Anastasia
Viral
Drill That Pierces The Heavens
   
Online
Posts: 9641
Hell of a time!
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« on: January 26, 2007, 10:45:35 am » |
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You know the drill by now. Please don't host them off site, as postbot's edit announces let me keep track of changes.
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« Last Edit: November 19, 2007, 11:58:24 am by Anastasia »
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<Tehan> Incest is best, put your sister to the test. <Gatewalker> ...fair enough
<Alicia> But nobody ever suspects the ghost tarrasque.
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Corwin
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« Reply #1 on: January 26, 2007, 11:32:40 am » |
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Seira Aryn of House Aryn, Commander in the Crimson Guard (lvl23 character: Rogue 3/Wizard 5/DRAGON 3/Arcane Trickster 4/Dragon-Pact Wizard 6/Unseen Seer 1/War Wizard 1) NG Red Dragon, Mistress of the Cauldron, Knight-Protector of Waukeen (Dragon type, Fire and Good subtypes) Gender: Female, Height: 5'1, Weight: 122lbs, Age: 20, Base Form: Half-elf with golden dragon wings, Eyes: Turquoise, Hair: Black, shoulder-length, Ears: Pointy! Appearance: Seira's golden armor, adorned with fiery rubies, is what she wears over her silk clothes. Completing the outfit is her cloak, draped over and covering a golden greatsword, its hilt peeking out from above. She no longer relies on disguise for her person in her day-to-day activities. [The draconic shape is an appropriate red dragon with turquoise eyes.] updated: 02/09/10 Hit Dice 235hp (245+1d10 temp hp with False Life; 258 temp hp with Divine Power [+23]) Init: +12 (+17 with Nerveskitter) Speed: 30ft (land) / 30ft (flight, average maneuverability) Armor Class: 28 touch, 47 normal, 52 with Dragonskin, 55 with Shield. [-9 flat-footed, -7/-12 without natural armor] Base Attack/Grapple: 13/20 Full Attack (Resort->Dragon's Grace): +24/+19/+14/+20/+20/+20/+20, 3d8+11/3d8+11/3d8+11/1d8+8/1d6+8/1d4+8/1d4+8 (Resort/Resort/Resort/Bite/Claw/Wing/Wing) Full Attack (Golden greatsword/Master's Touch): +27/+22/+17/+20/+20/+20, 2d6+17+3d6/2d6+17+3d6/2d6+17+3d6/1d8+8/1d4+8/1d4+8 (Resort/Resort/Resort/Bite/Wing/Wing; 19-20/x2 +3d6 searing fire) Full Attack (Crystalvein greatsword/Master's Touch): +26/+21/+16/+20/+20/+20, 2d6+16/2d6+16/2d6+16/1d8+8/1d4+8/1d4+8 (Resort/Resort/Resort/Bite/Wing/Wing; 17-20/x2 wounding) Full Attack (Resort/Divine Power): +34/+29/+24/+19/+30/+30/+30/+30, 3d8+12/3d8+12/3d8+12/3d8+12/1d8+9/1d6+9/1d4+9/1d4+9 (Resort/Resort/Resort/Resort/Bite/Claw/Wing/Wing) Full Attack (Resort/Bite of the Werebear): +30/+25/+20/+26/+29/+26/+26, 3d8+17/3d8+17/3d8+17/1d8+11/1d6+11/1d4+11/1d4+11 (Resort/Resort/Resort/Bite/Claw/Wing/Wing) +Blind-Fight, +Power Attack Full Attack (Dancing Blade): +35/2d6+17 Crystalvein greatsword (keen+wounding), +36/2d6+18 Golden greatsword (+3d6 searing fire), +36/1d10+15 Sun Blade (2d10+30 vs undead/negative plane creatures, can crit for 3d10+45) Full Attack (Flame Whips): +25/+20/+20/+20/+20, 1d8+12/6d6/6d6/1d4+8/1d4+8 (Bite 5ft Reach; Flame Whip 15ft Reach+Touch+fire; Flame Whip 15ft Reach+Touch+fire; Wing 5ft Reach; Wing 5ft Reach) Space/Reach: 5ft/5ft Special Attacks: Sneak Attack +6d6 (or +7d6 fire), Penetrating Strike (Dungeonscape p13, +3d6 SA to those that can't be SA'd, if you're flanking them), Impromptu Sneak Attack 1/day, (Su) Holy Dragon's Spell 1/day [+3d6 fire damage to any non ice damaging spell you cast.], Bite (+25/1d8+12, main), 2 Claws (+20/1d6+8, secondary), 2 Wings (+20/1d4+8, secondary), (Su) Breath Weapon (30ft cone of fire, 12d10+2d8holy DC31 half) every 1d4 rounds, dive attack (double damage with piercing weapon, works like a charge, must fly at least 30ft, descending at least 10ft), Draconic Claw, (Su) Claw of Energy [+1d6 fire to natural attacks, free], (Su) Arcane Claw, (Su) Dragon Shape, (Ex) Hold Ray, (Su) Epic Strike, (Di) Burning Spirit [+15 fire to melee attack/if struck in melee, 60ft radius, lasts 7 rounds, swift]. Special Qualities: Greater Magic Fang (+5, permanency), Interplanar Telepathic Bond (with Amaryl, permanency), Trapfinding, Evasion, Summon Familiar, Ranged Legerdemain 1/day, Fire Immunity, darkvision 60ft, low-light vision, Immunity to Sleep spells and similar magical effects, Immunity to Paralysis, Cold Vulnerability, (Ex) Draconic Claw, wings, Spontaneous Widen Spell (12/day), Trials, (Su) Damage Reduction 10/Epic, (Ex) Immunity to ability damage, (Di) Protect the Innocents, (Sp) Create Water at will (lvl0), (Sp) Faerie Fire at will (lvl1), (Sp) Blur 2/day (lvl2), (Sp) Cure Moderate Wounds 1/day (2d8+10 hp, lvl2), (Sp) Darkness 2/day (lvl2), (Sp) Locate Object 6/day (lvl2, special, not from spellgem), (Sp) Spider Climb 2/day (lvl2), (Sp) Cure Serious Wounds 1/day (3d8+15 hp, lvl3), (Sp) Fireball 1/day (lvl3), (Sp) Water Breathing 1/day (lvl3), (Sp) Shrink Item 2/day (lvl3), (Sp) Ice Storm 1/day (lvl4), (Sp) Remove Curse 2/day (lvl4), (Sp) Fire Shield 1/day (lvl4, special, not from spellgem), (Sp) Dismissal 1/day (lvl5, special, not from spellgem) [CL23] Saves: Fort +18, Ref +25, Will +24 (Fort +24, Ref +31, Will +30 with +6 added from Superior Resistance) Abilities: STR 24 (7), DEX 26 (8), CON 22 (6), WIS 14 (2), INT 32 (11), CHA 24 (7) Languages: Common, Elven, Draconic, Sylvan, Orc, Celestial, Gnome, Dwarven, Abyssal, Infernal, Aquan, Ignan, Auran, Terran Skills: Appraise (1) +15, Balance (5) +18, Bluff (5) +15, Concentration (14) +23, Craft/Alchemy (4) +18, Decipher Script (7) +21, Diplomacy (25) +43, Disable Device (13) +32, Escape Artist (13) +23, Gather Information (7) +21, Hide (13) +26, Jump (5) +17, Intimidate (25) +37, Knowledge/Arcana (14) +28, Knowledge/Architecture and Engineering (5) +19, Knowledge/Dungeoneering (1) +15, Knowledge/Law (1) +15, Knowledge/Local (5) +19 [Balmuria/Pallanth/Fiefdoms/Malmuth/Kesse], Knowledge/Nature (5) +19, Knowledge/Nobility and Royalty (5) +19, Knowledge/Religion (5) +19, Knowledge/The Planes (7) +21, Listen (0) +6, Move Silently (13) +26, Open Lock (6) +19, Perform/Sing: (4) +14, Profession/Storyteller (1) +6, Search (25) +40, Sense Motive (6) +11, Sleight of Hand (6) +19, Spellcraft (20) +36, Spot (14) +20, Tumble: (6) +19, Use Magic Device (12) +27/+31 with a scroll, Use Rope (1) +12 [house rule, +2 bonus skill points each level] Feats: Scribe Scroll [Bonus], Quicken Spell, Widen Spell, Empower Spell [metamagic book], Draconic Blood (special), Draconic Aura: Energy/Fire (Dragon Magic p16-17), Dragonfire Strike (Dragon Magic p18), Improved Initiative, Twin Spell (CA p85) [Bonus], Item Familiar (Lagann). Residual Magic (CM p46). Epic Feats: Improved Metamagic +2 bonus to Diplomacy/Bluff checks against men Various Bonuses/Notes Items: FUNDS: 329gp Earmarked Funds: 12,550gp from Amaryl, saved towards Spellpool/Mythal Weapons: Dragon's Grace: Shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without it's retributive strike. Powerbow: Longbow+1, "Power". When used to shoot arrows, the user may use Power Attack for those shots, converting hit and BAB to damage potential. This works as the trait of the same name. Effectively a +2 weapon. Greatsword+7, fiery blast. This weapon's flames are pure gold, ignoring fire resistance and halving fire immunity(As if the flames were searing.) It is made of a material like gold, but far harder. Celestial runes cover the blade, calling on the wrath of Raziel to smite evil. Crystalvein Greatsword. This greatsword functions as a greatsword+6, keen and wounding. This greatsword ignores any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by this greatsword, any force effects active on them or force spells being maintained by them are treated as being targeted by a dispel magic effect with a dispel modifier of +21. Crystalvein Dagger x2. This dagger functions as a dagger+6, keen and wounding. These daggers ignore any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by one of the daggers, any force effects on them or force spells being maintained are treated as being targeted by a dispel magic effect with a dispel modifier of +21. Magical Items, Intelligent Items and Artifacts/Worn: Armband of the Spark [50,000gp]: This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. [worn] Bright Scale Cloak [95,000gp]: Adds 4d10 holy damage to any breath weapon used by the wearer. [worn] Boots of Speed [12,000gp] : Speed (Haste) enchantment 10rnd/day (free), CL10. [worn] Rogue's Vest [18,000gp] : page 130 of the MIC. +2 competence on Move Silently and on Hide, +2 competence on Reflex, +1d6 SA. Ring of Wizardry I, IV [120,000gp] [worn] +Wilding Clasp [4,000gp]Ring of Protection +5 [50,000gp] [worn] +Wilding Clasp [4,000gp]Gloves of UMD +5 [2,500gp]. [worn] Fire: Breastplate+7. This armor has a maximum dexterity cap of 14, no arcane spell failure and only -1 armor check penalty. The gems in the armor are infused with fire magic, granting her a +3 bonus to her caster level with spells of the fire descriptor. By drawing on the magic within the gems, Seira can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level. [worn] Aegis of the Tarrasque: Soothsayer's Spite [worn] Magical Items, Intelligent Items and Artifacts/Equipped: