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Started by Anastasia, April 11, 2015, 02:05:48 PM

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Anastasia

This is where PCs are posted. Post your sheet here.
<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?

Corwin

#1
Annerose Malana [lvl10, Paladin1/YukiOnna4/Cryokineticist5//Sorcerer10]
Chaotic Exalted Human [Cold, Fey]
Gender: Female, Height: 5'4'', Weight: 120lbs, Age: 21 (Appearance)
Hair: Blonde, Eyes: Blue

Background
Spoiler: ShowHide

One day, Annerose appeared before a weary traveler crossing the northern mountain to the village of Grindelwald. A mirage, at first, chasing away the wolves about to prey upon him. But then more real, as she constructed shelter for him out of the ice with nothing but a wave of her hand. He fled down as soon as he recovered his strength, and she was not seen again for a generation -- long enough to be dismissed as a wife's tale, but not so distant that all memory of the story faded away.

The next time people ran across her, it was a mixed elf-human couple eloping from Malana to Krygur. They had gotten lost while staying off the official mountain paths, and passion is a poor substitute for food. Just that had been provided for them, however, as they slept clutching each other for warmth. Their efforts to leave of their own power did not succeed the next day, and taking a gamble they decided to try and meet their mysterious benefactor. From that encounter, Annerose made her first friend in Martha.

Her legend remained a local one. The snow queen, the ice witch of the northern mountain -- Grindelwald's people could never decide on one, and treated Annerose as a capricious nature spirit just in case. Her relation with its people remained a distant one, although Marha's great-granddaughter, Anna, came the closest.

Annerose kept the villagers at arm's length, staying away unless helping a poor soul stranded on her mountain. The one exception came when a group of them mistook her for a servant of Auril during a particularly harsh winter, and attempted to sacrifice Anna -- her apparent favorite -- to her. She broke the travesty up, and in her horror showed more of her power than ever before.

In the aftermath, the rift between Anna and the villagers who had stood by and let her be offered as a sacrifice was irreconcilable and the young woman left. It was said that Annerose had decided to seclude herself, terrified at the destruction her power had wrought. And so, Grindelwald lacked her protection when a servant of Auril swept through it, bringing with her tenfold the harshness of winter which had been spared from the village for these generations.

It was that event, the few survivors of that decimation know, which spurned Annerose into stepping properly out into the world. If even out here, in this isolated place, cruelty and mayhem were so rampant, then how had the rest of the land fared? What of the rest of the world?




HP: 91
Init: +5
Speed: 30ft (land)
Armor Class: 25 touch, 34 normal. [-6 armor, -3 shield, -5 flat-footed, -10 deflection]
Base Attack: +6/+1
CMB: +9
CMD: 34
Full Attack (Freezing Touch): +12/+12 touch, 3d6+5/3d6+5, +1d6 Gloves of Cold +2d6 Frozen Hand +1d8 Dragonfire Wrath
Full Attack (Ice Spear, 15ft): +11/+6 ranged touch, 1d8+3/1d8+3, +1d6 Gloves of Cold +2d6 Frost Weapon +1d8 Dragonfire Wrath
Full Attack (Rays): +11 ranged touch
Space/Reach: 5ft/5ft
Special Attacks: Dragonfire Wrath (Ex) +1d8 coldfire 1/day [1rnd], Ice Spear (Sp) 1d8 touch/15ft, Freezing Touch (Ex) 1d6 per 3 HD, Snowball (Sp) 5d6/60ft, Golden Ice 1d6/2d6 dex [Fort DC17], Winter's Blast 1d4/spell level 15ft cone of cold/ref half.
Special Qualities: Aura of Good (Ex), Detect Evil (Ex) at will, Stalwart Sorcerer/ACF [CM p36], Cold Immunity (Ex), Vulnerability to Fire (Ex), Fire Resistance 10 (Ex), Low-Light Vision (Ex), Charm Person (Sp) at will [Will DC20], Disguise Self (Sp) at will, Hold Monster (Sp) at will [Will DC24], Ice Darts (Sp) at will, Silent Image (Sp) at will, Snowdrift (Sp) at will, Cone of Cold (Sp) 1/day [Ref DC26], Confusion (Su) 1/day [Will DC23], Damage Reduction 5/Cold Iron (Ex), Blizzard Maiden (Ex), Cold Adaptation (Ex), Frozen Hand (Sp), Penguin Familiar.
Saves: Fort +12, Ref +13, Will +7
Abilities: STR 16 (+3), DEX 20 (+5), CON 16 (+3), INT 16 (+3), WIS 15 (+2), CHA 30 (+10)
Languages: Common, Aquan, Auran, Celestial

