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Tablet of Destiny

Started by Anastasia, August 10, 2011, 10:59:27 PM

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Anastasia

The NPC topic. If it's Suikoden, you know there's going to be a fair few characters. No one's here yet, but I figure I'll get a jump on things.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Adrian Barnan

Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 4//Fighter 10/Planar Champion 10

Size/Type: Medium Monstrous Humanoid (Dragonblood)
Hit Dice: 20d10+160+20+1 (303 hp)
Initiative: +12
Speed: 30ft
Armor Class: 34 (+5 natural, +5 dex, +10 armor, +3 deflection, +1 dodge)
Base Attack/CMB/CMD: +20/+30/45
Attack: Gaelach+40 (2d6+25 plus 6d6 sneak attack plus 2 str damage 17-20 x2)(+2 hit/damage when making sneak attacks) or claw+30 (1d3+10 plus 6d6 sneak attack plus 2 str damage)
Full Attack: Gaelach+40/+35/+30/+25 (2d6+25 plus 6d6 sneak attack plus 2 str damage 17-20 x2)(+2 hit/damage when making sneak attacks) or 2 claws+30 (1d3+10 plus 6d6 sneak attack plus 2 str damage)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+6d6, crippling strike, breath weapon(1d6), invocations, sunder portal, breath effect(sickening), draconic aura, spells.
Special Qualities: Spell resistance 31, darkvision 60ft, damage reduction 10/magic, trapfinding, evasion, penetrating strike, improved uncanny dodge, favored plane(Baator+3, Hades+2, Abyss+1), see invisibility, attack ethereal, planar survival, ethereal jaunt, rip portal, ignore spell failure.
Saves: Fort +30, Ref +19, Will +23 (+5 vs paralysis and sleep, does not fail fort saves on a natural 1)
Abilities: Str 30, Dex 20, Con 26, Int 19, Wis 20, Cha 14
Skills: Appraise+26, Climb+34, Concentration+18, Disable Device+25, Decipher Script+26, Hide+28, Knowledge(Arcana)+7, Knowledge(Planes)+22, Listen+32, Move Silently+28, Sense Motive+28, Spot+32, Swim+33, Use Magic Device+25, Use Rope+27
Feats: Endurance(1), Weapon Focus(Greatsword)(F1), Power Attack(F2), Telling Blow(3), Weapon Specialization(Longsword)(F4), Steadfast Determination(6), Improved Initiative(F6), Melee Weapon Mastery(Slashing)(9), Improved Critical(Greatsword)(12), Dragontouched(DFA1), Draconic Aura(Senses)(15), Staggering Strike(18), Toughness(DD2), Greater Weapon Focus(Greatsword)(F8), Combat Reflexes(F10), Dodge(DD4)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Draconic Aura (Su)

Adrian's draconic aura grants a +3 bonus to spot, listen and initiative checks to himself and all allies within 30ft.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.


Dragonfire Adept
Spoiler: ShowHide


Adrian uses invocations as a 1st level dragonfire adept.

Least: Breath of the Night.


Gear:
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[Weapon]Gaelach: Greatsword+6. Powers up in moonlight, see below.
[Armor]Mithral Breastplate+5, light fortification.
[Reserve Weapon]Masterwork heavy mace.

[Head]Deadman's Helmet: +10 bonus to intimidate and permanent healer's vision(CL 15).
[Neck]Mother's Amulet: Grants a +6 enhancement bonus to constitution a +4 enhancement bonus to strength. Said to contain the soul of Adrian's mother.
[Shoulders]Cloak of Charisma+4 and Resistance+2: Grants a +4 enhancement bonus to charisma and a +2 resistance bonus to saving throws.
[Ring 1]Ring of Protection+3: Grants a +3 deflection bonus to armor class.
[Ring 2]Geal: +2 enhancement bonus to Gaelach, see below in notes.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Feet]Winged Boots: On command, fly for 5 minutes per day, three times per day.

[Wand]Wand of Shield, CL1, 46 charges.

[Expendable]3 potions of cure serious wounds.

[Reserve Weapon]Mace of Terror.
[Reserve Clothing]Royal Outfit: Wearing this outfit makes you look good. You gain a +3 circumstantial bonus to diplomacy and bluff checks against nobility and royalty.


Notes:
Spoiler: ShowHide


Gaelach

This sword's origins are lost in the mists of ancient planar times. In the last several eons it has been in the hands of Mistfall, a Shard of Selune. This blade looks to be made of mithral. It is of fine quality but possesses no visible identification marks. There is an invisible symbol engraved on the pommelstone, a symbol from a forgotten language that has been translated to roughly mean silvercloud.

Gaelach functions as a greatsword+4. It strikes as a silvered weapon but does not inflict a -1 penalty to damage. When fighting in moonlight with Gaelach, the bearer gains a +5 bonus to attack rolls, weapon damage rolls, saving throws, armor class, skill checks and ability checks. In addition a cloud of silvery dust surrounds the bearer. This cloud resembles a silvery glitterdust effect, and indeed it foils invisibility for the bearer. However, these silver motes invariably show the bearer the truth of things around them, stripping away illusion and showing reality. This grants the bearer true seeing within a 30ft radius.