Greater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks. [equipped] +Wilding Clasp [4,000gp]Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory. [equipped] +Wilding Clasp [4,000gp]Orange Ioun Stone [30,000gp] : +1CL [equipped] +Wilding Clasp [4,000gp]Dusty Rose Ioun Stone [5,000gp] : +1 insight to AC [equipped] +Wilding Clasp [4,000gp]Earrings of Disguise [4,800gp] : Hat of Disguise, slotless. [equipped] Staves, Rods and Wands: Rod of Metamagic, Lesser Extend [3,000gp] Metamagic staff, fiery and searing: This works a a mid level (1-6) metamagic rod that applies both the fiery and searing metamagic feats to 3 spells per day. It basically makes fire -way- hotter and meaner. [custom] (adds +1 fire per damage dice, bypasses fire resistance altogether; fire-immune creatures still take half damage) Staff of Fiery Fire [38,803.5gp]: Scorching Ray (1 charge), Fireball (1 charge), Cone of Fire (2 charges). [CL9, 40/50 charges] Wand of Invisibility [4,500gp] : CL3, 40 charges Wand of CLW [750gp] : CL1, 40 charges Magical Items, Intelligent Items and Artifacts/Not Worn Soulfire Armor [36,595gp] : Leafweave padded +1 Soulfire Glamered armor of Healing; AC +2, Max Dex +9, ACP 0, ASF 0% [not worn] Eladrin gown (black, tinted with a fiery red): This gown or formal wear is of fine make beyond that of mortal tailors. When worn, it grants a +6 enhancement bonus to charisma. It takes up the armor slot. [not worn] Gloves of Disable Device +5 [2,500gp]. [not worn] Boots of Elvenkind [2,500gp] [not worn] Inevitable: This ring was worn by Agares, appearing as a wide band of dead gray metal that slowly twists into nothing as it loops around, ending just before it finishes making the ring, leaving a tiny gap in it. Any time a creature deals lethal damage to the wearer, they must make a DC 30 will save. Failure deals 18 points of damage, the wearer healing the same amount minus 1. In addition, it grants a +2 profane bonus to armor class and saving throws. [Inevitable radiates strong evil.] Other Items: Censer of Controlling Air Elementals: As the SRD item. Blessed Book [2x12,500gp] : 2,000 scribing-free pages Blessed Book [12,500gp] : 1,000 scribing-free pages, being prepared as a gift for Abagail and getting filled with any unique/non-SRD spells I have. Esthan's spellbook [25,000gp] Elanabell's spellbook [???] Bright Scale Tonic (six remaining) [6,000gp]: When drank as part of using a breath weapon, it converts the breath weapon's damage to untyped holy damage. This increases the damage by 1.5 on evil, halves it against neutrals and negates it against good. 1,000gp each. Fancy of Music: This baton can be waved to create any music the user can imagine. A DC 10 charisma check is required to use it. [14,000gp] Slender Book titled Estorica: Grants a +5 bonus on knowledge: arcana checks. It must be consulted for 2 hours to grand this bonus on a check; the check is made at the end of the reading. 3,000 GP. Staff of the Woodlands [http://www.d20srd.org/srd/magicItems/staffs.htm#woodlands , Elanabell] Cloak of the Manta Ray and Resistance +4 [Elanabell] http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#magicItemsOnTheBodyOther Equipment/Misc Half-Elf houserule (Weapon Proficiency): Half-elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Dragon Shape http://www.soulriders.net/forum/index.php?topic=100291.0
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« Last Edit: September 02, 2010, 01:40:25 pm by Corwin »
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<Kotono> No, you can't build nukes.
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Ebiris
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« Reply #2 on: January 26, 2007, 02:49:02 pm » |
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Name: Alicia Reynes Class: Paladin 2/Sorcerer 4/Spellsword 5/Sacred Exorcist 12 Deity: Yes Alignment: Lawful Good Race: Unique Outsider (Native, Good) Gender: Female Age: 31 Height: 5'10 Weight: 158lbs Eyes: Turquoise Hair: Black
Stats
HP: 272 AC: 38 (+6 dex, +12 armour, +6 natural armour, +4 deflection) - 20 touch, 32 flat footed
Melee Attack: +33, Bonds (2d4+19+9 +3d6 holy and one negative level, 15-20/x2 +6d6 holy and two negative levels) Melee Full Attack: +33/+28/+23/+18, Bonds (2d4+19+9 +3d6 holy and one negative level, 15-20/x2 +6d6 holy and two negative levels)
STR: 27 (+2 sacred from armour) DEX: 23 CON: 24 INT: 20 WIS: 23 CHA: 29
Bab: +18 Melee to hit: +25 Ranged to hit: +24 Grapple: +25 Initiative: +6 (+8 with bracers of blinding strike) Speed: 40, Fly 60 (Good) Senses: Darkvision 60
Immunity to ability damage Sonic Resistance: 2 Electricity Resistance: 3 Damage Reduction: 10/Silver and Evil and Epic
Spell Failure: 0% Armour check penalty: -2
Fort: +29 (+4 vs Poison) Ref: +22 Will: +31
Feats H, 1, 3, 6, 9, 12, 15, 18, B (9 feats)
Apt Learner - Tumble and Diplomacy are considered class skills at all levels.
Power Attack - On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. The bonus is doubled when wielding a two-handed weapon.
Arcane Strike - As a free action, can sacrifice one spell slot to channel arcane energy into a weapon and gain a bonus to all attack rolls with the weapon for one round equal to the spell level, as well as extra damage equal to 1d4 x the level of the slot sacrificed.
Practiced Spellcaster - +4 to Sorcerer caster level (can't improve past total hit dice).
Divine Might - As a free action can spend a turn undead attempt to add Charisma bonus to weapon damage for 1 full round.
Obtain Familiar - Familiar abilities are based upon arcane caster level.
Improved Critical (Falchion) - When using a Falchion, threat range is doubled.
Flyby Attack - When flying, can take a move action (including a dive) and another standard action at any point during the move. Cannot take a second move action during a round when you makes a flyby attack.
Celestial Bloodline - The following spells are added to your spell list as bonus spells known: Light of Lunia, Daylight, Magic Circle against Evil, Rainbow Pattern, Dismissal, Fires of Purity, Radiant Assault, Sunburst, Summon Monster IX (good outsiders only). Cannot learn or cast spells with the evil descriptor, and such spells are removed from your class list.
Epic Feats 21 (1 feat)
Exalted Familiar - Marielle the Coure Eladrin.
Class Features
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 1/day - 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.
Divine Grace (Su) - A Paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su) - 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 × 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.
Extra Spells Known (Ex) - By sacrificing the sorcerer's ability to gain a familiar, an extra spell is known for each spell level. This extra spell is made available as soon as the sorcerer is able to cast spells of that level.
Eschew Materials (Ex) - You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Ignore Spell Failure (Ex) - A Spellsword's training in heavy armour provides a 20% reduction to the arcane spell failure chance associated with wearing armour.
Channel Spell 3/day (Su) - Using a move action, a Spellsword can channel any spell she knows into a melee weapon, using up the spell slot as if it had been cast. The channeled spell affects the next target struck by the weapon (saving throws and spell resistance apply). Even if the spell normally affects an area or a ray, it will only affect the target struck. The spell is discharged from the weapon which can then hold another spell. A spellsword can only channel a spell into one weapon at a time. If the spell is not used within 8 hours, it is lost.
Turn Undead (Su) - A Sacred Exorcist can Turn Undead 3 + Charisma modifier times per day.
Chosen Foe (Ex) - Extensive study and training against evil outsiders gives Alicia a +4 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks vs such creatures. She also receives a +4 bonus on caster level checks to overcome any spell resistance they may possess.
Dispel Evil (Sp) - Once per week a Sacred Exorcist can use Dispel Evil, as the spell.
Consecrated Presence (Su) - Alicia 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 moves with her. If she enters the radius of a Desecrate spell, both effects are negated. If she is targetted by a Desecrate spell, her aura is suppressed for the duration.
Special Abilities
Sacred Cleansing (Su) - You have partaken of something that has cleansed your spirit. Your lay on hands pool gains a 25% bonus due to your inner light.
Undead Bane (Ex) - You are especially skilled at battling the undead. Each attack inflicts +1d8 additional damage, and undead creatures are subject to critical hits from your attacks.
Nimbus of Light (Su) - Alicia sheds a cloud of holy light, bright within 5 feet and shadowy within 10 feet. This can be extinguished and reactivated as a free action. Good creatures automatically recognise it as a sign of her purity and devotion to the powers of good, granting her a +2 circumstance bonus to diplomacy and sense motive checks with such creatures.
Holy Radiance (Su) - At will as a free action can empower the Nimbus of Light into a blazing glow that sheds bright light in a 10 foot radius (and shadowy light up to 20 feet). Undead within 10 feet of you take 1d4 damage per round they remain within the halo.
