Ranks +8 Int]
Handle Animal:19 [10 Ranks +9 Cha]
Intimidate:37 [28 Ranks +9 Cha]
Jump:10 [0 Ranks +10 Str]
Listen:44 [28 Ranks +8 Competence +8 Wis]
Ride:9 [0 Ranks +9 Dex]
Survival:14 [0 Ranks +8 Wis +6 Insight]
Swim:10 [0 Ranks +10 Str]
Knowledge [Arcana]:36 [28 Ranks +8 Int]
Knowledge [Nature]:36 [28 Ranks +8 Int]
Knowledge [Planes]:26 [18 Ranks +8 Int]
Profession (Lorekeeper):8 [0 Ranks +8 Wis]
Spellcraft:26 [18 Ranks +8 Int]
Spot:40 [28 Ranks +8 Wis +4 competence]
*Search:12 [0 Ranks +8 Int +4 competence]
*Heal:14 [0 Ranks +8 Wis +6 Insight]
*Move Silently:11 [0 Ranks +9 Dex +2 Competence Bonus]
*=Bonuses from Soulmeld not class skills
Equipment:
Weapon:
Rain Maker
Attack: +37/+32/+27/+22
Properties: +4 Implacable Energy Aura Berserker's Large Greataxe
Damage: 3d6+19; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; Creatures hit suffer 2 Damage per turn per hit for the next 5 turns.
Critical: x3
Penitence
Attack (Held): +38/+33/+28/+23
Attack (Thrown): +37/+32/+27/+22
Properties:+5 Returning Transmuting Energy Aura Large Throwing Axe
Damage: 1d8+15; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; After the First hit this weapon overcomes the damage reduction of the target if struck again.
Armor: Three Fold Mask of the Chimera (Bound)
Head: Hunter's Circlet (Bound)
Brow: Unicorn Horn (Soulmeld)
Throat: Ankheg Breastplate (Bound)
Shoulder: Mantle of Epic Spell Resistance 40/ Shadow Mantle (Soulmeld)
Vest: Totem Avatar (Soulmeld)
Arms: Bracers of Armor +8 / Girallon Arms (Soulmeld)
Hands: Rageclaws (Soulmeld)
Waist: Belt of Magnificence/Wormtail Belt (Bound)
Feet: Cloudwalker Ankhlet
Ring: Ring of Energy Resistance and Deflection (Resist Energy [Cold,Acid,Fire,Lightning,Sonic] 30, +5 Deflection Bonus to AC)
Ring:
Totem: Ankheg Breastplate (Bound)
Items
Essentia Stone (+2 Essentia)
Manual of Bodily Health +5
Manual Gainful Exercise +5
Manual of Quickness of Action +5
Tome of Clear Though +5
Tome of Understanding +5
Tome of Leadership and Influence +5
Soulmelds:
DC for Saves = [10 +Essentia +Con +2 Template]
Ankheg Breastplate [8 Essentia Invested]
+2 Armor Bonus. This Bonus increases by 1 for each point of essentia invested.
Throat Bind: 1 per minute Line of Acid 45ft Long Deals 10d6 Acid Damage (Reflex Halfs)
Totem Bind: Gain a Bite Attack. Deals 1d8 + 8d4 Acid Damage.
Wormtail Belt [4 Essentia Invested]
+2 Enhancement Bonus to Natural Armor. This Bonus increases by 1 for each point of essentia invested.
Waist Bind: Gain Awesome Blow Feat, Considered Huge, DC to resist is based on Soulmeld DC
Hunter's Circlet [2 Essentia Invested]
+2 Insight Bonus to Heal and Survival checks. Each point of Essentia Invested increases this bonus by +2.
Crown Bind: You gain the benefit of the Track Feat.
Rageclaws [2 Essentia Invested]
Can act without penalty while disabled or dying. Each point of Essentia Invested pushes the point at which i would die by 3 points (1 point invested means i die at -13, 2 points invested mean -16 and so on).
Hand Bind: While Hitpoints are below 0 you gain a +2 morale bonus on melee attack and damage rollsas well as Fortitude saves.
Threefold Mask of the Chimera [4 Essentia Invested]
Can't be Flanked. Each invested point of essentia grants a competence bonus to Spot and Search
Soul Bind:At the End of the turn I may take an extra standard action, however i cant take any actions next turn.
Girallon Arms [4 Essentia Invested]
+2 Competence Bonus on Climb and Grapple Checks. Essentia Invested increases this bonus by +2 per point.
Arm Bind: If you hit a single target with at least 2 claw attacks you latch onto the opponent a tear flesh dealing double claw damage as well as double Str bonus.
Shadow Mantle [2 Essentia Invested]
+4 Competence Bonus on Listen. Each point of Essentia Invested increases this bonus +2.
Shoulder Bind: Produce a Globe of Magical Darkness with a radius equal to 5ft per point of essentia invested. You also gain blindsight within the radius of the globe
Unicorn Horn [0 Essentia Invested]
+2 Competence Bonus on Wild Empathy and Move Silently checks. Each point of essentia invested increases this bonus by +2.
Brow Bind: You can use detect evil once per round as a standard action.
Totem Avatar [0 Essentia Invested]
Gain Bonus Hp equal to your Meldshaper level. Each point of essentia invested grants a +1 enhancement bonus to Natural Armor
Heart Bind: Gain DR 5/Magic. This DR increases by 1 per point of Essentia Invested.
Languages
Common
Gol-Kaa
Dwarven
Giant
Gnoll
Terran
Money
875.000 gp
Spells:
Level 1:4
---------
Bless
Bless Weapon
Cure Light Wounds
Detect Poison
Detect Undead
Divine Favor
Divine Sacrifice
Endure Elements
Lesser Restoration
Magic Weapon
Protection from Evil
Read Magic
Remove Fear
Resistance
Virtue
Level 2:4
---------
Bull's Strength
Delay Poison
Eagle's Splendor
Owl's Wisdom
Remove Paralysis
Resist Energy
Shield Other
Warcry
Level 3:4
---------
Blessed Sight
Cure Moderate Wounds
Daylight
Discern Lies
Dispel Magic
magic Circle Against Evil
Prayer
Remove Blindness/Deafness
Remove Curse
Level 4:3
---------
Blood of the Martyr
Brake Enchantment
Cure Serious Wounds
Death Ward
Dispel Evil
Freedom of Movement
Glory of the Marty
Holy Sword
Neutralize Poison
Restoration
Sword of Conscience
Bio:
Vog-Na Katho-Olavi was once know by the name "Blood Rain" he was a promising Goliath, the most Savage and Skillful Warrior in the entire War party, he had been granted the love of a wife and the blessing of many strong children. One day a near Tribe made a challenge of Dominance, under the tribal rules, each chieftain selects their strongest Warrior and they fight until one is downed, no bloodshed is allowed in this challenge, and anyone who kills stands to suffer the penalty of having their bloodline vanished and their tribe enslaved. Blood Rain was selected and the challenging tribe had their pick, little did they know the challenging party was actually jealous of Blood Rains prowess and wanted his bloodline erradicated, the shaman of the other tribe casted a ritual spell and forced the battle lust to take possession of Blood Rain, he caved the head of the challenging Goliath with a simple hammer-like punch.
The Challenging tribe called upon the sacred rules and called for Blood Rain's death, it was only sheer luck that a servant of Kavaki appeared and revealed the truth about the challenging tribe's plot, Chieftains family was slaughtered in retaliation for breaking Kavaki's War rules, yet the fact remained Blood Rain HAD killed someone during a Challenge of Dominance and the law is clear. In order to save his family Vog-Na renounced his tribe and became a willing Exile, the chieftain, unable to reverse the choice that had been made instead granted Vog-Na his final Honorific that of the Kinless Protector, the Blade that Protects all without regard for the personal sacrifice.
Kinless Protector took one of his Family legacies, the Rain Maker, the weapon which had become part and maker of the name Blood Rain, the servant of Kavaki took pity in Vog-Na's case and granted him one of his own weapons, Penitence, and told him "When the day comes you have protected all who travel, you shall be welcomed into the tribe as a Chieftain".
With those final words Vog-Na took Penitence, strapped it to his belt and begin his travels, never did he say goodbye to his family, for he had none any more, he was no longer Vog-Na "Blood Rain" Katho-Olavi he was now Vog-Na the Kinless Protector... but he has faith that one day he will be able to return home as Vog-Na "Traveler" Katho-Olavi a member of the tribe, a husband... a father.
Age:25
Height: 7'10"
Weight:240 lbs
Eye Color:Azure
Hair Color:
Skin Tone: Grey
Alignment: NG
Deity: Kavaki
Race/Template: Saint Goliath
Size: M
Class: Totemist 21/Spirit Animus 5//Goliath Druid 2/Druid 9/Lion of Kavaki 10/ Nature's Warrior 5
Stats:
Str:25+7 [31+10]
Dex:23+6 [29+9]
Con:27+8 [33+11]
Int:21+5 [27+8]
Wis:21+5 [27+8]
Cha:23+6 [29+9]
Combat:
HP: 457
AC:54 [10 Base + 24 AC +6 Natural +9 Dex +5 Deflection]
Touch:24
Flat-Footed:45
Speed:30ft
Initiative:+9
DR: 10/Evil
Resist: Fire 30
Sonic 30
Fort:26 [12 Base +11 Con +1 Insight +2 Epic]
Will:23 [12 Base +08 Wis +1 Insight +2 Epic]
Ref: 24 [12 Base +09 Dex +1 Insight +2 Epic]
BAB:+15/+10/+5
BAB+Epic:+18/+13/+8
Special/Features:
Saint
-----
Ability Increases (+2 Con, +2 Wis, +4 Cha)
Insight Bonus to AC equal to Wisdom modifier.
Holy Power (Su): Save DC for Special Attacks, Spells, Spell-Like Abilities, Supernatural and Extraordinary abilities increases by 2
Holy Touch (Su): Deal 1d6 Holy damage against evil, 1d8 against Undead and Evil Outsiders. If hit by a natural attack by an evil creature they take this damage as well.
Damage Reduction 10/evil
Fast Healing 10
Immune to Acid, Cold, Electricity and Petrification Attacks
Keen Vision (Low-Light Vision and 60 ft Dark Vision)
Protective Aura: Free Action. Surrounds oneself in a 20ft nimbus of light. Works as Magic Circle against Evil and Lesser Globe of Invulnerability (CL=HD)
Resist Fire 10 and +4 racial bonus on Fort saves against Poison
Tongues: As spell, always active.
Spell Like Abilities (CL equals HD)
Guidance - At Will
Resistance - At Will
Virtue - At Will
Bless - At Will
Goliath
-------
Powerful Build
Mountain Movement
Acclimated
Druid
-----
Animal Companion
Elemental Bond
Earth Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape 7/day, Elemental 3/day
Wilde Shape (Large, Tiny, Plant, Huge, Elemental, Huge Elemental)
Venom Immunity
Lion of Kavaki
--------------
Animal Companion
Lion's Courage
Scent
Wild Shape
Exalted Companion
Lion's Pounce
Lion's Swiftness
Leonal's Roar
+10 Levels of Existing Divine Spellcasting Class
Nature's Warrior
----------------
Nature's Armament (Armor of the Crocodile, Claws of the Grizzly, Earth's Resilience)
Wilding
+2 Levels of Existing Divine Spellcasting Class
Totemist
--------
Soulmelds: 9
Essentia: 20
Chakra Binds: 5
Wild Empathy
Illiteracy
Totem Chakra Bind (+2 Capacity)
Totem Chakra Bind (+1 Meldshaper Level)
Totem's Protection (+4 Bonus to Saving throws agains the supernatural abilities of magical beasts)
Chakra Binds (Crown, Feet, Hands, Shoulders, Arms, Brow, Throat, Waist, Heart)
Rebind Totem Soulmeld 4/day
Totem Embodiment
Spirit Animus
-------------
Spirit Animus
Expanded Essentia Pool
Animus Communion
Essentia Enhancement
Expanded Chakra Bind
Enhanced Spirit Animus
Spirit Surge
Enhanced Communion
+2 Meldshaper Level
Feats:
Favored of the Companions (1st)
Azure Wild Shape [Incarnum](3rd) [2 Essentia Invested]
Midnight Dodge [Incarnum](6th)
Double Chakra [Totem](9th) [1 Essentia Invested]
Cerulean Fortitude [Incarnum](12th) [1 Essentia Invested]
Cerulean Reflexes [Incarnum](15th) [1 Essentia Invested]
Cerulean Will [Incarnum](18th) [1 Essentia Invested]
Natural Spell(21st)
Powerful Wild Shape(24th)
Exalted Companion [Exalted](Bonus)
Skills:
Concentration:40 [29 Ranks +11 Con]
Craft (Alchemy):9[1 Ranks +8 Int]
Diplomacy:14[5 Ranks +9 Cha]
Handle Animal:40[29 Ranks +9 Cha +2 Class]
Heal:15 [1 Ranks +6 Insight +8 Wis]
Intimidate:14 [5 Ranks +9 Cha]
Jump:21 [5 Ranks +10 Str +6Enhancement]
Knowledge (Arcana):37 [29 Ranks +8 Int]
Knowledge (Nature):39 [29 Ranks +8 Int +2 Class]
Knowledge (Planes):37 [29 Ranks +8 Int]
Listen:37 [29 Ranks +8 Wis]
Profession (Lorekeeper):9 [1 Ranks +8 Wis]
Ride:19 [10 Ranks +9 Dex]
Spellcraft:37 [29 Ranks +8 Int]
Spot:35 [15 Ranks +6 Competence +6 Enhancement +8 Wis]
Survival:43 [29 Ranks +6 Insight +8 Wis]
Swim:10 [0 Ranks +10 Str]
*Climb:16 [0 Ranks +10 Str +6 Competence]
*Hide:17[0 Ranks +9 Dex +8 Competence]
*Move Silently:17 [0 Ranks +9 Dex +8 Competence]
Equipment:
Weapon:Rain Maker
Attack: +37/+32/+27/+22
Properties: +4 Implacable Energy Aura Berserker's Large Greataxe
Damage: 3d6+19; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; Creatures hit suffer 2 Damage per turn per hit for the next 5 turns.
Critical: x3
Penitence
Attack (Held): +28/+23/+18
Attack (Thrown): +27/+22/+17
Properties:+5 Returning Transmuting Energy Aura Large Throwing Axe
Damage: 1d8+15; +1d6 (Acid,Cold,Fire,Lightning, my choice upon activating) Damage; After the First hit this weapon overcomes the damage reduction of the target if struck again.
Armor:Head: Hunter's Circlet (Bound)
Brow: Great Raptor Mask (Bound)Throat: Ankheg Breastplate (Bound)
Shoulder: Totem Avatar(Bound)
Vest: Shedu Crown (Soulmeld)
Arms: Bracers of Armor +8 / Girallon Arms (Soulmeld)
Hands: Kruthik Claws (Bound)
Waist: Belt of Magnificence/ Lamia Belt (Soulmeld)
Feet: Dread Carapace (Bound)
Ring: Ring of Energy Resistance and Deflection (Resist Energy [Cold,Acid,Fire,Lightning,Sonic] 30, +5 Deflection Bonus to AC)
Ring:Totem: Ankheg Breastplate (Bound)
Totem: Totem Avatar (Bound)
Items
Essentia Stone (+2 Essentia)
Manual of Bodily Health +5
Manual Gainful Exercise +5
Manual of Quickness of Action +5
Tome of Clear Though +5
Tome of Understanding +5
Tome of Leadership and Influence +5
Mantle of Epic Spell Resistance 40 (Stashed)
Cloudwalker Ankhlet (Stashed)
Soulmelds:
Total Soulmelds: 09
Total Essentia: 30
Total Binds: 06
DC for Saves = [10 +Essentia +Con +2 Template]
Ankheg Breastplate [6 Essentia Invested]
+2 Armor Bonus. This Bonus increases by 1 for each point of essentia invested.
Throat Bind: 1 per minute Line of Acid 35ft Long Deals 8d6 Acid Damage (Reflex Halfs)
Totem Bind: Gain a Bite Attack. Deals 1d8+10 +6d4 Acid Damage.
Totem Avatar [6 Essentia Invested]
Gain Bonus Hp equal to your Meldshaper level. Each point of essentia invested grants a +1 enhancement bonus to Natural Armor
Shoulder Bind: Your Natural Weapons deal damage as if you where one size larger.
Totem Bind: Morale Bonus to damage rolls with natural weapons equal to the essentia invested.