This ring is designed to be used with Gaelach. When worn by the bearer of Gaelach, it increaes the enhancement bonus of the blade by +2. When Gaelach is exposed to moonlight, it causes the bearer to glow with pure moonlight. This radiance is blinding to any who attempt to do the holder of Gaelach harm, granting them total concealment against attacks. This light does not hinder allies or the bearer of Gaelach.


Autobattle settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Favor attack and as much PA as looks reasonable. Ideally should try to flank but often will try and engage a solo enemy that was neglected by the party, so it doesn't take advantage of free reign.


Notes:
Spoiler: ShowHide


Sneak Attack

SA on normal conditions, critical hit.
Staggering Strike on sneak attack, Fort DC to resist=damage dealt.
Can use penetrating strike for half SA damage. Can use Golem Strike to sneak attack constructs for one round.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
All that remains here is a faded inscription, reading: Annalise, vampire sorceress. She was dissolved in the unyielding light of 21, forever destroyed.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#3
These are the golems that protect the main hall. While they have a glimmer of intellect, they are at best animal like. They follow all instructions from Elena or Galariel to the letter. They are dedicated solely to defending Medicant as an extra layer of defense.

Medicant golem

Size/Type: Large Construct
Hit Dice: 20d10+30+20 (250 hp)
Initiative: +4
Speed: 30ft
Armor Class: 34 (-1 size, +25 natural)
Base Attack/CMB/CMD: +15/+26/36
Attack: Slam+30 (1d10+15 plus 2d6 cold plus 2d6 holy)
Full Attack: 2 slam+30/+25 (1d10+15 plus 2d6 cold plus 2d6 holy)
Space/Reach: 10ft/10ft
Special Attacks: Injector system.
Special Qualities: Construct traits, low-light vision, darkvision 60ft, fast healing 5, immunity to magic, damage reduction 15/adamantine.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 40, Dex 11, Con -, Int 2, Wis 11, Cha 2
Skills: Listen+23, Spot+23
Feats: Power Attack(1), Toughness(3), Improved Initiative(6), Rapidstrike(9), Improved Sunder(12), Weapon Focus(slam)(15), Brutal Strike(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide
Injector System (Ex)

A medicant golem has myriad hidden needles over its hands, pricking any foe that takes damage from its slam attack. This injects a cool, clear blue gel that deals an additional 2d6 points of cold damage and 2d6 points of holy damage. This gel, a product of blue ice, holy water and other reagents, is self replenishing within the golem. If exposed to air the gel dries out and loses all power in four rounds. Destroying the golem generally causes systemic damages that cause air exposure.

Immunity to Magic (Ex)

A medicant golem is immune to any spell, spell-like ability or supernatural ability.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Smash anyone that threatens Medicant. They're simple things.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
All that remains here is a faded inscription, reading: Elrisa, Knight of the Graceful Blow. Her soul passes on, to reincarnation or the welcoming arms of the Seldarine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#5
Misalea, nature bard and Lindir-Megil of the Graceful Blow.

Star Elf Fey Bloodline 3/Ranger 7 (Moon Warded Ranger Variant)/Arcane Duelist 10//Bard 12/Sentinel 8

Size/Type: Medium Humanoid (Elf)
Hit Dice: 8d10+10d8+2d6+60+20 (176 hp)
Initiative: +8
Speed: 30ft, fly 50ft (good)
Armor Class: 56 (+8 dex, +1 dodge, +8 armor, +10 charisma, +8 wisdom, +5 natural, +5 deflection, +1 insight)
Base Attack/CMB/CMD: +20/+24/67
Attack: Sylis+34 (1d10+10 19-20 x2)
Full Attack: Sylis+34/+29/+24/+19 (1d10+10 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemies(outsider: evil+4, outsider: lawful+2), spells, smite evil 4/day, dextrous attack, turn outsider 13/day (1d6; DC 20), dispel evil 1/week, flurry of swords.
Special Qualities: Immunity to sleep, low-light vision, otherworldly touch, fey affinity+6, wild empathy, woodland stride, bardic knowledge, countersong, fascinate, inspire courage+4, inspire competence, suggestion, inspire greatness, chosen weapon, enchant chosen weapon, aura of good, detect evil, apparent defense, divine grace, resist fiendish lure, armor of the senses, damage reduction 2/-(conditional), aura of courage, celestial fortitude, resistance to fire 30, damage reduction 5/cold iron, blur, false keenness, mirror image, song of freedom.
Saves: Fort +28, Ref +33, Will +35 (+2 vs enchantment, +4 sacred vs mind-effecting of evil outsiders, +2 vs evil outsiders and evil spells)
Abilities: Str 19, Dex 26, Con 16, Int 16, Wis 26, Cha 30
Skills: Bluff+13, Concentration+26, Hide+28, Knowledge(Nature)+27, Listen+35, Move Silently+34, Perform(dance)+37, Perform(song)+35, Spot+35, Survival+31, Tumble+31, Use Magic Device+33
Feats: Iron Will(FB2), Alertness(FB8), Toughness(1), Track(R1), Dodge(3), Endurance(R3), Snowflake Wardance(R4), Mobility(6), Exotic Weapon Proficiency(Bastard Sword)(9) Divine Fervor(12), Power Attack(S4), Divine Might(15), Song of the Heart(18), Extra Smiting(S8)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

1/day-charm person, invisibility, speak with animals, speak with plants. Caster level 14th. The save DCs are charisma based.