Skills: Bluff +14 (1, Cha+), Craft/Alchemy +7 (1, Int+), Craft/Ice and Snow Sculptures +15 (9, Int+), Diplomacy +23 (10, Cha+), Disguise +12 (2, Cha-), Intimidate +23 (10, Cha+), Knowledge/Arcana +15 (9, Int+), Knowledge/Dungeoneering +8 (5, Int-), Knowledge/Engineering +4 (1, Int-), Knowledge/Geography +4 (1, Int-), Knowledge/History +8 (5, Int-), Knowledge/Local +13 (7, Int+), Knowledge/Nature +8 (5, Int-), Knowledge/Nobility +11 (5, Int+), Knowledge/Religion +15 (9, Int+), Knowledge/The Planes +8 (5, Int-), Perform/Oratory +20 (10, Cha-), Perform/Sing +20 (10, Cha-), Perception +2 (0, Wis-), Spellcraft +16 (10, Int+).

Feats: Touch of Golden Ice [Exalted], Bloodline of Cold (+2 DC/Cold), Cold Bloodline, Eschew Materials, Weapon Focus/Touch, Fey Aura (+2 DC/Cold), Knowledge Devotion (+insight attack/damage), Snowcasting (+1 CL/Cold), Winter's Blast (+1 CL/Cold, Reserve).

Spells Known/Sorc:
lvl0 [DC22 Cold]: 9
lvl1 [DC23 Cold]: 5 +1B
lvl2 [DC24 Cold]: 4 +1B
lvl3 [DC25 Cold]: 3 +1B
lvl4 [DC26 Cold]: (2-1) +1B
lvl5 [DC27 Cold]: 1 +1B

Spells Per Day/Sorc [CL10/CL13 Cold]:
LVL0 (oo): Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost (C), Mending, Amanuensis, BLANK.
LVL1 (6+3): Cold Fire (B), Magic Missile (Med), Lesser Orb of Cold (C, Close), Ancient Knowledge [immediate], Nerveskitter [immediate], Swift Expeditious Retreat [swift].
LVL2 (6+3): Chill Metal (B), Elemental Dart (C, Med, Fort, SR), Wings of Cover [immediate], Obscuring Snow (C, 30ft), Conjure Ice Object (C).
LVL3 (6+2): Sleet Storm (B, Long), Tenacious Dispelling (Med), Coldball (C, Long, Ref, SR), Ray of Dizziness (Med, Will, SR).
LVL4 (5+2): Wall of Ice (B), Greater Mirror Image [immediate].
LVL5 (3+2): Cone of Cold (B), Teleport

Items: Necklace of Natural Weapons +2 (8,800gp; SS p58), Explorer's Outfit (10gp), Golden Holy Symbol [triangular shield with a golden dragon taking flight] (50gp), Adventuring Kit (tm, 25gp, 52lb), Ancient Knowledge Focus (100gp), Heavy Warhorse+Military Saddle, FUNDS 9,902.67gp.
Scrolls: 1 scroll of freezing sphere, 1 scrolls of summon monster 3.
Potions: 4 potions of CLW.

Frostiness (extreme cold or colder):
DC +4
CL +3
Damage +2 per die
You can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage.

Yuki Onna
Cryokineticist

Abilities and Purchases
Spoiler: ShowHide

The Snow Queen's Regalia
Quote
The Snow Queen's Regalia is a sign of winter's favor, destined to be found by those who inhabit the coldest parts of nature. It enhances the power of cold mages in particular and grants them a terrible, beautiful might that can devastate lesser creatures.

Collection Benefits
3 pieces worn
Your cold spells are stronger in areas of extreme cold or colder. Spells and spell-like abilities with the cold descriptor are cast at +1 caster level and deal an extra +2 points of damage per die of damage.

4 pieces worn
As a standard action once per day, you may summon a huge ice elemental. This is the equivalent to a 7th level spell.

Snowcasting: Turns non-Cold spells into Cold spells with a move action. Spells already with a Cold descriptor get +1 CL.