Love's Grace (Su) - Add half charisma bonus as a deflection bonus to AC.
Reversed Euyale (Ex) - +1 bonus to all saving throws.
Lord of Sylica (Ex) - Alicia and Syala both enjoy the following benefits while on Sylica: They are always treated as native creatures, unable to be banished. They may use plane shift freely in and out of Sylica. With ten minutes of concentration, Alicia or Syala may change the weather within a 10 mile radius around them. This functions as a control weather spell with a caster level equal to their hit dice. With ten minutes of concentration, Alicia or Syala may alter the landscape of Sylica within a 10 mile radius. This drains one point of constitution and requires one day of complete bed rest to recover, magic cannot restore this ability drain, only rest. As a standard action, either of them may attempt to banish a creature from Sylica. This functions as a banishment spell with a caster level equal to their hit dice. As a full round action, either of them can see, taste, touch, hear or feel anywhere on Sylica. They may maintain this as long as they desire, but it requires full attention, rendering them unable to do anything else. Spells and abilities that stop scrying can stop this power with an opposed caster level check against whichever one using this ability. (They use their hit dice for caster level.)
Lord of Sylica (Di) The time taken to change the weather or environment of Sylica is reduced to one minute. No constitution drain is suffered from attempting this. Additionally, Alicia can render any magical or supernatural effect permanent within Sylica by focusing for one minute. She can likewise dispel any magical or supernatural effect within her realm as a standard action.
Overwhelming Presence (Ex) - Any item that grants an enhancement bonus to an ability score ceases to function on the nascent divinity. Spells or innate powers that grant these bonuses continue to function as normal.
Limited Planar Travel (Ex) - When attempting to travel onto another plane by means of a Conjuration (Teleportation) effect, the intrusion is immediately noted by the designated ruler of the plane, who may choose to deny entry by means of an opposed Rank check. If the interloper wins the rank check, they arrive as normal but their location is known to the host. If the host wins the rank check, they can either deny entry or divert the interloper to any space within their domain. Travel via portals is not affected, nor are effects of the Summoning/Calling subschools.
Faithful Defiance (Ex) - The presence of the being's opposite alignment is innately repellent. Upon contact with a desecrated or unhallowed area, the being must make a successful rank check against the power the area is devoted to, or else be barred from entry. Upon a successful check, the area immediately becomes consecrated to the interloper, and the original owner of the area is notified which may result in a servant or avatar being sent to deal with the invader. Desecrated or Unhallowed areas may still be dispelled as normal.
Rank 0 (Di) - At level 1 gain either Divine or Cosmic Rank 0. This Rank entitles the being to make opposed rank checks against other powers (indeed, many of the new abilities require it) for the purpose of adjudicating conflicts in abilities between them. None of the other benefits of rank are applied, except those granted by further levels in the class.
Mistress of the Duel (Di) By testing her foes' defences and wearing them down, Alicia can determine the most efficient way to achieve victory. Every round after the first, Alicia gains a cumulative +2 insight bonus to all rolls concerning an opponent she is in battle with, while her opponent suffers a cumulative -2 penalty to all rolls concerning Alicia. Thus if Alicia has been in battle with two pit fiends for three rounds, the modifiers would be +4/-4 respectively. If a Cornugon enters battle on the third round, then Alicia would gain a +2/-2 advantage over it on the fourth round, while the Pit Fiends would be on +6/-6. The benefits of this ability remain in place as long as combat lasts, but end if Alicia and her opponent are seperated for more than three rounds, and must start again if battle is rejoined.
Spell Like Abilities
3/ week: Dispel Evil 1/day: Summon Monster 5 (Fire Elemental only), Protection from Evil, Cure Serious Wounds, Holy Smite, Holy Aura At Will: Detect Evil, Arcane Sight
Permanent Spells
Tongues, CL 5 See Invisibility, CL 23
Sorcerer Spells
Caster Level: 23
Level 0: Known: 8 - Per day: 6 - DC 19 Level 1: Known: 6 - Per day: 9 - DC 20 Level 2: Known: 5 - Per day: 8 - DC 21 Level 3: Known: 5 - Per day: 8 - DC 22 Level 4: Known: 5 - Per day: 8 - DC 23 Level 5: Known: 5 - Per day: 8 - DC 24 Level 6: Known: 4 - Per day: 7 - DC 25 Level 7: Known: 4 - Per day: 7 - DC 26 Level 8: Known: 4 - Per day: 7 - DC 27 Level 9: Known: 3 - Per day: 5 - DC 28
Sorcerer Spells Known
Level 0 - Detect Poison, Amanuensis, Light, Mage Hand, Mending, Message, Prestidigitation, Caltrops, Stick (p206 SpC) Level 1 - Magic Missile, Shield, Feather Fall, Critical Strike (p56 SpC), True Strike, Shock and Awe (p189 SpC), (B)Light of Lunia (p132 SpC) Level 2 - Mirror Image, Alter Self, Resist Energy, Whirling Blade (p238 SpC), Deflect (p110 PHB2), Knock, (B)Daylight Level 3 - Greater Magic Weapon, Sleet Storm, Mass Snake's Swiftness (p193 SpC), Major Image, Analyze Portal (p10 SpC), (B)Magic Circle against Evil Level 4 - Voice of the Archon (p232 SpC), Greater Invisibility, Enervation, Perfect Summons (p103 BoED), Ray Deflection (p166 SpC), (B)Cloak of Bravery (p47 SpC), (B)Rainbow Pattern Level 5 - Telepathic Bond, Wall of Force, Moonbow (p144 SpC), Telekinesis, Sending, (B)Dismissal Level 6 - Antimagic Field, Greater Dispel Magic, Imbue Familiar with Spell Ability (p120 SpC), Probe Thoughts (p162 SpC), (B)Fires of Purity (p94 SpC) Level 7 - Might of the Planetar, Limited Wish, Planar Bubble (p158 SpC), Greater Teleport, (B)Radiant Assault (p164 SpC) Level 8 - Mind Blank, Greater Arcane Fusion (p96 CM), Dimensional Lock, (B)Sunburst, Divert Teleportation Level 9 - Wish, Gate, (B)Summon Monster IX (good creatures only), Undbinding (p225 SpC)
Skills
Bluff (cha): 13 (5) Concentration (con): 24 (17) Craft (painting) (cha): 14 (5) Diplomacy (cha): 39 (26) Intimidate (cha): 37 (26) Knowledge (Arcana) (int): 20 (15) Knowledge (Nature) (int): 6 (1) Knowledge (Religion) (int): 20 (15) Knowledge (Planes) (int): 31 (26) Sense Motive (wis): 18 (12) Speak Language (2) Infernal Spellcraft (int): 33 (26) Tumble (dex): 16 (10) - 14 in armour
Languages known: Tongues, Common, Elven, Celestial, Infernal
Inventory
Realm Wealth: 34,350gp
2,795gp
Holy War: Breastplate+7. This armor has a maximum dexterity cap of 12, no arcane spell failure and only -2 armor check penalty. The gems in the armor provide sacred power to conduct just war, granting Alicia a +2 sacred bonus to strength. By drawing on the magic within the gems, Alicia can consecrate and purify(as the metamagic feats) one spell or spell-like ability per day, with no increase in casting time or spell level.
Bonds - Falchion +7, Evil Outsider Bane, Holy Power. For each of Jessica, Marie, Antenora, Latha or Syala within 30ft while wielding bonds, Alicia gains a +2 insight bonus to armor class. These bonuses stack with each other.
Hell Striker - Falchion +5 Holy, Flaming, Axiomatic, Undead Bane. Fire damage ignores immunity/resistance of Outsiders with the Evil subtype. Allows wielder to Rage twice per day as a Barbarian, but without losing the ability to cast spells or use skills. Can cast Wall of Fire 1/day in a circle around the wielder. Once per month can take possession of wielder if mentally incapacitated. Caster level 21. Alignment: Lawful Good, Communication: Telepathy, Mission: Fighting evil at all costs Senses: 60ft sight/hearing, 30ft detect alignment Abilities: Int 19, Wis 12, Cha 14, Skills: Spot +8, Listen +8, Knowledge (Planes) +11
Staff of Idun - Quarterstaff +2 Impacting/+2 Impacting. Functions only for Alicia.
Portable Hole
Robes of the Plainswalker - +2 armour bonus to AC Gown of Starlight - +6 enhancement bonus to Charisma Gloves of Dexterity +6
Horn of the Lord of the Hunt - 1/day can be blown to cause nightfall to occur. This lasts for 1 hour and has a range of 1 mile, centered on the blower of the horn.
Blindfold of True Darkness - Grants Blindsight 30, but prevents use of vision. Gives immunity to gaze attacks. Bracers of Blinding Strike - Grants +2 competence bonus to initiative, and can be used as a swift action 3 times per day to grant an additional attack at full attack bonus when making a full attack Boots of Temporal Acceleration - Can cast Time Stop lasting 2 rounds as a swift action. User is shaken for 1 round after duration of effect ends. Also increases movement speed by 10 and provides a +5 competence bonus on jump checks constantly. Gauntlets of Heartfelt Blows - Can add Charisma modifier as fire damage to melee attacks (including touch attacks).
Bracers of Celestial Protection - Grants a Protective Aura as angels possess.
Amulet of Natural Armour +5
Ring of Freedom of Movement
Ring of Eternal Celerity - Provides Nondetection (CL 20) and all detect spells automatically fail when used upon her or her equipment. Ring of Adamant Law
Lust/Fertility Potion x6 - Any being that drinks this and fails a DC 25 will save is overtaken with lust within 1 minute. For the next hour, they will seek only to engage in sexual acts. Normal tastes, gender preferences and the like are irrelevant to the creature. The chance of pregnancy after any coupling that permits this possiblity is increased by roughly 300% Potion of Regeneration x2 - Regeneration 5 for 1 minute, fire and acid do lethal damage.