Fey Affinity (Ex)

You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey.



Ranger powers:
Spoiler: ShowHide


Misalea casts as a 7th level ranger.

1: Rhino's Rushx2

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.


Bard powers:
Spoiler: ShowHide


Bardic Knowledge (Ex)

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.


Gear:
Spoiler: ShowHide


[Weapon]Sylis, The Windborn: Bastard Sword+1(+5), grants a +2 enhancement bonus to dexterity and a +10 enhancement bonus to perform(dance) checks. Readied.
[Armor]Fey Dancing Dress: Grants a +8 armor bonus to armor class. In addition, you may make a perform(dance) check in place of a balance, jump or tumble check.

[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Torso]Ribbon of the Fey Dance: +6 enhancement bonus to charisma and +4 enhancement to constitution.
[Hands]Gauntlets of Ogre Strength+6 and War: +6 enhancement bonus to strength and +1 bonus to melee weapon damage.
[Ring 1]Engagement Ring: +5 deflection bonus to armor class and resistance to fire 30.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Feet]Boots of the Battle Charger: 2/day treat a charge as a standard action instead of a full action. Swift action to activate.

[Ioun Stone]Ioun Stone: +1 insight bonus to armor class.

[Skill Booster] Masterwork Mandolin: +2 competence bonus to perform(string instruments) checks.

4909.32 gold.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Misalea has shifted to a melee focused style. She relies on blink or mirror image to supplement her defense, and tries to land blows when she can. Smite evil and snowflake wardance allow her to augment her attack rolls. She pursues this unless otherwise impossible.


Notes:
Spoiler: ShowHide


Typical buffs

+4 damage to evil outsiders.
+2 damage to lawful outsiders. Doesn't stack with the above.
+10 hit and +8 damage from smite evil.
-x to damage for +y to hit.
+4 morale attack, damage and saves vs fear when inspire courage is up.
+10 to hit while in snowflake wardance.
+4 dodge to AC against AoOs from moving.
+2 to one stat for 1 minute as a free action 1/day.
+10 to damage from divine might.
22 point 'luck' pool from Improvisation, can add up to +5 luck to any attack rolls, skill checks and ability checks
+2 morale attack, saves and skills from Heroism.
+4 sacred cha and dex from Inner Beauty.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#6
Dana Langersun

Fighter 10/Dwarven Defender 10//Psychic Warrior 15/War Mind 5

Size/Type: Medium Outsider (Native)
Hit Dice: 9d10+10d12+170+20 (292 hp)
Initiative: +5
Speed: 30ft
Armor Class: 54 (+15 armor, +2 dex, +10 shield, +5 deflection, +1 insight, +6 dodge, +5 natural) (armor and shield bonus apply to touch AC)
Base Attack/CMB/CMD: +20/+27/76
Attack: Royal Rapier+36 (1d6+16 15-20 x2) or Rapier Storm+33 (1d6+16 13-20 x2)
Full Attack: Royal Rapier+36/+31/+26/+21 (1d6+16 15-20 x2) or Rapier Storm+33/+28/+23/+18 (1d6+16 13-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, psionics, sweeping strike.
Special Qualities: Darkvision 60ft, resistance to acid and electricity 5, resistance to cold 50, chain of personal superiority+2, chain of defensive posture+2, damage reduction 7/-, defensive stance 5/day, improved uncanny dodge, trap sense+2, mobile defense, fast healing 2, toxin removal, immunity to bleeding, damage reduction 10/evil.
Saves: Fort +33, Ref +22, Will +24 (does not fail fort saves on a natural 1)
Abilities: Str 24, Dex 20, Con 24, Int 19, Wis 24, Cha 22
Skills: Concentration+30, Climb+30, Intimidate+29, Jump+30, Knowledge(History)+27, Knowledge(Psionics)+27, Swim+30
Feats: Endurance(1), Dodge(F1), Mobility(PW1), Toughness(F2), Shield Specialization(PW2), Steadfast Determination(3), Shield Ward(F4), Focused Shield(PW5), Protection Devotion(6), Weapon Focus(Rapier)(F6), Stand Still(9), Weapon Specialization(Rapier)(PW8), Heavy Armor Optimization(12), Melee Weapon Mastery(Piercing)(PW11), Deflective Armor(15), Greater Heavy Armor Optimization(PW14), Power Attack(18), Psionic Dodge(F8), Greater Weapon Focus(Rapier)(F10), Wild Talent(Book)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Rapier Storm (Ex)

When you make an attack or full attack with a rapier, you may choose to suffer a -3 penalty to your attack rolls until the beginning of your next turn. If you do, increase your critical hit range by two points and add a +4 bonus to critical confirmation rolls. The two point bonus to critical hit range is added after any bonus from a keen weapon or improved critical.


Psychic Warrior powers:
Spoiler: ShowHide


Dana manifests as a 18th level psychic warrior. The save DCs are 16 + power level.