Ice Spear (Sp): A cryokineticist gains the ability to fashion a 15-foot-long spear of ice from moisture in the air as a move action. She takes no damage from the icy weapon she creates, and if she releases her hold on it, the spear immediately dissipates. The spear deals 1d8 points of cold damage to a target within 15ft on a successful ranged touch attack. A cryokineticist can take weapon focus, weapon specialization and other feats related to a spear for the ice spear, so long as she otherwise meets the prerequisites. This spear remains in existence as long as the cyrokineticist holds it.

Cold Adaptation (Ex): At 2nd level, a cryokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10.

Frozen Hand (Sp): A cryokineticist of 2nd level or higher can activate this ability as a move action. Frost creeps up one of the cyrokineticist's hands all the way up to her wrist (but does her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of cold damage.

Snowball (Sp): Starting at 3rd level, as a standard action, a cryokineticist can launch a snowball at any target in line of sight within 60ft. This effect is treated as a ranged touch attack and deals 1d6 points of cold damage for each class level the cryokineticist has.

Frost Weapon (Sp): At 4th level and higher, a cryokineticist can activate this ability as a move action. Ice that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of cold damage on a successful hit. The weapon retains this effect for as long as the cryokineticist wields it.

Nimbus (Sp): Beginning at 5th level, a cryokineticist can activate this ability as a move action. A torrent of snow that harms neither the cryokineticist nor her equipment engulfs her entire body. While she is surrounded by dancing snowflakes, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of cold damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of cold damage. This ability lasts for up to 1 minute per cryokineticist level and is usable once per day.

Fey Aura: You can project this aura as a swift action. Its benefit applies to you and to all allies within 30 feet. The bonus of your fey aura is +1. The aura remains in effect until you dismiss it (a free action), you are rendered unconscious or dead, or you activate another fey aura in its place. The aura grants a +2 bonus at 7th level, a +3 bonus at 14th level, and a +4 bonus at 20th level.
Aura Type: [Energy] This aura grants you a bonus on the save DC for your cold effects. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the chosen type.

A tiara of blue ice
Winter's Tiara
A tiara made of blue ice carved into the shape of flames. Winter's tiara shows cold's dominance over heat, freezing it solid and hinting at its secondary power. This tiara can be worn by any creature, but those not immune to cold find it quickly induces a state of mental numbness. Thinking becomes difficult and a deep, shivering lethargy overtakes them.
Winter's tiara grants the wearer a +6 enhancement bonus to Charisma at all times. Once per day as an immediate action, the wearer may draw on the tiara's power to create a fire shield effect (warm only) for 5 rounds.
It's part of a magical item set called the Snow Queen's Regalia. It's worth 49,000 gold.

Gloves of Cold: Swift action, makes your ranged and melee attacks count as frost, dealing 1d6 extra points of cold damage. This also applies to melee touch attacks. 8000 gold.

Royal Gown
This is an aquamarine evening gown that matches the gloves, joined with a gossamer cloak and snowflake pauldrons. This gown embodies the snow queen's true nature as the lord of winter and shows that its power comes at her command.
The wearer is surrounded by a constant control temperatures effect (caster level 15th). This can be lowered or raised as a free action on the wearer's turn, and the wearer can choose to exclude creatures from the effect as desired.
Strong transmutation; CL 15th; Craft Wondrous Item, control temperature; price 100,000 gp

478gp spent on lots and lots of accessories and jewelry fit for a super-rich noble!

Purple-white crystal vase, decorated with engravings of snowflakes: 400 gold
A dart set made of polished darkwood, adamantine and gold: 2,000 gold
Painting "Coronation", shows the coronation of Dynast George I: 650 gold

A blue gemstone teardrop necklace

Touch of Golden Ice: The DC is 10 + HitDice/2 + ConMod. Damage is 1d6/2d6 dex.

A map: Leads to a ruined monastery between Lemmen and Misty Harbor. Veracity is unknown.

1 spell scroll of Blind the Third Eye

Blind The Third Eye
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell inhibits divination spells, such as augury, divination and scrying, against the target of the spell. Against spells that give a percentage chance of success or failure (such as divination), this spell inflicts a +25% penalty to those rolls. If the target of this spell is subject to scrying or similar means of divination that allow a saving throw, the target gains a +4 bonus to the saving throw.