Tanglefoot Bag Silversheen x2 Ring of Invisibility Ring of Greater Plane Shift
Study Prism - This prism, if consulted on a knowledge check to identify or obtain information about an outsider, grants a +5 bonus. Consulting the prism to aid with a check takes a standard action. The person using it must understand Gnomish.
Anti Despair Ward
Survival Pouch - 5 times per day can produce any of the following for up to 8 hours (or until used): Trail rations for 1 medium creature for 1 day. Two gallons of water in a waterskin. A tent and 2 bedrolls sized for medium creatures. 50 feet of hemp rope. A campfire - can be pulled apart to produce up to 8 lit torches, each torch removed lasts 1 hour and reduces remaining burning time of the campfire by 1 hour. A composite shortbow (+1 str) and quiver of 20 arrows. A mule with a bit, bridle, saddle, and saddlebags.
Orb of Peace (currently attuned to Liberton in Sylica) - When given 24 hours to attune to a building, bestows a Hallow effect on the entire structure. Provides the following additional benefits within its area: +4 sacred bonus to hit/damage on nonlethal attacks, +4 sacred bonus to diplomacy, +1 to attack rolls, damage, skill checks, caster level checks and saves versus devils (stacks with other bonuses for nonlethal attacks).
The Garden - Painted by Queen Morwel, this painting displays a peaceful garden and fountain, that can be entered as a Mage's Magnificent Mansion. It does not include any invisible servants, but the fruits and water are edible and nourishing.
2 doses of Canian Wine: Poison, DC 35, 2d6/2d6 dex damage.
Backpack Signet Ring Climber's Kit Holy Symbol of Mystra (silver) Explorer's Outfit Noble's Outfit Jewellery (100gp) Cold Weather Outfit
Scroll of True Meteor Swarm Scroll of Miracle of Health Scroll of Alabaster Perfection Scroll of Glaciante's Spiteful Ward
Nichtsrusten - This gray armor counts as a breastplate+2. In addition, the wearer gains their charisma modifier as a deflection bonus to armor class. This counts as an artifact.
The Tears of Lathander - A set of six sunstone gems long lost to history, said to be tears long ago shed by the Sun God. If all six are powdered and ground together into a potion, legend says that a great miracle can happen.
Tablet of Armageddon - As a full round action (prohibits swift/immediate actions on same round) summons 2d3 Astral Devas immediately, on the third round summons 1d2+1 Tulani Eladrin, and on the fifth round summons one Solar. While maintaining the summons the user must hold the tablet and cannot perform other actions. After 5 minutes the tablet shatters and the celestials vanish. The user suffers 10 points of ability damage to all ability scores (will not reduce any below 1) which cannot be healed magically.
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« Last Edit: September 02, 2010, 10:23:29 am by Ebiris »
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Ebiris
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« Reply #3 on: January 26, 2007, 02:49:16 pm » |
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Appearance
Standing as tall as the average man and boasting a physique that combines the strength of an athlete with the grace of a dancer, Alicia is not one to pass unnoticed in the looks department. Despite her notable strength, her musculature is supple and toned rather than bulky, allowing her to retain a degree of femininity - while hardly a soft and shapely courtesan, she would never be mistaken for anything but a woman.
Her hair is jet black, and while typically tied up in order to keep it from catching in her armour or obscuring her vision, when left loose it reaches just past her shoulderblades. Thanks to the concealing leggings and long-sleeved tunics she habitually wears beneath her armour, most of her skin is quite pale, although her hands, face, and neck boast light tans from long exposure to the sun.
Background
Born in the far-off kingdom of Kelara, to the West of the Desert Fiefdoms, Alicia was the younger of two daughters, her family landowners of a small but well regarded vineyard. While her parents focused mostly on grooming their son to take over the business, Alicia and her sister were mostly left to look after themselves - not neglected, merely taken for granted.
Her older sister, Beth, took advantage in the laxity of parental supervision to follow her own interests, dabbling in minor thievery and other illegal pursuits. Alicia was disgusted at Beth's activities, and worked to undermine them when she could - reluctant to actually get her sister in trouble with the guard, she instead focused more on sabotaging Beth's hobbies in an attempt to deter her from pursuing them to their logical conclusion.
As the pair grew older, the stakes continued to rise - angry at Alicia's interference and (in her opinion) immature lecturing, Beth only continued even more heedlessly down her chosen path, as petty thievery moved to more daring and often violent heists, while Alicia was forced to take even more drastic action whenever she could in her attempts to stop Beth.
Finally, Beth had had enough. The heat on her in Kelara was starting to become too much, and she knew she'd have to leave sooner or later. But Alicia had made it clear she'd dog Beth no matter where she went, and so she challenged her little sister - they would duel, and if she won then Alicia would swear not to follow her when she left. Alicia, having always been more martially inclined than her sister, was happy to accept with the counter-offer that Beth would renounce her criminal ways.
What Alicia didn't know was that Beth had recently acquired a magical blade, and a small quantity of nonlethal but extremely debilitating poison. The first strike all but assured Beth's victory, and even when Alicia surprised them both by coming into her sorcererous powers in that same battle, her weakened state left her no chance of defeating Beth, even with such an unexpected weapon in her arsenal.
Dejected as her sister left, now free of Alicia's good influence, the younger girl turned to the temple of Mystra for guidance, partly looking for divine inspiration, partly to get a handle on this strange magic she apparently possessed. While she perhaps could have made a powerful sorcerer if she dedicated herself fully, Alicia was reluctant to give up on her physical training. A dream that she attributed to a vision from Mystra gave her new direction, however, and she swiftly threw herself into developing both skills to complement each other, styling herself as a Paladin of Mystra, and dedicated to both justice and magic.
It was during this time, after a few years of protecting Kelara in the name of Mystra, that Alicia met Hans Mitter, a skilled and witty young tailor. He courted the knight over a few months, eventually winning her over despite her initial reluctance to form a relationship. Nonetheless once they did start to become intimate, Alicia was more than thrilled to pursue things to their logical conclusion, and found a sense of peace and security that she hadn't felt previously.
Seeing her duty as a wife and mother as paramount, she set aside her vows to Mystra and departed the temple - though on very good terms with her friends there - to settle down with Hans in one of Kelara's outlying villages. It was there that she gave birth to her son, named Felix after his paternal grandfather, living quite well from Alicia's own savings and the money Hans earned making quality garments for people all over Kelara.
Unfortunately this peaceful existence was shattered when a group of bandits attacked their home while Alicia was visiting friends in a neighbouring village. Both Hans and Felix were murdered in the senseless attack, Alicia returning home to find her home gutted and the desecrated remains still laying there. Filled with rage, and no small amount of self loathing for not having dealt with the bandits before they even attacked, as she might have done were she still a knight, Alicia pursued the band to their lair in the valleys outside of the village. There she proceeded to mercilessly slaughter each and every one of them, exacting her vengeance in blood.
Still not satisfied, she only relented long enough to see to the proper burial of her family before expanding her rampage of revenge - her parents and brother offered little comfort in this time, and the only thing that would satisfy her was making the scum who killed her family and everyone like them pay. Very few brigands survived the following months as Alicia waged an unrelenting campaign throughout Kelara, until finally there were hardly any left to hunt and she finally realised that no matter how many she killed, her pain refused to diminish.
This finally prompted her to return to the only other place she felt she belonged - the church of Mystra. It was a difficult thing, to return after all that had happened, but her friends at the temple still welcomed her with open arms and slowly helped her come to terms with her losses. After several months of contemplation and service to the church, she finally resolved to retake her vows as a paladin of Mystra, with the full support of the local clergy.
Then, more devoted and focused than she had ever been in her first stint as a paladin, Alicia sought to travel the world in order to fight injustice and horror wherever it would arise. The next several years brought with them many adventures, friends, and enemies as she ranged Kelara's neighbours before finally making the arduous and lengthy crossing of the Desert Fiefdoms.
It was while travelling through the recently independent United Baronies when she heard news that shocked her to the core - Beth Renys was arrested in the border city of Balmuria for the attempted assassination of Lord Salman, and would almost certainly face execution. Even with her promise, Alicia couldn't let this pass - and so, half desperate and half determined, she hurried to Balmuria, intent to find the truth of these accusations, and try her very best to save her inconsiderate sister's life.
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« Last Edit: December 21, 2008, 04:07:26 pm by Ebiris »
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Jo'ou Ranbu
Beastman

Offline
Posts: 60
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« Reply #4 on: January 27, 2007, 01:42:44 pm » |
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Name: Berlioz Garland Finley Class: Bardic Sage (Level 5) Race: Human Gender: Male Alignment: True Neutral Hair: Darkish Grey, really short Eyes: Dark-green Age: 22 Height: 169 cm Weight: 65 kg
11 Str (+0) 13 Dex (+1) 12 Con (+1) 16 (+2) Int (+4) 13 Wis (+1) 16 Cha (+3)
HP: 36 BAB: +4 Save Fort: 3 Save Will: 5 Save Ref: 5
AC: 15 (+1 Dex, +4 Chain Shirt), 14 with "Withstanding". Touch AC: 11 (+1 Dex)
Damage Die
Masterwork shortbow: 1d6 damage, +6 to hit (+1 Masterwork, BAB, +1 Dex) Masterwork silver rapier: 1d6-1 damage, crits on 18-20, +5 to hit (+1 Masterwork, BAB) Masterwork ???? rapier: 1d6+2 damage, crits on 18-20, +5 to hit (+1 Masterwork, BAB). Deals an extra 2d6 damage on criticals.
Class Skills
Uses of Bardic Music Per Day: 6
Bardic Knowledge Bardic "Music" Counter Song Fascinate Inspire Courage Inspire Competence Suggestion
Note: The abilities that relate to the capacity of a Bard to inspire others (Inspire Courage, Inspire Greatness, Inspire Heroics, etc.) are less persistant to a Bardic Sage. Due to this, any Inspire skills only last three rounds after the allies can no longer hear the Bard's inspirational performance, instead of the usual five.