Power points: 157+2 (159 total)

[1 pp]1: Defensive PrecognitionA, Offensive PrescienceA, VigorA.
[3 pp]2: Body AdjustmentA, Dimension SwapA, Strength of My EnemyA.
[5 pp]3: Breath BarrierA, Dimension SlideA, Greater Concealing Amorpha.
[7 pp]4: Energy AdaptationA, Psionic Freedom of Movement, Steadfast Perception.
[9 pp]5: Empower Weapon, Oak BodyA, Perfect RiposteA
[11 pp]6: Breath of the Black DragonA, Form of DoomA, Personal Mind Blank.

A - Power can be augmented.


War Mind powers:
Spoiler: ShowHide


Chain of Personal Superiority (Ex)

At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.

Chain of Defensive Posture (Ex)

At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.

Sweeping Strike (Ex)

At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.

A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.



Dwarven Defender powers:
Spoiler: ShowHide


AC Bonus (Ex)

The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Defensive Stance (Ex)

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex)

Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex)

At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Mobile Defense (Ex)

At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Gear:
Spoiler: ShowHide


[Weapon]Royal Rapier of Langersun: Solarian Truesteel Rapier+5, keen.
[Armor]Lightblood Stone Full Plate+5, nimbleness: Grants various powers.
[Shield]Bulwark of the Great Dragon, Silver: Heavy steel shield+6. 3/day can emit a 20d6 damage cone of cold. Grans cold resistance 50.

[Head]Helmet of Disguise: Allows disguise self at will.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Shoulders]Willim's Cloak of Resistance+5: +5 resistance bonus to saving throws.
[Ring 1]Ring of Protection+5 and feather falling: +5 deflection bonus and constant feather fall.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Ioun Stone]Dusty Rose Ioun Stone: +1 insight bonus to armor class.

[Reserve Weapon]Silver Masterwork Bastard Sword.
[Reserve Shield]Royal Shield of Langersun: Mithral Heavy Steel Shield+5.

77399.67 gold.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Get in close, use defensive stance and try and soak up as much damage as possible. She's not as suicidal as she was in Ysgard, but she has no problem entering into danger. Use psionics aggressively to powerup.


Notes: [spoiler]

Typical buffs

Defensive Stance: +2 str, +4 con, +4 dodge AC. 5ft steps only while in use. Lasts 12 rounds. 5/day uses. Free action on turn. (+2 resistance to saves omitted, as it overlaps.)
Offensive Chain: +2 insight str, +2 insight con. Lasts 10 rounds. 3/day uses. Free action.
Defensive Chain: +2 insight AC. Lasts 10 rounds. 3/day uses. Free action.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#7
Living Spell, 18 HD Moonfire spell.

Size/Type: Huge Ooze
Hit Dice: 18d10+72 (175 hp)
Initiative: +3
Speed: 20ft
Armor Class: 20 (-2 size, +9 deflection, +3 dex)
Base Attack/CMB/CMD: +13/+19/41
Attack: Slam+15 (1d8+4 and spell effect)
Full Attack: 2 slams+15 (1d8+4 and spell effect)
Space/Reach: 15ft/15ft
Special Attacks: Moonfire, engulf.
Special Qualities: Ooze traits, damage reduction 15/cold iron and magic, spell resistance 28.
Saves: Fort +19, Ref +18, Will +18
Abilities: Str 19, Dex 16, Con 19, Int -, Wis 16, Cha 19
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Moonfire (Su)

DC 23; damage as a Moonfire spell. Target also glows silver-white for one round as if in the area of a Moonfire spell and all the effects that brings.

Engulf (Ex)

A living moonfire can flow around a Huge or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 23 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the moonfire spell (see above) each round on the living spell's turn, and are considered to be grappled.


Autobattle Settings: [spoiler]

Allow PC control: No. It's mindless so I'd rather just handle its extremely limited set of options.
Settings: -
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#8
Tannin Darkbrooke

Cansin 1/Rogue 4/Vigilante 10/Spellfilch 4//Fighter 2/Battle Dancer 17

Size/Type: Medium Outsider (Native)
Hit Dice: 2d10+17d8+95+18 (187 hp)
Initiative: +9
Speed: 60ft, fly 60ft (average)
Armor Class: 39 (+5 dex, +9 cha, +4 battle dancer, +7 armor, +2 deflection, +2 natural)
Base Attack/CMB/CMD: +19/+25/55
Attack: Unfettered Justice+26 (1d6+6 15-20 x2) or Unarmed Strike+25 (4d8+6)
Full Attack: Unfettered Justice+26/+21/+16/+11 (1d6+6 15-20 x2) or Unarmed Strike+25/+20/+15/+10 (4d8+6)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+2d6, spells, smite the guilty 3/day, dancer's strike(magic, good), signature spell 2/day(glibness).
Special Qualities: Darkvision 60ft, resistance to acid and fire 5, trapfinding, evasion, penetrating strike, uncanny dodge, detect evil, streetwise+4, quick search, speak with dead, quick hide, dimensional anchor, dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the furious unicorn, mettle, dance of the crushing python, spellwise(skills, sneak attack), dance of the soaring eagle.
Saves: Fort +17, Ref +24, Will +17
Abilities: Str 22, Dex 20, Con 20, Int 20, Wis 15, Cha 28
Skills: Concentration+21, Bluff+34, Gather Information+38, Hide+27, Intimidate+32, Knowledge(Arcana)+13, Knowledge(Local: Purinn)+24, Listen+26, Move Silently+27, Search+28, Sense Motive+24, Spellcraft+14, Spot+26, Tumble+27
Feats: Alertness(1), Improved Initiative(F1), Power Attack(F2), Skill Focus(Gather Information)(3), Improved Natural Attack(6), Chaos Devotion(9), Toughness(12) Silent Spell(15), Exotic Weapon Proficiency(Whip)(S1), Quicken Spell-Like Ability(Glibness)(18)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

1/day: entropic shield. Caster level 19th.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex)

Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.


