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Started by Sierra, November 28, 2012, 10:45:39 PM

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Sierra

They go here!

-Level 8, starting cash 27k.
-Toughness/Dodge are houseruled in the usual fashion.
-Skills completely operate as per Pathfinder because it's much more sane.
-Correspondingly, feats relating to skills are assumed to be the PF version of such.
-+4 skill points per level.
-We might as well import CMB/CMD too since it's simpler to work with.
-Hero points are present by popular demand. You start with one.

Corwin

#1
Franceska Durant [lvl15, Urban Druid 5/Planar Shepherd 10]
Lawful Evil Human [Humanoid]
Gender: Female, Height: 5'1'', Weight: 122lbs, Age: 23

Background
Spoiler: ShowHide

Franceska prefers warmer climates, perhaps as a result of a baptism in Baator that she remembers nothing about, and so tends to keep a set of fluffy winter clothing at hand in case of a sudden cold front. She is abrasive to most people she meets, and in particular holds paladins and other servants of the gods in contempt. Somehow, her childhood friend managed to escape that sort of derision, though that might be in part due to her aunt teaching Franceska several useful spells -- how to detect traps, how to identify poisons and how to purify them and other useful things a young girl hated by the populace at large should know if she wants to reach her thirteenth birthday. Her early childhood had been marred by such harassment, though it petered out quite a bit after Franceska finished her apprenticeship and became a full-fledged lawyer herself. Much as they townsfolk might hate her, and her distinct Durant silver-white hair and red eyes made her quite visible amongst them, they hated being taken to court over the offenses even more.

Franceska gets easily sunburnt, and she prefers not to exercise physically if she can avoid doing so. She often blames her anemia for it, though a close friend -- of which she has exactly one -- would just claim that Franceska is being lazy and likes to take things easy. Franceska manages to handle many of her affairs through the use of her familiar, an owl to which she had granted the power of sapience and the ability to speak. A vindictive part of her chose Infernal for the task, which even two decades after the occupation had been lifted remains a language the capital's people are fluent in, even as they hate it. Thus, she tends to stay in the Durant ancestral home while letting Darrin handle any errands she might have.

Though Franceska dislikes the humans of the city almost equally, she has a particular hatred of elves. Those no-good leeches on society never pay their taxes or respect any proper law, which would have been enough to hate them for a lifetime to begin with. Yet what she hates them for is far more personal, as one of their own shot her mother as she was trying to take Franceska with her during the flight from the capital. Surely, growing up with her family would have been better than spending her entire life up to that point in a nation filled with unpleasant people she would just as rather not see again.




Hit Dice 127hp
Init: +1
Speed: 30ft (land)
Armor Class: 14 touch, 23 normal [-3 flat-footed, +2 NA to any form]
Base Attack: +10/+5
Full Attack/Heartbane Rapier +2: +13, 1d6+3+1d6 18-20/x2 [piercing, last is fire]
CMB: 10+1=+11
CMD: 10+11+1+3=25
Space/Reach: 5ft/5ft
Special Attacks: Urban Shape [up to 15HD, Tiny/Small/Medium/Large] 7/day (Su), Devil Bear Mk.II (Still Albino), Lion, Wolf, Bat, Shark, Owl. Wild Shape/Baator Outsiders (takes 2 uses, gains all Ex/Su/SLA, +1 use).
Special Qualities: Favored City (Ex), City Sense (Ex), Urban Companion (Ex), Crowdwalk (Ex), Alley Fighting (Ex), Disease Immunity (Ex), Speak with Animals/Owls (Su), Planar Attunement (Ex), Detect Manifest Zone (Sp), Plane Shift 2/day (Sp), Planar Bubble 3/day (Su), Intensify Manifest Zone (Sp), DR 2/-- (any form), Planar Self (Ex).
Saves: Fort +14, Ref +5, Will +13 [+6 to all from Superior Resistance]
Abilities: STR 12 (+1), DEX 13 (+1), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 25 (+7)
Languages: Common, Druidic, Elven, Infernal
Hero Points: 3