Note 2: A Bardic Sage gains a +2 bonus on all Bardic Knowledge-related checks.
Special Skills
Divine Favor (Su) - Can invoke Divine Favor on self once per day as a standard action. This functions as the 1st level clerical spell.
Skills
Perform [Storytelling] (9) Knowledge [History] (8) (Synergy with Bardic Knowledge, +2 Bonus) Knowledge [Geography] (7) (Synergy with specific Survival checks - not getting lost and avoiding hazards -, +2 Bonus) Gather Information (7) Decipher Script (3) Diplomacy (6) Speak Language (3) [Celestial, Abyssal, Infernal] Ride (1) Craft [Mapmaking] (6) (Synergy with Appraise checks related with the craft, +2 Bonus) Appraise (3) Tumble (8) Search (3) Spellcraft (9) Concentration (9) Use Magic Device (9) (Synergy with Spellcraft checks related to scroll decipherage, +2 Bonus) Listen (5) Sense Motive (5)
Bonus Languages (from Int Mod) [Elven, Giant, Orc]
Feats
Light Armor Proficiency (Default) Simple Weapon Proficiency (Default) [Includes Shortswords, Shortbows, Rapiers] Investigator (+2 bonus on all Search and Gather Info checks. Allows a reroll once per day on those checks) Toughness (+1HP per level) Lightning Reflexes (+2 on all Reflex saving throws) Still Spell (Able to eschew somatic components on spellcasting)
Spells
Spells per day: 3 Level 0 spells, 3+1 Level 1 spells, 1+1 Level 2 spells
(0th Level)
Detect Magic Know Direction Read Magic Light Prestidigitation Dancing Lights Lullaby
(1st Level)
Cure Light Wounds Feather Fall Hideous Laughter Charm Person Comprehend Languages
(2nd Level)
Cure Moderate Wounds Invisibility Mirror Image Detect Thoughts
Weapons and Armor
Masterwork Shortbow (330 GP) 40 Arrows (2 GP) Masterwork Silver Rapier (410 GP) Masterwork Rapier, ????metalcraft. Chain Shirt (100 GP) Leather Armor+1, "Withstanding." Grands Sonic, Fire, Ice and Acid resistance 8 Headband of Intellect +2 (Int +2) Daggers (2 GP)
Magical Items
Wand of Lightning Bolt (unknown charges, donated by Shamal)
Items
Bottle of Wine and glass (2 GP) Parchments (1 GP) Pouch, belt (1 GP) Inkpen (0.1 GP) Ink (16 GP) Magnifying glass (100 GP) Scholar's Outfit (5 GP) Explorer's Outfit (10 GP) Artisan's Tools (5 GP) Waterskin (4 GP) Backpack (2 GP) Mirror (10 GP) Flint and steel (1 GP) Bedroll (0.1 GP) Winter Blanket (0.5 GP) Tent (10 GP) Rations (3.5 GP) Silk rope, 50 feet (10 GP) Soap (0.5 GP) Sealing wax (2 GP) Hourglass (25 GP) Everburning Torch (110 GP)
Magical Items
Grey Bag of Tricks (900 GP) 2 Scrolls of Protection From Evil (50 GP) 4 Scrolls of Bless (100 GP) 1 Scroll of Disguise Self
Leftover Gold - 3093.8
Appearance
Berlioz is a young, slender adult with a serious complexion and somewhat angular features. He is often seen in his typical scholarly clothes - a thin greyish coat with long sleeves, as well as a cotton long-sleeve shirt, black pants, a monocle and short-heeled boots. He has short, lean hair, that has a distinct tint of dark grey as if Berlioz is quickly aging. This, coupled with his generally taciturn manners and slightly steely expression, leads people to think he's a fair dear older than he really is. He is a bit pale, his skin being lavishly white and delicate, but that belies his surprising physical aptitude - at least, for one of those scholarly types. He has a silver ring in his middle finger, a gift from his parents when he turned 15. In spite of his unassuming appearance, there's some sort of strange charm about him - although he rarely makes use of it.
Background
As much as his appearance, Berlioz comes from an unassuming background. Youngest son of a middle-brow noble family from Malmuth, he's always been a rather bright and study-focused lad. There isn't much to note about his story, only that he was a rather secluded child for most of his life - and he often had his way in the family's daily living. The father, being a merchant, taught Berlioz in the ways of economics, but Berlioz didn't really follow through in his academic studies, being infinitely more interested in History and Geography. Due to his latent interest on academics (and, later on, the rise of a certain new kingdom in the world), he tended to stay out of the heated discussions over the succession of the family's trade business. This didn't exempt him from casually training in the rapier art that his family had grown over generations, however.
Once Berlioz turned 18, he began studies in the King Salman Academy, mainly due to his ever growing interest over the United Baronies. Having little support from family in this endeavor (he convinced them to at least cover the bare bones of costs related to studies, but everything else? He'd have to make do), he had a few rough years. Due to necessity (possibly from more than one side, but he'd rather not dwell in that subject longly), he joined the military academy as well. While being rather grueling, he still managed - and, while Berlioz just barely made the cut for the Crimson Guard, he excelled at the studies in the academy, coming out as a full-fledged historian and cartographer. Now, he fills his days on casual guarding duties for the Guard and reading/making notations everywhere he goes, and has mostly cut ties to his family. History is at making in this new kingdom, and he is just waiting for the right opportunity to witness it firsthand.
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Asrana
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« Reply #5 on: January 27, 2007, 06:29:19 pm » |
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Personal History
Lyselle Selenia Celenyra of Armasea was born to two loving parents - certainly a luxury for how long it lasted, since in the borderlands where her mother and father ruled, war over resources was a nearly eternal struggle between nobles. Far from the most civilized centers and Baronial or Ducal mediation, small but vicious battles often decided the fate of this mine or that village. It was only a couple years after her birth that her mother died in such a struggle, caught in an ambush as her husband's representative.
A bloody feud was to ensue over the murder, with both Armasea and the neighboring county of Pilltain embroiled in a full scale war that outstripped most of the skirmishes that occurred over territory. She lost uncles and even aunts she barely knew, elder cousins growing to join the battle, and finally her father, dying of an assassin's dagger during the final siege that would see Pilltain crushed. Armasea was now expansive, but ridden with rebellion, famine, and spread thin with the remnants of on house's forces stretched over two realms. To keep from falling completely, her uncle and regent parceled away land concessions to their surrounding neighbors, reduced finally to the original Armasean lands they had started with before the war with Pilltain, and all the poorer for it.
It was in this state that Lyselle grew up, inheriting a crumbling title and territories barely held together by her uncle's iron fist and war hardened mind. The once bustling Armasea castle was now nearly empty, a minimal garrison, a few scholars, the servants, and the Countess and her Regent were all that were left of a once extended noble family. She thrived none the less, learning what she could from all the people around her, and they obliged: she was their future, their hopes for Armasea rested on the young Countess that had lost so much before she could even realize what she held.
As is well known, gluttoned men do not stay satisfied for long, and so was true about Armasea's neighbors. Eventually they grew greedy again, eying Armasea's ailing, though well developed ancestral territories. All was dropped, though, to fight the Malmuth occupation and for their independence. Even if the fighting didn't enter Armasea itself, it certainly affected it. What little treasury it had was further drained to nearly nothing, men were levied for a small force to add to the Baronial armies, and in the end, many didn't return, including the battered old Regent. Now Countess Lyselle of Armasea in majority, she made a fateful decision that perhaps betrayed the long held hopes of her subjects: she signed the administration, proceeds, and liscenses of her land over to her Baronial liege, losing all but her title and some small inheritances that she used to get herself into the Lord Salman Academy.
Now graduated, she maintains few airs that someone with the official title of Countess might have around herself. Death and battle have been a reality of her life since toddlerhood, her closest relative was himself naught but a soldier, and she has spent the last few years training as a knight of the bloody, vicious sort that once fought over her ancestral home. She hopes with her place in the Crimson Guard to win or amass enough wealth to reimburse her Baronial liege for her lands, reclaim Armasea, and rebuild her family's small but ancient history in their little corner of the world.
Description
Much has been said of Lyselle looking like her mother, a woman who might've passed for fey with lily white skin and nearly glowing light blonde hair, but who always took sick each winter with a minor cough or worse. Lyselle shares her mother's fairness, but little of the fragility, for her rough and tumble life would not allow such, though she still has narrow bones and a lady-like posture to her. Her violet eyes differ from the blue of her mother, and the green of her father, her uncle once or twice making morbid humor that his niece's eyes had been stained by the blood of Armasea. Thankfully, never around Lyselle herself. She's usually seen in uniform or armor, wearing the normal Crimson Guard uniform, with a discreet emblem of Armasea - a golden lion rampant under an ivy covered stone arch on a black field - embroidered somewhere on her, as well as emblazoned on the upper corner of her shield. She's had to do the modifications herself, though the embroidery taught to her by her maids as a child was plenty of skill with time and patience to manage. On the exceedingly few occasions that someone remembers the Countess of Armasea, she has the formal wear and regalia to attend as the very minor and unlanded noble lady she is, and for this usually dresses in a blue silk gown adorned with black velvet, wearing the seal of her family more openly on her finger. Underneath it all, she perhaps could have gone onto bigger and better things if she'd signed off on her independence and the independence of Armasea. Though certainly not the most stunning flower of the northern baronies, she is hardly disgraceful in her beauty, well mannered and attractive amongst the nobility. Certainly a catch to some young nobleman if she'd ever put that mace down!
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lt;Kotono> (Currently looks like a 16-year-old girl):I walk up to the leader and say, "Are you so sure you want our money?" and use my alter self ability to grow a massive bulge in my pants.