Gear:
Spoiler: ShowHide


[Weapon]Unfettered Justice: Rapier+1, keen. Readied.
[Armor]Bracers of Armor+7: +7 armor bonus to armor class.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+2: +2 enhancement bonus to natural armor.
[Waist]Monk's Belt.
[Ring 1]Ring of Protection+2: Grants a +2 deflection bonus to armor class.
[Ring 2]Unseen Ring: Provides a constant mind blank effect.
[Feet]Boots of the Quick Escape: Plane shift 1/day.

[Expendable]4 potions of cure serous wounds.

2732.21 in debt


Custom Material:
Spoiler: ShowHide


Alternate Class Feature: Dance of the Furious Unicorn

With a mighty charge, you emulate the piercing power of a charging unicorn.

Class: Battle Dancer.

Level: 11th.

Replaces: If you select Dance of the Furious Unicorn, you do not get Dance of the Springing Tiger.

Benefit: An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of charging unicorn. When charging, she can attempt a DC 20 Tumble check. If she succeeds, her first attack at the end of the tumble deals double damage.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Use greater invisibility plus Dance of the Furious Unicorn or sustained assaults. He prefers his rapier when using Dance of the Furious Unicorn for the crit chance, and otherwise prefers unarmed strikes for known crit immune foes and all other instances. Avoids staying around too long where his limited HP can be depleted.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#9
Arrel, Giant Eagle.

Picture:
Spoiler: ShowHide




Giant Eagle 10/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Fighter 5

Size/Type: Large Dragon
Hit Dice: 5d12+9d8+5d10+133+19 (301 hp)
Initiative: +10
Speed: 20ft, fly 110ft (perfect)
Armor Class: 37 (-1 size, +6 dex, +13 natural, +1 dodge, +4 charisma, +4 wisdom)
Base Attack/CMB/CMD: +17/+30/47
Attack: Claw+28 (4d8+12 plus 3 momentum)
Full Attack: 2 claws+28/+23/+18/+13 (4d8+12 plus 3 momentum) and bite+27 (2d8+18 plus 3 momentum)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon(12d8 fire 1d4 rounds; DC 26), smite evil, spell-like abilities, flurry of blows, stunning fist 5/day(DC 23), momentum+3, power dive, swoop, terrifying shriek, ki strike(magic).
Special Qualities: Low-light vision, improved evasion, darkvision 60ft, immunity to sleep, paralysis, aging, disintegration, polymorph, petrification, immunity to fire, damage reduction 10/magic and adamantine, resistance to acid, cold and electricity 10, spell resistance 32, preternatural grace, death from above+2, range increase, slow fall 20ft.
Saves: Fort +23, Ref +22, Will +17 (+2 vs enchantment)
Abilities: Str 34, Dex 22, Con 24, Int 16, Wis 19, Cha 18
Skills: Appraise+25, Balance+28, Concentration+28, Escape Artist+28, Hide+28, Jump+38, Knowledge(Local:Ysgard)+25, Listen+26, Move Silently+28, Spot+30, Survival+26, Swim+34, Tumble+28 
Feats: Multiattack(B), Improved Multiattack(B), Dodge(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Mobility(3), Flyby Attack(AA1), Maximize Breath(6), Toughness(9), Improved Natural Attack(claw)(12), Rapidstrike(claw)(15), Power Attack(F1), Combat Expertise(F2), Improved Rapidstrike(claw)(18), Improved Initiative(F4)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-freedom of movement. 3/day: animate breath, heal. Caster level 18th.

Breath Weapon (Su)

60ft cone of fire every 1d4 rounds for 12d8 damage, DC 23 reflex to halve. The save DC is constitution based.

Smite Evil (Su)

Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Preternatural Grace (Ex)

A monster of legend gains its charisma modifier as a deflection bonus to armor class, as well as one half of its charisma modifier as a resistance bonus to saving throws.


Monk powers:
Spoiler: ShowHide


Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


Hoard:
Spoiler: ShowHide


27410.32 gold


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Use great mobility and keep airborne. Swoop and Terrifying Shriek work well together, and a maximized breath can be good when tactically feasible.  Never stay in full attack range unless required by the situation.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#10
Elder Magi Tepen