Hunter's Circlet [2 Essentia Invested]
+2 Insight Bonus to Heal and Survival checks. Each point of Essentia Invested increases this bonus by +2.
Crown Bind: You gain the benefit of the Track Feat.
Girallon Arms [2 Essentia Invested]
+2 Competence Bonus on Climb and Grapple Checks. Essentia Invested increases this bonus by +2 per point.
Arm Bind: If you hit a single target with at least 2 claw attacks you latch onto the opponent a tear flesh dealing double claw damage as well as double Str bonus.
Dread Carapace [2 Essentia Invested]
+2 bonus on damage rolls with bite attacks, +1 bonus on damage rolls with other natural weapons, -1 penalty on attack rolls with natural weapons. The bonuses/penalties increase per point of essentia invested.
Feet Bind: Once per minute you may add an enhancement bonus to your land speed for one round equal to +60 plus and additional 10 feet per point of essentia invested.
Kruthik Claws [2 Essentia Invested]
+4 Competence Bonus on Hide and Move Silently checks. This bonus increases by 2 for each point of essentia invested.
Hands Bind: Gain the Benefit of Weapon Finesse when attacking with natural weapons
Great Raptor Mask [2 Essentia Invested]
+2 Competence Bonus on Spot Checks. This bonus increases by 2 for each point of essentia invested.
Brow Bind: Superior low-light vision, can see up to five times farther than a human in dim light.
Manticore Belt [2 Essentia Invested]
+2 Enhancement Bonus on Jump and Spot checks. This bonus increases by 2 for each point of essentia invested.
Waist Bind: Fly with Clumsy Maneuverability. Gain the Flyby Attack feat.
Shedu Crown [0 Essentia Invested]
Immune to being pushed back as a result of Bull rush, including spell effects like Telekinesis or Bigby's Forceful hand. Competence bonus on saving throws against mind-affecting spells or abilities equal to the essentia invested.
Heart Bind: Shift into the Ethereal Plane as a Standard Action and back as a Free action. Number of rounds per day you can remain in the Ethereal Plane is the same as your Meldshaper Level.
Languages
Common
Gol-Kaa
Druidic
Sylvan
Dwarven
Giant
Gnoll
Terran
Money
875.000 gp
Spells:
Level 0:6
---------
Create Water
Light
Guidance
Guidance
Resistance
Resistance
Level 1:7
---------
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Hide from Animals
Hide from Animals
Produce Flame
Level 2:7
---------
Lesser Restoration
Lesser Restoration
Lesser Restoration
Tree Shape
Tree Shape
Soften Earth and Stone
Soften Earth and Stone
Level 3:7
---------
Call Lightning
Call Lightning
Call Lightning
Meld into Stone
Meld into Stone
Cure Moderate Wounds
Cure Moderate Wounds
Level 4:7
---------
Ice Storm
Ice Storm
Flame Strike
Flame Strike
Flame Strike
Cure Serious Wounds
Cure Serious Wounds
Level 5:6
---------
Baleful Polymorph
Baleful Polymorph
Baleful Polymorph
Call Lightning Storm
Call Lightning Storm
Call Lightning Storm
Level 6:5
---------
Wall of Stone
Wall of Stone
Transport via Plants
Transport via Plants
Transport via Plants
Level 7:5
---------
Heal
Heal
Heal
Heal
Heal
Level 8:5
---------
Word of Recall (Road to Gullevin)
Mass Cure Serious Wounds
Mass Cure Serious Wounds
Mass Cure Serious Wounds
Mass Cure Serious Wounds
Level 9:4
---------
Regenerate
Elemental Swarm
Storm of Vengeance
Storm of Vengeance
Bio:
As a Shaman in the service of Kavaki, Vog-Na travels the lands, protecting those in need from the perils of the roads, as well as protecting Nature from the perils of Mortals.
Sapphire
Medium Earth Celestial Outsider Good
Stats:
Str:26+8
Dex:24+6
Con:16+3
Int:16+3
Wis:20+5
Cha:18+4
Hp:240
AC:56 [10 +8 AC +6 Dex +26 Natural +5 Deflection]
Touch:21
Flat-Footed:50
Initiative:+10
BaB:+14/+9
Fort:15 [12 Base +3 Con]
Ref:18 [12 Base +6 Dex]
Will:11 [6 Base +5 Wis]
Weapons:
Ice Breath (DC=24):
Damage:9d6 Cold Damage
Special: After use must wait 1d4 Rounds before using again.
Claw:
Attack:+23/+18
Damage:1d8+14
Critical:*3
Bite:
Attack:+22
Damage:1d8+14 +6d4 Acid
Special:
Link
Share Spell
Evasion
Devotion
Improved Evasion
Earth Mastery
Smite Evil 1/day
Resist Acid,Cold,Electricity: 10
Spell Resistance:24
Darkvision
Feats:
Improved Trip
Multiattack
Weapon Focus [Claw]
Improved Natural Attack [Claw]
Improved Multiattack
Alertness
Improved Initiative
Dodge
Skills:
Listen:26 [22 Ranks +2 Bonus +2 Racial]
Spot:26 [22 Ranks +2 Bonus +2 Racial]
Search:24 [22 Ranks +2 Racial]
Survival:28 [22 Ranks +6 Racial]
*Move Silently:17 [11 Ranks +6 Dex]
*Hide:17 [11 Ranks +6 Dex]
Name: Neishu
Alignment: LG [Lawful Focus]
Class: Incarnate 20/Soul Warrior 3 // Paladin 4/ Crusader 9/Ruby Knight Vindicator 10
Race/Type: Saint Draconic Azurin/Good Dragonblood Incarnum Outsider
Deity: Heironeous
Gender: Male
Size: M
When not having any soulmelds bound he looks like a standard azurin, brown hair, grey/blue eyes and a light brown tan.
Once his Soulmelds are bound however his look changes drastically, he takes the shape of an Onyx Skinned Marut, his body covered in Golden Armor. His head is covered by a Helm of Shadowy coloration, decorated with a gem ever swirling with shadow stuff in the forehead. A pair of spectacles resting softly on his face, the blue tinted lenses looking particularly odd. An amulet sporting a blue Sapphire decorates his throat, while double belts decorate his waist, he finishes his ensemble with a pair of midnight blue boots of supple leather.
In his hand is resting a Large Longsword, that would be truly unruly in one of such height yet Neishu seems to wield it with relative ease, as if it where nothing more than a short sword or dagger.
Stats
Str:21 [27]+8
Dex:20 [26]+8
Con:24 [30]+10
Int:18 [24]+7
Wis:24 [30]+10
Cha:28 [34]+11
Base Stats: 14, 16, 16, 14, 16, 16
Combat
Hp: 497 [497] {157 Base, 208 Con, 132 Extra HP}
AC: 49 [10 Base +8 AC +7 Shield +10 Insight +5 Deflection +1 Natural +8 Dex]
Touch: 33
Flat-Footed: 41
Speed:30ft
Initiative:+8
Fort: 43 [12 +10 Con +4 Enhancement +5 Resistance +11 Divine Grace +1 Epic]
Ref:37 [06 +8 Dex +6 Enhancement +5 Resistance +11 Divine Grace +1 Epic]
Will: 45 [12 +10 Wis +6 Enhancement +5 Resistance +11 Divine Grace +1 Epic]
BAB: +22/+17/+12/+7 [+2 Epic Included]
Special/Features
Azurin
---------
Extra Feat
Essentia Pool
Saint
--------
AC: Insight Bonus equal to Wis
Holy Power: Special Attack's DC increases by +2
Holy Touch: Deal 1d6 Holy Damage to evil and 1d8 to evil undead or outsiders.
Spell-Like Abilities:
At-Will (DC is Cha Based)
Guidance
Resistance
Virtue
Bless
DR 10/evil
Fast Healing 10
Immunities
Acid
Cold
Electricity
Petrification
Low-Light Vision
Dark-vision 60ft
Resist 10/Fire
+4 Racial Bonus on Fort saves against Poison
Tongues
Abilities: Con +2, Wis +2, Cha +4
Draconic
-------------
Armor Class: +1 Natural Armor Increas
Claws: 1d3
Dark-vision 60ft
Low-Light Vision
+4 racial bonus against Magical Sleep effects
Abilities: Str +2, Con +2, Cha +2
Skills: +2 Racial Bonus to Intimidate and Spot
Incarnate
---------
Essentia: 40
Soulmelds: 10
Binds: 5
Aura of Good
Detect Chaos
Chakra Bind (All)
Expanded Soulmeld Capacity +2
Incarnum Radiance 4/day
Rapid Meldshaping 3/day
Share Incarnum Radiance (No Fatigue)
Perfect Meldshaper
True Incarnation
Soul Warrior
----------------
Soul Strength
Extra Soulmeld
+3 Meldshaper level
Soul Protection
Epic Essentia Pool
Expanded Soulmeld Capacity +1
Paladin
----------
Aura of Good
Detect Evil
Smite Evil 1/day
Divine Grace
Lay on Hands 44Fp
Aura of Courage
Divine Health
Turn Undead 14/day
Holy Warrior (Gains Feats at levels 4,8,11,16, does not gain spellcasting)
Crusader
-------------
Maneuvers Known: 9
Maneuvers Readied: 5(2)
Stances Known: 3
Furious Counterstrike
Steely Resolve 15
Indomitable Soul
Zealous Surge
Smite 1/day
Ruby Knight Vindicator
---------------------------------
Maneuvers Known: 3
Maneuvers Readied: 2
Stances Known: 2
+8 Divine Spellcasting Class Levels
Divine Recovery
Armored Stealth
Divine Impetus
Divine Fury
Feats
Power Attack [1st]
Weapon Focus (Longsword)[Bonus Azurin]
Devoted Bulwark [3rd]
Cleave [4th]
White Raven Defense [6th]
Sapphire Smite (+1 Essentia)[9th] {2 Essentia Invested}
Heart of Incarnum [12th]
Double Chakra - Waist [15th]
Knowledge Devotion [18th]
Dual Stance Mastery {Epic} [21st]
Skills
Balance: 6 [0 Ranks +8 Dex -2 Penalty]
Concentration: 36 [26 Ranks +10 Wis]
Craft: 14 [7 Ranks +7 Int]
Decipher Script: 11 [0 Ranks +7 Int +4 Bonus]**
Diplomacy: 37 [26 Ranks +11 Cha]
Handle Animal: 18 [7 Ranks +11 Cha]
Heal: 28 [18 Ranks +10 Wis]
Hide: 24 [18 Ranks +8 Dex -2 Penalty]*
Intimidate: 39 [26 Ranks +11 Cha +2 Racial]
Jump:5 [0 Ranks +7 Str -2 Penalty]
Knowledge[Arcana]: 27 [20 Ranks +7 Int]
Knowledge[History]: - [0 Ranks +7 Int]
Knowledge[Local]: - [0 Ranks +7 Int]
Knowledge[Nobility and Royalty]: 8 [1 Ranks +7 Int]
Knowledge[Religion]: 32 [25 Ranks +7 Int]
Knowledge[Nature]: 13 [6 Ranks +7 Int]***
Knowledge[Dungeoneering]: - [0 Ranks +7 Int]*
Knowledge[Planes]: 14 [7 Ranks +7 Int]
Martial Lore: 33 [26 Ranks +7 Int]
Profession: - [0 Ranks +10 Wis]
Ride: 33 [25 Ranks +8 Dex]
Sense Motive: 28 [18 Ranks +10 Wis]
Spellcraft: 37 [26 Ranks +7 Int +4 Bonus]
Use Magic Device: 15 [0 Ranks +11 Cha +4 Bonus]**
*= Cross Class or CC during levels 1-5, Class during 6-15, Cross Class during 16-22
**= Soulmeld
***= Feat Granted
Equipment
Weapon:
Incarnate Longsword
Attack: +48/+43/+38/+33
Damage: 1d8+15
Properties: +7 Keen Devoted Spirit White Raven Shadow Hand Bodyfeeder Vorpal Longsword
Critical: 17-20x4
Armor (Soul Chakra):
Incarnate Avatar (Bound)
Properties: Mobility Vanishing Heavy Fortification
Shield:
+5 Animated Heavy Steel Shield
(7 ; - ; -2 ; 15% ; 15lbs)
Items:
Head: Enigma Helm (Bound)
Face: Lenses of Intellect +6 / Mage's Spectacles
Throat: Necklace of Wisdom and Charisma +6 / Planar Ward
Shoulder: Pauldrons of Health (Bound)
Arms: Bracers of Armor +8 and Constitution +6 / Incarnate Weapon
Hands: Gauntlet of Strength and Speed +6
Vest: Spellward Shirt
Waist: Strongheart Vest (Bound) / Vitality Belt
Feet: Impulse Boots (Bound)
Ring: Ring of Deflection +5
Ring: Ring of Resistance +5
Miscellaneous:
Bag of Holding IV
+4 Manual of Bodily Health
+4 Manual of Gainful Exercise
+4 Manual of Quickness of Action
+4 Tome of Clear Thought
+4 Tome of Leadership and Influence
+4 Tome of Understanding
Field Provisions Box
Gold: 124.000gp
Crafting XP: 260
Incarnate Weapon [7 Essentia Invested]
+7 Longsword
Incarnum Avatar [7 Essentia Invested]
+7 Insight Bonus to Melee Attack Rolls
Bound Soul Chakra: Immunity to Daze, Paralysis, Petrification, Stun and Magical Slow Effects
Impulse Boots [6 Essentia Invested]
+6 Enhancement Bonus to Reflex Saves; Uncanny Dodge
Bound Feet Chakra: Gain the Evasion Ability
Strongheart Vest [6 Essentia Invested]
Effects that deal Ability Damage are reduced by 6 (If an attack would deal -7 ability damage to a stat it deals only -1 instead)
Bound Waist Chakra: You are like wise protected from Ability Drain effects.
Enigma Helm [6 Essentia Invested]
Divination Spells must Succed a DC X to to succed; +6 Enhancement Bonus to Will
Bound Crown Chakra: Immunity to Charm Effects
Vitality Belt [4 Essentia Invested]
+4 Morale Bonus on Con Checks and Con Based Skill Checks (but not Fort Saves); Each Point of Essentia Invested Grants Extra HP equal to my Meldshaper Level.
Bound Hands Chakra: Immune to Con Damage and Drain (Not Currently Bound)
Spellward Shirt [0 Essentia Invested]
SR 5. Each point of invested essentia increases the SR by 4.
Bound Heart Chakra: Choose 4 spells of 6th level or less. Completely Immune to this effects as if you where under the effect of a spell immunity spell (Not Currently Bound)
Pauldrons of Health [4 Essentia Invested]
+4 Enhancements Bonus to Fortitude.
Bound Shoulder Chakra: Immunity to Energy Drain.
Planar Ward [0 Essentia Invested]
Protection from Mental Control, Supresses the effects of Charm or Compulsion effects (I can still be targeted but suffer no effects until I unshape the soulmeld); +0 Morale Bonus to saves made to resist the supernatural and spell-like abilities of extraplanar creatures.
Bound Throat Chakra: Whenever struck by an extraplanar creature it must succeed a Will save or be driven back to its home plane [DC=10+ML+Essentia Invested+Wis, creature may add its HD as a bonus to its save]. (Not Currently Bound)
Mage's Spectacles [0 Essentia Invested]
+4 Bonus to Decipher Script, Spellcraft and Use Magic Device (May make checks untrained); Bonus Increases by 2 for each point of essentia invested.
Bound Brow Chakra: Decipher Magical inscriptions as if constantly under the read magic spell. (Not Currently Bound)
Devoted Spirit
Foehammer - Strike - Overcome foe's DR, deal +2d6 damage
Shield Block - Counter - Grant shield bonus +4 as AC bonus to ally
Greater Divine Surge - Strike - Deal +6d8, also gain +1 on attacks and deal +2d8 per point of Con Damage you voluntarily take.
Strike of Righteous Vitality - Strike - Successful attack grants Heal spell.
White Raven
Douse the Flames - Strike - Target cannot make AoO for 1 round
Tactical Strike - Strike - Deal +2d6 Damage, Adjacent allies move 5ft.
Clarion Call - Boost - If you drop a foe, allies within 60ft can take a free attack or take a move action.
War Master's Charge - Strike - You and Allies charge, no attacks of opportunity, deal extra damage, stun.
Stone Dragon
Stone Bones - Strike - Gain DR 5/Adamantine
Shadow Hand
Cloak of Deception - Boost - Turn Invisible until the end of your turn.