This spell is ineffective against contact other plane, commune or more powerful spells (with the exception of greater scrying).

Material Component

A small engraving of a stone eye.


Purchase the third

1 map to Malana's royal vaults: Illustrates a path to the royal vaults- through currents, sea caves and long underground passages. The veracity is unknown.

Knowledge/Devotion:
+insight to attack/damage
15 or below +1
16–25 +2
26–30 +3
31–35 +4
36 or higher +5

Touch of Golden Ice
Ravage, DC is 10 + HitDice/2 + ConMod. Damage is 1d6/2d6 Dex. Usable 1/round as a free action.


Math
Spoiler: ShowHide

lvl9, Paladin1/YukiOnna4/Cryokineticist4//Sorcerer9
Saves/BAB on the left side

BAB/Saves:
Pal1/Sorc1   +1   +2   +0   +0
YukiOnna1/Sorc2    +0   +0   +2   +2
YukiOnna2/Sorc3    +1   +0   +1   +1
YukiOnna3/Sorc4    +0   +1   +0   +0
YukiOnna4/Sorc5    +1   +0   +1   +1
Cryokineticist1/Sorc6 +0 +2 +2 +0
Cryokineticist2/Sorc7 +1 +1 +1 +0
Cryokineticist3/Sorc8 +1 +0 +0 +1
Cryokineticist4/Sorc9 +1 +1 +1 +0
Cryokineticist5/Sorc10 +0 +0 +0 +0

BAB:   +6
Fort:   +7
Ref:   +8
Will:   +5

HP:
[22:43] <@Corwin> rolling hp as well
[22:44] <@Corwin> roll 4d6
[22:44] <Serith> Corwin roll for Serith < 15 > [d6=2,6,2,5]
[22:02] <@Annerose> roll 1d8 cryo Seith
[22:02] <Serith> Annerose roll for Serith < 2 > [d8=2]
[19:41] <@Annerose> roll 1d8 hp for cryo2
[19:41] <Serith> Annerose roll for Serith < 3 > [d8=3]
[23:13] <@Annerose> roll 1d8 hp
[23:13] <Serith> Annerose roll for Serith < 7 > [d8=7]
[23:15] <Annerose> roll 1d8 cryo4
[23:15] <Kobot> Annerose rolled 1d8 cryo4 --> [ 1d8=1 ]{1}
[21:55] <@Annerose> roll 1d8 cryo5 hp
[21:55] <Kobot> Annerose rolled 1d8 cryo5 hp --> [ 1d8=3 ]{3}
Hit Dice: 10pal+4d6fey+5d8cryo+3x10con+2x10stalwart

Attack:
Base Attack: +5 [+1paladin+2fey+2cryokineticist]
CMB: 5bab+2str=+7
CMD: 10+7cmb+5dex+6deflection=28
Full Attack (Freezing Touch): +9/+9 touch, 1d6+3/1d6+3 (4bab+2str+1focus+1necklace) +1d8 Dragonfire Wrath

Saves: Fort +3base+2con+2penguin, Ref +4base+5dex, Will +5base+2wis

Abilities: STR 14 (+2), DEX 15+4fey+1mercury (+5), CON 14 (+2), INT 14+2fey (+3), WIS 13+2fey (+2), CHA 18+4fey+1lvl4 (+6)

Skills: (2class+3int+1human+4houserule)x4+(6class+3int+1human+4houserule)x4 = 96

Items: 9,000gp - 4,200gp - 1,770gp - 2,800gp - 85gp = 145gp

[Cold Bloodline]
Requirements:
Ability to cast arcane spells without preparation.

Benefit:
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1 Cold Fire SC p50
2 Chill Metal: Cold metal damages those who touch it.
3 Sleet Storm: Hampers vision and movement.
4 Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5 Cone of Cold: 1d6/level cold damage.
6 Freezing Fog SC p099-100
7 Ice Castle FB p98
8 Polar Ray: Ranged touch attack deals 1d6/level cold damage.
9 Iceberg FB p101: Iceberg crushes and buries your foes.

Special:
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn of cast spells with the fire descriptor, and any such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat.


[Bloodline of Cold]
Benefit:
You receive a +1 bonus on saving throws against cold effects. You also add +2 to the DC of saving throws for any sorcerer spell with the cold descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from your chosen school.