Skills: Bluff (15) +25, Diplomacy (15) +27, Intimidate (15) +25, Knowledge/Arcana (5) +10, Knowledge/Engineering (1) +6, Knowledge/Geography (1) +3, Knowledge/History (1) +6, Knowledge/Local (5) +12, Knowledge/Nature (12) +17, Knowledge/Nobility (5) +7, Knowledge/Planes (5) +10, Perception (15) +27, Profession/Barrister (15) +20, Sense Motive (8) +15, Stealth (15) +19, Spellcraft (15) +20, Use Magic Device (15) +22

Feats: Nightbringer Initiate (lvl1 human, FoE p147), Alertness (B), Oaken Resilience (lvl1, CD p83), Fast Wild Shape (lvl3, CD p82-83), Swift Wild Shape (lvl6, CC p62), Natural Spell (lvl9), Extra Wild Shape (lvl12), Quicken Spell (lvl15).

Spells Per Day:
lvl0 [DC17]: 6
lvl1 [DC18]: 5+2
lvl2 [DC19]: 5+2
lvl3 [DC20]: 5+2
lvl4 [DC21]: 4+1
lvl5 [DC22]: 4+1
lvl6 [DC23]: 3+1
lvl7 [DC24]: 2+1
lvl8 [DC25]: 1+0

lvl0: Create Water, Detect Magic x3, Detect Poison, Purify Food and Drink
lvl1: Alarm, Faerie Fire x2, CLW, Inflict Light Wounds, Detect Secret Doors, Thunderhead [SC p219].
lvl2: Barkskin x2, Burrow [SC p41, touch, burrow speed of 30ft/14 min], Knock x2, Mass Snake's Swiftness [SC p193, medium/20ft radius burst, standard/every ally gets another attack] x2.
lvl3: Greater Magic Fang [CL/4], Crumble [SC p56, medium, 10d8 to building/object/construct up to Huge size, Fort half/object, SR/object], Halt Undead [immobilizes 3 undead creatures, 15 rounds, Will negates for intelligent undead, medium, SR], Lion's Charge [SC p133, swift/pounce] x2, Attune Form [5 people/24hr], Icelance [+4 to hit with ranged attack, 6d6 cold damage, 1d4 rounds stunned/Fort negates, medium, SR].
lvl4: Dispel Magic, Sudden Stalagmite [SC p213, medium, 10d6 piercing/ref half] x3, Freedom of Movement.
lvl5: Animate Objects [with Bead of Karma, CL19=1 Gargantuan object and 1 Medium object; 1G=2H=4L=8M=16S=32T], Death Ward, Greater Vigor [SC p229, touch, fast healing 4 for 25 rounds], Wall of Stone, Owl's Insight [+1/2CL to Wis, 1hr].
lvl6: Fires of Purity [SC p94, +15 fire damage with melee attacks, no save, touch, SR], Bite of the Werebear [+16 Str/+8 attack, +2 Dex/+1 touch ac, +8 Con/+60hp, +7 natural armor, 1d8+8+str claws/2d8+12+strx1.5 bite, Multiattack/Blind-Fight/Power Attack, 14 rounds], Summon Greater Elemental [1 round, duration: concentration 15 rounds + 1 round, close], Superior Resistance [precast].
lvl7: Swamp Lung [1d6 rounds helpless, Fort, medium, no SR], Quickened Thornskin [SC p219, +1d6 damage with unarmed attacks, +5 damage when attacked unarmed, 15 rounds], Quickened Sheltered Vitality [immunity to fatigue/exhaustion/ability damage&drain, 15min].
lvl8: Quickened Sudden Stalagmite.

Spellstaff: Bite of the Werebear

Items/Current:
Heartbane: +2 flaming fey bane rapier. Fey struck must succeed at a will save (DC 15) or be instantly destroyed (fire immunity negates this effect).
Crown of the Silver Flame (1/day: maximized Searing Light, Daylight CL 15th, +2 enhancement bonus to CHA).

Items/Self: 447.275gp FUNDS, Ancestral House (5,000gp), Country Home (4,000gp), Apotheosis (85,000gp), Healing Belt (750gp, MIC p110), Feather Token/Whip (500gp), Eternal Wand/Benign Transposition (820gp CL1, MIC p159), Cold Weather Outfit (8gp), Signet Ring (5gp), Royal Outfit (400gp including matching accessories), Masterwork Studded Leather (175gp), Wilding Clasp (4,000gp, MIC p190), Wilding Clasp/Cloak of Charisma +6 (36,000gp), Amulet of Natural Armor +2 (8,000gp), The Hag's Nail (Ring of Protection +3/+3 deflection), Ring of Force Shield (8,500gp/+2 shield), Bead of Karma, Staff of Teleport (CL9, 47 charges).
Not equipped: Vestment of Many Styles (500gp, RoE p175), Veil of Flirtatious Prancing [37,600gp]. Masterwork Rapier (370gp).