Obscuring Shadow Veil - Strike - Deal +5d6 damage and foe has a 50% miss chance on attacks for 1 round.
Shadow Stride - Boost - Teleport 50ft through shadows as a move action.
Ghost Blade - Strike - Target Becomes Flat-Footed
Death in the Dark - Strike - Deal +15d6 to surprised target
Iron Guard's Glare - Devoted Spirit - Enemies take -4 penalty on attacks against your allies.
Island of Blades - Shadow Hand - You and allies Flank all adjacent foes.
Aura of Triumph - Devoted Spirit - You and Allies heal 4 Hp with each attack against evill.
Thicket of Blades - Devoted Spirit - 5ft steps provoke attacks from you.
Immortal Fortitude - Devoted Spirit - You cant die due to hit point damage.
Languages
Common
Celestial
Sylvan
ALL
Bio
Neishu is a Traveler, a wandering adventurer who takes up the call of whoever is in need, he travels the lands willing to help whosoever is in need, and is always ready to spread the word of his faith, to right the wrongs of the world and to once again meld into the darkness as he travels the empty roads of fate.
Notes: Crusader Level added but missing crunch, missing Skill Points too
Reference Links:
Soul Warrior (Epic Prestige Class)
Dual Stance Mastery and Further Martial Feats
Name: Ari Bloodgaze
Race: Elf
Class/Template:Feyborn Rogue
Level:18
Str:15+2
Con:18+4
Dex:23+6
Int:15+2
Wis:15+2
Cha:22+6
Hp: 324
Bloodied: 162
Surge: 81
Surges per Day: 2
AC:34 [19 +6 +8 +1]
Fort:23 [19 +4]
Ref:32 [19 +8 +4 +1]
Will:25 [19 +8 +2]
Initiative:+15
Saving Throws: +2
Action Points: 1
Features:
First Strike
Rogue Weapon Mastery
Sneak Attack (+3d6)
Artful Dodger (AC 40 Against OA)
Skills:
Perception: +13
Stealth: +21
Thievery: +21
Powers:
At Will
Rain of Daggers
At-Will * Martial, Weapon
Ranged 5 Thrown Weapon
Target: One Creature
Attack: +25 [Dex+2] vs Ref
Hit: 2d4+10 [Dex]. Make Secondary Attack
Secondary Target: Primary Target or One Creature Within 3 Squares of the Primary Target.
Attack: +23 [Dex] vs Ref
Hit: 2d4+10 [Dex].
Effect: You may Repeat the Secondary Attack Twice.
Special: At Level 21 increase the Damage to 3[W]+Dex and you may repeat the Secondary Attack three times instead of two.
Undeniable Beauty
Encounter
Elven Accuracy
Step Through Mists
Lure of the Wild
Hounding Strike
Tornado Strike
Daily
Slaying Strike
Utility
Raise the Stakes
Languages:
Common
Elven
Alignment: Unaligned
Equipment:
Bracers of Infinite Daggers (Lvl 16)
+5 Anathema Armor
Image:
Name: Oris Zarvach
Race: Deva
Class/Template: Devastator Wizard
Level:14
Str:13 +1
Con:17 +3
Dex:15 +2
Int:24 +7
Wis:22 +6
Cha:15 +2
Base: 12,16,14,18,16,14
Hp: 202
Bloodied: 101
Surge: 50
Surges per Day: 2
AC:30 [17 +4 +7 +2]
Fort:20 [17 +3]
Ref:26 [17 +7 +2]
Will:27 [17 +6 +2 +2]
Initiative: +9
Saving Throws: +2
Action Points: 1
Features:
Spell Shaper
Astral Majesty
Astral Resistance (Necrotic 12)
Orb of Imposition
Skills:
Arcana:+19 [7 +7 +5]
Religion:+21 [7 +7 +5 +2]
Powers:
At Will
Magic Missle
Arcane;Implement;Force
Standard Action Ranged 20
Attack:+17 vs Ref
Damage:2d4+10 Force Damage
Special: Can be used as a Ranged Basic Attack
Encounter
Memory of a Thousand Lifetimes
Endless Power
Minor Action Recharge 6
Effect: You Recover the use of an expended Encounter power
Thunder Lance
Arcane;Implement;Thunder
Standard Action Close Blast 5
Target: Each Creature in Blast
Attack:+17 vs Ref
4d6+10 Thunder Damage and you push the Target 4 Squares
Lightning Bolt
Arcane;Implement;Lightning
Standard Action Ranged 10
Primary Target: One Creature
Attack:+17 vs Ref
Hit:2d6+10 Lightning Damage
Secondary Target: Two Creatures Within 10 Squares of the Primary Target.
Attack:+17 vs Ref
Hit:1d6+10 Lightning Damage
Daily
Mordenkainen's Sword
Arcane;Conjuration;Implement;Force
Standard Action Range 10
Target: Once Creature Adjacent to the Sword
Attack: +17 vs Ref
Hit:1d10+10 Force Damage
Sustain Minor: Sustain the Sword for another turn, it attacks again
Utility
Blur
Daily;Arcane;Illusion
Minor Action Personal
Effect: Until the end of the Encounter you gain a +2 bonus to all defenses and enemies 5 or more squares away from you cannot see you.
Languages:
Common
Draconic
Dwarven
Alignment: Unaligned
Equipment:
+4 Resistance Mindweave Armor [Resist Force 10]
+3 Orb of Insurmountable Force[Critical:+1d6] [Power (Encounter: Push the target of an arcane power equal to the enhancement bonus)]
Name: Rashevix
Race: Half-Shadow Dragon
Class: Warlock 20/Hellfire Warlock 3/Acolyte of the Skin 1
Gender: Female
Alignment: CN
Skin: Shadowy scales reflect colors, white skin where visible
Eyes: Dark Lavender (Bright Purple in Darkvision)
Hair: Chestnut Brown/Red
Height:5'10"
Weight:120lbs
Resistances:
Fire 20
Sonic 10
Damage Reduction:
5/Cold Iron
Str: [25] 31+10
Con: [24] 30+10
Dex: [26] 36+13
Int: [24] 30+10
Wis: [22] 28+09
Cha: [29] 35+12
HP: [382] 382
AC: 48 [10 Base +8 AC +12 Natural +5 Deflection +13 Dex]
Touch: 28
Flat-Footed: 35
Fort:23 [+6 +10 Con +5 Resistance +2 Epic]
Ref:26 [+6 +13 Dex +5 Resistance +2 Epic]
Will:22 [+6 +09 Wis +5 Resistance +2 Epic]
BAB: [+15/+10/+5]+2 Epic
Initiative: +13
Features/Special:
Half-Dragon
Attribute Increase {+8Str, +2Con, +2Int, +2Cha}
Immune to Paralysis, Sleep, Negative Energy
Breath Weapon 1/day
+4 Natural AC
2 Claws and Bite Attack (1d4,1d4,1d6)
Dragon Creature Type
+2 Racial Bonus to Spot and Intimidate
Darkvision 60'
Low-Light Vision
Warlock
Eldritch Blast 11d6
Invocation {Least, Lesser, Greater, Dark}
Detect Magic
Damage Reduction 5/Cold Iron
Deceive Item
Fiendish Resilience 5
Imbue Item
Energy Resistance 10 {Fire, Sonic}
Hellfire Warlock
Hellfire Blast +6d6
Hellfire Infusion
Fire resistance 10
Hellfire Shield
+3 Levels of Existing Invoking class
Acolyte of the Skin
+1 Natural AC
Darkvision 60ft
+2 Inherent Bonus to Dex
Poison 1/day (DC 26)
Skills 208
Bluff:12 [0 Ranks +12 Cha]
Concentration:37 [27 Ranks +10 Con]*
Craft (Alchemy):35 [25 Ranks +10 Int]*
Disguise:12 [0 Ranks +12 Cha]
Intimidate:39 [27 Ranks +12 Cha]*
Jump:10 [0 Ranks +10 Str]
Knowledge (Arcana):37 [27 Ranks +10 Int]*
Knowledge (Religion):35 [25 Ranks +10 Int]
Knowledge (Planes):37 [27 Ranks +10 Int]*
Profession:9 [0 Ranks +9 Wis]*
Sense Motive:19 [10 Ranks +9 Wis]
Spellcraft:41 [27 Ranks +4 Synergy +10 Int]*
Use Magic Device:37 [25 Ranks +12 Cha]
Feats
Point Blank Shot (1st)
Weapon Focus {Ranged Spells}(3rd)
Improved Critical {Ranged Spells}(6th)
Maximize Spell-like Ability (9th)
Quicken Spell-like Ability (12th)
Precise Shot (15th)
Shape Soulmeld [Strongheart Vest](18th)
Lord of All Essences (21st)
Eldritch Sculptor (Deity Bonus)
Practiced Spellcaster (24th)
Equipment
Weapon:
Eldritch Blast:
Attack:+40
Damage:10d6+5
Critical:19-20*2
Special: Hellfire Blasts adds +6d6 to the damage.
Scepter of the Warlock Master (Resembles a Dragon's skull rather than a Demon's)
+3 Light Mace
Attack:+30/+25/+20
Damage: 1d6+13
Critical: *2
Special: This rod contains 5 charges, which are renewed each day at dawn,The charges may be expended to increase the damage of the next Eldritch Blast you use. In addition Ranged Touch Attacks made while holding this rod gain a +5 Profane Bonus.
1 Charges: +4d6
2 Charges: +5d6
3 Charges: +6d6
4 Charges: +7d6
5 Charges: +8d6
Attachments: Greater Truedeath Crystal attached to right eye socket.
Shadow Breath:
Damage: 6d8 Negative Energy
DC: 20 Ref (Half Damage)
Hellfire Shield:
Damage: 16d6
DC: 33 Ref (Half Damage)
Special: Can be used as an Immediate Action against any melee attack directed at me.
Armor:
Robe of Defense
+8 Enhancement Bonus to AC
Item:
Head:
Face:
Throat: Dragons Eye Amulet
Shoulder: Mantle of Deflection +5
Vest: Vest of the Dragon (+5 Enhancement Bonus to Natural Armor) / Strongheart Vest (Soulmeld)
Arms: Bracers of Wind
Hands: Gloves of Eldritch Substitution
Waist: Belt of Magnificence
Feet: Boots of Profane Dexterity +4
Ring: Ring of Resistance +5
Ring:
Others:
Tome of Leadership and Influence +5
Tome of Understanding +5
Tome of Clear Thought +5
Manual of Bodily Health +5
Manual of Gainful Exercise +5
Manual of Quickness of Action +5
Everlasting Rations
Everfull Mug
Bag of Holding IV
Gold: 203.000 gp
Languages:
Common
Draconic
Infernal
Sylvan
Terran
Ignan
Celestial
Invocations
Master of All Essences: Essence Invocation DC increased by 2
Least
Frightful Blast (DC 25 Will)
Eldritch Spear
Entropic Warding
Lesser
Eldritch Chain
Hellrime Blast
Fell Flight
Greater
Eldritch Cone (DC Ref for Half Damage)
Vitriolic Blast
Chilling Tentacles (DC 30 Fort)
Dark
Eldritch Doom (DC Ref for Half Damage)
Utterdark Blast (DC 33 Fort)
Retributive Invisibility
BIO
Rashievix is a child of impulse, her story begins, as they usually do, during the times of her childhood, Rashievix was beloved by her parents, her Dragon mother seemed to dote on her every whim, and her Human father, a Warlock of incalculable power who was rumored to deal with Mephistopheles himself!, taught her the secrets of his craft, when the time came, she was released into the world, for her parents have plans in store for her, plans that few know about and even fewer would dare to attempt.
She is prideful and rash, has a true understanding of her worth and the worth of her craft, and for all the training exposure to evil her soul remains unchanged, untainted by the influence of evil, her whole life revolves around impulse, chaos and action, good and evil are insignificant and law is an illusion.
She find herself now traveling with Reiuen, a Drow that, while enamored with his Illusion of law, has proven time and again to be the best compliment to her abilities, and who perhaps, if he ever decides to leave his bubble of illusions she could trust enough to call a friend
References:
Gloves of Eldritch Substitution / Scepter of the Warlock Master
Notes:
+4 Divinity Bonus to Dex/Cha
Bonus Eldritch Sculptor Feat (+2 to Attack Rolls with EB, can cast two EB's instead of just one, effective range of my Blasts and Shapes doubles)
Name: Alexander Van Saunder
Race: Half-Vampire Human
Type: Humanoid (Human)
Class: Binder 15//Warlock 15
Gender: Male
Alignment: LE
Skin: Pale White
Eyes: Cinnamon
Hair: Blonde
Height: 6'2"
Weight:
Resistances:
Cold/5
Electricity/5
Fire/5
Sonic/5
Damage Reduction:
5/Silver or Magic
4/Cold Iron
Str: [16] 20+5
Con: [16] 20+5
Dex: [20] 28+9
Int: [16] 20+5
Wis: [12] 16+3
Cha: [20] 24+7
Base: 14,16,17,16,12,16
HP: []
AC: 32 [10 Base +8 AC +2 Natural +Deflection +9 Dex +3 Insight]
Touch: 22
Flat-Footed: 32
Fort: [9 +5 Con]
Ref: [5 +9 Dex +3 Insight]
Will: [9 +3 Wis]
BAB: +11/+6/+1
Initiative: +14
Speed: 30ft
Features/Special:
Half-Vampire
+2 Natural Armor Bonus Increase
Resist 5/{Cold, Electricity}
+2 Racial Bonus to Bluff, Hide, Listen, Move Silently & Spot
DR 5/Silver or Magic
Stat Increase {+2 Str, Dex, Cha}
Improved Initiative
Charm Gaze (Su)
Slam Attack 1d6
Fast Healing 1 (Applies only if current HP is less than half of total HP)
Binder
Soul Binding (3 Vestiges)
Pact Augmentation (3 Abilities)
Suppress Sign
Soul Guardian {Immune to Fear, Energy Drain and Negative Levels ; Slippery Mind}
Bonus Feat x2
Warlock
Eldritch Blast 7d6
Invocations {Least, Lesser, Greater}
Detect Magic
DR 4/Cold Iron
Deceive Item
Fiendish Resilience 2
Energy Resistance 5/{Sonic and Fire}
Imbue Item
Skills 126[18/9]
Bluff:[18 Ranks +7 Cha +6 Invocation]
Concentration:[18 Ranks +5 Con]
Craft:[0 Ranks +5 Int]
Decipher Script:[0 Ranks +]
Diplomacy:[0 Ranks +7 Cha +6 Invocation]
Disguise:[0 Ranks +7 Cha]
Gather Information:[0 Ranks +7 Cha]
Intimidate:[18 Ranks +7 Cha +6 Invocation]
Jump:[0 Ranks +5 Str]
Knowledge (Arcana):[18 Ranks +5 Int]
Knowledge (History):[0 Ranks +5 Int]
Knowledge (Planes):[18 Ranks +5 Int]
Knowledge (Religion):[0 Ranks +5 Int]
Profession:[0 Ranks +3 Wis]
Sense Motive:[0 Ranks +3 Wis]
Spellcraft:[18 Ranks +5 Int]
Use Magic Device: [18 Ranks +7 Cha]
Feats
Ability Focus {Eldritch Blast}[1st]
Martial Weapon Proficiency [Bonus Human]
Improved Initiative [Bonus Template]
Weapon Focus {Rapier} [3rd]
Ignore Special Requirement [Bonus Binder]
Leadership [6th]
Maximize SLA [9th]
Skilled Pact Making [Bonus Binder]
Quicken SLA [12th]
Improved Critical {Rapier} [15th]
Equipment
Weapon:
Soul Striker
+4 Rapier
Attack: +27/+22/+17
Damage: 1d6+10
Critical: 15-20*2
Eldritch Blast
Attack:
Damage:
Critical:
Armor:
Robes of the Vampire
Properties: +8 Enhancement Bonus to AC
64.000
Item:
Head: Headband of Charisma and Intellect +4 (32)
Face:
Throat: Amulet of Health and Wisdom +4 (32)
Shoulder:
Vest:
Arms: Bracers of Strength +4 (16)
Hands:
Waist:
Feet: Dexterity Boots of Springing and Striding +4 (21.5)
Ring:
Ring:
Others:
Bag of Holding IV
Gold:
1.500
Languages:
Least:
Hideous Blow
Frightful Blast
Beguiling Influence
Lesser:
Eldritch Chain
Brimestone Blast
Fell Flight
Greater:
Eldritch Cone
Vitriolic Blast
Wall of Perilous Fire
Detect Undead: You can use Detect Undead as the spell at will (CL=EBL)
Hide from Undead: At will as a Standard Action you can become undetectable to undead. Functions like the Hide from Undead Spell but DC is 10+1/2 EBL+Cha Mod.