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Ebiris
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« Reply #6 on: February 01, 2007, 03:49:18 pm » |
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 Name: Shamal Velka Class: Druid/Wizard/Mystic Theurge (3/3/1) Deity: Mielikki Alignment: Neutral Good Race: Human Gender: Female Age: 21 Height: 5'7 Weight: 128lbs Eyes: Brown Hair: Blonde XP: Not relevant in this game! StatsHP: 42 AC: 13 (+2 dex, +1 deflection), touch 13, flat footed 11 Melee Attack Routine: Quarterstaff, +4, 1d6 Ranged Attack Routine: Antipode, +6, 1d4+1 STR: 10 DEX: 14 CON: 14 INT: 18 WIS: 21 CHA: 12 Bab: +3 Melee to hit: +3 Ranged to hit: +5 Grapple: +3 Initiative: +2 Speed: 30 Fort: +7 Ref: +5 Will: +14 Fire Resistance: 5 (Antipode) Cold Resistance: 5 (Antipode) FeatsSpell Focus (Conjuration) - Add +1 to the Difficulty Class for all saving throws against spells from Conjuration school. Augment Summoning - Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Scribe Scroll (Wizard Bonus Feat) - You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Companion Spellbond - You use your companion's share spells ability out to a range of 30 feet, rather than the standard 5 feet. You can cast touch spells to affect your companion at a greater range than normal. You can change a spell's range from touch to short (25 feet + 5 feet per two caster levels) if the spell targets only your companion. Practiced Spellcaster - +4 Caster Level increase, split as +2 to Druid and +2 to Wizard casting. Class AbilitiesAnimal Companion (Ex) - Laika the Riding Dog (Husky) Summon Familiar (Ex) - Flopsy the rabbit. Grants +1 to all saves. Provides benefit of Alertness feat when within arm's reach. Nature Sense (Ex) - A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex) - A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. Woodland Stride (Ex) - May move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Trackless Step (Ex) - Leaves no trail in natural surroundings and cannot be tracked. May choose to leave a trail if so desired. Special AbilitiesDivine Favour (Su) - Can invoke Divine Favor on self once per day as a standard action. This functions as the 1st level clerical spell at a caster level equal to character level. Animal Kinship (Ex) - Grants a +4 unnamed bonus to any Wild Empathy checks, and also grant a reroll on any one such check once per day. Summon Guardian (Su) - Once per day, Shamal can summon a Dire Tiger named Khan for one round per level. He fights to the utmost of his ability. Druid Spells - Caster Level 6 Level 0: 4 - DC 15 (DC 17 for conjuration) Level 1: 4 - DC 16 (DC 18 for conjuration) Level 2: 3 - DC 17 (DC 19 for conjuration) Wizard Spells - Caster Level 6 Level 0: 4 - DC 14 (DC 16 for conjuration) Level 1: 4 - DC 15 (DC 17 for conjuration) Level 2: 3 - DC 16 (DC 18 for conjuration) Skills (ranks are in parenthesis, synergies not counted in ranks but are noted) (4 base, +2 house rule, +3 int mod, +1 human = 10 per Druid level) (2 base, +2 house rule, +3 int mod, +1 human = 8 per Wizard level) (2 base, +2 house rule, +3 int mod, +1 human = 8 per Mystic Theurge level) 40+10+10+8+8+8+8 Concentration (con): 8 (6) Craft - Alchemy (int): 10 (6) Diplomacy (cha): 8 (7) Handle Animal (cha): 6 (5) Synergy: +2 to Ride and Wild Empathy Heal (wis): 10 (5) Knowledge - Arcana (int): 10 (6) Synergy: +2 to Spellcraft Knowledge - Religon (int): 10 (6) Synergy: +2 to turning checks Knowledge - The Planes (int): 9 (5) Synergy: +2 to Survival on other planes Knowledge - Nature (int): 14 (8) Synergy: +2 to Survival in natural surroundings Listen (wis): 10 (5) Sense Motive (wis): 10 (5) Synergy: +2 to Diplomacy Spellcraft (int): 13 (9) Synergy: +2 to Use Magic Device with Scrolls Spot (wis): 10 (5) Survival (wis): 12 (5) Synergy: +2 to Knowledge - Nature Speak Language: 3 (C/C so 6 points) Swim (str): 3 (3) Languages: Common, Druidic, Terran, Auran, Aquan, Ignan, Sylvan, Gnomish Inventory3,964gp Wand of CL1 Cure Light Wounds (35 charges) Wand of CL5 Lightning Bolt (?? charges) Wand of CL5 Magic Missile (?? charges) Masterwork Quarterstaff - 1d6 bludgeoning, +1 to hit Sling +1 "Antipode" - 1d4+1 bludgeoning, 50ft range increment, +1 to hit, grants Fire & Cold Resistance 5 Ring of Protection +1 Circlet of Intelligence +2 Pendant of Lesser Imbued Spellcrafting - +1 Conjuration DCs. Can cast Mount 1/day. Alchemist's Lab Healer's Kit (8 uses) Gnomish Humanoid Anatomy Notes (+3 circumstance bonus to heal checks) Stinkstone x3 Masterwork Handle Animal tools Potion of Cure Light Wounds Goblin's Fire - 1d10 damage and 1d3 points of con damage, DC 15 fort save negates con damage. Religous Token (wards vs vampires and undead weak against sunlight) Explorer's Outfit Spell Component Pouch Noble's Outfit Handy Haversack - can hold up to 120lbs/12 cubic feet of items. Any item can be retrieved as a move action without provoking an Attack of Opportunity. Only weighs 5lb even when filled. Protected by a Glyph of Warding (DC 28 search/disable device to locate and disarm) that summons a Celestial Bison if anyone besides Shamal, Laika, or Flopsy attempt to open it. Bedroll Tent Flint & Steel Rope, Silk, 100ft Ink Bag of Flour Vial Waterskin Inkpen Signal Whistle Parchment x5 Piton x10 Hammer Scroll of CL1 Mage Armour x2 Scroll of CL1 Comprehend Languages Scroll of CL1 Detect Undead Scroll of CL1 Cold Fire (p50 SpC) Scroll of CL3 Soften Earth & Stone Scroll of CL3 Locate Object Scroll of CL5 Magic Circle Against Chaos Scroll of CL7 Reincarnate Spellbook Volume 1 (levels 0, 1, and 2) (63/100 pages filled) - protected by a Fire Trap (DC 27 search/disable device to locate and disarm) that inflicts 1d4+6 fire damage on anyone besides Shamal that opens it. Spellbook Volume 2 (levels 3 and 4) (13/100 pages filled) - protected by a Fire Trap (DC 27 search/disable device to locate and disarm) that inflicts 1d4+6 fire damage on anyone besides Shamal that opens it. Wizard Spells KnownLevel 0: All Level 1: Mage Armour Comprehend Languages Identify Colour Spray Silent Image Summon Monster I Ray of Enfeeblement Ray of Clumsiness (p166 Spell Compendium) Benign Transposition (p27 Spell Compendium) Enlarge Person Reduce Person Shield Magic Missile Protection from Evil Charm Person Hypnotism Floating Disc Level 2: Alter Self Mirror Image Locate Object Electric Loop (p78 Spell Compendium) Malevolent Miasma (p136 Spell Compendium) Rope Trick Glitterdust Scorching Ray Pyrotechnics Continual Flame Touch of Idiocy Level 3: Fireball Flame Arrow Lava Breathing Level 4: Wall of Fire AppearanceShamal is a fair skinned young woman with a generous and soft figure - she's clearly healthy from her appearance, but doesn't seem especially athletic or muscular. Pale blonde hair cascades down her head, only barely scraping the top of her shoulders, and her round eyes shine with an odd blend of brown and red. In attire she tends to favour simple clothes in her free time, rarely bothering with anything more elaborate than a blouse and long skirt. When acting in her official capacity as a member of the Crimson Guard, or simply dressing to impress, her usual outfit consists of a white tunic decorated with a leafy pattern, worn under a long-tailed and high-collared green jacket, with a darker green skirt and petticoat worn over her legs - a hat in similar colours is also often worn outdoors. These clothes are chosen to reflect her connection with nature, while still being 'civilised' enough to mark her status as a practitioner of the arcane. BiographyShamal doesn't remember who her real parents were, having been sold into indentured servitude to pay off their debts to an elderly wizard when she was barely past five years of age. Life serving as Pelilar Dagoren's apprentice/slave was a harsh and unpleasant childhood for the young girl, for all that he did give her a grounding in the arcane, rare and valuable knowledge in this world. However, in the mounting unrest as the United Baronies jostled for succession from the Malmuth Empire, many used this as cover to settle old scores. Pelilar had many enemies himself, and when Shamal was nine, his tower in the wilderness was attacked. The young girl was able to escape in the chaos of battle as magic and steel clashed, her last sight of her master seen as he fell to an arrow in the eye. Given her unhappy childhood, it's not surprising that Shamal showed no desire to make her way back to civilisation, instead reverting to an almost feral state as she prowled the woods around Balmuria, somehow learning to instinctively direct her magical studies down another, more natural, path. For two years she lived this harsh and often brutal, yet somehow pure, existence, somehow thriving amidst the wilds that should have claimed her life. It was in her second Winter of living this life that she encountered the woodsman Thaeos Velka. While Thaeos had plenty of reason to object to the feral child who continually interrupted his hunts, he was a kind man and felt pity for Shamal. She herself cared little for the old man at first, but over time and frequent encounters, she began to develop a soft spot for the only human contact she had - for all that she never lingered long when he spotted her, ignoring his calls to stop a moment and share a meal. Sadly biting off more than she could chew one day, Shamal's attempts to put a stop to a group of hobgoblins from clearing the trees in her favourite grove soon got her in over her head, and the young girl would have certainly been slain were it not for Thaeos' timely intervention, a few well placed arrows and a cleverly played bluff able to see off the remaining humanoids after putting down the one about to skewer Shamal. Sufficiently rattled by her near death experience, Shamal for once didn't flee, and in fact finally broke down at the first selfless human gesture she had encountered. With the walls torn down, Thaeos was at last able to convince Shamal to return from her exile, going with him to Balmuria as his adopted daughter. Over the following years, Shamal Velka blossomed into a friendly and surprisingly well adjusted young woman. With Thaeos' help she was able to seek tutelage in the city, finally resuming her studies of magic - and continuing to blend her knowledge of the arcane with the equally mystical workings of the natural world - a pursuit Thaeos eagerly encouraged, lest she turn into a stereotypical self absorbed wizard. Something of a patriot, Thaeos pushed Shamal to enlist in Lord Salman's academy after the United Baronies declared independence. While not especially martially inclined, Shamal was still fit enough to pass muster, as if her magical talents were not sufficient attraction - and still feeling indebted to her adopted father, Shamal made no protest to signing up. When not training at the academy (or now more recently performing her duties since graduating), Shamal resides in her own home, little more than a small shack outside well the city walls - with a pleasingly large garden. Here she lives with several animals she has befriended, supplementing her income by creating and selling alchemical concoctions as well as training animals for new owners.
