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Tablet of Destiny

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

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Anastasia

#15
Hope, Crystal's Mount.

Celestial Fairy Dragon 23 (Note: Along with summons and called creatures, mounts and animal companions do not gestalt.)

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Size/Type: Medium Dragon
Hit Dice: 23d12+161+23 (350 hp)
Initiative: +13
Speed: 50ft, fly 100ft (perfect), swim 50ft
Armor Class: 44 (+9 dex, +24 natural, +1 dodge)
Base Attack/CMB/CMD: +23/+31/51
Attack: Bite+32 (1d6+9)
Full Attack: Bite+32/+27 (1d6+9) and 2 claws+27 (1d4+6)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, smite evil, frightful presence 50ft.
Special Qualities: Darkvision 120ft, damage reduction 10/magic, spell resistance 25, immunity to sleep and paralysis, resistance to acid, cold and electricity 10, low-light vision, water breathing, empathic link, improved evasion, share spells, share saving throws, command creatures, link, devotion, multiattack.
Saves: Fort +20, Ref +22, Will +18 (+4 vs enchantment)
Abilities: Str 29, Dex 29, Con 25, Int 15, Wis 21, Cha 22
Skills: Bluff+32, Diplomacy+32, Hide+35, Listen+31, Move Silently+35, Sense Motive+31, Spot+28, Survival+28, Swim+40
Feats: Weapon Finesse(B), Improved Initiative(1), Dodge(3), Improved Speed(6), Power Attack(9), Toughness(12), Ability Focus(Breath Weapon)(15), Awaken Frightful Presence(18)
Epic Feats: Great Ability(Constitution)(21)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Su)

A fairy dragon has one type of breath weapon, a 20-foot cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 24 Will save or become dazed for 1d3 rounds. The save DC is constitution based.

Water Breathing (Ex)

A fairy dragon can breath water as easily as air.

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.


Mount powers:
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Empathic Link (Su)

The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount's eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells

At the paladin's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.

Improved Speed (Ex)

The mount's speed increases by 10 feet.

Command (Sp)

Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + ½ paladin's level + paladin's Cha modifier) to negate the effect.

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Devotion (Ex)

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.'

Multiattack

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.


Gear: [spoiler]

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

#16
Drena, great-grandson of Chan.

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Large Air Elemental 15/Half Celestial 4//Favored Soul 10/Contemplative 9

Size/Type: Large Elemental (Air)
Hit Dice: 15d8+4d6+171+19 (259 hp)
Initiative: +18
Speed: Fly 105ft (perfect)
Armor Class: 42 (-1 size, +14 dex, +9 natural, +1 wind, +4 armor, +5 deflection) (20% miss chance vs physical ranged attacks)
Base Attack/CMB/CMD: +13/+20/50
Attack: Slam+27 (2d6+6) or Gale Blast+31 (1d8+13)
Full Attack: 2 slams+27 (2d6+6) or Gale Blast+31/+26/+21/+16 (1d8+13)
Space/Reach: 10ft/10ft
Special Attacks: Air mastery, whirlwind, smite evil 1/day, spell-like abilities, spells, turn undead 12/day(5d6 DC 20)
Special Qualities: Damage reduction 5/-, immunity to disease, resistance to fire, acid, cold, electricity and sonic 10, spell resistance 28, darkvision 60ft, elemental traits, daylight, wind's shield, bonus domains, divine health, slippery mind, divine wholeness, divine health, divine soul, eternal body.
Saves: Fort +24, Ref +26, Will +24 (+4 vs poison)
Abilities: Str 28, Dex 39, Con 28, Int 16, Wis 22, Cha 22
Skills: Concentration+31, Listen+28, Knowledge(planes)+25, Knowledge(religion)+25, Spellcraft+25, Spot+28
Feats: Improved Initiative(B), Weapon Finesse(B), Air Devotion(1), Augment Summons(3), Wind Guided Arrows(6), Summon Elemental(9), Elemental Spellcasting (Air)(12), Toughness(15), Extra Turning(18)
Epic Feats: -
Alignment: Neutral Good (Neutral Exalted tendencies)

Racial powers:
Spoiler: ShowHide


Spell-like abilities

3/day-Holy aura, protection from evil. 1/day-aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite, holy word, mass charm monster, neutralize poison, remove disease.

Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su)

The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Daylight (Su)

Half-celestials can use a daylight effect (as the spell) at will.

Smite Evil (Su)

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


Gear:
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[Weapon]Gale Blast. Longbow+4. Deals extra damage in winds. Moderate winds: +1d6 Strong winds: +2d6 Severe winds: +3d6 Windstorm: +5d6 Hurricane: +7d6 Tornado: +10d6.
[Armor]Garb of the Wind Lord: Grants a +4 armor bonus and a +6 enhancement bonus to dexterity.

[Neck]Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Misc]Iron chain necklace decorated with a hanging heron: 100 gold.

17378.52 gold.


Custom Material:
Spoiler: ShowHide
Alternate Class Feature: Wind's Shield.

The air you worship rises in defense of you, granting you safety and well being.

Class: Favored Soul.

Level: 3rd.

Replaces: If you select Wind's Shield, you do not get Deity's Weapon Focus or Deity's Weapon Specialization.

Benefit: An aegis of wind protects you, granting you a +1 bonus to armor class and a 20% miss chance against physical ranged attacks. At 12th level, this bonus increases to +2 and 50%, respectively.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Drena focuses on wind magic to ensure victory, mixed in with healing and other spells as needed. He prefers to avoid melee combat when possible, summoning air elementals with magic to take that role instead.
<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

#17
Kascha

Ghaele 20//Wizard 6/Wyrm Wizard 10/Loremaster 4

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 20d8+80+20+3 (194 hp)
Initiative: +12
Speed: 50ft, fly 150ft (perfect)
Armor Class: 47 (+8 dex, +14 natural, +1 sacred, +8 armor, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +20/+25/47
Attack: Resurgent Flames+26 (2d6+7 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity 19-20 x2)
Full Attack: Resurgent Flames+26/+21/+16/+11 (2d6+7 plus 1 fire plus 1 cold plus 1 acid plus 1 electricity 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze, break resistance.
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60ft, immunity to electricity and petrification, low-light vision, resistance to cold 10 and acid 10, spell resistance 32, tongues, knowledge of the wyrm, spell research, draconic discovery, convert counterspell, secret, lore(+14).
Saves: Fort +24, Ref +28, Will +24
Abilities: Str 20, Dex 26, Con 18, Int 31, Wis 23, Cha 25
Skills: Concentration+27, Decipher Script+33, Diplomacy+30, Escape Artist+31, Handle Animal+30, Hide+31, Knowledge(arcana)+47, Knowledge(history)+33, Knowledge(local: lost eastlands)+33, Knowledge(nature)+33, Knowledge(planes)+33, Knowledge(religion)+33, Listen+29, Move Silently+31, Ride+31, Spellcraft+44, Spot+29, Survival+29
Feats: Chaos Devotion(B), Improved Initiative(1), Scribe Scroll(W1), Toughness(3), Empower Spell(W5), Maximize Spell(6), Quicken Spell(9), Spell Penetration(12), Skill Focus(Knowledge: Arcana)(15), Greater Spell Penetration(18), Twin Spell(L3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities (Sp)

At will—aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning, prismatic spray, wall of force. Caster level 17th. The save DCs are Charisma-based.

Spells

Kascha casts as a 17th level wizard. (Caster level 18th, 20th for spells with the fire descriptor)

Gaze (Su)

In humanoid form, fear gaze, DC 21 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light Ray (Ex)

A ghaele in globe form can project light rays with a range of 300 feet that deal 2d12 damage. This attack overcomes damage reduction of any type.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)

Tongues (Su)

Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Berries of the Eternal Heart (Ex)

+1 sacred to intelligence.


Loremaster powers:
Spoiler: ShowHide


Secret (Ex)

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can't choose the same secret twice.


Gear:
Spoiler: ShowHide


[Weapon]Resurgent Flames: Cauldron Steel Greatsword+1. Grants a +2 bonus to the caster level of spells with the fire descriptor when wielded.