Lich's Energy Immunity: Gain Immunity to Cold and Electricity.
Paralyzing Touch: As a standard action make a touch attack to paralyze a living foe for 1/2 EBL. Foe may make a Fort Save to end the effect each turn as a Full Round Action. Once used this ability cannot be used again for 5 rounds.
Speak with Dead: Can question the Dead at will as though using Speak with the Dead spell ; Save DC is 10+1/2EBL+Cha Mod
Undead Healing: Negative Energy Heals you instead of damage you. Positive Energy still heals you if you are living.
Balam's Cunning: You can Reroll one attack, saving throw or skill check you just made, must use the new result. Once used this ability cannot be used again for 5 rounds.
Icy Glare: Gain a Gaze Attack that deals 2d6 Cold damage to target, Will Save Negates.
Prescience: Insight bonus to Initiative, Reflex and AC equal to +1 per 4 EBL.
Dance of Death: Move up to your speed and make a single attack against any creature you move past, provoking AoO as normal. Cant use Feat or Ability Bonuses like Cleave or Haste, Once used cant be used again for 5 rounds.
Paimon's Blades: Proficient with Rapier and Shortsword and treated as if using Weapon Finesse with them.
Paimon's Dexterity: +4 Bonus to Dex
Paimon's Skill: Can use Tumble Untrained. +4 Bonus on Tumble and Perform (Dance Checks)
Uncanny Dodge: As the Ability
Whirlwind Attack: As the Feat
Deeper Darkness: As a standard action you can use the Deeper Darkness spell with unlimited duration, the effect is centered on you and you can shift the range of the emanation up or down 10 feet as a move action (within the normal range)
See in Darkness: You can see perfectly in Darkness of any kind even Deeper Darkness.
Touch of the Void: As a swift action you can charge a melee or melee touch attack with cold energy for an entire round, your attacks deal 1d8 cold energy +1d8/per 4 levels beyond 7th. Once used this ability cannot be used again for 5 rounds.
Rebuke Undead: You can Rebuke undead as a cleric of your same level. Once used this ability cannot be used again for 5 rounds.
Vessel of Emptiness: You can use Flicker as a supernatural ability 2/day.
School: Conjuration (Teleportation) 3
Range: Personal
Target: You
Duration: 1/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Once per round, as an Immediate action, you can instantly Teleport between your current location and any other spot within 5/per 2 caster levels. Works like Dimension Door, If you cast Flicker in response to an attack against you, the strike has 50% miss chance.
Name: Alicia Van Saunder
Race: Half-Vampire Human
Type: Humanoid (Human)
Class: Rogue 7/Swashbuckler 3/Assassin 3// Swordsage 13
Gender: Female
Alignment: NE
Skin: Pale
Eyes: Azure
Hair: Blond
Height: 5'9"
Weight:
Resistances:
Cold/5
Electricity/5
Damage Reduction:
5/Silver or Magic
Str: [16] 16+3
Con: [16] 16+3
Dex: [20] 24+7
Int: [18] 22+6
Wis: [14] 14+2
Cha: [16] 16+3
Base: 14,16,16,17,14,14
HP: [122] 122
AC:27 [10 Base +7 AC +2 Natural +Deflection +6 Dex +2 Wis]
Touch: 18
Flat-Footed: 21
Fort:5 [5 +3 Con -3 Legacy]
Ref:16 [8 +7 Dex]
Will:11 [8 +2 Wis]
BAB:+10/+5
Initiative: +14
Speed: 30ft
Features/Special:
Half-Vampire
+2 Natural Armor Bonus Increase
Resist 5/{Cold, Electricity}
+2 Racial Bonus to Bluff, Hide, Listen, Move Silently & Spot
DR 5/Silver or Magic
Stat Increase {+2 Str, Dex, Cha}
Improved Initiative
Charm Gaze (Su)
Slam Attack 1d6
Fast Healing 1 (Applies only if current HP is less than half of total HP)
Swashbuckler
Weapon Finesse
Grace +1
Insightful Strike
Dodge Bonus +2
Rogue
Sneak Attack +5d6
Trapfinding
Evasion
Uncanny Dodge
Trapsense +2
Assassin
Sneak Attack +2d6
Death Attack
Poison Use
Spells
+1 Save vs Poison
Uncanny Dodge
Swordsage
Quick to Act +3
Weapon Focus (Shadow Hand)
AC Bonus
Insightful Strike [Shadow Hand/Diamond Mind]
Sense Magic
Defensive Stance [Shadow Hand]
Evasion
Skills [16/8]
Appraise
Balance
Bluff 10 +2 Racial
Climb
Concentration 16
Craft
Decipher Script
Diplomacy
Disable Device
Disguise 4
Escape Artist
Forgery
Gather Info
Heal
Hide 16 +2 Racial +5 Competence
Intimidate
Jump
Knowledge (Local)
Knowledge (Nature)
Listen 16 +2 Racial
Martial Lore
Move Silently 16 +2 Racial +5 Competence
Open Lock
Perform
Profession
Search 14
Ride
Sense Motive 16
Sleight of Hand 16
Spot 16 +2 Racial
Swim
Tumble 16
Use Magic Device 10
Feats
Adaptive Style [1st]
Quick Draw [Bonus Human]
Improved Initiative [Bonus Template]
Weapon Finesse [Bonus Swashbuckler]
Improved Critical (Dagger) [3rd]
Daring Outlaw [6th]
Improved Toughness [9th]
Shadow Blade [12th]
Least Legacy (Umbral Awn)
Lesser Legacy (Umbral Awn)
Greater Legacy (Umbral Awn)
Equipment
Weapon:
+3 Aptitude Shadow Hand Diamond Mind Rapier
Attack: +20/+15
Damage: 1d6+9
Critical: 15-20/x2
24.000gp
Umbral Awn
+2 Ghost Touch Dagger
Attack: +18/+13
Damage: 1d4+9
Critical: 17-20/x2
Personal Cost: Attack -2 ; Fort -3 ; -8 HP
Sneak Attack +2d6
Shadowhand - If unarmed and opponent provokes an AoO can draw Umbral Awn as an Immediate Action, opponent is considered Flat-Footed
Shadowstrike - +4 to Attacks when Flanking while Using a Shadow Hand Stance
Armor:
+2 Glamered Shadow Silent Move Nimbleness Mithral Breastplate
AC:7 Max Dex:6 Penalty:0
19.200
Item:
Head: Headband of Intellect +4 (16)
Face:
Throat:
Shoulder:
Vest:
Arms:
Hands: Gloves of Dexterity +4 (16)
Waist:
Feet:
Ring:
Ring:
Others:
Gold:
4.100 gp
Languages:
Assassin Spells:
Level 1: [0/4]
*Critical Strike
*True Strike
*Feather Fall
Level 2:[0/3]
*Wraith Strike
*Swift Invisibility
Level 3:
Level 4:
Maneuvers [20 Known/ 10 Readied]
Shadow Hand
Clinging Shadow Strike - Strike - Foe Suffers 20% miss chance on attacks
Shadow Blade Technique - Strike - Roll two attacks, use lowest, deal bonus cold damage.
Shadow Jaunt - Teleport 50ft through Shadows as Standard Action.
Cloak of Deception - Boost - Turn invisible until the end of your turn.
Obscuring Shadow Veil - Strike - Deal +5d6 Damage and foe has 50% Miss chance on attacks for 1 round.
Shadow Stride - Teleport 50ft Through Shadow as a Move Action.
Stalker in the Night - Strike - Move and Attack while remaining hidden
Death in the Dark - Strike - Deal +15d6 damage to surprised target
Shadow Blink - Teleport 50ft through Shadows as a swift action.
Enervating Shadow Strike - Strike - Target gains 1d4 Negative Levels
Diamond Mind
Sapphire Nightmare Blade - Strike - Opponent Flat-Footed, +1d6 Damage with Concentration Check.
Emerald Razor - Strike - Turn Melee strike into touch attack.
Insightful Strike - Use Concentration check to determine damage
Ruby Nightmare Blade - Strike - Attack deals Double Damage on a successful Concentration Check
Bounding Assault - Strike - Double Move and Attack
Rapid Counter - Counter - Strike opponents who provokes attacks from you
Greater Insightful Strike - Strike - Use Double Concentration Check to Determine Damage.
Avalanche of Blades - Strike - With each attack that hits, make another attack with increased penalty.
Diamond Nightmare Blade - Strike - Deals 4x Damage equal to concentration check.
Diamond Defense - Counter - Gain Save bonus equal to level.
Stances
Balance on the Sky - Shadow Hand
Assassin's Stance - Shadow Hand
Island of Blades - Shadow Hand
Child of Shadows - Shadow Hand
Pearl of Black Doubt - Diamond Mind - Gain +2 AC each time a foe misses you.
BIO
Coming Soon
Name: Garth "Hammerdoom" Steeltender
Race: Goliath
Class: Crusader 4
Gender: Male
Alignment: CG
Deity: Moradin
Skin: Rock Grey
Hair: Dark Brown
Height: 6'10"
Weight: 220lbs
Resistances:
-
Damage Reduction:
-
Str: [22] 24+7
Con: [18] 19+4
Dex: [12] 12+1
Int: [16] 16+3
Wis: [14] 14+2
Cha: [12] 12+1
Base:18,16,14,16,16,12
HP: [46] 46
AC:20 [10 Base +8 AC +2 Shield +0 Natural +0 Deflection +0 Dex]
Touch: 10
Flat-Footed: 20
Fort:8 [4 +4 Con +0 Resistance]
Ref:2 [1 +1 Dex +0 Resistance]
Will:4 [1 +2 Wis +0 Resistance +1 Cha]
BAB: +4
Initiative: +1
Speed: 30ft
Features/Special:
Goliath
+4 Str, +2 Con -2 Dex
Monstrous Humanoid
Powerful Build
Mountain Movement
Acclimated
+2 Sense Motive
Crusader
Furious Counterstrike
Steely Resolve 10
Indomitable Soul
Zealous Surge
Maneuvers Known: 5
Stances: 2
Skills 49 [7/3]
Balance:8 [7 Ranks +1 Dex]
Concentration:11 [7 Ranks +4 Con]
Craft (Weaponsmithing):10 [7 Ranks +3 Int]
Diplomacy:2 [0 Ranks +2 Cha]
Intimidate:9 [7 Ranks +2 Cha]
Jump:7 [0 Ranks +7 Str]
Knowledge [Religion]:10 [7 Ranks +3 Int]
Knowledge [History]:10 [7 Ranks +3 Int]
Martial Lore:10 [7 Ranks +3 Int]
Ride:1 [0 Ranks +1 Dex]
Feats
Weapon Focus [Goliath Greathammer] [1st]
Improved Buckler Defense [3rd]
Equipment
Weapon: Mjolnir
+1 Large Goliath Greathammer
Attack: +12
Damage: 3d6 +8
Critical: x4
Armor:
+1 Halfplate
(8; 0; -7; 40%)
+1 Buckler
(2; -; -1; 5%)
Item:
Head:
Face:
Throat:
Shoulder:
Vest:
Arms: Bracers of Strength +2
Hands:
Waist:
Feet:
Ring:
Ring:
Others:
Gold:
Languages:
Common
Gol-Ka
Dwarven
Giant
Terran
Maneuvers:
Stone bones - Stone Dragon - Strike - Gain DR 5/Adamantine
Charging Minotaur - Stone Dragon - Strike - Charging bull rush deals damage, ignores AoO
Mountain Hammer - Stone Dragon - Strike - Deal +2d6 damage, Overcome DR and Hardness
Stone Vice - Stone Dragon - Strike - Deal +1d6 damage, attack immobilizes the creature
Crusader's Strike - Devoted Spirit - Strike -Successful Attack allows you to heal 1d6+1/initiator level
Foehammer - Devoted Spirit - Strike - Overcome foe's DR, deal +2d6
Stances:
Stonefoot Stance - +2 Str checks, +2 AC against Larger foes.
Martial Spirit - Heal 2 Hp per successful strike
BIO
Life has never been simple for Garth. An orphan since a babe from a Giant and Troll raid to the Goliath community of Zakhud, he was taken in by a dwarven family and raised as one of their own.
Due to his race's strength Garth took to the Forge with little complaint and deep fascination, his adoptive clan taught him everything they knew about forging and dwarven battle style and Garth learned with gusto, he was given the name of the clan and became Garth Steeltender, he was later allowed to honor his Goliath heritage by taking the title Hammerdoom for himself.
The day the raids on Zakhud-Dim started is also the day Garth was allowed to forge his own weapon, by tradition this privilege is given to all the youth of the Steeltender Clan who are ready for Military service and the clan had accepted Garth as one of his own, the result was Mjolnir, a hammer representing both his heritage and his raising, it is a warhammer fit for the size of a Goliath but its also balanced enough to be wielded one handed by Garth, the numerous days at the forge had left him strong enough for that!
Garth was part of the Legion that was able to break through and deliver the message to the allied kingdoms, now as the Army prepares for war Garth counts the days in training and at the forge, soon he will be home with Clan Steeltender, soon he will be spilling the blood of the enemies of his Clan.
The sounds of Garth's Forge sound almost eager, the sparks that fly from the metal he crafts seem almost hungry for flesh.
Player Name: Sepiriel
Character Name: Oaheim Deathomen
Character Level: 15
Class: Cleric 3 / Sorcerer 4 / True Necromancer 8
Race: Hellbred
Alignment: Chaotic Neutral
Deity: Afflux
Size: Medium
Age: -
Gender: Male
Height: 5' 11"
Weight: 190 lb
Eyes: Ruby Red
Hair: Rust Red and Ashen
Skin: Ashen
Ability Scores:
Original Point Buy: 12,14,16,14,18,16
Str: 12+2 [ 14+2 ]
Dex: 14+2 [ 18+4 ]
Con: 14+2 [ 14+2 ]
Int: 14+2 [ 18+4 ]
Wis: 20+5 [ 24+7 ]
Cha: 19+4 [ 23+6 ]
Combat Info
HP: 100/100
AC:28 (10 +9 arm +0 shield +1 natural +4 dex +3 deflection +1 insight)
Touch: 18
FF: 24
Init: +4
BAB: +8 / +3
Grapple: +10
Speed: 30 ft
Fly: -
Spell Resistance: 18
Energy Resistance:
Immunities:
Special/Features:
Hellbred
Humanoid (Hellbred)
Infernal Mien (Ex): +2 Racial Bonus on Intimidate
Evil Exception (Ex)
Hellbound (Su)
Devil's Favor
Infernal Aspect [Spirit] (Su):+2 Cha, -2 Con, +2 Racial Bonus on Sense Motive, Darkvision 120ft, Can see in darkness even from the deeper darkness spell, Telepathy 100ft
Sorcerer
Summon Familiar
Cleric
Rebuke Undead 13/day
Deathbound Domain: Your Limit for Controlling Undead Animated with Spells increases to 3 times your CL instead of the normal 2 times.