Apotheosis/Lawful Evil: The crown radiates an air of authority menacing to those intending to do harm to its bearer. Even if the wearer of the crown is unaware of her assailant's presence, enemies attempting to attack or cast a spell upon the wearer (even an area of effect or multi-target spell simply encompassing her location) must pass a DC 25 will save or be cowed by a crippling aversion to any violent action against her (this is a mind-affecting fear effect). This roll must be made each round of attempted hostilies until successful. Afflicted characters are also sickened for 1 round, but may still act normally and take hostile action against any other creature they wish.

Items/Detailed:
Spoiler: ShowHide

Diamond Essence/Used: This spherical, faceted gem is just small enough to be swallowed whole without risk of choking. Should any living creature swallow the gem, she gains a +2 bonus to natural armor and DR 2/- for 24 hours (the former stacks with any existing natural armor bonus innate to the creature; the DR does not stack with any existing damage reduction).
At the end of 24 hours, the consumer must make a DC 22 fort save. Success indicates that the gem is successfully digested and the above bonuses become permanent. Failure indicates that the gem is violently vomited back up, with the concurrent and permanent loss of 1d6 hit points from damage to internal organs.
Veil of Flirtatious Prancing:
This "garment" constitutes a single band of orange and crimson silk, a hand wide and about a dozen feet long. When wrapped around the body, it will seemingly take on a life of its own and flutter several inches away from the skin in a spiral pattern, forever tempting onlookers with maximally suggestive views but almost conscious in its ability to consistently avoid presenting any viewer with flagrantly indecent exposure. Despite appearing to circulate downwards around the body, the upper and lower ends of the veil in fact form an interdimensional loop so that it never truly exhausts itself.
When worn, the veil grants the following benefits:
-A +4 deflection bonus to armor class.
-A +4 competence bonus to Perform: Dance checks.
-The wearer may act at all times as if she possessed the Snatch Arrows feat, even if she does not meet the prerequisites. The veil itself does the catching, negating the need to maintain a free hand.
-Once per day, as a swift action, the veil may be turned into a band of liquid flame for 1 minute. This confers fire resistance 5 upon the wearer and inflicts 1d6 fire damage upon any foe striking her with a non-reach melee attack. This fire damage increases to 2d6 per round against any opponent engaged in a grapple with the wearer.
The veil does not function if the subject wears any other piece of clothing from shoulders to legs.