[Head]Kascha's Halo: +1 sacred bonus to armor class.
[Chest]Vest of the Archmagi: +8 armor bonus to AC, +5 resistance bonus to saves, +2 to overcome SR, 3/day swift action recover spell as pearl of power, expend spell slot to heal 5*spell level sacrificed.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ioun Stone]Orange Ioun Stone: +1 bonus to caster level.

[Misc]Angel Statuette: 28 sp.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Kascha uses her magic to aid in battle in whatever way seems most expedient. She avoids melee combat, but will join it if she must.
<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

#18
Master of the Fists of War

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God Blooded(Tempus) 1/Monk 20//Battle Dancer 10/War Dancer 1/Shou Disciple 5/Monk of the Enabled Hand 5

Size/Type: Medium Outsider (Native, Augmented Human)
Hit Dice: 15d8+6d10+126 (286 hp)
Initiative: +9
Speed: 110ft
Armor Class: 69 (+9 dex, +12 wis, +9 cha, +1 dodge, +5 monk, +2 battle dancer, +3 shou disciple, +8 armor, +5 deflection, +5 natural)
Base Attack/CMB/CMD: +21/+32/88
Attack: Unarmed strike+33 (4d8+11)
Full Attack: Unarmed strike+33/+33/+33/+28/+23/+18 (4d8+11)
Space/Reach: 10ft/10ft
Special Attacks: Stunning fist(DC 34, 21/day), ki strike(magic, lawful, adamantine), martial flurry(any), mind over hand, reverse hand, empty hand, dragon tail slap.
Special Qualities: Improved evasion, slow fall(any), immunity to non-magical disease, immunity to poison, wholeness of body(40 hp), abundant step, spell resistance 30, mastery of the stunning fist, timeless body, tongue of the sun and the moon, empty body, perfect self, damage reduction 15/epic and adamantine, dance of reckless bravery, dance of the vexing snake, dance of the floating step, no thought, blood of Tempus.
Saves: Fort +22, Ref +31, Will +29 (+2 vs enchantment)
Abilities: Str 18, Dex 29, Con 23, Int 16, Wis 34, Cha 28   
Skills: Balance+33, Hide+33, Jump+60, Knowledge(religion)+27, Listen+38, Move Silently+33, Spot+38, Spellcraft+15, Tumble+33     
Feats: Alertness(H), Iron Will(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Combat Expertise(3), Dodge(6), Improved Disarm(M6), Darkstalker(9), Weapon Focus(Unarmed Strike)(12), Combat Reflexes(SD2), Improved Natural Attack(15), Power Attack(SD4), Pain Touch(18)
Epic Feats: Exceptional Deflection(21)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Blood of Tempus (Ex)

The Master of the Fists of War was blessed with a droplet of the blood of Tempus. This has given him the ability to pursue his martial craft to the utmost, in disregard for law and chaos. For the sake of monk, battle dancer or any other monk or unarmed fighting style class, he may ignore any alignment qualifications along the law/chaos axis.


Gear:
Spoiler: ShowHide


[Weapon]Dark Battlefield: ????

[Neck]Amulet of Natural Armor+5: +5 natural armor bonus to armor class.
[Wrists]Bracers of Armor and Stunning+8: +8 armor bonus to armor class, +2 bonus to stunning fist save DC.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Monk's Belt.

[Slotless]Dragon Tattoo: This tattoo is filled to the brim with the energy of a devoted spirit, augmenting the Master's abilities. This tattoo grants him a +6 enhancement bonus to all ability scores and a +2 enhancement bonus to his unarmed strikes.

[Reserve Weapon]Baatorian Greensteel Falchion+1, hellfire.
21826.87 gold.


Custom Material:
Spoiler: ShowHide


Mastery of the Stunning Fist

Class: Monk.

Level: 15th.

Replaces: If you select this alternate class feature, you do not gain quivering palm.

Benefit: Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however.


Autobattle Settings: [spoiler]

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

#19
Baleruk, Prismatic Dragon Abomination.

Picture:
Spoiler: ShowHide


Old: [spoiler]
[/spoiler]

Prismatic Dragon 24//Abomination 24

Size/Type: Huge Dragon (Abomination, Chaotic)
Hit Dice: 24d12+264 (552 hp)
Initiative: +5
Speed: 100ft, fly 280ft (perfect)
Armor Class: 45 (-2 size, +22 natural, +10 deflection, +5 dex)
Base Attack/CMB/CMD: +24/+40/65
Attack: Bite+36 (2d8+14)
Full Attack: Bite+36 (2d8+14) and 2 claws+36/+31 (2d6+7) and 2 wings+36 (1d8+7) and tail slap+36 (2d6+21)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, breath weapon, spells, cold iron bite.
Special Qualities: Immunity to light and blindness, damage reduction 25/epic, adamantine and colorless, immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, immunity to sleep and paralysis, spell resistance 39, resistance to energy (all) 50, true seeing, telepathy 500ft, regeneration 29, cursed, frightful presence, blindsense 60ft, darkvision 60ft, low-light vision.
Saves: Fort +34, Ref +28, Will +34
Abilities: Str 39, Dex 20, Con 33, Int 30, Wis 32, Cha 30   
Skills: Appraise+37, Balance+32, Bluff+37, Concentration+38, Craft(Jewelry)+37, Decipher Script+37, Diplomacy+37, Forgery+37, Gather Information+37, Heal+38, Intimidate+52, Knowledge(arcana)+37, Knowledge(local: Limbo)+37, Listen+38, Perform(Oratory)+37, Sense Motive+38, Spellcraft+37, Spot+38, Survival+38, Use Rope+32.
Feats: Multiattack(1), Improved Multiattack(3), Practiced Spellcaster(6), Hover(9), Improved Maneuverability(12), Improved Maneuverability(15), Improved Maneuverability(18), Recover Breath(21), Rapidstrike(claw)(24)
Epic Feats: -
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-Hypnotic pattern, rainbow pattern. 3/day-prismatic sphere, prismatic wall, sunbeam, sunburst. Caster level 24th. The save DCs are charisma based.

Spells

Baleruk casts as a 12th level sorcerer with a caster level of 16th.

6/9/9/8/8/7/5

0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Resistance.
1: Breath Flare, Nerveskitter, Mage Armor, Rot of Ages, Shield.
2: Acid Arrow, Earthbind, Mindless Rage, Rainbow Beam, Soul of Anarchy.
3: Avoid Planar Effects, Haste, Manyjaws, Rainbow Blast.
4: Blinding Breath, Scrying, Treasure Scent.
5: Stunning Breath, Vitriolic Sphere.
6: Imperious Glare.

Breath Weapon (Su)

A prismatic dragon has two breath weapons. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are constitution based.

Immune to Light and Blindness (Ex)

Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.

Cursed (Ex)

Prismatic Dragons are the true creation of Tiamat, holding the power of all the colors of the spectrum. Each one has the potential for divinity, the ultimate expression of draconic superiority. However, each suffers under the twin curses of Bahamut and Tiamat, as they are creatures forbidden since the sundering of platinum and prismatic dragons.

By Tiamat's greed they are forever forbidden from dragon adoration, no matter how much they desire it. They crave worship by their lesser kin, seeking adoration and yet forever unable to find it. Prismatic dragons cannot gain benefit from being worshiped by dragons nor can they grant spells to them. This extends to any creature of the dragon type, the dragonblood subtype or any other dragon related subtypes. At best, they can attempt to get worship from the inferior, non dragon creatures they once scorned.

Bahamut turns his light away from that dragon, turning the tides of light and luck away from them. From Bahamut's sanction they find that those dragons who oppose them gain great power. When another dragon uses its breath weapon on the prismatic dragon, it takes 125% damage and suffers a -7 luck penalty to any saving throw it allows. In addition, any follower of a true dragon god gains a +7 luck bonus to attack rolls versus the prismatic dragon.

Damage Reduction (Ex)

A prismatic dragon's damage reduction can be bypassed by epic, adamantine weapons that are colorless.

Regeneration (Ex)

A prismatic dragon takes lethal damage from attacks that penetrate its damage reduction.

Cold Iron Bite (Ex)

Due to having consumed a Hellfire Engine, Baleruk's teeth are coated in cold iron. His bite attack counts as cold iron to overcome damage reduction.