Wizard 20//Expert 18/Paragnostic Apostle 2

Size/Type: Medium Humanoid (Human)
Hit Dice: 18d6+2d4+140+20 (223 hp)
Initiative: +6
Speed: 30ft
Armor Class: 20 (+5 dex, +5 armor)
Base Attack/CMB/CMD: +14/+17/32
Attack: Staff of Vithos+25 (1d6+12)
Full Attack: Staff of Vithos+25/+20/+15 (1d6+12)
Space/Reach: 5ft/5ft
Special Attacks: Spells.
Special Qualities: Restored soul, price of youth, immunity to ability damage and ability drain, holy texts, knowledge is power(manifest ethos: vs evil, penetrating insight), lore.
Saves: Fort +15, Ref +18, Will +22
Abilities: Str 17, Dex 21, Con 24, Int 35, Wis 26, Cha 21
Skills: Concentration+30, Decipher Script+35, Handle Animal+28, Heal+31, Knowledge(All 10 standard knowledges)+35, Listen+31, Profession(Scholar)+31, Profession(Teacher)+31, Spellcraft+30, Spot+31
Feats: Insightful Reflexes(H), Toughness(1), Scribe Scroll(W1), Spell Penetration(3), Extend Spell(W5), Greater Spell Penetration(6), Improved Initiative(9), Chain Spell(W10), Extraordinary Concentration(12), Knowledge Devotion(15), Heighten Spell(W15), Great Fortitude(18), Empower Spell(W20)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Restored Soul (Ex)

With a fully restored soul augmented by the Water of Life, Elder Magi Tepen has gained a +4 bonus to constitution. In addition, he is immune to ability damage and ability drain.

The Price of Youth (Ex)

As a result of using the Waters of Youth, Elder Magi Tepen has lost 5 skill points. He has lost 5 ranks of spellcraft.


Wizard powers:
Spoiler: ShowHide


Tepen casts as an 18th level wizard.

0: Mendingx2, Prestidigationx2.
1: Alarm, Magic Missilex2, Nerveskitterx2, Shieldx2.
2: False Life, Fog Cloud, Minor Image, Mirror Imagex2, Searing Lesser Orb of Fire, See Invisibility.
3: Deep Slumber, Empowered Magic Missile, Fireball, Magic Circle Against Evil, Vampiric Touchx2, Wind Wall.
4: Chained Charm Personx2, Enervation, Mass Reduce Person, Empowered Searing Rayx2, Wall of Ice.
5: Chained Misdirection, Chained Resist Energy, Cloudkill, Empowered Fireball, Feeblemind, Overland Flight.
6: Chain Lightningx2, Chained Suggestion, Greater Dispel Magicx3.
7: Banishmentx2, Empowered Cone of Coldx2, Phase Door.
8: Mind Blankx2, Power Word Stunx2, Prismatic Wall.
9: Etherealness, Gate, Wish.



Gear:
Spoiler: ShowHide


[Weapon]Staff of Vithos: Quarterstaff+3, functions as a staff of evocation with 39 charges left.
[Armor]White Robe: Provides a +5 armor bonus to armor class.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.

[Metamagic Rod]Rod of Extend, Lesser

[Reserve Weapon]Masterwork dagger.

7378.52 gold.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Stay safely away from battle and buff up with avoid direct battles. Use magic to damage and disrupt as much as possible, but prioritize safety.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#11
Jarl Bigansdir, master of the Soothing Wind

Cloud Giant 19//Healer 19

Size/Type: Huge Giant (Air)
Hit Dice: 19d8+162 (257 hp)
Initiative: +4
Speed: 40ft (50 without armor)
Armor Class: 33 (-2 size, +1 dex, +12 natural, +1 dodge, +8 armor)
Base Attack/CMB/CMD: +14/+28/42
Attack: Gigas Hammer+33 (4d8+28) or slam+27 (3d6+15)
Full Attack: Gigas Hammer+33/+28/+23/+18 (4d8+28) 2 slams+27 (3d6+15)
Space/Reach: 15ft/15ft
Special Attacks: Rock throwing, spell-like abilities, spells, turn undead 11/day(10d6+14, DC 21)
Special Qualities: Low-light vision, oversized weapon, rock catching, scent, healing hands, aura of protection, effortless healing, lingering healing, unicorn companion, panacea, overflowing energy, emergency healing, life's caress, damage reduction 3/-, true calling, resistance to electricity 10.
Saves: Fort +23, Ref +10, Will +22
Abilities: Str 41, Dex 19, Con 29, Int 16, Wis 27, Cha 19
Skills: Concentration+31, Climb+37, Heal+33, Intimidate+26, Jump+45, Listen+30, Spot+30, Swim+37
Feats: Power Attack(1), Skill Focus(Heal)(H2), Improved Bull Rush(3), Exotic Weapon Proficiency(Fullhammer)(6), Iron Will(9), Extra Turning(12), Dodge(15), Augment Healing(18)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day—levitate (self plus 2,000 pounds), obscuring mist; 1/day—fog cloud. Caster level 19th.

Rock Throwing (Ex)

The range increment is 140 feet for a cloud giant's thrown rocks.

Oversized Weapon (Ex)

A cloud giant can wield Gargantuan weapons in two hands without penalty.


Gear:
Spoiler: ShowHide


[Weapon]Gigas Hammer: Huge Fullhammer+6, sundering. Grants a +3 bonus to CMB for sunder.

[Armor]Admantine Full Plate: +8 armor bonus.

[Waist]Girdle of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Minor Energy Resistance, Electricity.

8968.2 in debt.


Autobattle Settings [spoiler]

Allow PC control: Yes.
Settings: Hit or throw rocks, heal otherwise. He's pretty simple.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#12
Lief, pixie survivor.