-Apotheosis (value 85,000 gp): This enchanted crown confers various effects and abilities upon the wearer dependant upon her alignment:
Lawful Good: The crown radiates an air of authority menacing to those intending to do harm to its bearer. Even if the wearer of the crown is unaware of her assailant's presence, enemies attempting to attack or cast a spell upon the wearer (even an area of effect or multi-target spell simply encompassing her location) must pass a DC 25 will save or be cowed by a crippling aversion to any violent action against her (this is a mind-affecting fear effect). This roll must be made each round of attempted hostilies until successful. Afflicted characters are also dazzled for 1 round, but may still act normally and take hostile action against any other creature they wish.
Neutral Good: The wearer is fundamentally immovable. She is immune to all magical attempts to teleport her from one place to another or relocate her to another plane of existence against her will, up to and including spells to dismiss or banish her to her plane of origin. Additionally, she benefits from acid/cold/electric/fire/sonic resistance 10.
Chaotic Good: As a swift action, the user may teleport without error up to 60 feet from her present location. Doing so generates a burst of divine energy in her wake: all enemies within 10 feet of her point of departure must pass a DC 25 fort save or be stunned for 1 round. This ability is usable a number of times per day equal to the wearer's charisma modifier.
Lawful Neutral: The crown radiates an air of authority menacing to those intending to do harm to its bearer. Even if the wearer of the crown is unaware of her assailant's presence, enemies attempting to attack or cast a spell upon the wearer (even an area of effect or multi-target spell simply encompassing her location) must pass a DC 25 will save or be cowed by a crippling aversion to any violent action against her (this is a mind-affecting fear effect). This roll must be made each round of attempted hostilies until successful. Afflicted characters are also shaken for 1 round, but may still act normally and take hostile action against any other creature they wish.
Neutral: The wearer is fundamentally immovable. She is immune to all magical attempts to teleport her from one place to another or relocate her to another plane of existence against her will, up to and including spells to dismiss or banish her to her plane of origin. Additionally, she benefits from a +5 dodge bonus to CMD (like all dodge bonuses, this does not apply while flat-footed).
Chaotic Neutral: As a swift action, the user may teleport without error up to 60 feet from her present location. Doing so generates a burst of chaotic energy in her wake: all enemies within 10 feet of her point of departure must pass a DC 25 will save or be confused for 1 round. This ability is usable a number of times per day equal to the wearer's charisma bonus.
Lawful Evil: The crown radiates an air of authority menacing to those intending to do harm to its bearer. Even if the wearer of the crown is unaware of her assailant's presence, enemies attempting to attack or cast a spell upon the wearer (even an area of effect or multi-target spell simply encompassing her location) must pass a DC 25 will save or be cowed by a crippling aversion to any violent action against her (this is a mind-affecting fear effect). This roll must be made each round of attempted hostilies until successful. Afflicted characters are also sickened for 1 round, but may still act normally and take hostile action against any other creature they wish.
Neutral Evil: The wearer is fundamentally immovable. She is immune to all magical attempts to teleport her from one place to another or relocate her to another plane of existence against her will, up to and including spells to dismiss or banish her to her plane of origin. Additionally, she is immune to all magical or psionic attempts to discern her thoughts or alignment.
Chaotic Evil: As a swift action, the user may teleport without error up to 60 feet from her present location. Doing so generates a burst of profane energy in her wake: all enemies within 10 feet of her point of departure must pass a DC 25 fort save or be nauseated for 1 round. This ability is usable a number of times per day equal to the wearer's charisma bonus.


Notes
Spoiler: ShowHide

Spells Restriction: Can't cast Chaotic or Good spells.
Spontaneous Casting: Repair Spells.
Favored City x2 (Ex): Gain Sacred bonus of Wis mod to Bluff, Diplomacy, Gather Information and Intimidate. Also, gain +2 Morale to Will.
City Sense (Ex): +2 to Gather Information and Knowledge: Local
Urban Companion (Ex): http://www.wizards.com/default.asp?x=dnd/we/20070228a
Crowdwalk (Ex): +4 to checks involving moving through/over a square with a hostile creature
Alley Fighting (Ex): when fighting in a tight space, +1 competence to attack and enemy doesn't get cover short of total cover
Disease Immunity (Ex): immune to all diseases including magical ones
Speak with Animals/Owls (Su): Always active, can be turned off/on with a free action.
Planar Attunement/Baator (Ex): you're immune to Baator's elemental/energy/entrapping/natural environmental effects.
Detect Manifest Zone (Sp): Detect Manifest Zone at will. [120ft radius, detect influence from another plane]
Plane Shift (Sp): On reaching 4th level, you can travel freely between your chosen plane and the Material Plane once per day. You can bring up to eight other creatures with you, provided all link hands with you. This ability otherwise works like the plane shift spell. You can use this ability twice per day at 8th level.
Planar Bubble (Su): Beginning at 5th level, once per day you can create an area around yourself that emulates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts as long as you concentrate (up to a maximum of 1 hour per level) plus 1d10 rounds.
Intensify Manifest Zone (Sp): At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster level. You can affect only manifest zones of your chosen plane.

Urban Shape 7/day (Su): Small/Medium/Large creatures from the Urban Companion list; magical beasts from Baator (using SRD-listed animals with Fiendish template). Up to 15Hd.
[Creatures with the humanoid type or to any non-construct creatures from her urban companion list]

Outsider (not native). +1 CL on divine spells when in planar bubble.

Oaken Resilience
http://dndtools.eu/feats/complete-divine--56/oaken-resilience--2074/
You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect remains for 10 minutes.