Hoard:
Spoiler: ShowHide


99016.02 gold.
10 rubies: 1000 gold.
10 citrines: 1000 gold.
10 yellow tourmalines: 1000 gold.
10 emeralds: 1000 gold.
10 sapphires: 1000 gold.
10 indigo spinels: 1000 gold.
10 amethysts: 1000 gold.
Huge easel made of gold with multicolored gemstone shards: 3000 gold.
Statue of a death slaad wearing red, green and purple: 1500 gold.
Bolt of blue Elysian silk: 500 gold.
A full sized kettle pot made entirely of gold with platinum accents: 5000 gold.
77 tiny gold angel statues: 2000 gold.

Prismatic ioun stone: +15 competence bonus to intimidation checks.


Autobattle Settings: [spoiler]

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

#20
Hanna, Champion of Gwynharwyf

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Spoiler: ShowHide




Planetar 20//Barbarian 7/Champion of Gwynharwyf 10/Wonderworker 3

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 17d12+3d8+100+19 (247 hp)
Initiative: +12
Speed: 40ft, fly 90ft (good)
Armor Class: 33 (-1 size, +5 dex, +19 natural) (+4 deflection vs evil)
Base Attack/CMB/CMD: +20/+26/41
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, greater rage 5/day, smite evil 5/day, fearsome fury.
Special Qualities: Change shape, damage reduction 10/evil, damage reduction 6/-, darkvision 60ft, low-light vision, immunity to acid, cold, charm, compulsion and petrification, protective aura, regeneration 10, resistance to electricity 20, resistance to fire 10, spell resistance 34(+4 vs evil), tongues, improved uncanny dodge, dashing step, detect evil, divine grace, furious casting, tireless rage.
Saves: Fort +25, Ref +27, Will +30 (+4 vs poison, +2 vs enchantment, +4 resist vs evil)
Abilities: Str 26, Dex 26, Con 20, Int 22, Wis 24, Cha 22 (30 to 24 for bonus spells lost)
Skills: Climb+31, Concentration+31, Craft(Alchemy)+29, Craft(Stars)+29, Diplomacy+29, Handle Animal+29, Intimidate+29, Knowledge(local: court of stars)+29, Knowledge(nobility and royalty)+29, Knowledge(planes)+29, Knowledge(religion)+29, Listen+30, Sense Motive+30, Spellcraft+29, Spot+30, Survival+30, Swim+31, Tumble+27
Feats: Knight of the Stars(1), Righteous Wrath(3), Power Attack(6), Improved Initiative(9), Extend Spell(12), Extra Smiting(15), Consecrate Spell(WW1), Weapon Focus(Greataxe)(Book), Toughness(18), Words of Creation(WW2), Exalted Spell Resistance(WW3)
Epic Feats: -
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active—detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day—blade barrier (DC 22), flame strike (DC 21), power word stun, waves of fatigue; 1/day—earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells

Hanna casts as a 15th level cleric with access to the War and Wrath(BoED) domains.

0: Create Waterx6.
1: (Doom), Divine Favor, Ray of Hope, Shield of Faithx3, Twilight Luckx2
2: (Spiritual Weapon), Close Wounds, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
3: (Affliction), Cure Serious Woundsx2, Prayerx2, Refreshment, Telepathy Tap.
4: (Radiant Shield), Blood of the Martyr, Dimensional Anchor, Extended Prayer, Freedom of Movement, Stars of Arvandor.
5: (Righteous Might), Dancing Web, Greater Commandx3, Sacred Guardian.
6: (Extended Righteous Might), Antilife Shell, Heal, Extended Righteous Mightx2.
7: (Power Word Blind), Extended Exalted Raiment, Rain of Embers.
8: (Power Word Stun), Lion's Roar.

Regeneration (Ex)

A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Change Shape (Su)

A planetar can assume the form of any Small or Medium humanoid.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Dashing Step (Ex)

You do not take a -2 penalty to Armor Class when charging. Furthermore, you add one-third of your barbarian level to your AC against attacks of opportunity when charging.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) 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 level a rogue must be to flank the character.

Greater Rage (Ex)

At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.


Gear:
Spoiler: ShowHide


Nada. See loot for Hanna's old gear before the lava bath.



Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Rage and attack+smite+power attack, or buffing and healing. One roll or the other, as she can't access her cleric casting while in a rage. Once she commits to a rage, she's raging for the rest of the battle.
<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

#21
Sylvie, Planar Wanderer.

Factotum 20//Swashbuckler 3/Monk 3/Chameleon 10/Exemplar 4

Size/Type: Medium Humanoid (Human)
Hit Dice: 3d10+17d8+140+20 (268 hp)
Initiative: +24
Speed: 40ft, fly 50ft (average)
Armor Class: 49 (+6 dex, +14 int, +3 deflection, +1 monk, +15 armor)
Base Attack/CMB/CMD: +20/+28/62
Attack: Unarmed Strike+36 (3d10+28 plus 1/2 damage as temp hp on crit 19-20 x2) or Red Crystal Longbow+32 (1d8+9 x3)
Full Attack: Unarmed Strike+36/+31/+26/+21 (3d10+28 plus 1/2 damage as temp hp on crit 19-20 x2) or Flurry of Blows+34/+34/+29/+24/+19 (3d10+28 plus 1/2 damage as temp hp on crit 19-20 x2) or Red Crystal Longbow+32/+27/+22/+17 (1d8+9 x3)
Space/Reach: 5ft/5ft
Special Attacks: Arcane dilettante, inspiration (12 points/encounter), stunning fist (6/day, DC 38), cunning strike, opportunistic piety 9/day, insightful strike, aptitude focus 3/day, cunning breach, 21.
Special Qualities: Cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense, evasion, grace+1, cunning move, cunning dodge, mimic class feature 3/day, ability boon+6, double aptitude, rapid refocus, darkvision 90ft, brains over everything, skill artistry, skill master, share talent(1/2 penalty), cunning brilliance, sustaining presence.
Saves: Fort +35, Ref +27, Will +31
Abilities: Str 18, Dex 23, Con 24, Int 38, Wis 21, Cha 22
Skills: Appraise+37, Bluff+43, Concentration+57, Decipher Script+43, Disguise+42, Forgery+31, Heal+31, Hide+43, Knowledge(arcana)+52, Knowledge(dungeoneering)+52, Knowledge(local: Balmuria)+52, Knowledge(nature)+52, Knowledge(planes)+52, Knowledge(religion)+52, Move Silently+43, Perform(song)+25, Profession(mascot)+21, Sense Motive+46, Spellcraft+48, Tumble+58, Use Magic Device+26.
Feats: Jack of All Trades(H), Kung-Fu Genius(1), Weapon Finesse(S1), Knowledge Devotion(3), Stunning Fist(M1), Improved Unarmed Strike(M1), Combat Reflexes(M2), Skill Focus(Concentration)(Book), Toughness(6), Font of Inspiration(9), Pain Touch(12), Improved Natural Attack(15), Diehard(M3), Darkstalker(18), Improved Initiative(E3), Ability Focus(Stunning Fist)(C2; floating feat)
Epic Feats: -
Alignment: Neutral

Gear:
Spoiler: ShowHide


[Weapon]Silver studded gloves: Unarmed strikes count as silver. Worn.
[Weapon]Masterwork Red Crystal Longbow plus 20 cold iron arrows. Prepared.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Face]Librarian's Glasses: +15 competence bonus to decipher script and spellcraft and a +5 competence bonus to forgery. Grants true seeing at all times, CL 10th.
[Neck]Necklace of Natural Attacks+5, bodyfeeding and impact: +5 enhancement bonus to attack and damage rolls with unarmed strikes.
[Wrists]Bracers of Armor+15 and Constitution+6: +15 armor bonus to armor class and +6 enhancement bonus to constitution.
[Hands]Ki Straps of Dexterity+6: +2 bonus to stunning fist DC and +6 enhancement bonus to dexterity.
[Ring 1]Ring of Protection+3 and Resistance+3: +3 deflection bonus to armor class and +3 resistance bonus to saves.
[Belt]Monk's Belt: Unarmed strike and monk's armor bonus are treated as being five levels higher, and allows one extra use of stunning fist per day.
[Feet]Tumbler's Boots: +15 competence bonus to tumble checks.