Undeath Domain: You gain Extra Turning as a Bonus Feat
True Necromancer
Rebuke Undead: Stacks with Cleric Levels
Create Undead 2/day
Necromantic Prowess +2
Zone of Desecration
Major Desecration
Create Greater Undead 1/day
+6 Arcane CL
+6 Divine CL
Saves:
Fort: +12 ( 6 base +2 con +4 resistance)
Ref: +14 (4 base +4 dex +4 resistance +2 Familiar)
Will: +24 (13 base +7 wis +4 resistance)
Conditional Saves
Skills: [18/9]
Concentration (Con): +13 (11 ranks +2 Con)
Craft (Int): +0 (0 ranks +4 Int)
Diplomacy (Cha): +14 (8 ranks +6 Cha)
Heal (Wis): +17 (10 ranks +7 Wis)
Knowledge [Arcana] (Int): +15 (11 ranks +4 Int)
Knowledge [History] (Int): +4 (0 ranks +4 Int)
Knowledge [Religion] (Int): +15 (11 ranks +4 Int)
Knowledge [Planes] (Int): +12 (8 ranks +4 Int)
Profession (Wis): +7 (0 ranks +7 Wis)
Search (Int): +6 (2 ranks +4 Int)
Spellcraft (Int): +15 (11 ranks +4 int)
Feats:
Level 1: Spell Focus [Necromancy] , Extra Turning (Domain), Eschew Materials (Sorcerer), Devil's Favor (Hellbred), Alertness (Familiar)
Level 3: Corrupt Spell Focus
Level 6: Corpsecrafter
Level 9: Practiced Spellcaster (Cleric)
Level 12: Greater Spell Focus [Necromancy]
Level 15: Greater Corrupt Spell Focus
Equipment:
Weapon:
+2 Morning Star
Attack: +12/+7
Damage: 1d8+4
Critical: x2
Armor:
Robe of the Archmagi [Black] (+5 AC, SR 18, +4 Resistance Bonus, +2 enhancement bonus to CL checks vs SR)
Items:
Head: Circlet of Intellect +4 (+4 Enhancement Bonus to Int)
Face:
Throat: Peripat of Wisdom +4 (+4 Enhancement Bonus to Wis)
Shoulders: Cloak of Charisma +4 (+4 Enhancement Bonus to Cha)
Vest:
Arms: Bracers of Armor +4 (+4 Enhancement Bonus to AC)
Hands: Gloves of Dexterity +4 (+4 Enhancement Bonus to Dex)
Waist: Belt of Priestly Might (+1 Enhancement Bonus to Natural Armor, +2 Enhancement Bonus to Str)
Feet:
Ring: Ring of Protection +3 (+3 Deflection Bonus to AC)
Ring:
Miscellaneous:
Everlasting Rations
Everfull Mug
Ioun Stone [Dusty Rose] (+1 Insight Bonus to AC)
Handy Haversack
Component Pouch (5.000 gp worth in components)
Spells Per Day / Spells Known: 9/9, 8/5, 8/4, 7/3, 6/2, 4/1
Level 0:
Arcane Mark
Prestidigitation
Touch of Fatigue
Message
Dancing Light
Silent Portal
Stick
Acid Splash
Electric Jolt
Level 1: DC: 20
Spirit Worm
Chill Touch
Ray of Enfeeblement
Cause Fear
Backbiter
Level 2: DC 21
Command Undead
Life Bolt
Bonefiddle
False Life
Death Armor
Level 3: DC 22
Undead Torch
Undead Lieutenant
Greater Disrupt Undead
Level 4:
Animate Dead
Enervation
Level 5:
Spiritwall
Spells Per Day: 6, 7, 7, 6, 5, 4, 2, 1
Level 0:
Create Water
Create Water
Light
Light
Mending
Mending
Level 1:
Summon Undead I
Summon Undead I
Summon Undead I
Curse Water
Doom
Shield of Faith
Shield of Faith
Level 2:
Summon Undead II
Summon Undead II
Summon Undead II
Augury
Desecrate
Desecrate
Eagle's Splendor
Level 3:
Summon Undead III
Summon Undead III
Clutch of Orcus
Clutch of Orcus
Animate Dead
Animate Dead
Level 4:
Summon Undead IV
Summon Undead IV
Divine Power
Divine Power
Death Ward
Level 5:
Summon Undead V
Summon Undead V
Slay Living
Righteous Might
Level 6:
Create Undead
Harm
Level 7:
Greater Harm
1.Chill of the Grave
2.Blade of Pain and Fear
3.Fangs of the Vampire King
4.Wither Limb
5.Revive Undead
6.Awaken Undead
7.Avasculate
8.Avascular Mass
9.Wail of the Banshee
Undeath:
1.Detect Undead
2.Desecrate
3.Animate Dead
4.Death Ward
5.Circle of Death
6.Create Undead
7.Control Undead
8.Create Greater Undead
9.Energy Drain
Common
Infernal
Celestial
Abyssal
Encumbrance:
Light Load: 0 - 58 lbs
Medium Load: 59 - 116 lbs
Heavy Load: 117 - 175 lbs
Load Carried: 13 lbs (light load)
Unspent Gold:
150 gp
Basic Info:
Name: Wraith
Type/Subtype: Weasel / Magical Beast
Size: Tiny
Stats:
Str: 3
Con: 10
Dex:15
Int: 7
Wis: 12
Cha: 5
Combat Info:
HP: 50/50
AC: 16 (10 +2 Size +2 Dex +2 Natural)
Touch: 14
FF:14
Init: +2
BaB: +15/+0/+5
Grapple: +3
Speed: 20
Climb: 20
Features:
Low-Light Vision
Scent
+2 Bonus to Reflex for Master
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Saves:
Fort: 9 (9 Base +0 Con)
Ref: 13 (9 Base +2 Dex +2 Bonus)
Will: 16 (13 Base +1 Wis +2 Bonus)
Feats:
Agile
Weapon Finesse
Lightning Reflexes
Iron Will
Stealthy
Improved Scent
Uncanny Scent
Skills:
Balance (Dex): +12 (0 Ranks +2 Dex +8 Racial +2 Bonus)
Climb (Dex): +10 (0 Ranks +2 Dex +8 Racial)
Escape Artist (Dex): +4 (0 Ranks +2 Dex +2 Bonus)
Hide (Dex): +16 (6 Ranks +2 Dex +8 Size)
Move Silently (Dex): +13 (7 Ranks +2 Dex +4 Racial)
Spot (Wis): +8 (7 Ranks +1 Wis)
Weapon: Bite
Attack: +19/+14/+9
Damage:1d3-4
Oaheim is part of the Hellbred, a race of damned souls transformed, changed, perverted into a new life by the powers of Hell.
Maybe Oaheim was human once, he has that undeniable human drive to accomplish as much as possible, or perhaps he was once an elf, he is calm and calculating if the situation demands, or perhaps he is some other Humanoid race, it doesn't really matter in the end for those are not memories he carries anymore. He had died, how he couldn't remember, as he died he kept thinking about his failure, he new he had failed something important but couldn't be certain what, he only knew he had failed and he couldn't stand it.
As he stood there despairing over his failure a voice cut through the Aether "You could go back" it said "Be given a new life, another chance to succeed where you now failed" called the voice with a honey dripping tone.
"Who are you? why do offer me this? And what do you want in return?" Oaheim called back, fearful but at the same time hopeful.
"I am the one with the power to grant you new life, no more no less, as to the why, I foresee a big future if you choose to live so i want part of the glory that will come from your life, as to the cost a service here and there that's all i will ask, so what do you say? do you, Oaheim, wish to return to the Realm of the Living, to try and succeed in the mission you have now failed?" the voice asked once more, its tone still honey sweet, though there was no sense of anticipation, no emotion other that patience, as if the voice had offered this bargain before.
If Oaheim had been thinking clearly he may have noticed that the deal was too good, that there had to have been some other price the entity had omitted, but death and the prospect of life once more can make even the most wise reckless, and so was the case of Oaheim "Yes, I agree, a service now and again for the chance to return to life" he called back.
Immediately the Darkness was replaced with White flames and agonized screams, a figure of diabolical power sitting in a throne his grinning evil beyond comparison "Good Oaheim, the deal has been made, you will be given a new body, and you will be allowed to walk the world of the living once again, you will be given the chance to succeed once more where you had previously failed, and all it cost you is your soul!" he finished with a laugh as chains of burning metal sprung from the ground and coiled themselves around Oaheim.
"You devil, you tricked me!" he cried in defiance.
"Tricked? Oh I have done no such thing, you see the first service in the contract is to grant me your soul" the devil exclaimed with a laugh as the pain of the chains intensified "Now do hold still your new body is being created from scratch so it will hurt... a LOT".
As the pain intensified Oaheim continued scream and curse the devil, which was met with only laughter in response "Oh yes as for the second service, you will be asked to give your previous life to me, your memories, your experiences, your accomplishments, and all the pitiful power you amassed during that time will belong to me now" he says with more mocking laughter.
"But... you promised..." Oaheim managed to say between screams.
"Oh you will be allowed to try once more, nothing will hinder that, but its not my fault if you cant remember what it is you are supposed to do" said the devil in response, the pain at this point intensified even more and caused Oaheim to black out, the last image was that of the Devil laughing.
When he woke up he was in an open field near a river, he crawled all the way to the stream, his mind muddled and misty, when he saw himself in the waters reflection however everything cleared, his skin had become ashen, his eyes glowed an evil ruby red and he had two thick horns that started above his eyebrows, went around his temple and touched each other on the back of his head, giving him the appearance of wearing a bone like circlet, of his life, his memories, nothing remained, only his name 'Oaheim' came to mind when he tried to summon his past life.
As he traveled he met a strange woman by the name of Sha'Xaved, she was the first to explain to him what he was now, a Hellbred, a creature owned by the Rulers of the Abyss for their entertainment and constant torture. Sha'Xaved offered an alternative however, she told him that Undeath could deny the Devil's their due, this intrigued Oaheim and he followed Sha'Xaved around for a while, eventually becoming a Cleric for the deity Afflux, one that most Undead Creatures would assure him would give him the gift of Undeath if he followed her.
Thus started a life of wandering, a life where Oaheim worshiped a Death Deity in hopes of being granted the gift of undeath as a means to escape.
It was during this travels that he met the most unusual of creatures, it was a gnome by the name of Oreo, and by Afflux he had never seen a creature so good at bringing death and destruction to the land, albeit by mishap more than by design, the two stuck together for a while, Oreo being such an easy fellow he didnt resent Oaheim his choice, he did however explain to him that Divine intervention could alter or sever the deal if he was deemed good enough, or so he had heard clerics preach constantly in one town or another. Oaheim considered this while he asked Oreo to teach him some of his arcane arts, he proved unable to master the tricks of Wizardry but his connection to devils had made him specially proficient with Sorcery and as such began a study of arts to compliment and enhance his clerical abilities.
After a while passed the two parted ways, Oreo had by this time acquired a Raven of dubious temperament that sometimes worked as his reason or common sense, and Oaheim had acquired Wraith a Weasel companion who embodied his restless nature the best.
A few more years of wandering ensued, in the time he met many strange and unique individuals that he would later come to call friends, he met a pair of catfolk one a warlock of some power, the other a faithful guardian, a warlock with a draconic heritage and a penchant for rashness and no planning. At the same time he also encountered many Foes, a strange man capable of using his own soul as a source of strength and a Goliath of untold power, both of which held such strength in their conviction that could not abide by Oaheim's existance, even if he used his power to help others.
The strangest figure he encountered however must have been a strange Drow Necromancer named Avariel, Avariel had a definite sadistic streak, one that Oaheim tried to subdue throughout their time together, but which he proved unable to do, it was during their time adventuring together that Oaheim learned to combine his Divine and Arcane arts into one.
Eventually they parted ways, each to seek their own goals, Avariel in search for the Secrets of Arcane Mastery, Oaheim or the secrets of Undeath.
Oaheim has a distaste for mirrors or any other kind of reflective surface, he will avoid it like the plague since it shows and reminds him of what he is now, at the same time it also terrifies him because it reminds him who he made a deal with.
If someone would constantly show him a mirror he would cower and avert it until he was backed against a wall, at which point the fear, hatred and anger would overwhelm him and drive him into murderous and blood lusting frenzy
Player Name: Sepiriel
Character Name: Charlotte Razorleaf
Character Level: 16
Classes: Rogue 5 / Master Thrower 5 / Whisperknife 6 // Ranger 11 / Scout 3 / Stalker of Karash 2
Race: Strongheart Halfling
Alignment: Neutral Good
Deity: Yondala
Size: Small
Age: 22
Gender: Female
Height: 3' 6"
Weight: 85 lb
Eyes: Chestnut
Hair: Ash Blond
Skin:
Ability Scores:
Original Point Buy: 16,18,18,18,16,14
Str: 14+2 [ 14+2 ]
Dex: 22+6 [ 28+9 ]
Con: 18+4 [ 24+7 ]
Int: 20+5 [ 20+5 ]
Wis: 16+3 [ 16+3 ]
Cha: 14+2 [ 14+2 ]
Combat Info
HP: 240/240 (128 Base +112 Con)
AC: 30 (10 +7 arm +2 shield +0 natural +7 dex +2 deflection +1 size +1 Insight)
Touch: 23
FF: 21
Init: +9
BAB: +16/+11/+6/+1
Grapple:
Speed: 20 ft
Fly: -
Spell Resistance:
Energy Resistance:
Immunities:
Saves:
Fort: +19 (10 base +7 con +2 resistance)
Ref: +21 (10 base +9 dex +2 resistance)
Will: +10 (5 base +3 wis +2 resistance)
Conditional Saves: +1 against Fear
Special/Features:
Strongheart Halfling
+2 Dex, -2 Str
Small:+1 Size Bonus to AC, +1 Size bonus to attack rolls, +4 size bonus to Hide checks
Base land speed 20ft
+2 racial bonus on Climb, Jump, Listen and Move Silently checks
+2 morale bonus against fear.
+1 racial bonus on attack rolls with thrown weapons and slings
Extra Feat at Level 1
Rogue
Ranged Sneak Attack +3d6
Melee Sneak Attack +2d6
Trapfinding
Evasion
Thief's Luck (Can Reroll a Reflex Save, must choose to use it before knowing the result) 1/day
Disruptive Attack: Whenever Attacking a FF or Flanked Creature, can forsake Sneak Attack to impose a -5 AC Penalty for 1 Round, Applies to anything.
Master Thrower
Quick DrawThrown Weapon Tricks
Weak Spot: When facing opponents her size or larger thrown Weapons are Ranged Touch Attacks, You dont apply Strength to the throw.
Palm Throw: When using little Thrown Weapons may throw two weapons with a single attack roll
Deadeye Shot: increase Critical Multiplier by 1. Does not stack with other Critical Multipliers
Improved Evasion
Snatch Arrows
Critical Throw: Improved Critical for any Thrown Weapon you have Weapon Focus for.
Whisperknife
Rapid Shot
Improved Uncanny Dodge
Sneak Attack +2d6
Defensive Throw: Dont produce AoO when attacking with thrown weapons
Improved Catch: You may move after throwing a Returning Weapon so long as Line of Sight with the weapon is maintained.
Close Defense: When adjacent to medium or larger foes gain a +2 Dodge Bonus to AC against all adjacent enemies.