Special:
You may only take this feat as a 1st-level character.

Code of Conduct:
http://www.soulriders.net/forum/index.php/topic,103536.msg1056666.html#msg1056666
<Steph> I might have made a terrible mistake

Ebiris

#2
Name: Inari
Class: Favoured Soul 9//Kitsune 4/Battledancer 1/Rogue 2/Paladin of Freedom 2
Deity: Herself
Alignment: Chaotic Exalted
Race: Kitsune
Gender: Female
Age: Ageless
Height: 5'8"
Weight: 134lbs
Eyes: Red
Hair: Blonde

Description
Spoiler: ShowHide


Inari's sharp-featured face is dominated by a pair of deep red eyes that though they often look at the world with gentleness nonetheless betray a predatory aspect in her darker moments. The hint of sharp teeth when she smiles hardly helps. Surrounding said face is a mane of untamed blonde hair, tied loosely back by a decorative hairpiece that does nothing to tame her tresses which are capped by a pair of huge perky fox ears rising up from her crown.

Her figure is lithe, though oft concealed within voluminous robes that swathe her arms while leaving her legs bare, allowing room at her rear for her two tails to hang out. Swaying around her body seemingly with a mind of their own, these two large and immensely fluffy fox-tails often serve to frame her figure from the front, or curl around to mimic the gestures of her hands. Certainly they never seem to sit still.


Medium Fey
HP: 59
Initiative: +4
Speed: 30
AC: 27 (+4 dex, +7 cha, +3 armour, +3 natural armour), touch 21, flat footed 16
Base attack/CMB/CMD: +6/+9/31
Attack: Ghost Fox +11 (1d8+5 /x3 +1d6 sneak attack, +2d6 vs undead) or unarmed +9 (1d6+3 +1d6 sneak attack)
Full attack: Ghost Fox +11/+6 (1d8+5 /x3 +1d6 sneak attack, +2d6 vs undead) or unarmed +9 (1d6+3 +1d6 sneak attack)
Space/Reach: 5/5 (10 with longspear)
Special Attacks: Foxfire (9d6 fire, 1d4rnd cooldown), alternate form, spell-like abilities, spells, channel energy (10/day 5d6 DC 21), unarmed strike (1d6), sneak attack (+1d6), detect evil, smite evil (1/day), lay on hands (14)
Special Abilities: Scent, low-light vision, spell resistance 21 (25 vs evil), wild empathy (+16), sign of power (four tails), cold resistance 10, ac bonus (cha), evasion, aura of good, divine grace
Saves: Fort: +15, Ref: +17, Will: +17
Abilities: STR 16, DEX 19, CON 15, INT 18, WIS 18, CHA 24
Skills: acrobatics +16, diplomacy +20, knowledge (history) +12, knowledge (nature) +15, knowledge (religion) +15, perception +16, sense motive +16, spellcraft +15, survival +13, swim +15
Feats: Weapon focus (longspear) (b), exalted spell resistance (b), spontaneous healer, power attack, divine might, combat reflexes
Languages: Common, sylvan, terran, celestial, goblin, giant

Spell like Abilities
Spoiler: ShowHide

3/day Pass without trace, major image
1/day Ventriloquism, mirage arcana, commune with nature


Favoured Soul Spells
Spoiler: ShowHide

Concentration +16
Caster level 9, DC 17 + spell level

0 (6) Create water, cure minor wounds, detect magic, detect poison, mending, purify food and drink, resistance
1 (8) Resurgence (p174 SpC), shield of faith, sign (p189 SpC), divine favour, lesser vigor (p229 SpC), protection from evil
2 (8) Spiritual weapon, aid, animalistic power (p102 PHB2), make whole, ghost touch armour (ghost fox), divine insight (p70 SpC)
3 (8) Mass resist energy (p174 SpC), mass lesser vigor (p229 SpC), heart's ease (p85 BoED), create food and water, ghost touch weapon (ghost fox)
4 (5) Panacea (p152 SpC), Recitation (p170 SpC), Divine Power


Inventory
Spoiler: ShowHide

1,334.06gp

Ghost Fox: Longspear +1 ghost touch and undead bane. As long as Inari wields this weapon, she treats the following spells as favored soul spells known: ghost touch weapon, ghost touch armor, death ward.
Bracelet of armour +3
Amulet of natural armour +3