[Bag of Holding]Bag of Holding.
[Reserve Weapon]Dagger: 1d4 damage, can be weapon finessed. Carried.
[Reserve Weapon]Cold iron studded gloves: Unarmed strikes count as cold iron. Not worn, carried.
[Holy Symbol]1 silver holy symbol of Oghma. Carried.
[Holy Symbol]3 wooden holy symbols of Oghma. Carried.
[Skill Booster]Merchant's Scale: +2 circumstance bonus to appraise checks that involve weighing, including precious metals. Carried.
[Skill Booster]Knowledge Prism: +15 competence bonus to all knowledge checks(Barring psionic ones) Carried.
[Skill Booster]Masterwork Flute: +2 circumstance bonus to perform checks involving playing it. Carried.
[Expendable]Healer's Kit: +2 circumstance bonus to heal checks, 9 uses left. Carried.

[Misc]Elysian Silk opera gloves.
[Misc]Book of the scriptures and tactics of the Red Knight.
[Misc]A fiery treatise on why homosexuality is destroying elven birth rates and thus the entire race.
[Misc]A puzzle-book revolving around Mechanus styled logic.
[Misc]Plain iron ring with the brand of house Roth of Kelara.
[Misc]Gwinnan's Travel Logs, Volume 1: The Silver Sea.
[Misc]Parsali's Secrets of Transmutative Alchemy.
[Misc]The Narrative Guide to the Styx.
[Misc]Lost Lore of the Abyss: Kelvezu demons.
[Misc]The Hidden Blade of Elysium.
[Misc]Biological Functions of Lemures.
[Misc]Nephilim, Children of the Fallen.
[Misc]The Bloodeye Ritual.
[Misc]Gwinnan's Travel Logs, Volume 2: Air.
[Misc]Numerological Concepts in the Planes.
[Misc]Lost Lore of the Abyss: Scanda Pax.
[Misc]Revelations from the Truth.
[Misc]Regrets of the Well-Worn Inevitable.
[Misc]Burning Hands, variants on the classic.
[Misc]Dancing with Mechanus.
[Misc]The Divided Mind.
[Misc]Gwinnan's Travel Logs, Volume 8: Ooze.
[Misc]Gwinnan's Travel Logs, Volume 9: Limbo.
[Misc]Cheeses of the Outer Planes.
[Misc]99 Baatorian Proverbs.
[Misc]Collected Poems of the Third Way.
[Misc]Atlas of the Bechspect Spires.
[Misc]Diary of L. M. Yehakus, Blessed Inquisitor.
[Misc]The Ballad of Jahn Winters.
8098.85 gold.

[Other]Janson's things. I'm keeping them elsewhere and off sheet, so as not to clutter.


21:
Spoiler: ShowHide


21 is a tool created by the Three Incarnations in an attempt to understand Evil and as a weapon against Evil. It has several powers related to this, of which the following are known.

- The bearer cannot lie. They speak the truth, often bluntly. Even mere deflections are difficult. However, they can detect any lie spoken, regardless of bluff checks, any known magic or even other artifacts, save perhaps those also created by the Three. This is automatic and occurs at all times. This can have deleterious effects on the bearer of 21, as it shatters any self-illusions and forces them to face the truth of everything they are.

- The bearer sees the sins of any creature it looks on. This is a free and automatic action. While this can provide some insight to a creature, it requires time to study them to fully divine information. This is also stressful on the bearer, especially when looking onto fiends or other vile creatures.

- The bearer will find that 21 takes a form suited to them within three weeks of obtaining 21. The exact form and mechanics vary, but this is always a weapon to destroy evil. In Sylvie's case, she may summon 21 as a book and read three profound words from it. This unleashes a torrent of white energy that functions as a 30ft wide beam that reaches up to 210ft from Sylvie. Any evil creatures within the beam take 21d12+21 points of damage. This damage bypasses damage reduction, spell resistance and any known forms of defense, including prismatic effects. This damage always counts as lethal damage against regenerating creatures. Creatures that are not evil are not affected by this ability. The targeted creatures are allowed a reflex save (DC 21 + 1/2 hit dice + highest ability modifier) to halve the damage.

- 21 can destroy even Gods and Powers themselves. If 21 is used to slay a deity, the bearer is allowed a special opposed rank check. The bearer rolls 1d20 + the divinity's rank + 3. Further, this check ignores strata modifiers. For example, if used to slay a rank 14 deity, the deity would roll 1d20+14 to oppose true destruction, and the bearer of 21 would roll 1d20+17. Even if the deity wins the check, any penalties and recovery times caused by its defeat are tripled.


Autobattle Settings: [spoiler]

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

#22
Morniel, Planar Diplomat.

Picture:
Spoiler: ShowHide


Tome Archon 20//Psychic Rogue 5/Master Ambassador 10/Justicar of Tyr 5

Size/Type: Large Outsider (Good, Lawful)
Hit Dice: 20d8+220 (316 hp)
Initiative: +10
Speed: 40ft, fly 80ft (good)
Armor Class: 38 (-1 size, +5 dex, +15 natural, +9 armor)
Base Attack/CMB/CMD: +20/+34/57
Attack: Vigorous Debate+34 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Full Attack: Vigorous Debate+34/+29/+24/+19 (3d6+22 plus 1d6 nonlethal 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities, sneak attack+2d6, psionics, smite anarchy 2/day.
Special Qualities: Damage reduction 15/evil and silver, spell resistance 32, immunity to electricity and petrification, resistance to fire and electricity 10, darkvision 60ft, protective aura, uncanny dodge, trapfinding, evasion, danger sense, favored embassy (Highest Sun+2, Shra'kt'lor+2, Citadel of Ten Thousand Pearls+2, Aurora+2), insightful acclimation, bonus languages, detect chaos, bureaucratic knowledge, axiomatic spellcasting+1, maimed god's boon.
Saves: Fort +26, Ref +24, Will +33 (+13 vs chaotic spells and outsiders)
Abilities: Str 38, Dex 36, Con 33, Int 30, Wis 31, Cha 36
Skills: Bluff+41, Concentration+34, Diplomacy+60, Forgery+33, Gather Information+39, Intimidate+51, Knowledge(nobility and royalty)+32, Knowledge(local: arborea, arcadia, aurora, astral plane, mount celestia, cold, earth, elysium, eternus, final rest, fire, limbo, mechanus, nature's heart, seelie court, union bank, water, wind, ysgard)+15, Knowledge(planes)+34, Knowledge(religion)+34, Listen+33, Sense Motive+55, Spot+33, Survival+33
Feats: Master of Knowledge(1), Wanderer's Diplomacy(3), Master Manipulator(6), Skill Focus(Diplomacy)(MD2), Inside Connection(Bringers of Hope)(9), Skill Focus(Sense Motive)(MD5), Improved Initiative(12), Negotiator(MD8), Smooth Talk(15), Charming(18)
Epic Feats: -
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 20th. The save DCs are charisma based.

Aura of Menace (Su)

A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

The save DC for a Throne Archon's Aura of Menace is 32.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of a throne archon that meets the creature's glowing blue eyes must succeed on a Will saving throw (DC 32) or temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral:Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 15 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 30 points of damage.


Gear:
Spoiler: ShowHide


[Weapon]Vigorous Debate: Greatsword+1, merciful. Grants a +15 competence bonus to intimidation checks.
[Armor]Golden Words: Breastplate+5. Grants a +15 competence bonus to diplomacy and sense motive checks.