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Anastasia
Viral
Drill That Pierces The Heavens
   
Online
Posts: 9641
Hell of a time!
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« Reply #7 on: April 04, 2007, 10:56:46 pm » |
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I'm bumping this to sticky it. Why didn't I do that in the first place anyway? Also, Hotaru, upload your current sheet. The one you have linked is out of date. Thanks.
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<Tehan> Incest is best, put your sister to the test. <Gatewalker> ...fair enough
<Alicia> But nobody ever suspects the ghost tarrasque.
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Taishyr
Dunegroup
Beastman
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Posts: 215
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« Reply #8 on: May 05, 2007, 09:38:22 am » |
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Appearance:
Demedais possesses the shadow of the thick build most priests have - primarily muscle due to his practice as a Paladin, but still with some of the weight of his earlier years. This tends to be accentuated by his heavy armor and confident-bordering-vaguely-on-cocky look on his face. When in the city on duty or simply strolling the town, he wears a linen robe made of white with silver threads hanging off the front and around the neck, traditional clothing for a warrior of Helm. His Crimson Guard insignia is on his left side in such circumstances. His fancy clothing pretty much involves taking off the armor and going with just the robe. When outside the town, he leaves the robe behind, and occasionally travels with the insignia in a back pouch, in case of emergency in which asserting authority may assist (even if said authority is not exactly useful where they're at).
Background
Demedais was the usual orphan, taken in by the local temple of Helm, and in specific by a rather cheerful priest by the name of Ceiar. His life was a basic one of doing tasks for all the priests - from relaying notes from one priest to another, to gathering the materials needed for the evening prayers, to going out into the city and buying whatever materials the priests didn't have on hand. Although occasionally a nuisance, his assistance around the temple (combined with his tendency to disappear for a day into the recesses of the temple whenever a mention of finding him a real family was brought up by a priest) kept him there quite often.
However, simple lives rarely grab teenagers as well as they do children, and so Demedais was less often seen in the temple during one summer after his estimated fourteenth birthday. Cleric Moraid suggested that perhaps he had found an interest in women. Sahumn proposed that he had found the bars interesting, and Loeir, always the optimistic sort, said that he may have taken to the library in town. Ceiar made no comment. Indeed, it was Demedais' choice, and one could only hope he lived lawfully no matter what.
The eve after Demedais' fifteenth birthday, Ceiar entered the main part of the temple to pray from Demedais, only to find Demedais himself there, head bowed. Ceiar knelt beside him and said nothing, simply closing his eyes. After a while, Ceiar heard Demedais stand, but not leave. Ceiar looked up to the young man. "If it is not personal, may I ask why you have come here to pray?"
Demedais closed his eyes for a moment. "The days ahead seem like they will be brutal, Father Ceiar, and there is not much here to protect this temple."
"We have our faith." Ceiar said, slightly startled. Surely the young man had not somehow become uncertain of Helm?
"We do, Father, but... in the times ahead, we may need more. I have been practicing with the Malmuth soldiers garrisoned here."
"You intend to join them?"
"No. I intend to protect this temple, as a paladin of Helm."
Ceiar looked down and smiled, offering a silent prayer of thanks to Helm for this.
Demedais followed through on his pledge that night, taking his vows as a Paladin upon his nineteenth birthday. Two months later, the Malmuth Empire withdrew from Balmuria; with permission from the Temple, he used this opportunity to embark on a pilgrimage across the land. After five years of visiting temples and shrines in distant parts of the Baronies and Malmuth, Demedais felt a pull back towards Balmuria, which he heeded. The same pull called him to sign up for the Crimson Guard, a position which he rationalized by determining that what was good for Balmuria would be good for Helm and his temples as well.
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« Last Edit: October 08, 2007, 02:58:55 am by Taishyr »
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Nephrite
Beastman

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Posts: 55
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« Reply #9 on: July 16, 2007, 12:35:56 pm » |
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I'll update this shortly. Really.
character: Gilderoy
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Taishyr
Dunegroup
Beastman
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Posts: 215
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« Reply #10 on: October 08, 2007, 03:09:43 am » |
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Reposting sheet in new post since Dune can't find it in my old one.
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« Last Edit: January 29, 2008, 12:55:10 pm by Taishyr »
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Anastasia
Viral
Drill That Pierces The Heavens
   
Online
Posts: 9641
Hell of a time!
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« Reply #11 on: November 18, 2007, 02:46:20 pm » |
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This is a generic GM poke! Today's poke is about:
Keeping your character sheets updated on SR! That's right, the GM likes it when everything is in order! It makes my life a lot easier, so make sure to keep on that, okay? Right? Cool!
(I think none of you are out of date offhand, but I'd like to give out a reminder.)
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<Tehan> Incest is best, put your sister to the test. <Gatewalker> ...fair enough
<Alicia> But nobody ever suspects the ghost tarrasque.
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Taishyr
Dunegroup
Beastman
Offline
Posts: 215
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« Reply #12 on: November 19, 2007, 08:33:14 am » |
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todo for 21st level: skill points, feat
Demedais Human Cleric 3/Fighter 2/Prestige Paladin 4/Kensai 5/Divine Oracle 2/Prestige Paladin +1/Church Inquisitor(Defender) 4 Lawful Neutral (Stubborn Git) Deity: Helm Age: 27 Male 5'8" feet 190 lb Grey eyes Brown/Bald (tonsured) hair
HP: 221 AC: 28 (10 + 11 Armor + 1 Dex + 6 Shield) (+1 traps) (+6 Protection Devotion (sacred)) (If AC is missed by 6 or more, take AoO) (Touch factors in Shield, Dex) (Flat Footed factors in Armor, Shield) SR: 42 ER: 10 (fire, ice, sonic, lightning, acid) (With armor on) Immune disease, fear, charms
Str: 22 (+6) Dex: 12 (+1) Con: 18 (+4) Int: 14 (+2) Wis: 17 (+3) Cha: 20 (+5)
Init: +8 (+7 Sword) Speed: 20 feet (50 on Horse); Heavy Armor
Fort: 21 (Base 12) Refl: 10 (If AoE, checks Concentrate) (Base 4) (+1 traps) Will: 22 (Base 15)
BAB: +16/+11/+6/1
Melee: Sword: +28/+23/+18/+13 (+6 Str +5 Sword enchant +1 Weapon Focus) Greatsword "Threadsplitter", 2d6+17 slashing, 17-20 crit range 2x. +2/+2d6+2 against arcane spellcasters/invokers, -2 to SR per hit for 1 round.
DR/Slashing. CE, PA apply. Added bonuses to: +6 AR/+6 dmg (smite, 2/day), +6/+0 (Law Devotion), +1/+0 (Haste), -X/+2X (PA), -X/+X AC (CR)
Skills: Concentrate: (27) 23+4 [Con] Diplomacy: (21) 12+5 [Cha]+2 Synergy [Sense Motive]+2 Ki Projection. Sense Motive: (25) 20+5 [Cha] Ride: (6) 5+1 [Dex] Know(Arcana): (6) 4+2 [Int] Know(Religion): (15) 10+2 [Int]+3 (Feat) [Can take 10 OPD] Know(Nobility): (4) 2+2 [Int] Heal: (11) 4+2 [Wis]+5 Gnomish Notes Intimidate: (10) 5+5 [Cha] Spot: (20) 17+3 [Wis] (+10 helmet) (+5 Spear, not in default count) Listen: (20) 17+3 [wis] (+10 helmet) Spellcraft: (8) 6+2 [Int] Climb: 0+6 [Str] Jump: 0+6 [Str] Swim: 0+6 [Str] Handle Animal: (9) 4+5 [Cha] Balance: 0+1 [Dex] *Speak Languages (8 pts): Celestial, Gnomish, Infernal, Draconic Bluff: (6) 0+4 [Cha]+2 Ki Projection Gather Information: (20) 14+4 [Cha]+2 Ki Projection
Magical Items: Greatsword "Threadsplitter", Kensai sword: +5 Transmuting (+2), Keen (+1), Shattermantle (+1), MIC Magebane (+1), Warning (+1), (+2 untyped to Init checks). Full Plate +3, Energy resist 10, Call/Recall, Mindarmor ("Evervigilant"/"Mechanus", +5 will 3/day against mind-affecting), -4 ACP (-1 Magic -1 Armor Mastery), 2 max Dex, Glamered Heavy Shield +4, Animated, Heavy Fortification
Blessing Get: +2 turns/day, +4 Cha, +2 Dex, 2x Level, +3 Wis, +3 Con Book Read: +2 Str, feat gained
Feats: Mounted Combat Weapon Focus (Greatsword) Combat Expertise Apt Learner (Spot, Listen) Improved Combat Expertise Law Devotion Skill Focus (K:R) Shield Ward Divine Shield
Epic Feats: Unknown
Fighter Bonus Feats: Cleave Power Attack
Domain Bonus Feats: Extend Spell
Card Bonus Feats: Protection Devotion
Book Bonus Feats (lost if i gain arcane talent) Shield Specialization (Heavy)
Abilities:
Lay on Hands (32 HP PD) Divine Grace (+Cha to saves) Smite Evil (2PD) Detect Chaos (Will) Detect Evil (Will) Remove Disease (OP Week) Turn Undead, Clr 7, d20+6, 11pd Kensai Powerup +8 Str, CR 15 Concentrate +5 per use after first, lasts 2 rounds Withstand (AoE reflex save checks against Concentrate) Summon Mount Immune Disease, Fear, Charms Aura of Courage (+4 to allies on fear effects within 10 feet) Aura of Law Law Devotion effect: +6 to AC or attack rolls for a minute; can change while active. 3 Turn undead charges to use it more than once a day. Protection Devotion: +6 to AC for a minute to all allies + self within 30 ft. 3 Turn undead charges to use it more than once a day. Divine Shield: +Cha to AC, cLevel/2 (10) rounds, uses up a standard action and a turn undead charge. Scry Bonus: +1 to DC of saves from divination spells Bonus - Oracle Domain: +2 to caster level of divination spellls Prescient Sense: Evasion but with heavy armor. Defensive Advantage(Ex): When an opponent misses you by 6 or more points, you may make an attack of opportunity on them. Armor Mastery(Ex): When wearing armor, you reduce the ACP by 1 point. It's maximum dexterity bonus is considered 1 higher. Pierce Illusion (Su): When you see an illusion, get an automatic Will roll to see through it. Visual contact is the only necessity. Pierce Disguise (Ex): +4 on spot checks against the Disguise skill.