Ranger
Favored Enemies: +4 Constructs, +4 Undead, +2 Aberration
Track
Wild Empathy
Combat Style: Two Weapon Combat
Endurance
Animal Companion
Improved Combat Style
Woodland Stride
Swift Tracker
Evasion
Combat Style Mastery
Scout
Skirmish (+4d6, +3 AC)
Trapfinding
Battle Fortitude +1
Uncanny Dodge
Fast Movement +10ft
Trackless Step
Stalker of Karash
Scent of Evil
Favored Enemy - Evil
+2 Ranger Caster Levels
Flaws
Shaky:-2 penalty on all ranged attack rolls
Murky Eyed:Reroll miss chance against enemies with concealment
Skills: [19/9]
Appraise (Int): +5 (0 ranks +5 Int)
Balance (Dex): +17 (8 ranks +9 Dex)
Bluff (Cha): +21 (19 ranks +2 Cha)
Climb (Str): +11 (9 ranks +2 Str)
Concentration (Con): +7 (0 ranks +7 Con)
Craft (Int): +5 (0 ranks +5 Int)
Decipher Script (Int): +5 (0 ranks +5 Int)
Diplomacy (Cha): +2 (0 ranks +2 Cha)
Disable Device (Int): +5 (0 ranks +5 Int)
Disguise (Cha): +2 (0 ranks +2 Cha)
Escape Artist (Dex): +17 (8 ranks +9 Dex)
Forgery (Int): +5 (0 ranks +5 Int)
Gather Information (Cha): +2 (0 ranks +2 Cha)
Handle Animal (Cha): +2 (0 ranks +2 Cha)
Heal (Wis): +3 (0 ranks +3 Wis)
Hide (Dex): +28 (19 ranks +9 Dex)
Intimidate (Cha): +2 (0 ranks +2 Cha)
Jump (Str): +11 (9 ranks +2 Str)
Knowledge [Local] (Int): +5 (0 ranks +5 Int)
Knowledge [Dungeoneering] (Int): +5 (0 ranks +5 Int)
Knowledge [Geography] (Int): +5 (0 ranks +5 Int)
Knowledge [Nature] (Int): +11 (6 ranks +5 Int)
Listen (Wis): +22 (19 ranks +3 Wis)
Move Silently (Dex): +28 (19 ranks +9 Dex)
Open Locks (Dex): +9 (0 ranks +9 Dex)
Perform (Cha): +2 (0 ranks +2 Cha)
Profession (Wis): +3 (0 ranks +3 Wis)
Ride (Dex): +9 (0 ranks +9 Dex)
Search (Int): +24 (19 ranks +5 Int)
Sense Motive (Wis): +19 (16 ranks +3 Wis)
Sleight of Hand (Dex): +28 (19 ranks +9 Dex)
Spot (Wis): +22 (19 ranks +3 Wis)
Survival (Wis): +22 (19 ranks +3 Wis)
Swim (Str): +2 (0 ranks +2 Str)
Tumble (Dex): +28 (19 ranks +9 Dex)
Use Magic Device (Cha): +2 (0 ranks +2 Cha)
Use Rope (Dex): +9 (0 ranks +9 Dex)
Feats:
Level 1: Weapon Finesse, Track (Ranger), Group Focus [Light Blades] (Racial), Point Blank Shot (Flaw), Precise Shot (Flaw)
Level 2: Two Weapon Fighting (Ranger)
Level 3: Alertness
Level 6: Swift Hunter, Endurance (Ranger), Quick Draw (Master Thrower)
Level 7: Rapid Shot (Whisperknife)
Level 9: Favored of the Companions, Improved Two Weapon Fighting (Ranger)
Level 10: Snatch Arrows (Master Thrower)
Level 11: Improved Critical [Thrown Weapons] (Master Thrower)
Level 12: Two Weapon Defense
Level 14: Greater Two Weapon Fighting (Ranger)
Level 15: Improved Two Weapon Defense
Equipment:
Weapon: Wolfbane
+3 Keen Returning Jambiya
Attack (Melee): +22/+17/+12/+7
Attack (Ranged): +27/+22/+17/+12
Damage: 1d3+5 (Melee), 1d3+3 (Ranged with Weak Spot Throw)
Critical: 15-20x2
Crystal: Witchlight Reservoir
Special: When Thrown Critical Range is 12-20x2
Weapon: Nightshade
+3 Keen Returning Jambiya
Attack (Melee): +22/+17/+12/+7
Attack (Ranged): +27/+22/+17/+12
Damage: 1d3+5 (Melee), 1d3+3 (Ranged with Weak Spot Throw)
Critical: 15-20x2
Crystal: Greater Electric Assault (+1d6 Electric Damage, Target Daze for 1 Round)
Special: When Thrown Critical Range is 12-20x2
Weapon: Glove of Infinte Jambiya's
Mundane Jambiya
Attack (Melee): +19/+14/+9/+4
Attack (Ranged): +24/+19/+14/+9
Damage: 1d3+2 (Melee), 1d3 (Ranged with Weak Spot Throw)
Critical: 18-20x2
Special: When Thrown Critical Range is 15-20x2
Armor: Moonlight
+3 Nimbleness Moon Ivy
(+7 ; +7 ; +0 ; 10% ; 20ft ; 2.5lbs)
Special: Greater Rubicund Frenzy Crystal Attached
Items:
Head:
Face:
Throat: Amulet of Health +6
Shoulders:
Vest:
Arms:
Hands: Glove of Infinite Jambiya's (same as Glove of Infinite Blades but it produces Jambiya's instead)
Waist:
Feet: Boots of Speed +6
Ring: Ring of Protection +2
Ring: Ring of Resistance +2
Miscellaneous:
Ioun Stone [Dusty Rose]: +1 Insight Bonus to AC
Bag of Holding IV
Everlasting Rations
Everfull Mug
Languages
Common
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: 6.5 lbs (Light Load)
Unspent Gold:
1,000 gp
Spells:
Level 1: (2/day)
Level 2: (2/day)
Level 3: (2/day)
Player Name: Sepiriel
Character Name: Criva
Character Level: 28
Classes: Bard 6 / Lyric Thaumaturge 4 / Troubadour of the Stars 10 / Seeker of the Song 5 / Dragonsong Lyrist 5 // Marshal 20 / Epic Marshal 10
Race: Half-Nymph Catfolk
Alignment: Chaotic Good
Deity:
Size: Medium
Age: 22
Gender: Female
Height: 6'
Weight: 120 lb
Eyes: Amber
Skin/Hair: White Fur
Ability Scores:
Str: 19+4 [ 29+9 ]
Dex: 29+9 [ 51+20 ]
Con: 23+6 [ 45+17 ]
Int: 23+6 [ 33+11 ]
Wis: 23+6 [ 33+11 ]
Cha: 34+12 [ 56+23 ]
Combat Info
HP: 700/700 (224 Base +476 Con)
AC: 51 (10 +15 arm +0 shield +1 natural +20 dex +5 deflection)
Touch: 35
FF: 31
Init: +20
BAB: +15/+10/+5 [+5 Epic]
Grapple:
Speed: 40 ft
Fly: -
Spell Resistance:
Energy Resistance:
Damage Reduction:
10/Unholy
Immunities:
Saves:
Fort: +39 (12 base +17 con +5 resistance +5 Epic)
Ref: +46 (16 base +20 dex +5 resistance +5 Epic)
Will: +37 (16 base +11 wis +5 resistance +5 Epic)
Conditional Saves:
Special/Features:
Half Nymph
+2 Dex, +2 Int, +2 Wis, +4 Cha
Fey Bloodline
Low-Light Vision
Awesome Beauty: Will DC [10+1/2 HD+Cha] or be Shaken for 1 round (continuous), can be stopped and resumed as a free action.
Catfolk
+4 Dex, +2 Cha
Low-Light Vision
+2 Racial Bonus to Listen and Move Silently
+1 Natural Armor
Bard
Bardic Music 38/day
Bardic Knowledge
Countersong
Fascinate
Inspire Courage +3
Lyric Thaumaturge
<to be="" added="">Bardic Music
Bonus Spells (1 extra spell slot for 1st, 2nd, 3rd, and 4th slots)
Bonus Feat: Captivating Melody
Spell Secret (1 extra spell known of 1st, and 2nd level)
Troubadour of the Stars
Bardic Music
Detect Evil At-Will
Holy Cacophony: As an extra bardic music effect you can force evil creatures within 30ft to roll a Concentration check of 17+Spell Level when casting spells or using Spell-Like Abilities.
Celestial Spells
Starmantle 1/day
Song of Hope: As an extra bardic music effect good allies gain a +2 Morale bonus to attack, saves, checks and damage rolls, may also reroll to remove any fear or despair effects, may also choose to use the Perform check result instead of the save result.
Sanctified Spells
Eladrin Form 1/day
Celestial Symphony: As an extra bardic music effect may duplicate the effect of the Holy Word spell CL equals Class Level. Sonic Effect
Celestial Ascension: Gain type Outsider (Native) as well as DR 10/unholy
+5 Bard Spellcasting Levels
Seeker of the Song
Rapture of the Song: +2 AC, +2 Saves
Seeker Music
Combine Songs
Subvocalize
Dragonsong Lyrist
Greater Dragonsong 5/day
+2 Bard Spellcasting Levels
Marshal
<to be="" added="">Bonus Feat: Skill Focus [Diplomacy]
Minor Aura: 8 Known
Major Aura +4:</to></to>5 Known
<to be="" added=""><to be="" added=""> Grant Move Action 5/day
Epic Marshal
Bonus Feat: Lasting Aura [Epic]
Major Aura +6
Grant Move Action </to></to>7/day
<to be="" added=""><to be="" added="">Bonus Feat: Multiaura [Epic]
Bonus Feat: Widen Aura [Epic]
Flaws
Non-Combatant: -2 penalty on all melee attack rolls
Murky Eyed: Reroll miss chance against enemies with concealment
Skills: [33/16] (Needs reworking)
Appraise (Int):</to></to> +11 (0 ranks +11 Int)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Balance (Dex):</to></to> +20 (0 ranks +20 Dex)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Bluff (Cha):</to></to> +56 (33 ranks +23 Cha)<to be="" added=""><to be="" added="">
Climb (Str):</to></to> +9 (0 ranks +9 Str)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Concentration (Con):</to></to> +22 (5 ranks +17 Con)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Craft (Int):</to></to> +11 (0 ranks +11 Int)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Decipher Script (Int):</to></to> +11 (0 ranks +11 Int)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Diplomacy (Cha):</to></to> +31 (5 ranks +23 Cha +3 Bonus)<to be="" added=""><to be="" added="">
Disguise (Cha):</to></to> +23 (0 ranks +23 Cha)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Escape Artist (Dex):</to></to> +30 (10 ranks +20 Dex)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Gather Information (Cha):</to></to> +23 (0 ranks +23 Cha)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Handle Animal (Cha):</to></to> +23 (0 ranks +23 Cha)
<to be="" added=""><to be="" added=""> Hide (Dex):</to></to> +31 (11 ranks +20 Dex)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Intimidate (Cha):</to></to> +56 (33 ranks +23 Cha)<to be="" added=""><to be="" added="">
Jump (Str):</to></to> +9 (0 ranks +9 Str)<to be="" added=""><to be="" added=""></to></to>
Knowledge [Arcana] (Int): +44 (33 ranks +11 Int)
Knowledge [Planes] (Int): +23 (12 ranks +11 Int)
Knowledge [Religion] (Int): +23 (12 ranks +11 Int)
<to be="" added=""><to be="" added="">Knowledge [Local] (Int):</to></to> +- (0 ranks +11 Int)<to be="" added=""><to be="" added="">
Knowledge [Dungeoneering] (Int):</to></to> +24 (13 ranks +11 Int)<to be="" added=""><to be="" added="">
Knowledge [Geography] (Int):</to></to> +- (0 ranks +11 Int)<to be="" added=""><to be="" added="">
Knowledge [Nature] (Int):</to></to> +34 (23 ranks +11 Int)<to be="" added=""><to be="" added="">
Listen (Wis):</to></to> +46 (33 ranks +11 Wis +2 Racial)<to be="" added=""><to be="" added="">
Move Silently (Dex):</to></to> +23 (0 ranks +20 Dex +3 Racial)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Perform [Sing] (Cha):</to></to> +120 (33 ranks +23 Cha +64 Bonus)<to be="" added=""><to be="" added="">
Ride (Dex):</to></to> +20 (0 ranks +20 Dex)<to be="" added=""><to be="" added="">
Sense Motive (Wis):</to></to> +44 (33 ranks +11 Wis)<to be="" added=""><to be="" added="">
Sleigh of Hand (Dex):</to></to> +43 (23 ranks +20 Dex)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Spellcraft (Int):</to></to> +34 (23 ranks +11 Int)<to be="" added=""><to be="" added=""></to></to>
<to be="" added=""><to be="" added="">Spot (Wis): +21 (10 ranks +11 Wis)
Survival (Wis): +11 (0 ranks +11 Wis)
Swim (Str):</to></to> +9 (0 ranks +9 Str)<to be="" added=""><to be="" added="">
Tumble (Dex):</to></to> +20 (0 ranks +20 Dex)<to be="" added=""><to be="" added="">
</to></to><to be="" added=""><to be="" added="">Use Magic Device (Cha):</to></to> +46 (23 ranks +23 Cha)<to be="" added=""><to be="" added="">
</to></to><to be="" added=""><to be="" added="">
Feats:
Level 1: </to></to>Skill Focus: Perform [Sing], Knight of the Stars (Flaw), Melodic Casting (Flaw), <to be="" added=""><to be="" added="">Skill Focus: Diplomacy (Marshall)
Level 3: Dragon Song
Level 6: Disguise Spell
Level 8: Captivating Melody (Lyric Thaumaturge)
Level 9: Subsonics
Level 12: Verstile Performer
Level 15: Extra Music
Level 18: Knowledge Devotion [Dungeoneering]
Level 21: Epic Inspiration
Level 23: Lasting Aura [Epic] (Marshal Bonus)
Level 24: Rapid Inspiration
Level 26: Multiaura [Epic] (Marshal Bonus)
Level 27: Reactive Countersong
Level 29: Widen Aura [Epic]</to></to> (Marshal Bonus)<to be="" added=""><to be="" added="">
Level 30: Inspire Excellence [Epic]
Equipment:
Weapon: Soundcracker
+2 Warning Sweeping Harmonizing Magebane Billiant Energy Dagger-Whip
Attack : +29/+24/+19/+14
Damage: 1d6+2
Range: 15ft
Critical: 19-20x2
Special: +2 on Perfom Checks, may sustain a song.
Armor:
----
Items:
Head:
Face:
Throat: Choker of Insightful Sacred Constitution +6
Shoulders: Cloak of Insightful Sacred Charisma +6
Vest: Improved Vest of the Archmagi
Arms:
Hands: Gloves of Insightful Sacred Dexterity +6
Waist: Belt of Magnificence +10
Feet:
Ring:
Ring:
Miscellaneous:
Bag of Holding IV (Red)
Bag of Holding IV (Green)
Everlasting Rations
Everfull Mug
Lyre of Catnips: +30 Bonus to Perform Checks, 10 extra uses of Bardic Music a day, The Lyre may sustain a song of your for a number of rounds equal to Charisma Modifier but ends at upon completion of that duration.
Item X: +4 Bonus to Caster Level
+5 Tomes (Used): +5 Inherent Bonus to Stats
+5 Manuals (Used): +5 Inherent Bonus to Stats
Mechanical Song Birds: +30 Bonus to Perform Checks
10 Huge Feline Golems (used for Guarding the Skynapper, 2 follow Criva around but are mostly for RP purposes)
Languages
Common
Feline
Draconic
Gnoll
Halfling
Sylvan
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: 6.5 lbs (Light Load)
Unspent Gold:
877,000 gp
Burning Melody: Seeker and Allies within 30ft Resist Fire 15
Refrain: 30ft 6d6 Fire Cone, Reflex DC [10+Perform Ranks] for Half Damage
Song of Unmaking: Spend 1 Extra Bardic Music to deal 1d8/seeker level points of damage against all constructs within a 30ft Burst (no save)
Dirge of Frozen Loss:</to></to> Seeker and Allies within 30ft Resist Cold 15
<to be="" added=""><to be="" added="">Refrain:</to></to> 30ft 10d6 Cold Line and Enemies are Fatigued, Fort DC [10+Perform Ranks] for Half Damage and no Fatigue
<to be="" added=""><to be="" added="">
Song of Life: </to></to>Seeker and Allies within 30ft Immune to Poison and Disease
<to be="" added=""><to be="" added="">Refrain: Standard action Roll Perform and Heal as much HP as roll's result from one target.
Anthem of Thunder and Pain:</to></to> Seeker and Allies within 30ft Resist Electricity 15
<to be="" added=""><to be="" added="">Refrain: 20ft Range Touch Attack deals 10d6 points of electricity damage, can Arc to another creature within 20ft of Original target for Half Damage, 2 rays at level 6, 3 rays at 9, creatures cannot be affected by more than one ray per round.
Song of Strength: Lyrist and Allies within 30ft gain +4 Morale Bonus to Str for duration of the song and 5 rounds after.
Song of Compulsion: Can make a Suggestion Will DC [17+Cha], Dragons take -2 to the save.
Song of Flight: Grants Fly for 5 Minutes
Song of Fear: Frightful Presence Will DC [17+Cha] negates, Creatures with HD of 15 or less are panicked for 2d6 rounds otherwise shaken for 2d6 rounds. Dragons are immune same with other creatures immune to fear. Mind-Affecting Ability
Song of Healing: May heal Hit points and Ability damage as if rested for a full day, works once per hour.