Pixie 4/Survivor 5/Fighter 9//Ranger 8/Rogue 4/Dread Commando 5/Avenger 1

Size/Type: Small Fey
Hit Dice: 6d8+3d6+9d10+126+18 (244 hp)
Initiative: +21
Speed: 20ft, fly 60ft (good)
Armor Class: 33 (+1 size, +1 natural, +8 dex, +1 dodge, +5 deflection, +7 armor)
Base Attack/CMB/CMD: +17/+17/45
Attack: Defiance+40 (1d6+22 plus 6d6 sneak attack plus +2/2d6 evil outsider bane x3)
Full Attack: Defiance Rapidshot+40/+40/+35/+30/+25 (1d6+22 plus 6d6 sneak attack +2/2d6 evil outsider bane x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy (evil outsiders+4+4, construct+2+4), spells, distracting attack, sneak attack+6d6, disruptive attack, paralyzing attack.
Special Qualities: Low-light vision, damage reduction 10/cold iron, damage reduction 5/-, greater invisibility, spell resistance 33, improved uncanny dodge, improved evasion, wild empathy, trapfinding, feign death, penetrating strike, woodland stride, swift tracker, team initiative bonus+5, armored ease 4, poison use.
Saves: Fort +28, Ref +36, Will +22
Abilities: Str 12, Dex 34, Con 24, Int 23, Wis 27, Cha 25
Skills: Bluff+28, Disguise+12, Concentration+28, Escape Artist+33, Handle Animal+28, Hide+37, Knowledge(Nature)+27, Listen+29, Move Silently+33, Search+27, Spot+29, Survival+29, Use Magic Device+28, Use Rope+29
Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Track(R1), Rapid Shot(R2), Point Blank Shot(3), Endurance(R3), Weapon Focus(Longbow)(6), Manyshot(R6), Deadeye(9), Improved Rapid Shot(F1), Improved Initiative(F2), Mobility(12), Precise Shot(F4), Darkstalker(15), Weapon Specialization(Longbow)(F6), Ranged Weapon Mastery(Piercing)(F8), Woodland Archer(18)
Epic Feats: -
Alignment: Neutral

Racial and innate powers:
Spoiler: ShowHide


Greater Invisibility (Su)

A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities

1/day—lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 16th. The save DCs are Charisma-based.


Ranger powers:
Spoiler: ShowHide


Spells

Lief casts as a 8th level ranger.

1: Sniper's Shotx3
2: Fell the Greatest Foe

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.

This ability has no effect on creatures that can't be flanked.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.



Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Gear:
Spoiler: ShowHide


[Weapon]Defiance: Longbow+5, ghost touch, hunting and evil outsider bane. Readied.
[Weapon]Masterwork Shortsword. Readied.
[Armor]Leafweave Leather Armor+5, nimbleness: +7 armor bonus to armor class.

[Shoulders]Cloak of Resistance+5: +5 resistance bonus to saves.
[Wrists]Greater Bracers of Archery: +2 competence bonus to bow attacks and +1 competence to damage.
[Ring 1]Ring of Protection+5: +5 deflection to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

7910.32 gold


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Stay invisible at all times, pester enemies with arrows. Use distracting and disruptive attack to aid allies.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#13
27.

Outsider 16//Herald of Ygorl 16

Size/Type: Medium Outsider (Chaotic)
Hit Dice: 16d8+80+16 (164 hp)
Initiative: +5
Speed: 60ft, burrow 20ft, fly 120ft (average)
Armor Class: 54 (+5 dex, +24 natural, +16 armor)
Base Attack/CMB/CMD: +16/+20/35
Attack: Fang+23 (8d8+8 15-20 x3)
Full Attack: 2 fangs+23/+18/+13/+8 (8d8+8 15-20 x3) and tongue+18 (4d4+4)
Space/Reach: 5ft/5ft (60ft reach with tongue)
Special Attacks: Spell-like abilities.
Special Qualities: Protection from law, exposed heart, darkvision 120ft, low-light vision, damage reduction 16/cold iron and axiomatic, spell resistance 26, immunity to sonic and confusion, resistance to acid, cold, fire and electricity 26.
Saves: Fort +15, Ref +15, Will +15
Abilities: Str 20, Dex 20, Con 20, Int 11, Wis 15, Cha 13   
Skills: Knowledge(Local: Limbo)+16, Listen+27, Spot+27
Feats: Rapidstrike (Fang)(B), Improved Rapidstrike(Fang)(B), Chaos Devotion(1), Weapon Focus(Fang)(3), Toughness(6), Improved Critical(Fang)(9), Improved Flier(12), Iron Will(15)
Epic Feats: -
Alignment: Anarchic Neutral

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities

At will-Chaos hammer, confusion, insanity, shout, word of chaos. 1/day-greater shout. Caster level 16th.

Protection from Law (Su)

The exposed heart of 27 bestows a constant protection from law effect to 27.

Exposed Heart (Ex)

The heart of 27 is exposed, rendering it vulnerable to fatal blows. Any critical threats against 27 gain a +5 circumstance bonus to confirm. However his heart has toughened to compensate, having a layer of armor-like material around it. This grants him a +16 armor bonus to armor class.


Gear:
Spoiler: ShowHide


[Misc]Chaos Diamond
[Misc]Decanter of Endless Water


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No.
Settings: -
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#14
Crystal, fey knight.