Epic: Disdain (Ex): Before using a beneficial/harmless spell on an outsider, Demedais must first make a Wisdom check equal to (10+spell level). If fail, spell is not used up but Demedais cannot use spells on that outsider for 1d10 rounds. In addition, healing has half effect on outsiders even if this check is passed. Latha/Seira/Antenora/Alicia/Triad outsiders are exempt due to past experience. Mortal Confines (Ex): Unless in the realm of the Triad or the Staircase, Demedais cannot heal naturally. This includes fast healing. Stabilization (when at/under 0 HP) works normally, however. Unknown Roads (Ex): Demedais loses the Oracle domain and its benefits. Sword and Shield (Su): Demedais' sword and shield are treated as a +10 weapon, +1 for each level he gains over 20. This caps at +20 at level 30. In addition, while in the Staircase, he can change the enchantment properties of both sword and shield as a full round action.
Spells: (Law/Planning/Inquisition) Cleric: Caster level 13th (13+4 on dispels) 0: 6+dom 1: 6+dom 2: 6+dom 3: 5+dom 4: 4+dom 5: 3+dom 6: 2+dom 7: 1+dom
Spellgem: Wall of Boiling Water, 2PD
On loan to/for use of the Guard/Guardsmen
Glaive "Eight Eyes of Helm", +1, Axiomatic, +5 Sacred to spot, detect evil/chaos at will (CL 8). Default on patrols The Fifth Resort, Heavy Steel Shield +4, Animated, Bashing, Perfect Guard (+5 to AC or save, OPD) (+1 AC from feat)
The Fourth Resort, Ring (+5 deflection to AC, feather fall and DR 5/epic and cold iron) Ring of Sustenance: No food/water reqs, 1/4 sleep reqs Amulet of The Watcher: +3 to natural armor AC, +4 to Constitution Belt of Giant Strength +4: +4 to Str Helm of Keen Observation: +10 Listen/Spot, constant bonus, competence. Boots of Speed: Haste, 10 rounds/day. Bracers of Wrathful Smiting: +2 to hit/damage of smites. Bracers of Time: Immune rapid de-aging effects (not default) Gloves of Dexterity +2: +2 Dex Cloak of Oooh, Shiny +4: +4 Cha Gnomish Magical Notes, Wild Magic enhanced version: * When used as a tool to aid a Heal check, this grants the user a +5 bonus to the roll. In addition, it allows the following ability to be used: Care(Su): You may spent 1 minute(10 rounds) tending to a person's wounds. This time must be uninterrupted, the carer cannot do anything other than tend to the target. Interruptions force the time to begin anew. At the conclusion of the time, the healer rolls a heal check. The target heals HP equal to the heal check result+10. This ability can be used as many times per day as the bearer wishes, though one creature cannot benefit more than once per day from this ability. One person cannot benefit from this power and long term care, quicken recovery or perfect recovery; the ability granted by these notes supersedes them.
This counts as a minor artifact and has no price. The party may determine it's value as they see fit. Deme's cold weather outfit: Gear of the Climber: This gear grants energy resistance 5 to cold and a +5 competence bonus to climb checks. This takes the armor slot. 12,000 GP.
Handy Haversack
Wand of CLW (7 charges) Wand of CLW (50 charges) Wand of Lesser Restoration (50 charges)
Potion of Shield of Faith +2 (1) Potion of Eagle's Splendor Potion of Protection from Evil. Potion of Fly (2) Scroll of Teleport Circle (1) -- Left with Seira Scroll of Sending (1)
Other items: 50 ft. hempen rope Travel kit (exceptional things as noted here) (Notable: Sunrods) Masterwork Manacle, Average Lock Tent Explorer's Outfit Two Vials of Holy Water Climbing Gear Anti-pinecone gear Lead Chest, Amazing Lock, Trapped w/ Poison & Glyph of Warding
Gold: 66850+6755+175 subsidy from Salman for teleport circles ------Ring of Deflection +2: +2 to AC (Given to Pollyanna) ------Ring of Feather Fall: Constant Feather Fall (Given to Pollyanna) ------Helm of Martial Prowess: +2 to hit/damage, one attack, 3PD. (Given to Pollyanna) ------Cloak of Manliness +4 to Con/Str (Burned Away) ------Pendant of Smrtnss: +1 to Int/Wis (---- Given to Riyva -----)
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« Last Edit: March 31, 2010, 02:37:07 pm by Taishyr »
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Ebiris
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« Reply #13 on: July 09, 2010, 04:29:14 pm » |
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Marielle Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good)
HP: 217hp AC: 38 (+2 size, +8 dex, +18 natural), touch 20, flat footed 30 Attack Routine: Thunderstrike, +29/+24/+19/+14 (1d4+1 +1d6 lightning +1d4 sonic)
STR: 8 DEX: 26 CON: 12 INT: 17 WIS: 11 CHA: 16
Bab: +18 Melee to hit: +19 Ranged to hit: +28 Grapple: +7 Space/Reach: 2.5/0 Initiative: +8 Speed: 20, Fly 60 (perfect)
Fort: +13 (+4 vs poison) Ref: +14 Will: +15
Immune to Electricity Immune to Petrification Cold Resistance 10 Acid Resistance 10 Spell Resistance 28
Feats
Deceptive Illumination - Can expend a use of Dancing Lights to cast Silent Image. The illusion lasts for 3 rounds after she ceases concentration but otherwise functions exactly as the spell
Constant Guardian - Once on her turn as a free action can designate an ally within 10 feet who gains a +2 dodge bonus to AC. Marie takes a -2 penalty on attack rolls while using this.
Special Traits
Racial Skills (Ex) - +4 to Hide and Move Silently
Darkvision 60ft (Ex) - Can see in pitch black even in complete absence of light, in monochrome.
Tongues (Su) - Can speak with any creature that has a language, as if under the constant effect of a CL 14 Tongues spell.
Magic Circle Against Evil (Su) - Surrounded by a Magic Circle, as if under constant effect of a CL 8 Magic Circle Against Evil spell.
Alternate Form (Su) - As a standard action can assume the form of an incorporeal ball of light, at will. Can shed light up to 30 feet if desired. In this form can only be harmed by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. Has a 50% miss chance against any damage from a corporeal source except force effects and ghost touch weapons. Can pass through solid objects but not force effects. Its attacks ignore natural armour, armour, and shields. Always moves silently and cannot be heard unless it wishes to be.
Change Shape (Su) - Marie can take the form of any small or medium humanoid.
Improved Evasion (Ex) - When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells - At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar 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 familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (outsider).
Empathic Link (Su) - The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Familiar Toughness (Ex) - Hit points equal 80% of master's rather than 50%.
Spell Like Abilities
Caster Level: 23
At will - Dancing Lights, Detect Evil, Detect Magic, Faerie Fire 3/day - Magic Missile, Sleep (DC 14) 1/day - Limited Wish (DC 20)
Permanent Spells
See Invisibility, CL 23 Detect Scrying, CL 23
Skills Uses Alicia's ranks unless her own are better
Bluff (cha): 9 (6) Concentration (con): 18 (17) Craft (painting): 8 (5) Diplomacy (cha): 33 (26) Escape Artist (dex): 14 (6) Hide (dex): 26 (6) Intimidate (cha): 31 (26) Knowledge (Arcana) (int): 18 (15) Knowledge (Nature) (int): 4 (1) Knowledge (Religion) (int): 18 (15) Knowledge (Planes) (int): 29 (26) Listen (wis): 6 (6) Move Silently (dex): 19 (6) Open Lock (dex): 9 (1) Sense Motive (wis): 10 (10) Spellcraft (int): 31 (26) Spot (wis): 6 (6) Survival (wis): 6 (6) Tumble (dex): 18 (10) Use Rope (dex): 14 (6)
Inventory
Thunderstrike - tiny Longbow +1, Shock, Screaming
Gown of Starlight - +6 enhancement bonus to Charisma
Bracers of Time - Prevent rapid aging effects
30 silver arrows 23 cold iron arrows 3 Silvered Banishing Arrows +1 3 Cold Iron Banishing Arrows +1
Anti Despair Ward
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« Last Edit: September 01, 2010, 01:40:33 pm by Ebiris »
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