[Head]Circlet of Persuasion: +3 competence bonus to charisma based checks.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

50000 in debt.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Avoid melee, use spell like abilities to aid the battle. If he must join it, flank so that he can use his sneak attack dice.
<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

#23
Queen Ilsenine

Pixie 4/Noble 16//Beguiler 20

Size/Type: Small Fey
Hit Dice: 4d6+16d8+100+20 (209 hp)
Initiative: +15
Speed: 20ft, fly 60ft (good)
Armor Class: 40 (+1 size, +1 natural, +1 dodge, +11 dex, +9 wis, +1 monk, +6 shield)
Base Attack/CMB/CMD: +14/+16/40
Attack: Unarmed Strike+25 (1d6+3)
Full Attack: Unarmed Strike+25/+20/+15/+10 (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, inspire confidence 4/day, inspire greatness 2/day, spells.
Special Qualities: Low-light vision, damage reduction 10/cold iron, greater invisibility, spell resistance 35, bonus class skill (knowledge:nature), favor+4, coordinate+3, armored mage, trapfinding, cloaked casting (+2 DC, automatically overcome spell resistance), surprise casting, advanced learning.
Saves: Fort +16, Ref +25, Will +23
Abilities: Str 16, Dex 32, Con 20, Int 35, Wis 29, Cha 30
Skills: Bluff+33, Concentration+28, Diplomacy+33, Disguise+33, Forgery+35, Gather Information+33, Hide+38, Knowledge(arcana)+35, Knowledge(nature)+35, Knowledge(nobility and royalty)+35, Listen+32, Move Silently+34, Sense Motive+32, Spellcraft+35, Spot+32, Use Magic Device+33
Feats: Dodge(B), Weapon Finesse(B), Toughness(1), Combat Charm(3), Silent Spell(B5), Improved Initiative(6), Darkstalker(9), Still Spell(B10), Twin Spell(12), Reach Spell(15), Spell Penetration(18)
Epic Feats: -
Alignment: Chaotic Good (Chaotic Neutral tendencies)

Racial 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 20th. The save DCs are Charisma-based.


Gear:
Spoiler: ShowHide


[Shield]Airguard II: Heavy Steel Shield+4, animated.

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Waist]Monk's Belt: AC and unarmed strike ability of a 5th level monk.

50000 in debt.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: If the battle is not serious and she has allies, allow them to handle the battle and withdraw. In the event of a serious battle, attempt to end it as swiftly as possible using her magic while invisible.
<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

#24
Mirima, Mistress of the Graceful Blow

Celadrin 1/Fighter 10/Sorcerer 8//Scout 6/Arcane Duelist 10/Champion of Corellon Larethian 3

Size/Type: Medium Outsider (Native)
Hit Dice: 6d8+13d10+114+19 (242 hp)
Initiative: +11
Speed: 40ft
Armor Class: 47 (+10 dex, +10 cha, +1 dodge, +6 armor, +5 deflection, +5 natural)(+4 vs PA)
Base Attack/CMB/CMD: +17/+30/59
Attack: Woven Gold+40 (1d10+33 plus 2d6 (4d6) skirmish 18-20 x2)
Full Attack: Woven Gold+40/+35/+30/+25 (1d10+33 plus 2d6 (4d6) skirmish 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, skirmish+2d6/+1 AC(+4d6/+3 AC), enchant chosen weapon+4, dexterous attack, elegant strike, flurry of swords.
Special Qualities: Elven blood, darkvision 60ft, resistance to fire 30, immunity to sleep, trapfinding, battle fortitude+1, uncanny dodge, trackless step, evasion, flawless stride, chosen weapon, apparent defense, blur, false keenness, corellon's blessing(10 hp), mirror image, superior defense+1.
Saves: Fort +28, Ref +32, Will +26
Abilities: Str 22, Dex 30, Con 22, Int 19, Wis 17, Cha 26
Skills: Diplomacy+30, Knowledge(religion)+13, Listen+27, Perform(song)+34, Search+27, Spot+27, Tumble+32
Feats: Apt Learner(Diplomacy and Perform)(1), Dodge(F1), Mobility(3), Weapon Finesse(F2), Combat Expertise(SC4), Exotic Weapon Proficiency(Elven Courtblade)(F4), Improved Skirmish(6), Eschew Materials(S1), Weapon Focus(Elven Courtblade)(9), Weapon Specialization(Elven Courtblade)(CCL1), Extend Spell(S5), Arcane Strike(12), Melee Weapon Mastery(F6), Spring Attack(15), Bounding Assault(F8), Toughness(F10), Mighty Are Fallen(18)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell like abilities

1/day-scorching ray. Caster level 18th.

Elven Blood (Ex)

For all special abilities and effects, a celadrin is considered an elf. Celadrins, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.

Melodious Voice (Ex)

A celadrin has a captivating voice, capable of influencing NPC attitudes. A celadrin receives a +1 racial bonus on Diplomacy checks made to influence the attitude of a non-player character or on wild empathy checks made to influence the attitude of an animal or magical beast. This bonus rises to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.


Gear:
Spoiler: ShowHide


[Weapon]Woven Gold: Elven Courtblade+6. Increases apparent defense AC bonus by 2. Quickens mirror image 3/day.

[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Vinco Proeliator: +1 to saves and CMB/CMD per fighter bonus feat.
[Ring 2]Ring of Protection+5: +5 deflection bonus to armor class.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Reserve Weapon]Masterwork cold iron longsword.

[Scroll]Scroll of Orb of Fire.
[Expendable]4 potions of cure serious wounds.

4673.11 gold.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Dance around the battlefield, using spring attack+bounding assault to land blows and avoid AoOs. Skirmish+arcane strike damage dice are the priority.
<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

#25
Canderella Stormfury, servant of Talos.

Picture:
Spoiler: ShowHide




Succubus 18/Anarch 2//Warlock 5/Thunderborn 10/Stormcaster 2/Arcane Duelist 2/Marshal 1

Size/Type: Medium Outsider (Chaotic)
Hit Dice: 18d8+2d10+60+20 (193 hp)
Initiative: +4
Speed: 60ft, fly 80ft (average)
Armor Class: 62 (+4 dex, +20 natural, +1 dodge, +4 deflection, +16 charisma, +7 armor)
Base Attack/CMB/CMD: +20/+24/55
Attack: Claw+24 (1d6+4) or Storm+25 (1d10+5)
Full Attack: 2 claws+24 (1d6+4) or Storm+25/+20/+15/+10 (1d10+5)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell like abilities, eldritch blast+3d6, invocations, spells, summon storm elemental, smite law 1/day.
Special Qualities: Damage reduction 11/cold iron and lawful, darkvision 60ft, immunity to electricity and sonic, resistance to acid 10, cold 10 and fire 10, spell resistance 30, telepathy 100 ft, change shape, tongues, detect magic, deceive item, lightning adept, emissary of change, thunderous endurance, chaotic storm, storm mantle, storm spell power, thunderclap, chosen weapon, enchant chosen weapon, aura of chaos, detect law, apparent defense, divine grace, auras.
Saves: Fort +40, Ref +38, Will +40
Abilities: Str 19, Dex 19, Con 19, Int 26, Wis 21, Cha 42
Skills: Bluff+44, Concentration+26, Craft(storms)+30, Diplomacy+47, Disguise+38, Escape Artist+26, Gather Information+38, Intimidate+44, Knowledge(arcana)+30, Knowledge(nature)+30, Knowledge(planes)+30, Knowledge(Religion)+22, Listen+35, Perform(wind instruments)+38, Profession(farmer)+27, Spellcraft+30, Spot+35, Survival+27
Feats: Toughness(1), Conductivity(3), Dodge(6), Eschew Materials(9), Born of the Three Thunders(T5), Twin Spell(12), Mobility(15), Transdimensional Spell(18), Skill Focus(Diplomacy)(M1)
Epic Feats: -
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Energy Drain (Su)

A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 34 Will save to negate the effect of the suggestion.

Spell-Like Abilities

At will—charm monster (DC 22), detect law, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), suggestion, greater teleport (self plus 50 pounds of objects only). Caster level 17th. The save DCs are Charisma-based.

Change Shape (Su)

An succubus can assume the form of any Small or Medium humanoid.

Tongues (Su)

A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.


Gear:
Spoiler: ShowHide


[Weapon]Storm: Masterwork Bastard Sword(+1).

[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Body]Shirt of Charisma+8: +8 enhancement bonus to charisma.
[Wrists]Bracers of Armor+7: +7 armor bonus to armor class.
[Feet]Cocoze: +30 enhancement bonus to movement speed.

[Wand]Wand of Cure Serious Wounds, 19 charges.
[Wand]Wand of Water Breathing, 14 charges.