Scroll of Heal
Scroll of summon monster III

Longspear +1

Monk's outfit
Spell component pouch
Masterwork Shovel



Misc
Spoiler: ShowHide

Base ability scores: 17, 16, 15, 15, 14, 13
+1 to Charisma at 4th level, +1 to Intelligence at 8th level
Side 1 used for bab/hp/saves/skills
HP rolls: max, 1, 7, 2, 8, 5, 2, 2, 6

Nephrite

#3
Name: Erad Ioth Bemin ux Bahamuti
Class: Monk 10//Paladin 5/Pious Templar 1/Kensai 4 (Saves/BAB from Monk side)
Deity: Bahamut
Alignment: Lawful Exalted
Race: Dragonborn
Gender: Male
Age: 1
Height: 6'0
Weight: 165 lbs.
Eyes: Yellow
Scales: Dark Blue


Description

Spoiler: ShowHide




Erad's transformation to Dragonborn left him with a rather gruff appearance. It's become less of a problem lately, but he still doesn't put out much of a pleasant aura.



Background

Spoiler: ShowHide

Born in Malana and raised in the shadows of what used to be a wonderful place, Edward was mortified when a goblin shaman wielding the power of the elements came to his town of Ailan. He fought as hard as he was able but couldn't stop the goblins from ransacking his town. He was later rescued by three people who he called heroes. Their selflessness in rescuing him and the others from the goblins, as well as returning all their stolen goods, sparked a fire in his heart -- but it was the words of the Dragonborn, Athear, that pushed him further.

He had a dream the night he was saved, that Bahamut wished him to join his service. Edward spent many nights deciding on what he should do, until one night he had a nightmare -- Athear had been cut down in the service of Bahamut, and it was Edward's turn. Edward was given a task... to do what he could to aid the others he had met and to try and find a way to bring Athear back to their world one day. He accepted this directive and fulfilled his duty to Bahamut and became a new dragonborn, then went in search of those he knew would save their world.


Medium Humanoid (dragonblood)
HP: 113
Init: 3
Speed: 60 (30 base, +30 from Monk)/80 (50+30 from monk) ft. fly (good)
AC: 24 (10 + 3 (dex) +4 (wis) +1 Monk (+1 Monk Belt) (+2 from the Ioun Stone), +1  (Wis bonus from item), +1 AC from Bracers,+1 AC from ring) (+2 AC against dragons) 21 flat footed, 20 touch
Base Attack: +10/+5
CMB:  12(+10 BAB, +2 STR)
CMD: 30 (10 +10 +2 DEX +8 (WIS +Monk AC))
Full Attack: 1d20+15/1d20+10 to hit, 3d8+4 damage || Flurry Attack: 1d20+15/15/10/10 (add +3d6 damage against evil targets) (add 2 1d20+10 1d8 damage claw attacks)
Space/Reach: 5ft/5ft
Special Attacks: Holy Strike (1d6 damage to evil), Smite Evil 2/day, Draconic Fist 3d6 acid 12/day, Holy
Special Qualities:  Mind Aspect (Darkvision 90ft, Low-light vision, 3x as far as a human in shadowy illumination, immunity to sleep and paralysis effects, +2 to perception), Evasion, Fast Movement, Prayerful Meditation(su), Holy Warrior, Resistant Body (Cold 5), Aura of Good, Detect Evil at will, Divine Grace, Aura of Courage, Lay on Hands (25), Celestial Wings, Slowfall 30ft, Fast Movement 2, Wholeness of Body (20), Slowfall 40ft, Power Surge, Improved Evasion, Fast Movement 3, Slow Fall 50 ft., Ki Projection, Channel Energy 8/1d6, Heart Aspect (50ft, 4d8, can be any element, DC is 19 Reflex)
STR 16 (+3), DEX 16 (+3), CON 18 (+4), INT 16 (+3), WIS 20 (+5), CHA 13 (+1)
Saves: Fort 15, Reflex 14, Will 16 (+2 against evil supernatural attacks and evil descriptor) (+1 against spells and SLAs)
Languages: Commmon, Draconic

Spells

Spoiler: ShowHide

Pious Templar 1

Level 1 (2): Bless, Lesser Restoration


Feats

Spoiler: ShowHide

*Exalted Feat
(1)Exalted Protection (+2 against Evil descriptor effects)