Major:
Motivate Ardor: Bonus to Damage
</to></to>Motivate Attack: Bonus to Melee Attacks
Motivate Care: Bonus to AC
Motivate Urgency: +25ft to land speed
Steady Hand: Bonus to Ranged Attacks
Minor:
Accurate Strike: Bonus to rolls for confirming Critical hits
Demand Fortitude: Bonus to Fort Saves
Determined Caster: Bonus to CL for overcoming SR
Force of Will: Bonus to Will Saves
Master of Tactics: Bonus to Damage Rolls when Flanking
Motivate Intelligence: Bonus to Int Checks and Int based Skills
Motivate Wisdom: Bonus to Wis checks and Wis based Skills
Watchful Eye: Bonus to Reflex Saves
<to be="" added=""><to be="" added="">
Caster Level: 20
Level 0: [DC: 33, 4/day, 6 Known]
Minor Disguise
Songbird
Prestidigitation
Dancing Lights
Detect Magic
Dancing Lights
Level 1: </to></to>[DC: 34, 11/day, 6 Known]
<to be="" added=""><to be="" added="">Amplify
Disguise Self
Undersong
Improvisation
Inspirational Boost
Identify</to></to><to be="" added=""><to be="" added="">
Level 2: </to></to>[DC: 35, 11/day, 6 Known]
<to be="" added=""><to be="" added="">Alter Self
Entice Gift
Mirror Image
Know Vulnerabilities
Reflective Disguise
Reveille</to></to><to be="" added=""><to be="" added="">
Level 3:</to></to> [DC: 36, 11/day, 6 Known]
<to be="" added=""><to be="" added="">Allegro
Hymn of Praise
Shadow Cache
Speechlink
Cure Serious Wounds
Tiny Hut</to></to><to be="" added=""><to be="" added="">
Level 4:</to></to> [DC: 37, 10/day, 6 Known]
<to be="" added=""><to be="" added="">Fugue
Dolorous Motes
Voice of the Dragon
Dimension Door
Cure Critical Wounds
Legend Lore</to></to><to be="" added=""><to be="" added="">
Level 5:</to></to> [DC: 38, 9/day, 5 Known]
Heavenly Lightning
Body Harmonic
Hidden Lodge
Reflective Disguise, Mass
Seeming
Level 6: [DC: 39, 9/day, 4 Known]
Empyreal Ecstasy
Geas/Quest
Veil
Irresistible Dance<to be="" added=""><to be="" added="">
Player Name: Sepiriel
Character Name: Sylvanna
Character Level: 10
Classes: Druid 4 / Wizard 3 / Arcane Hierophant 3
Race: Sun Elf
Alignment: CG
Deity: Elebrin Liothiel
Size: Medium
Age: 22
Gender: Female
Height: 5' 6"
Weight: 125 lb
Eyes: Chestnut
Hair: Ash Blond
Skin:
Ability Scores:
Original Point Buy: 12,16,14,16,16,12
Str: 12+1 [ 12+1 ]
Dex: 16+3 [ 16+3 ]
Con: 12+1 [ 14+2 ]
Int: 18+4 [ 20+5 ]
Wis: 18+4 [ 20+5 ]
Cha: 12+1 [ 12+1 ]
Combat Info
HP: 70/70 (50 Base +20 Con)
AC: 24 (10 +6 arm +5 shield +0 natural +3 dex +0 deflection +0 Insight)
Touch: 13
FF: 21
Init: +3
BAB: +6/+1
Grapple:
Speed: 20ft
Fly: -
Spell Resistance:
Energy Resistance:
Immunities:
Saves:
Fort: +12 (6 base +2 con +0 resistance +4 Familiar)
Ref: +6 (3 base +3 dex +0 resistance)
Will: +15 (10 base +5 wis +0 resistance)
Conditional Saves: +2 Racial bonus vs Enchantment Spells and Effects
Special/Features:
Sun Elf
Stats: +2 Int, -2 Con
Immunity: Magical Sleep
Skills: +2 Racial Bonus on Listen, Search and Spot
Druid
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wizard
Generalist Wizardry
Summon Familiar
Scribe Scroll
Natural Link
Arcane Hierophant
Companion Familiar
Ignore Arcane Spell Failure
Wild Shape 3/day [As a Level 7 Druid]
Skills: [13/6]
Concentration (Con): +15 (13 ranks +2 Con)
Craft (Int): +- (0 ranks +5 Int)
Decipher Script (Int): +- (0 ranks +5 Int)
Diplomacy (Cha): +14 (13 ranks +1 Cha)
Handle Animal (Cha): +14 (13 ranks +1 Cha)
Heal (Wis): +15 (10 ranks +5 Wis)
Knowledge [Arcana] (Int): +18 (13 ranks +5 Int)
Knowledge [Nature] (Int): +18 (13 ranks +5 Int)
Knowledge [Planes] (Int): +11 (6 ranks +5 Int)
Listen (Wis): +20 (13 ranks +5 Wis +2 Racial)
Ride (Dex): +- (0 ranks +9 Dex)
Spellcraft (Int): +18 (13 ranks +5 Int)
Spot (Wis): +20 (13 ranks +5 Wis +2 Racial)
Survival (Wis): +15 (10 ranks +5 Wis)
Swim (Str): +- (0 ranks +2 Str)
Feats:
Level 1: Natural Spell
Level 3: Eschew Materials
Level 6: Combat Casting
Level 9: Fast Wild Shape
Equipment:
Weapon: -
Armor:
+2 Nimbleness Wildwood Breastplate
(+6 ; +5 ; -1 ; 20% ; 20ft ; 22.5lbs)
+3 Darkwood Heavy Shield
(+5 ; - ; -2 ; 15% ; - ; 7.5lbs)
Items:
Head: Circlet of Intelligence +2
Face: -
Throat: Peripat of Wisdom +2
Shoulders: -
Vest: -
Arms: -
Hands: -
Waist: Belt of Constitution +2
Feet: -
Ring: -
Ring: -
Miscellaneous:
4x Wilding Clasp [Armor, Belt, Circlet, Peripat]
Everlasting Rations
Languages
Common
Elven
Druidic
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: -.- lbs (Light Load)
Unspent Gold:
1,600 gp
Spells:
Druid
Level 0: (6/day)
Create Water
Light
Detect Poison
Detect Magic
Detect Magic
Detect Poison
Level 1: (4/day +2)
Animate Water
Produce Flame
Produce Flame
Produce Flame
Entangle
Entangle
Level 2: (3/day +1)
Frost Breath
Frost Breath
Barkskin
Nature's Favor
Level 3: (2/day +1)
Primal Form
Primal Form
Meld into Stone
Level 4: (1/day +1)
Summon Elementite Swarm
Summon Elementite Swarm
Level 5: (-/day +1)
Level 6: (-/day)
Level 7: (-/day)
Level 8: (-/day)
Level 9: (-/day)
Wizard [+1 Spell Per Day]
Level 0: (4/day)
Prestidigitation
Prestidigitation
Dancing Lights
Dancing Lights
Silent Portal
Level 1: (3/day +2)
Babau Slime
Babau Slime
Identify
Fist of Stone
Fist of Stone
Fist of Stone
Level 2: (3/day +1)
Shieldbearer
Shieldbearer
Augment Familiar
Augment Familiar
Quick Potion
Level 3: (2/day +1)
Steeldance
Steeldance
Stony Grasp
Stony Grasp
Level 4: (-/day +1)
Level 5: (-/day +1)
Level 6: (-/day)
Level 7: (-/day)
Level 8: (-/day)
Level 9: (-/day)
Type: Dire Rat
Size: Small Animal
HD: 10
Initiative:
HP: 35
AC: 22 (10 Base +4 Dex +1 Size +7 Natural)
Touch: 15
FF: 18
Str: 12 +1
Dex: 19 +4
Con: 12 +1
Int: 08 -1
Wis: 12 +1
Cha: 04 -3
"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.
Player Name: Sepiriel
Character Name: Haldi "Grim" Firlgensbani
Character Level: 5
Classes: Barbarian
Race: Half-Orc
Alignment: Chaotic Good
Deity:
Size: Medium
Age: 22
Gender: Male
Height: 6'
Weight: 215 lbs
Eyes: Red
Hair: Black
Skin: Tanned
Ability Scores:
Original Point Buy: 20,12,19,10,10,8
Str: 20+5 [ 20+5 ]
Dex: 12+1 [ 12+1 ]
Con: 19+4 [ 19+4 ]
Int: 10+0 [ 10+0 ]
Wis: 10+0 [ 10+0 ]
Cha: 08-1 [ 08-1 ]
Combat Info
HP: 68/68 (48 Base +20 Con)
Rage HP: 78/78 (48 Base +30 Con)
AC: 19 (10 +7 arm +0 natural +1 dex +1 deflection)
Rage: 15
Touch: 12
Rage: 8
FF: 18
Rage: 14
Init: +1
BAB: +5
Grapple:
Speed: 30 ft
Fly: -
Spell Resistance:
Energy Resistance:
Immunities:
Saves:
Fort: +9 (4 base +4 con +1 resistance) /+11 while Raging
Ref: +3 (1 base +1 dex +1 resistance)
Will: +2 (1 base +0 wis +1 resistance)
Conditional Saves:
+2 Morale Bonus to Will while Raging
Special/Features:
Half-Orc
+2 Str, -2 Int, -2 Cha
Darkvision
Orc Blood
Barbarian
Fast Movement
Illiteracy
Rage 2/day
Uncanny Dodge
Trapsense +1
Improved Uncanny Dodge
Skills: [8/4]
Climb (Str): +13 (8 ranks +5 Str)
Craft (Int): +0 (- ranks +0 Int)
Handle Animal (Cha): -1 (- ranks -1 Cha)
Intimidate (Cha): +7 (8 ranks -1 Cha)
Jump (Str): +13 (8 ranks +5 Str)
Listen (Wis): +0 (- ranks +0 Wis)
Ride (Dex): +1 (- ranks +1 Dex)
Survival (Wis): +0 (- ranks +0 Wis)
Swim (Str): +13 (8 ranks +5 Str)
Feats:
Level 1: Reckless Rage
Level 3: Righteous Wrath
Equipment:
Weapon:
+1 Scythe
Attack: +11
Damage: 2d4+8
Rage Attack: +13
Rage Damage: 2d4+11
Armor:
+2 Breatsplate
(7 ; 3 ; -4 ; 25% ; 20ft ; 30lbs)
Items:
Head:
Face:
Throat:
Shoulders:
Vest: Vest of Resistance +1
Arms:
Hands:
Waist:
Feet:
Ring: Ring of Protection +1
Ring:
Miscellaneous:
Languages
Common
Orc
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: - lbs (Light Load)
Unspent Gold:
Bio: Haldi was raised in the Orcish tribes to the North, considered weak and inept during childhood due to his caring attitude towards others, he never the less rose to be one of the strongest in the Clan, however being of mixed blood meant he couldn't achieve the position of Fang in the tribe (the greatest warrior), and as such decided to leave.
As he traveled he made a few friends, the Van Saunders a pair of Half Vampires who felt a level of kinship with Haldi, a strange Cleric named Oaheim Lighthunter who had a cursed lineage that dabbled in the powers of demons and a rather quirky Halfling with a habit of throwing daggers at people, he also made a few enemies Rovanam an amoral monk who he swore to bring down one day, and Frederick Von Richten a warrior who lacked nor cared for any ideal of Justice or Law, just himself and nothing else.
Now Haldi finds himself in a new venture, perhaps one that will put him one step closer to his goal, perhaps one that will bring him to new allies, or perhaps another meeting with enemies.
.. Eating ur kittens?
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Allows you to keep your mental abilities, stop yourself from attacking, etc.
And your first hit when Raging can cause your enemy to become Shaken.
{Magic: The RPG}
Player Name: Sepiriel
Character Name: Rovanam
Character Level: 2
Classes: Monk // Incarnate
Race: Skarn
Alignment: Lawful Neutral
Deity:
Size: Medium
Age: 22
Gender: Male
Height: 6'
Weight: 245 lbs
Eyes:
Hair:
Skin:
Spikes: Sapphire
Ability Scores:
Original Point Buy: 14,16,16,14,16,10
Str: 16+3 [ 16+3 ]
Dex: 14+2 [ 14+2 ]
Con: 16+3 [ 16+3 ]
Int: 14+2 [ 14+2 ]
Wis: 16+3 [ 16+3 ]
Cha: 10+0 [ 10+0 ]
Combat Info
HP: 13/20 (14 Base +6 Con)
AC: 16 (10 +0 arm +0 natural +2 dex +3 wis +1 deflection)
Touch: 16
FF: 14
Init: +2
BAB: +1
Grapple: +3
Speed: 30 ft
Fly: -
Spell Resistance:
Energy Resistance:
Immunities:
Saves:
Fort: +6 (3 base +3 con +0 resistance)
Ref: +5 (3 base +2 dex +0 resistance)
Will: +6 (3 base +3 wis +0 resistance)
Conditional Saves:
Special/Features:
Skarn
+2 Str, -2 Dex
Humanoid (Reptilian)
Natural Weapon (Spines): 1d6
+2 Racial Bonus on Intimidate and Climb
Monk
Bonus Feat: Stunning Fist
Bonus Feat: Combat Reflexes
Evasion
Flurry of Blows
Spine Strike
Incarnate
Aura of Law
Detect Chaos
Chakra Binds [Crown]
Soulmelds: 3
Essentia: 2
Binds: 1
Skills: [5/2]
Balance (Dex): +4 (0 ranks +2 Dex +2 Insight)
Climb (Str): +10 (5 ranks +3 Str +2 Racial)
Concentration (Wis): +8 (5 ranks +3 Wis)
Craft (Int): +0 (0 ranks +0 Int)
Diplomacy (Cha): +0 (0 ranks +0 Cha)
Escape Artist (Dex): +9 (5 ranks +2 Dex +2 Insight)
Hide (Dex): +0 (0 ranks +2 Dex)
Jump (Str): +10 (5 ranks +3 Str +2 Insight)
Knowledge [Arcana (Int): +2 (0 ranks +2 Int)
Knowledge [Religion] (Int): +2 (0 ranks +2 Int)
Knowledge [Planes] (Int): +2 (0 ranks +2 Int)
Listen (Wis): +3 (0 ranks +3 Wis)
Move Silently (Dex): +2 (0 ranks +2 Dex)
Perform (Cha): +0 (0 ranks +0 Cha)
Profession (Wis): +3 (0 ranks +3 Wis)
Sense Motive (Wis): +8 (5 ranks +3 Wis)
Spellcraft (Int): +2 (0 ranks +2 Int)
Spot (Wis): +3 (0 ranks +3 Wis)
Swim (Str): +3 (0 ranks +3 Str)
Tumble (Dex): +9 (5 ranks +2 Dex +2 Insight)
Feats:
Level 1: Midnight Dodge [+1 Essentia Invested]: +1 Dodge Bonus to AC per Essentia Invested. +1 Essentia
Equipment:
Weapon:
Spines
Attack:+5
Flurry of Blows:+3/+3
Damage: 1d6+3
Armor:
Incarnate Avatar
Items:
Head: Crystal Hem [Bound]
Face:
Throat:
Shoulders:
Vest:
Arms:
Hands:
Waist:
Feet: Acrobat Boots
Ring:
Ring:
Miscellaneous:
Acrobat's Boot: +2 Insight Bonus to Balance, Escape Artist, Jump and Tumble Check
Incarnate Avatar [1 Essentia Invested]: +1 Insight Bonus to Melee Attack Rolls.
Crystal Helm [1 Essentia Invested]: +2 Resistance Bonus on Will against charm effects. +1 Deflection Bonus to AC. Bind - Weapons gain Force Descriptor.
Languages
Common
Celestial
Abyssal
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: - lbs (Light Load)
Unspent Gold:
Bio
Rovanam is a disciple of Deiken Rensetsu, a discipline that focuses on the power of Ki and bends it to the will of its user. Among the Skarn there are few who show devotion as intense as Rovanam's, his devotion borders to the point of obsession, he is constantly training and measures everything in its worth to increase his skill.
As a practitioner of Deiken Rensetsu Rovanam set out in a training journey, his outlook in life made it impossible for him to make any friends, indeed he needed none as Skarns are above and beyond common mortals, and since he has not meet any immortal beings or other of Skarn society he has had no need for pleasantries with the rabble.
Player Name: Sepiriel
Character Name: Julian "The Crimson Bard" McHemlim
Character Level: 19
Classes: Illusionist 5/Master Specialist 10/ Nightmare Spinner 4//Bard 6/Lyrical Thaumaturge 10/ Seeker of the Song 3
Race: Chaos Gnome
Alignment: Chaotic Good
Deity:
Size: Small
Age: 85
Gender: Male
Height: 3'2"
Weight: 30 lbs
Eyes: Orange (Change with mood)
Hair: Red
Skin: Tanned
Ability Scores:
Original Point Buy: 07,16,16,20,14,20
Str: 07-2 [ 13+1 ]
Dex: 16+3 [ 22+6 ]
Con: 20+3 [ 26+8 ]
Int: 24+5 [ 30+10 ]
Wis: 14+2 [ 20+5 ]
Cha: 24+5 [ 30+10 ]
Combat Info
HP: 239/239 (87 Base +152 Con)
AC: +26 (10 +8 arm +0 natural +6 dex +2 deflection)
Touch:
FF:
Init: +6
BAB: +
Grapple:
Speed: 20 ft
Fly: -
Spell Resistance:
Energy Resistance:
Immunities:
Immune to Confusion Effects
Immune to Fear
Saves:
Fort: +19 (6 base +8 con +5 resistance)
Ref: +24 (13 base +6 dex +5 resistance)
Will: +27 (17 base +5 wis +5 resistance)
Conditional Saves:
Special/Features:
Chaos Gnome
Stats: +2 Dex, Con, Cha ; -2 Str
Small
Low Light Vision
Spell Power: Chaos
+4 Dodge AC bonus vs Giants
+2 Racial Bonus to Listen
Luck of Chaos (EX)
Immune to Confusion Effects
Spell Like Abilities:
Entropic Shield 1/day
Daze 1/day
Flare 1/day
Prestidigitation 1/day
Middle Aged: -1 Str, Dex, Con; +1 Int, Wis, Cha
Illusionist
Focused Specialist
Prohibited Schools: Conjuration, Abjuration, Transmutation
Familiar
Scribe Scroll
Bonus Feat: Spell Focus (Illusion)
Master Specialist
Bonus Feat: Skill Focus (Spellcraft)
Expanded Spellbook
Bonus Feat: Greater Spell Focus (Illusion)
Caster Level Increase: +2 CL to Illusion Spells
Minor School Esoterica: +2 to DC of Illusion Spells with "Will to Disbelief" clause
Moderate School Esoterica: You Gain Concealment
Major School Esoterica: Illusion Spells are cast as Stilled, Silent and Materials Eschewed without an increase to Caster Level or Casting Time.