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Stay back and unleash the thunder and lightning. Canderella is aware she's not the toughest, so she strives to avoid outright combat.
<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

#26
Sage Vul'lath the Twice-Spoken

Picture:
Spoiler: ShowHide


Githyanki 2/Savant 17//Wizard(Diviner) 8/Loremaster 10/Visionary Seeker 1

Size/Type: Medium Humanoid
Hit Dice: 2d4+17d8+108+19 (215 hp)
Initiative: +7
Speed: 30ft
Armor Class: 25 (+6 dex, +1 dodge, +8 armor)
Base Attack/CMB/CMD: +17/+19/36
Attack: Kalith+22 (1d4+4 19-20 x2)
Full Attack: Kalith+22/+17/+12/+7 (1d4+4 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Psi-like abilities, power resistance 24, sneak attack+3d6+17, spells.
Special Qualities: Darkvision 60ft, naturally psionic, academic lore, skill assistance(25ft), trapfinding, secret, lore, greater lore, true lore, divination expertise.
Saves: Fort +15, Ref +17, Will +26 (-2 fear)
Abilities: Str 14, Dex 16, Con 23, Int 27, Wis 21, Cha 19
Skills: Appraise+30, Autohypnosis+27, Concentration+28, Craft(gemcutting)+30, Disable Device+30, Knowledge(arcana)+36, Knowledge(dungeoneering)+36, Knowledge(geography)+36, Knowledge(history)+36, Knowledge(planes)+39, Knowledge(psionics)+31, Knowledge(religion)+36, Profession(sage)+27, Search+30, Spellcraft+30 
Feats: Improved Initiative(1), Scribe Scroll(W1), Disrupting Spell(3), Skill Focus(Knowledge: Planes)(S2), Empower Spell(W5), Toughness(6), Point-Blank Shot(S7), Precise Shot(9), Master of Knowledge(L3), Craven(12), Guided Spell(S12), Spell Penetration(15), Greater Spell Penetration(18), Insightful Divination(S17)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Psi-like abilities

3/day-Concealing amorpha, far hand, psionic daze, psionic dimension door, telekinetic thrust. 1/day-psionic plane shift.

Naturally Psionic (Ex)

Githyanki gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

The Price of Youth (Ex)

As a result of using the Waters of Youth, Vul'lath has lost 5 skill points. He has lost 5 ranks of TBA.


Gear:
Spoiler: ShowHide


[Weapon]Kalith: Dagger+1. Functions as a greater rod of empower spell.
[Armor]Sage's Robes: Grants a +8 armor bonus to armor class.

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

[Skill Booster]Knowledge Prism: +5 competence bonus to all knowledge checks(barring psionic ones).

4878.52 gold.


Autobattle Settings: [spoiler]

Allow PC control: No.
<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

#27
Gisfal, Firre Eladrin Warlord of Ysgard

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Spoiler: ShowHide




Firre Eladrin 10/Battleguard of Tempus 10//Marshal 20

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 10d8+10d10+100+20 (224 hp)
Initiative: +5
Speed: 30ft, fly 90ft (perfect)
Armor Class: 35 (+1 dex, +12 natural, +13 armor) (+2 deflection vs evil)
Base Attack/CMB/CMD: +20/+32/49
Attack: Storseier+33 (2d4+25 15-20 x2)
Full Attack: Storseier+33/+28/+23/+18 (2d4+25 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Gaze, spell-like abilities, spells, weapon of choice(Storseier), enchant weapon+3.
Special Qualities: Alternate form, damage reduction 15/cold iron and evil, immunity to electricity and petrification, magic circle against evil, outsider traits, resistance to acid 10 and cold 10, song, spell resistance 39, tongues, arms lore, battleforger, identify arms, analyze arms dweomer, auras, grant move action 5/day.
Saves: Fort +16, Ref +17, Will +19 (+4 vs poison, +4 vs fear, +2 resistance vs evil)
Abilities: Str 26, Dex 20, Con 21, Int 23, Wis 26, Cha 26
Skills: Balance+28, Bluff+31, Concentration+28, Craft(Armorsmithing)+31, Craft(Weaponsmithing)+31, Handle Animal+31, Knowledge(Arcana)+29, Knowledge(Local:Ysgard)+29, Listen+30, Ride+28, Sense Motive+30, Sleight of Hand+28, Spot+30, Spellcraft+29, Use Rope+28
Feats: Combat Casting(1), Skill Focus(Diplomacy)(M1), Weapon Focus(Falchion)(3), Toughness(6), Power Attack(9), Improved Critical(Falchion)(12), Practiced Spellcaster(15), Diehard(BT7), Holy Warrior(18)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Gisfal casts as a 15th level cleric (caster level 19th) with access to the Army, Chaos, Fire and War domains. Highest level spell must be war domain.

0: Create Waterx3, Cure Minor Woundsx3
1: (Burning Hands), Blessx3, Entropic Shieldx3
2: (Produce Flame), Quick Marchx3, Zone of Truthx3
3: (Prayer), Mass Aidx3, Mass Align Weapon, Prayerx2.
4: (Wall of Fire), Divinationx2, Greater Blindsightx3
5: (Easy March), Mass Curse of Ill Fortune, Mass Sanctuary, Zone of Revelationx2
6: (Fire Seeds), Mass Bear's Endurancex3
7: (Fire Storm), Mass Restorationx2
8: (Power Word Stun), Mass Death Ward

Spell-Like Abilities

At will—detect thoughts, fireball, greater invisibility, persistent image, see invisibility, wall of fire; 1/day—prismatic spray. Caster level 10th. The save DCs are Charisma-based.

Gaze (Su)

In humanoid form, the firre can gaze at a target within 60 feet and cause it to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 28 Fortitude save negates the blindness. The DC is Charisma-based.

Alternate Form (Su)

A firre can shift between its humanoid and fiery forms as a standard action. In humanoid form, it cannot fly or use its fiery slam attacks, but it can use its haze attack and spell-like abilities, make weapon attacks, sing, and cast spells. In the form of a pillar of fire, it can fly, make slam attacks, and use spell-like abilities, but cannot sing, cast spells, or use its gaze attack.

A firre remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a firre revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Magic Circle against Evil (Su)

A magic circle against evil effect always surrounds firres.

Song (Su)

A firre may use bardic music as a 20th level bard. Unlike a bard, however, a firre can sing as often as it likes.


Battleguard of Tempus:
Spoiler: ShowHide


Arms Lore (Ex)

At 1st level, a battleguard develops a wealth of knowledge about weapons and armor (including shields, helmets, and gauntlets). This ability works exactly like the bardic knowledge ability of the bard class, but only to facts relating to arms and armor. The knowledge check bonus is equal the character's battleguard level + his Intelligence modifier. If a battleguard has bard levels (or levels in another class with a similar ability, such as loremaster), his battleguard levels and his levels in the other appropriate class stack for the purposes of using bardic knowledge in matters involving armor and weapons.

Weapon of Choice (Ex)

At 1st level, the battleguard must choose a weapon with which he has the Weapon Focus feat. The battleguard must then consecrate the weapon to Tempus in a lengthy ceremony of meditation and fasting, which takes a tenday. Should the battleguard's weapon of choice be lost, stolen, or destroyed, the battleguard must reconsecrate another weapon. A ranged weapon cannot be chosen as a weapon of choice.

Enchant Weapon (Su)

At 2nd level, a battleguard can temporarily enhance his weapon of choice (see above) to achieve a specific effect. The effect lasts for 1 minute per level, and the battleguard can create the effect once per day. The battleguard can choose from any special ability (including an enhancement bonus) with a +1 equivalent market price modifier. The effect ends if the weapon leaves the battleguard's grasp.

This ability improves at 6th level and 10th level, allowing the battleguard to choose weapon special abilities equivalent to a +2 or +3 modifier respectively.

Battleforger (Ex)

Battleguards are master smiths and, beginning at 3rd level, receive a +2 competence bonus to all Craft (armorsmithing) and Craft (weaponsmithing) checks.

Identify Arms (Sp)

At 5th level, a battleguard can determine the single most basic function of any weapon or piece of armor, as per the identify spell, a number of times per day equal to the battleguard's Charisma bonus (minimum 1 per day).

Analyze Arms Dweomer (Sp)

At 9th level, a battleguard can discern the magical properties of any piece of armor (including shields, helms, and gauntlets) or weapon, as per the analyze dweomer spell, a number of times per day equal to the battleguard's Charisma bonus (minimum 1 per day).


Marshal powers:
Spoiler: ShowHide


Gisfal emits auras as a 20th level marshal. Minor auras grant his charisma modifier as a bonus to the noted roll and major auras grant a +4 bonus to the noted roll. Gisfal has Accurate Strike and Motivate Attack active normally, these are factored into his stat block.