Picture:
Spoiler: ShowHide




Pixie 4/Ranger (Mounted Combat style variant) 15//Paladin of Freedom 14/Defender of the Natural World 5

Size/Type: Small Fey
Hit Dice: 19d10+95 (190 hp)
Initiative: +11
Speed: 20ft, fly 60ft (good)
Armor Class: 34 (+1 size, +1 dodge, +4 natural, +8 dex, +5 armor, +5 deflection)
Base Attack/CMB/CMD: +19/+21/47
Attack: Masterwork Longsword+32 (1d6+11 19-20 x2)
Full Attack: Masterwork Longsword+32/+27/+22/+17 (1d6+11 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, spells, favored enemy(Fey+4, Evil Outsiders+4, Lawful Outsiders+2, Evil+4, Dragons+2).
Special Qualities: Low-light vision, damage reduction 10/cold iron, greater invisibility, spell resistance 34, aura of good, detect illusions, divine grace, lay on hands(168 hp), aura of resolve, divine health, illusion magic, fairy dragon mount, remove disease 3/week, wild empathy, animal companion, woodland stride, swift tracker, evasion, spellcasting synergy(1st-2nd level), camouflage, natural blessings.
Saves: Fort +31, Ref +35, Will +27
Abilities: Str 20, Dex 32, Con 20, Int 22, Wis 21, Cha 32
Skills: Concentration+27, Diplomacy+37, Handle Animal+33, Knowledge(Nature)+28, Knowledge(Nobility and Royalty)+28, Knowledge(Religion)+28, Ride+33, Sense Motive+27, Survival+27, Swim+27, Use Rope+34
Feats: Dodge(B), Weapon Finesse(B), Mounted Combat(1), Sacred Vow(3), Track(R1), Devoted Tracker(6), Ride-By Attack(R2), Endurance(R3), Battle Blessing(9), Spirited Charge(R6), Natural Bond(12), Fey Knight(15), Trample(R11), Celestial Mount(DNW1), Nemesis(Evil)(18)
Epic Feats: -
Alignment: Chaotic Exalted

Racial and innate powers:
Spoiler: ShowHide


Greater Invisibility (Su)

A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities

1/day—lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image. Caster level 17th. The save DCs are Charisma-based.

Berry of the Eternal Heart (Ex)

+1 sacred bonus to charisma.


Paladin powers:
Spoiler: ShowHide


Spells

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Illusions (Sp)

A Fey Paladin is able to discern reality from illusion with ease. This functions as detect evil with the following modifications.

1st Round

Presence or absence of illusions.

2nd Round

Number of illusions in the area and the spell level of the most potent illusion present.

3rd Round

The spell level and location of each illusion. If an illusion is outside your line of sight, then you discern its direction but not its exact location.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Resolve (Su)

Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Illusion Magic (Ex)

The fey paladin adds the following spells to her spell list:

1st

Color Spray, Silent Image.

2nd

Hypnotic Pattern, Mirror Image.

3rd

Major Image, Misdirection.

4th

Greater Mirror Image, Rainbow Pattern.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Ranger powers:
Spoiler: ShowHide


Spells

Crystal casts as a 13th level ranger.

1: Lightfoot, Rhino's Rush.
2: Barkskinx2.
3: Brilliant Emanation

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.


Defender of the Natural World powers:
Spoiler: ShowHide


Companion Mount (Ex)

Levels of Defender of the Natural World stack with either your paladin levels for the sake of your special mount or your ranger level for the sake of your animal companion. Choose which on taking the first level of this class. Once you have chosen, this choice cannot be undone.

Spellcasting Synergy (Ex)

As you devote yourself equally to the natural world and holy orders, your magic blends together just as equally. At 2nd level you gain the ability to memorize paladin spells in your ranger spell slots, and ranger spells in your paladin spell slots. This applies only to 1st level spells. At 4th level this applies to 2nd level spells, 3rd level spells at level 6 and 4th level spells at level 8.

Natural Blessings (Ex)

At 5th level, your spells have blended together enough to be able to apply the blessings of your paladin spells to your ranger spells. Your Battle Blessing feat now applies to both your ranger and your paladin spells.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Small Longsword. Readied.
[Armor]Millennium Chainmail, healing and commanding: Chainmail+1, max dex cap +8. Heals 2d8+5 HP if reduced to -1 to -9 HP. +2 competence bonus to diplomacy, +1 morale bonus to will saves of allies within 30ft.

[Head]Crown of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+3: +3 enhancement bonus to natural armor.
[Ring 1]Ring of Deflection+5: +5 deflection bonus to armor class.

[Hope's Gear]Amulet of Natural Armor+2.
[Reserve Medallion]Contact Medallion: Allows telepathic communication with one target.

[Reserve Weapon]Medium Mithral Holy Avenger.

[Potion]Potion of cure moderate wounds.

878.52 gold.

58607.62 in debt!


Custom Material
Spoiler: ShowHide


Fey Knight [General]
Prerequisite: Fey type, Weapon Finesse, dex 17, proficiency with martial weapons, must have been knighted by fey royalty.
Benefit: When using a longsword, rapier or lance you may use your dexterity modifier instead of your strength modifier on attack and damage rolls.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Crystal relies on charges to do damage combined with spirited charge and various buffing spells, shared with her mount. She is fearless and resolute in battle, even against foes that dwarf her size.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?