*Bonus Feat (Monk):
(1)Improved Unarmed Strike (no penalty for unarmed attacks)
(1)Stunning Fist (10 + Wis (5) + 1/2 Monk Level (3)) Draconic Fist
(2)Combat Reflexes (AoOs Dex bonus per round, can AoO while flat-footed)
(6)Stand Still (Give up AoO to prevent movement, DC is Reflex vs. 10+damage roll)

Feats by Level
(1) Weapon Focus (Unarmed Strike) (+1 to attack rolls)
(3) Serenity
(4) (Paladin ACF) True Believer (+2 to one save once a day, allows relics)
(6) Improved Natural Attack (damage treated as large monk)
(9) Toughness (+1 HP per level)

Bonus Feats:

Nymph's Kiss (From Umba)
Benefit: By maintaining an intimate relationship with a good aligned fey, you begin to gain fey-like abilities. Fey creatures regard you as fey. You gain a +2 bonus on all Charisma based checks and a +1 bonus on all saving throws against spells and spell-like abilities. After taking this feat, you gain one extra skill point per level.



Skills
(+10 unless otherwise noted)

Spoiler: ShowHide

STR 14 (+3)

DEX 13 (+3)

Acrobatics
Ride (+5)
Stealth (+9)

CON 16 (+3)

INT 13 (+3)

Knowledge Arcana (+5)
Knowledge History
Knowledge Planes
Knowledge Religion

WIS 20 (+5)
Heal
Perception (+2, Mind Aspect)
Sense Motive

CHA 13 (+1) (Kensai gives +2 to Bluff, Intimidate, Diplomacy, GI) (Nymph's Kiss gives +2 also)

Diplomacy (+7)



Monk Skills and Abilities

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Draconic Fist When you select this class feature, choose one energy type from among acid, cold, electricity, or fire. As a swift action, you can choose for your next unarmed attack made in this round to deal an extra 1d6 points of damage of the chosen energy type. This extra damage improves to 2d6 points at 5th level, and by another 1d6 points every five levels thereafter. You can use this ability a number of times per day equal to your class level.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. (Draconic Fist) At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. (See Chapter 5: Feats for descriptions.) A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3–10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows. 


Evasion (Ex): A monk of 2nd level or higher 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 (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Fast Movement (Ex):] At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.

Prayerful Meditation
Your religious convictions protect you from the spells and magical abilities of those who oppose your beliefs.
Level: 3rd.
Replaces: This benefit replaces the still mind class feature.
Benefit: Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaotic aligned creatures and creatures with a moral (good/evil) alignment component opposite to yours.
This is a supernatural ability.

Holy Strike
Your fists and monk weapons gain the power of your beliefs and can strike your opponents for extra damage.
Level: 4th.
Replaces: This benefit replaces the ki strike (magic) class feature.
Benefit: When you hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on Table 3–10 for details.

Resistant Body (Ex): At 5th level, a planar monk successfully hardens her body against one type of energy (acid, cold, electricity, fire, or sonic), gaining resistance 5. This benefit replaces the purity of body class feature gained by a standard monk at 5th level

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion





Paladin Skills and Abilities


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Holy Warrior

By giving up your spellcasting ability, you gain access to bonus feats much as a fighter does. This choice does not, however, close you off from divine influence—in fact, several of these feats actually increase your divine power.

Level: 1st.

Replaces: To select this class feature, you must sacrifice your spellcasting ability.

Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels. 

You can select any feat from the following list for which you meet the prerequisites: any divine feat (see Page 53), Cleave, Extra Smiting, Extra Turning, Great Cleave, Improved Smiting, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample.

This is an extraordinary ability.

Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Add WIS bonus to attack roll (5), then Paladin Level  (+5) damage against Evil, 2/day

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma (Wisdom) 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 × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

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

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Wisdom Modifier. She turns undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, page 159.)

ACF: Celestial Wings

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You grow a pair of white feathered wings. These wings grant a fly speed of 50ft (good).