Minor auras known: Accurate Strike(Critical hit confirmation rolls), Art of War(CMB), Demand Fortitude(Fort saves), Master of Tactics(Damage rolls when flanking), Motivate Charisma(Charisma based rolls and checks), Motivate Dexterity(Dexterity based rolls and checks), Over the Top(Damage rolls on charges), Watchful Eye(Reflex saves)

Major auras known: Draconic Power(Spell resistance checks), Motivate Attack (Attack rolls), Motivate Care(Armor class), Resilient Troops(Saves).


Gear:
Spoiler: ShowHide


[Weapon]Storseier: Adamantine Falchion+5, dragonbane.
[Armor]Fearless Warlord Plate: Full Plate Armor+6. Grants a +4 bonus to saving throws against fear.

[Shoulders]Mantle of the Battleguard: Grants a +8 enhancement bonus to charisma.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Reserve Weapon]Beacon: Silver Mace+1, anarchic. Glows with bright light when drawn and held within an 80ft radius.
[Reserve Weapon]Bewoven: Dagger+8.
[Reserve Weapon]Bite: Cold Iron Dagger+1, keen.
[Reserve Weapon]Blaze: Adamantine Dagger+1, flaming.
[Reserve Weapon]Blitz: Longbow+1, shocking.
[Reserve Weapon]Burr: Sap+1, frost.
[Reserve Weapon]Burn: Adamantine Scimitar+1, flaming.

32621.48 in debt


Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Get those troops rallied and lead them in to lay a righteous war on any foe in their way. Support the troops with magic and auras as needed.
<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

#28
Ebony the Redeemed

Picture:
Spoiler: ShowHide




Bard 20//Sorcerer 6/Exalted Arcanist 5/Sacred Exorcist 7/Angel 2

Size/Type: Medium Outsider (Good, Lawful, Angel)
Hit Dice: 11d6+9d8+120+20 (214 hp)
Initiative: +8
Speed: 30ft, fly 70ft (good)
Armor Class: 37 (+8 dex, +7 armor, +11 natural, +1 sacred) (+4 deflection vs evil)
Base Attack/CMB/CMD: +17/+21/40
Attack: Silver Dagger+21 (1d4+4 19-20 x2)
Full Attack: Silver Dagger+21/+16/+11/+6 (1d4+4 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, turn undead 13/day (4d6; DC 22), dispel evil 2/week.
Special Qualities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage+5, suggestion, inspire greatness 5 allies, song of freedom, inspire heroics 3 allies, mass suggestion, exalted spell list(9th), spell knowledge, faster consecrate, faster purify, sanctified endurance, detect evil, chosen foe(undead)+2, consecrated presence, darkvision 60ft,  immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues, spell resistance 30.
Saves: Fort +23, Ref +31, Will +34 (+4 perfection against compulsions, +4 racial vs poison)
Abilities: Str 19, Dex 26, Con 22, Int 22, Wis 22, Cha 31
Skills: Concentration+29, Diplomacy+40, Gather Information+33, Knowledge(Arcana)+29, Knowledge(Planes)+29, Knowledge(Religion)+29, Listen+29, Perform(Dance)+38, Perform(Song)+38, Perform(String Instruments)+48, Perform(Wind Instruments)+38, Profession(Astrologer)+28, Profession(Chef)+28, Spellcraft+29, Spot+29, Tumble+31, Use Magic Device+33
Feats: Consecrate Spell(1), Eschew Materials(S1), Lingering Song(3), Purify Spell(S5), Song of the Heart(6), Skill Focus(String Instruments)(9), Sacred Vow(EA3), Vow of Obedience(EA5), Toughness(12), Versatile Performer(15), Song of Cleansing Light(18)
Epic Feats: -
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.)

Tongues (Su)

All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.


Bard powers:
Spoiler: ShowHide


Ebony casts as an 18th level bard.

4/7/6/6/6/5/3

0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory.
5: Greater Dispel Magic, Mass Cure Light Wounds, Song of Discord, Summon Monster 5
6: Mass Charm Monster, Mass Cure Moderate Wounds, Veil.

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.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

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 himselfs), 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 (see above). 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 + 1/2 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.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Sorcerer powers:
Spoiler: ShowHide


Ebony casts as a 17th level sorcerer.

0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of Heaven.
2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
4: Holy Smite, Perfect Summons, Sunmantle, Sword of Conscience, Voice of the Archon.
5: Dismissal, Hallow, Heavenly Lightning, Sending, Sicken Evil.
6: Aspect of the Deity, Bolt of Glory, Storm of Shards.
7: Greater Teleport, Holy Word, Righteous Smite.
8: Greater Planar Ally, Polar Ray.


Exalted Arcanist powers:
Spoiler: ShowHide


Exalted Spell List (Ex)

An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters' spell lists. The exalted arcanist's spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list. She does not automatically know these spells, but can choose them as spells known.

Spell Knowledge (Ex)

At 1st and 5th level, an exalted arcanist learns two new arcane spells of any level up to the maximum spell level she can cast. These can be spells from her normal spell list or from the exalted spell list that appears below.

Faster Consecrate (Ex)

At 2nd level, an exalted arcanist can spontaneously cast spells with the Consecrate Spell feat without extending the spell's casting time.

Faster Purify (Ex)

At 4th level, an exalted arcanist can spontaneously cast spells with the Purify Spell feat without extending the spell's casting time.

Sanctified Endurance (Ex)

At 5th level, the Exalted Arcanist reduces the ability score damage or drain from casting sanctified magic by 2, to a minimum of 1.


Sacred Exorcist powers:
Spoiler: ShowHide


Turn Undead (Su)

Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

Detect Evil (Sp)

At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Chosen Foe (Ex)

At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.

Dispel Evil (Sp)

Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su)

At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Silver Dagger

[Head]Ebony's Halo: Grants spell resistance equal to 10+hit dice and +1 sacred to armor class. Rises to +4 when she performs bardic music.
[Neck]Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
[Shoulders]Perseverance: Grants a constant death ward effect, +4 CL vs dispel, ring of mind shielding effect.
[Torso]Vest of Legends: +5 competence to diplomacy and perform, +5 level bonus for bardic music.
[Waist]Ebony's Corset: Grants a +6 enhancement bonus to ability scores, a +7 armor bonus to armor class and a +7 resistance bonus to saving throws.
[Ring 1]Ageless Will: +2 will saves, 1/day spend an immediate action to gain mettle of will for one save.
[Ring 2]Ring of Arcane Might: +1 caster level.

[Metamagic Rod]Rod of Greater Empower. Empower any 1-9 spell 3/day.

[Skill Booster]Dove's Harp(change): Fast healing 3 for 1 minute after using bardic music, 60ft/all allies. +15 competence to perform(strings) checks.
[Skill Booster]Ebony's Harp: Grants a +5 enhancement bonus to perform checks.


Custom Material:
Spoiler: ShowHide


Song of Cleansing Light [Bardic, Exalted]
Prerequisite: Bardic music, turn undead.
Benefit: As a standard action, you may expend one use of your bardic music ability and one use of your turn undead ability to grant your allies within 60ft bonus damage against undead. They deal an extra 2d6 points of damage on weapon damage rolls, including natural weapons. This damage rises by 1d6 to 3d6 when you reach level 10, as well as by 1d6 to 4d6 when you reach level 20. This effect lasts for as long as you play and for 5 rounds thereafter.


Autobattle Settings:
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Allow PC control: Yes.
Settings: Ebony can attack or buff as desired, and chooses whichever one is needed. She is not shy of melee, but she understands she is not the most enduring warrior and is not suicidal.