Nightmare Spinner
Bonus Illusion Spells
Immunity to Fear
Inspire Fear: Standard Action, Range 30ft, DC (10+ Class+Cha)
Nightmare Phantasm
Spirit Chill
Bard
Bardic Music
Bardic Knowledge
Countersong
Fascinate
Inspire Courage +1
Inspire Competence
Suggestion
Lyrical Thaumaturge
Bardic Music
Bonus Spell
Bonus Feat: Captivating Melody
Spell Secret
Sonic Might
Seeker of the Song
Rapture of the Song: +2 AC, Saves
Seeker Music
Combine Song
Skills: [22/11]
Appraise (Int): +10 (0 ranks +10 Int)
Balance (Dex): +6 (0 ranks +6 Dex)
Bluff (Cha): +32 (22 ranks +10 Cha)
Climb (Str): +1 (0 ranks +1 Str)
Concentration (Con): +30 (22 ranks +8 Con)
Craft [Wood Worker] (Int): +10 (0 ranks +10 Int)
Decipher Script (Int): +10 (0 ranks +10 Int)
Diplomacy (Cha): +10 (0 ranks +10 Cha)
Disguise (Cha): +10 (0 ranks +10 Cha)
Escape Artist (Dex): +6 (0 ranks +6 Dex)
Gather Information (Cha): +32 (22 ranks +10 Cha)
Hide (Dex): +6 (0 ranks +6 Dex)
Intimidate (Cha): +10 (0 ranks +10 Cha)
Jump (Str): +1 (0 ranks +1 Str)
Knowledge [Arcana] (Int): +32 (22 ranks +10 Int)
Knowledge [Nature] (Int): +32 (22 ranks +10 Int)
Knowledge [Dungeoneering] (Int): +32 (22 ranks +10 Int)
Knowledge [History] (Int): +32 (22 ranks +10 Int)
Listen (Wis): +7 (0 ranks +5 Wis +2 Racial)
Move Silently (Dex): +6 (0 ranks +6 Dex)
Perform (Cha): +32 (22 ranks +10 Cha)
Profession [Entertainer] (Wis): +5 (0 ranks +5 Wis )
Sense Motive (Wis): +5 (0 ranks +5 Wis)
Sleight of Hand (Dex): +24 (18 ranks +6 Dex)
Spellcraft (Int): +32 (22 ranks +10 Int)
Swim (Str): +1 (0 ranks +1)
Tumble (Dex): +6 (0 ranks +6 Dex)
Use Magic Device (Cha): +10 (0 ranks +10 Cha)
Feats:
Level 1: Melodic Casting, Scribe Scroll (Bonus)
Level 3: Versatile Performer
Level 5: Spell Focus: Illusion (Bonus)
Level 6: Skill Focus: Perform (Singing), Skill Focus: Spellcraft (Bonus)
Level 8: Greater Spell Focus: Illusion (Bonus), Captivating Melody (Bonus)
Level 9: Subsonics
Level 12: Spell Penetration
Level 15: Greater Spell Penetration
Level 18: Disguise Spell
Equipment:
Weapon:
Armor:
Items:
Head: Circlet of Intelligence +6
Face:
Throat: Amulet of Wisdom +6
Shoulders: Cloak of Charisma +6
Vest: Vest of the Archmagi
Arms:
Hands: Gloves of Strength +6
Waist: Belt of Health +6
Feet: Boots of Dexterity +6
Ring: Ring of Protection +2
Ring:
Miscellaneous:
Manual of Understanding
Manual of Leadership +4
Tome of Health +4
Handy Haversack
Waterproofed Mithral Spellbook with 2000 Ivory Pages
Languages
Common
Gnome
Encumbrance:
Light Load: 0 - lbs
Medium Load: - lbs
Heavy Load: - lbs
Load Carried: - lbs (Light Load)
Unspent Gold:
880gp
Wizard
Level 0:[3+4 Illusion slots]
Ghost Sound
Prestidigitation
Dancing Lights
Read Magic
Level 1:[6+4 Illusion slots]
Serene Visage
Disguise Self
Spirit Worm
Identify
Level 2:[6+4 Illusion slots]
Phantasmal Assailants
Mirror Image
Dark Way
Rainbow Beam
Level 3:[5+4 Illusion slots]
Shadow Cache
Cone of Dimness
Rainbow Blast
Chain Missile
Level 4:[5+4 Illusion slots]
Phantasmal Killer
Shadow Well
Illusory Wall Bonus
Treasure Scent
Vortex of Teeth
Level 5:[5+4 Illusion slots]
Nightmare
Shadowfade
Shadow Hand
Mirage Arcana Bonus
Spiritwall
Level 6:[5+4 Illusion slots]
Shadow Walk
Illusory Pit
Chain Lightning
Opalescent
Level 7:[3+4 Illusion slots]
Solipsism
Project Image
Mass Invisibility Bonus
Final Rebuke
Avasculate
Level 8:[3+4 Illusion slots]
Superior Invisibility
Greater Shadow Evocation
Mass Charm Monster
Wrathful Castigation
Level 9:[2+4 Illusion slots]
Weird
Shades
Wail of the Banshee
Hold Monster Mass
Bard:
Level 0:[6 Known, 4 Per Day]
Summon Instrument
Minor Disguise
Mending
Open/Close
Songbird
Message
Level 1:[5 Known, 8 Per Day]
Distort Speech
Swift Invisibility
Detect Secret Door
Cure Light Wounds
Identify
Nerveskitter Bonus
Level 2:[4 Known, 8 Per Day]
Cure Moderate Wounds
Mirror Image
Lively Step
Tactical Precision
Entice Gift Bonus
Level 3:[4 Known, 6 Per Day]
Cure Serious Wounds
G'elsewhere Chant
Tiny Hut
Mass Curse of Impending Blades
Spiderskin Bonus
Level 4:[4 Known, 6 Per Day]
Cure Critical Wounds
Dimension Door
Greater Mirror Image
Protege
Mass Darkvision Bonus
Level 5:[4 Known, 5 Per Day]
Mass Cure Light Wounds
Greater Heroism
Nightmare
Wail of Doom
Greater Fireburst Bonus
Level 6:[2 Known, 3 Per Day]
Mass Cure Moderate Wounds
Dirge
Extract Water Elemental Bonus
I am the Crimson Bard, woe to those of evil nature who listen to my song, for it shall be a Dirge, the funeral chant as they are dragged into the netherworld! Joy to those of good who listen to my song, for it shall be a choir. I am the hymn that is forever present, never shall my songs fade.
That is me while on my part time employment, my normal self is actually much more subdued, you see I am part of the entertainment industry, yes i know its shocking but just listen to my tale for a moment. You see being a Gnome means I am naturally inclined to be creative, i can weave magical pictures of heroism, portray scenes of joyful comedy and a slew of other rather humorous sights so obviously with that kind of talent performing at special events such as kingly courts, birthday parties and the occasional clown funeral is a simple and easy way to earn money.
Name: TBA
Race: Catfolk
Type: Humanoid
Class: Rogue 17/Swashbuckler 3// Warblade 20
Gender: Female
Alignment: NE
Skin:
Eyes: Azure
Hair:
Height: 5'9"
Weight:
Resistances:
Damage Reduction:
Str: [10] 10+0
Con: [10] 10+0
Dex: [10] 10+0
Int: [10] 10+0
Wis: [10] 10+0
Cha: [10] 10+0
Base: 14,14,16,16,15,12
HP: [-] -
AC:- [10 Base +- AC +- Natural +Deflection +- Dex]
Touch: 18
Flat-Footed: 21
Fort:- [- + Con]
Ref:- [- + Dex]
Will:- [- + Wis]
BAB:+-/+-
Initiative: +-
Speed: 30ft
Features/Special:
Catfolk
Swashbuckler
Weapon Finesse
Grace +3
Dodge +4
Insightful Strike
Rogue
Sneak Attack +10d6
Trap finding
Trap Sense +5
Evasion
Improved Uncanny Dodge
Special Abilities:
Improved Evasion
Skill Mastery
Feat
Warblade
Battle Clarity
Weapon Attitude
Battle Ardor
Improved Uncanny Dodge
Battle Skill
Battle Mastery
Stance Mastery
Skills [-/-]
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Info
Heal
Hide
Intimidate
Jump
Knowledge (Local)
Knowledge (Nature)
Listen
Martial Lore
Move Silently
Open Lock
Perform
Profession
Search
Ride
Sense Motive
Sleight of Hand
Spot
Swim
Tumble
Use Magic Device
Feats
Level 1: Weapon Focus [Rapier]
Level 2: Weapon Finesse (Swashbuckler)
Level 3: Daring Outlaw
Level 5: Blade Meditation [Diamond Mind] (Warblade)
Level 6: Dodge
Level 9: Mobility
Level 12: Improved Critical [Rapier]
Level 15: Combat Expertise
Level 18: Vital Recovery
Level 19: (Rogue)
Equipment
Weapon:
Attack:
Damage:
Critical:
Cost:
Armor:
+2 Glamered Shadow Silent Move Nimbleness Mithral Breastplate
AC:7 Max Dex:6 Penalty:0
19.200
Item:
Head: Headband of Intellect +4 (16)
Face:
Throat:
Shoulder:
Vest:
Arms:
Hands: Gloves of Dexterity +4 (16)
Waist:
Feet:
Ring:
Ring:
Others:
Gold:
4.100 gp
Languages:
Maneuvers [13 Known/ 7 Readied]
Diamond Nightmare Blade - Diamond Mind
Moment of Perfect Mind - Diamond Mind
Emerald Razor
Greater Insightful Strike
Moment of Alacrity
Avalanche of Blades
Time Stands Still
Steel Wind - Iron Heart
Mithral Tornado
Lightning Recovery
Iron Heart Endurance
Manticore Parry
Strike of Perfect Clarity
Stances
Punishing Stance - Iron Heart
Hearing the Air - Diamond Mind
Stance of Alacrity - Diamond Mind
Supreme Blade Parry - Iron Heart
Race: Human
Class: Monk 1
Gender: Male
Alignment: CG
Skin: Light
Eyes: Hazel
Hair: Copper
Height: 6'1"
Weight: 180lbs
Resistances:
Damage Reduction:
Str: [10] 10+0
Con: [16] 16+3
Dex: [18] 18+4
Int: [16] 16+3
Wis: [18] 18+4
Cha: [10] 10+0
Base: 10,16,18,16,18,10
HP: [11] 11
AC: 18 [10 Base +0 AC +- Natural +0 Deflection +4 Dex +4 Wis]
Touch: 18
Flat-Footed: 18
Fort:5 [2.5 +3 Con]
Ref:6 [2.5 +4 Dex]
Will:6 [2.5 +4 Wis]
BAB:+0.75
Initiative: +4
Speed: 30ft
Features/Special:
Human
Bonus Feat
Monk
BAB Progression (.75)
Fort/Ref/Wis Save (.50)
Bonus Feat
Flurry of Blows
Unarmed Strike
Swordsage
BAB Progression (.75)
Fort Save (.33)
Ref/Wis Save (.50)
Skills [4/2] 28
Balance:8 [4 +4 Dex]
Climb:0 [0 +0 Str]
Concentration:7 [4 +3 Con]
Craft (Alchemy):3 [0 +3 Int]
Diplomacy:0 [0 +0 Cha]
Escape Artist:8 [4 +4 Dex]
Hide :4 [0 +4 Dex]
Jump:0 [0 +0 Str]
Knowledge (Arcana):3 [0 +3 Int]
Knowledge (Religion):3 [0 +3 Int]
Listen:4 [0 +4 Wis]
Move Silently:8 [4 +4 Dex]
Perform:4 [4 +0 Cha]
Profession:4 [0 +4 Wis]
Sense Motive:8 [4 +4 Wis]
Spot:4 [0 +4 Wis]
Swim:0 [0 +0 Str]
Tumble:8 [4 +4 Dex]
Feats
Level 1: Shadow Blade, Improve Unarmed Strike [Bonus], Improved Grapple [Bonus], Martial Study (Shadow Hand) [Human]
Equipment
Weapon: Unarmed Strikes
Attack: +0
Flurry of Blows: -2/-2
Damage: +4
Critical:x2
Cost: -
Armor:
AC:- Max Dex:- Penalty:-
Item:
Head:
Face:
Throat:
Shoulder:
Vest:
Arms:
Hands:
Waist:
Feet:
Ring:
Ring:
Others:
Backpack 2gp
Everfull Mug 200gp
Sunrod x5 10gp
Blessed Bandage x2 20gp
Potion of Cure Light Wounds 50gp
Gold:
12gp
Languages:
Common
Elven
Dwarven
Orc
Maneuvers [ 1 Known/ 1 Readied]
Shadow Blade Technique - Shadow Hand [Martial Study]
Stances
TBA
Bio:
Cale is not really what one would expect a monk to be, since an early time he has spent most of his life in the company of others, not really by choice but by his inability to truly stand up for himself, so it came to no real surprise when he was conscripted into service.
It all started so well for him that morning, he had finished his studies early, his practice, while tiring, had resulted in not a single sparring partner hurt and he had began hoping that perhaps today would be the one day where he wouldn't have to listen to his teachers or fellow apprentices ask him for something, but such luck was not to be, as he entered the small hall of the Mercenary guild (it has always puzzled Cale how a mercenary guild and a monk sect could be together and function under the same dogma) he found his first bad omen, Orien the leader of the mercenaries and his teacher Astor discussing silently but with a very stern mood all around.
Oh I just know they are going to as me... he wasnt even able to finish the though before Orien called to him "Ah Cale there you are! Astor and I where just talking about you lad!" while the tone was friendly the look his teacher gave spoke volumes about the mood,
"As you well know there's been this call for adventurers and such, well Lord Markam has tasked us to provide a few able bodies to maintain the appearance of friendship.... but i dont really have any spare blades to send, and then it hit me! Astor my good friend who i saved from the undead hordes during the Timber Wars, who would have fallen despite of all his skills had I Orien the Master of th..."
A snort from my master suddenly interrupting him "Orien, we know your titles, and yes i thank you from preventing a skeleton from clubing me after it passed your defensive line, now what was it you where saying?"
"Ah... ahem... yes anyways I remembered you Cale, Astor is always talking about how well your training is going and even mentioned how he was considering to have Laurana cover your apprenticeship for a while, and so here i was thinking there would be no one better than you to have sent over, and so here i am to pick you up... unless you dont want to go lad".
To say no should have been the easiest thing to do, but looking at Orien's face, a face that shot daggers while using a honey voice, all that came out of Cale's lips was "if..if...if you say so master Orien..."
"There! see? and you thought the lad would say no!" Orien said with a smile to Astor "Well lad your ship leaves this noon, that gives you two strikes of the bell to get your things in order" he said as he he stood up and began to leave "Thanks a lot Astor! you're a real life saver" he said with a laugh as he left the hall.
"Sigh... I had hoped you would show a bit more of a spine... nothing i can do about this now" Astor told Cale sadly "well my boy it seems your test of skill shall be done earlier than expected, you got two strikes" he said before leaving the hall as well.
"oh...o..ok...." is all Cale could find himself saying as he was left alone in the hall.
Characters Known:
Orien: Leader of the Mercenary Guild of Tidewater.
Astor: Leader of the Monastic Sect of the Mercenary Guild.
Laurana: Default "Leader" of the Thieves in the Mercenary Guild on account of no one having been able to steal the command sigil from her yet.