Pious Templar Skills and Abilities

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Mettle (Su): A pious templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Spells per Day: A pious templar has the ability to cast a small number of divine spells. To cast a spell, the pious templar must have a Wisdom score of at least 10 + the spell's level, so a pious templar with a Wisdom of 10 or lower cannot cast these spells. Pious templar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the pious templar's Wisdom modifier. When the pious templar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A pious templar without a bonus spell for that level cannot yet cast a spell of that level.) A pious templar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A pious templar prepares and casts spells just as a cleric does (though the pious templar cannot spontaneously cast cure or inflict spells).

A good pious templar (or a neutral pious templar of a good deity) uses the paladin spell list. An evil pious templar (or a neutral pious templar of an evil deity) uses the blackguard spell list. A pious templar who is neither good nor evil and whose deity is neither good nor evil can chose to use the paladin or the blackguard spell list. Once the player makes this choice, it cannot be reversed.



Kensai Skills and Abilities

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Signature Weapon: Natural Weapons (Fists)
Cost is 25% of Gold Cost

Current Weapon: +1, Holy, Double Damage to Dragons (+4 total)

Power Surge: +8 enhancement to Str for 1 round, DC 15 against HD, +5 per use per day

Ki Projection: At 4th level and higher, a kensai adds one half his class level (round down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks he makes. At 8th level and higher, the kensai adds his full class level to such checks.





Items

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1 potion of cure light wounds
1 crystal from the (now ruined) cathedral of Bahamut that showed some sort of vision of the future

Amulet of Health+2 (+2 CON)
Ring of protection+1 (worn)
Bracers of Armor +1 (worn)
Caduceus Bracers (4k), turn Lay on Hands or Wholeness of Body healing into ability restoration or removing dazed , fatigued or sickened, 5:1 ratio, follows rules of the original spell (lay on hands, touch, wholeness of body, self, etc)
Periapt of Wisom +2 (4k) (worn)

Belt of Magnificence +2 (worn)

Gauntlets of the Talon (worn) - +2 1d8 primary slashing attacks, +4 to grapple checks, +5 monk levels for unarmed / AC (doesn't stack with monk's belt), grants ghost touch property
Mechanus' Ioun Stone of Being a Cool Monk - Monk levels are considered x levels higher, where x is Int modifier.

Masterwork Backpack (100)


Explorer's Outfit (10)

Everlasting Rations (350 G)
Everfull Mug (200 G)

Dragon scales
Dragon sword
Dragon staff

Ixen caex - creates emerald flames that deal 8d6 fire damage to all creatures within 50ft of the wielder. DC 20 Reflex halves, SR applies, the caster level is 15th. Takes 15 hit points from Erad to cast.
Gul caex - creates a blast of cold that deals 8d6 cold damage to all creatures within 50ft of the wielder. DC 20 Fortitude halves, SR applies, the caster level is 15th. Takes 15 hit points from Erad to cast.
Uvelucal caex - creates a gush of acid that deals 8d6 acid damage to all creatures within 50ft of the wielder. DC 20 Reflex halves, SR applies, the caster level is 15th. Takes 15 hit points from Erad to cast.
Kepesk caex - creates a blast of lightning that deals 8d6 electricity damage to all creatures within 50ft of the wielder. DC 20 Fortitude halves, SR applies, the caster level is 15th. Takes 15 hit points from Erad to cast.
Ixen fethos - grants the wielder resistance to fire 30 for 1 hour. Caster level 15th. Takes 7 hit points from Erad to cast.
Gul fethos - grants the wielder resistance to cold 30 for 1 hour. Caster level 15th. Takes 7 hit points from Erad to cast.
Uvelucal fethos - grants the wielder resistance to acid 30 for 1 hour. Caster level 15th. Takes 7 hit points from Erad to cast.
Kepesk fethos - grants the wielder resistance to electricity 30 for 1 hour. Caster level 15th. Takes 7 hit points from Erad to cast.
Irisv kepesk - heals all creatures but the wielder within 50ft 2d8+15 hit points. Caster level 15th. Takes 30 hit points from Erad to cast.

36680 gold, 4 silver and 4 copper





HP rolls

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57 starting HP, 8 (+3 con) at level 6
3 on a d10 for a total of 6 at level 7

[16:17] <Erad> roll 1d10+3 level 8 kensai hp
[16:17] <Kobot> Erad rolled 1d10+3 level 8 kensai hp --> [ 1d10=4 ]{7}


Level 10 HP was 9 (roll of 5+3+1)

+1 Int from reading a cool book
+1 Cha from a cool potion too