Notes: [spoiler]

Inspire Courage with WoC 3d4 nonlethal, +10.
Bardic music lasts 10 rounds instead of 5 after ending performance. Probably retrain this if she ever gets lasting inspiration.
<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

#29
Stille, Aasimar Paladin of Freedom 2/Cleric of Selune 1/Battle Dancer 2/Fatemaker 1/Fighter 2/Ranger 3/Barbarian 2/Rogue 3/Duskblade 3//Swashbuckler 3/Ninja 3/Ardent Dilettante 10/Phasic Priest 3

Picture:
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Size/Type: Medium Outsider (Native)
Hit Dice: 5d10+11d8+1d6+2d12+114+19 (231 hp)
Initiative: +11
Speed: 50ft
Armor Class: 58 (+7 dex, +8 cha, +8 wis, +8 armor, +5 deflection, +5 natural, +7 shield)
Base Attack/CMB/CMD: +19/+25/63
Attack: Unarmed Strike+31 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Full Attack: Unarmed Strike+31/+26/+21/+16 (1d8+17 and 1 con plus 4d6 sneak attack) (smite evil)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, spells, turn undead 11/day (1d6; DC 18), favored enemy(elemental+2), rage 3/day, sneak attack+4d6, ki power 8/day, arcane channeling.
Special Qualities: Darkvision 60ft, resistance to acid, cold and electricity 5, aura of good, detect evil, divine grace, lay on hands (16 hp), dance of reckless bravery, wild empathy, uncanny dodge, trapfinding, improved evasion, penetrating strike, grace+1, insightful strike, ghost step(invisible), poison use, lore, enthrall, joie de vivre, sense link, scent, seen it before, see it again, blindsense 10ft, death holds no mysteries, arcane attunement, armored mage(light), new moon.
Saves: Fort +29, Ref +30, Will +23 (+4 sacred ref when raging.)
Abilities: Str 23, Dex 24, Con 22, Int 22, Wis 26, Cha 27
Skills: Bluff+32, Concentration+27, Diplomacy+29, Escape Artist+28, Intimidate+29, Knowledge(planes)+27, Listen+38, Perform(oratory)+29, Profession(Chef)+16, Spot+38, Swim+27, Tumble+43
Feats: Skill Focus(Bluff)(1), Weapon Finesse(S1), Exotic Weapon Proficiency(Greatspear)(3), Improved Unarmed Strike(BD1), Chaos Devotion(6), Improved Initiative(F1), Toughness(F2), Divine Might(9), Track(R1), Extra Smiting(AD4), Power Attack(R2), Endurance(R3), Obscure Lore(12), Extra Rage(AD7), Initiate of Selune(15), Strong Stomach(AD10), Improved Natural Attack(18), Combat Casting(D2)
Epic Feats: -
Alignment: Anarchic Good

Racial powers:
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Spell-like abilities

1/day-Daylight. Caster level 17th.


Paladin of Freedom powers:
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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 Evil (Sp)

At will, a paladin can use detect evil, as the spell.

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.


Cleric powers:
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Stille casts as a 11th level cleric with access to the Chaos and Moon domains. (Caster level 14th for Moon Bolt, Caster level 16th for divinations.)

0: Create Waterx3, Cure Minor Woundsx3
1: (Protection from Law), Divine Favorx2, Handfire, Moon Lustx2, Omen of Peril, Sign.
2: (Moonbeam), Auguryx2, Divine Insightx2, Lesser Restorationx2
3: (Magic Circle Against Law), Divinationx2, Moon Bladex3, Prayer.
4: (Fear), Moon Boltx4
5: (Dispel Law), Moon Path, Moonweb, Righteous Might.
6: (Permanent Image), Heal.



Battle Dancer powers:
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Dance of Reckless Bravery (Su)

A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.


Fatemaker powers:
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Stille casts as a 1st level fatemaker.

Spells per day: 2

1: Charm Person, True Strike.


Ranger powers:
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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.


Barbarian powers:
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Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.


Rogue powers:
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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.

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.


Swashbuckler powers:
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Grace (Ex)

A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Ninja powers:
Spoiler: ShowHide


Ki Power (Su)

A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.

As long as a ninja's ki pool isn't empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

A ninja's ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

Trapfinding (Ex)

A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Ghost Step (Su)

Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

Poison Use (Ex)

At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.


Ardent Dilettante powers:
Spoiler: ShowHide


Heightened Senses (Su)

An ardent dilettante gains a competence bonus on Listen and Spot checks equal to 1 + one-half her class level.

Lore (Ex)

As the Loremaster ability of the same time.

Enthrall (Sp)

Starting at 2nd level, an ardent dilettante can recount one of her many adventures or experiences, capturing the attention of an audience as with an enthrall spell. An ardent dilettante can use this ability once per day for every two class levels she has. Caster level equals character level; save DC 12 + Cha modifier.

Joie de Vivre (Sp)

An ardent dilettante of 3rd level or higher takes such obvious pleasure in life that she can influence those around her to feel the same way, as with a good hope spell. An ardent dilettante can use this ability once per day for every three class levels she has. Caster level equals character level; save DC 12 + Cha modifier.

Sense Link (Sp)

At 4th level, an ardent dilettante becomes able to establish a link with another creature within 30 feet, gaining the benefit of a clairaudience/clairvoyance spell centered on that creature's position. Unwilling targets receive a saving throw against the spell; if the saving throw is successful, the effect is centered on the current position of the creature, but does not move with it. Once the link is established, distance is not a factor (though it works only on the plane you and the target currently occupy). Caster level equals ardent dilettante level; save DC 13 + Cha modifier.

Scent (Ex)

At 5th level, an ardent dilettante's sense of smell becomes so acute that she gains the scent special quality.

Seen It Before (Su)

Beginning at 6th level, an ardent dilettante can make a Will save to identify an illusion by perceiving it with any of her senses, even if the illusion provides sensory input for that sense. The DM should make this save in secret, to avoid alerting players that the character is witnessing an illusion. If the save fails, the ardent dilettante doesn't get another one until she interacts with the illusion.

See It Again (Su)

Once per day, when targeted by or in the area of a spell effect, an ardent dilettante of 8th level or higher can use her next action (if it is made within 1 round of the casting) to duplicate the casting of the spell, with all aspects identical. For instance, an ardent dilettante subjected to a dominate person spell cast by a 12th-level sorcerer can use an identical dominate person effect in the next round. The duplicated effect has the same save DC, range, and duration as if the original caster had cast it. The ardent dilettante automatically knows all relevant information about the spell in question (its name, effect, save DC, and so on).

Blindsense (Ex)

At 9th level, an ardent dilettante's senses become so attuned to her surroundings that she gains blindsense out to 10 feet.

Death Holds No Mysteries (Ex)

When a 10th-level ardent dilettante is brought back from the dead by such magic as raise dead and resurrection, the ardent dilettante gains a +25% bonus to her resurrection chance roll. In addition, she ignores the penalty for being brought back from the dead more than once.


Duskblade powers:
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Stille casts as a 1st level duskblade.

3/4

0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue.
1: Blade of Blood, Stand.

Arcane Attunement (Sp)

You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.


Phasic Priest powers:
Spoiler: ShowHide


Lunar Magic (Ex)

The first lesson Phasic Priests learn is to call on the moon to strengthen them. Whenever she is under the light of the moon, she gains a +1 bonus to caster level.


Gear:
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[Shield]Airguard III: Heavy Steel Shield+5, animated.

[Reserve Weapon]Desperation: Scythe+1, keen.
[Reserve Weapon]Cold Iron Longsword+1, flaming.
[Reserve Weapon]Flowsteel Blade: Masterwork longsword.

[Neck]Dragonart: +5 enhancement bonus and the wounding quality to special attacks. Applies the Deadly Blow class ability of Initiates of the Draconic Mysteries to all natural weapons.
[Waist]Angel's Belt: +6 enhancement bonus to ability scores.
[Wrists]Bracers of Armor+8: +8 armor bonus to armor class.
[Hands]Moongloves: 3/day automatically maximizes a casting of moonbolt. Grants a +3 bonus to caster level for moonbolt.
[Ring 1]Ring of Protection+5: +5 deflection bonus to armor class.
[Ring 2]Ring of Natural Armor+5: +5 enhancement bonus to natural armor.
[Feet]Cat's Fancy: +15 tumble, +5 jump, +10 enhancement to move speed, fight 3/day by command, 5 minute duration each.

[Staff]Staff of Rejuvenation: 44 charges. 1 charge for heal or restoration; 2 charges for fortunate fate. CL 15 or Stille's CL, whichever is higher.

[Reserve Weapon]Deep Crystal Warhammer+2, manifester.

[Misc]Copper Bracelet: 8 sp.

5562.47 gold


Autobattle Settings: [spoiler]

Allow PC control: No. Stille's enough of a headache to keep everything straight. I wouldn't force this on one of you.
<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?