Nightbringer Initiate
http://dndtools.eu/feats/faiths-of-eberron--8/nightbringer-initiate--3266/

Alertness: +2 to Perception and Sense Motive, becomes +4 with 10 ranks

The Hag's Nail: despite its curious name, this +2 cold iron longspear is in fact infused with the malevolent essence of a bearded devil. Creatures damaged by this weapon are inflicted with infernal wounds, suffering 2 additional damage per round thereafter. Such wounds can only be remedied via DC 16 Heal check, a Cure spell, or a Heal spell (DC 16 CL check for spells to succeed). This effect only functions against living creatures that can bleed. When not in use, the weapon may be employed as a Ring of Protection +3; the bearer may alter its form as a swift action. Non-evil creatures wielding the Hag's Nail suffer from distracting mental whispers as the fiend trapped within the spear jabbers discouragingly at its host; neutral creatures take a -2 penalty to all INT/WIS/CHA-based skill checks, good creatures -4.

The Tree of Woe: this fiendish object d'art is enchanted to remind its owner of cherished conquests past. Pricking one's finger on the tip of the tree and chanting "Victory!" in Infernal will establish one as the owner of the tree, and cause the assorted sculpted sufferers upon the tree to take on lifelike resemblances to all sentients personally killed by the owner. Finding a buyer for such an object in civilized lands may be difficult.



Darrin
Familiar: Owl [Tiny Magical Beast]
Spoiler: ShowHide



HP: 82 (13HD)
Init: +3
Speed: 10 ft (land), fly 40 ft (average)
Armor Class: 24 (+2 size, +3 Dex, +2+7 natural), touch 15, flat-footed 21
BAB: +9/+4
Attack: Talons +12/+7, 1d4-3 20/x2
Abilities: STR 4 (-3), DEX 17 (+3), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 4 (-3)
Saves: Fort +10, Ref +6, Will +12
Special: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of its Kind, Spell Resistance 18, Scry on familiar.

Skills: Perception (13) +35, Profession/Barrister (12) +14, Sense Motive (8) +12, Stealth (13) +32, Use Magic Device (13) +10

Feats: Alertness, Weapon Finesse (B)

Items/Owl: Pearl of Speech/Infernal (600gp, MIC p118), Top Hat of Intellect +2 (4,000gp), Vestment of Many Styles (500gp, RoE p175), Monocle of Perception +5 (2,500gp), Wand of Magic Missile CL9 33/50 charges (6,750gp) [UMD DC 20].

Notes
Spoiler: ShowHide

+8 racial Perception, +14 racial Stealth, +7 natural armor, INT 12

Alertness: +2 to Perception and Sense Motive, becomes +4 with 10 ranks


HP rolls
Spoiler: ShowHide

[12:20] <Corwin> roll 7d8
[12:20] * Hatbot --> "Corwin rolls 7d8 and gets 34." [7d8=1, 1, 7, 8, 7, 7, 3]
[19:16] <Franceska> roll 1d8 hp
[19:16] * Hatbot --> "Franceska rolls 1d8 hp and gets 8." [1d8=8]
[18:31] <@Franceska> roll 1d8 come on!
[18:31] * +Hatbot --> "Franceska rolls 1d8 come on! and gets 5." [1d8=5]
[18:28] <Franceska> roll 1d8 hp
[18:28] <Serith> Franceska roll for Serith < 6 > [d8=6]
[17:00] <Franceska> roll 1d8 hat
[17:00] * +Hatbot --> "Franceska rolls 1d8 hat and gets 1." [1d8=1]
[17:55] <Franceska> roll 1d8 Hat
[17:55] * +Hatbot --> "Franceska rolls 1d8 Hat and gets 8." [1d8=8]
[16:20] <Franceska> roll 1d8 Serith for a change
[16:20] <Serith> Franceska roll for Serith < 8 > [d8=8]
[16:30] <@Shizuru> roll 1d8 me
[16:30] <Serith> Shizuru roll for Serith < 4 > [d8=4]
<Steph> I might have made a terrible mistake

Carthrat

#2
By all rights, Stephanie Sundown should never have made it past childhood. She came into life with several significant drawbacks; for one, her mother was a prostitute (who, it must be said, did her very best; sadly, she was too weak a woman for that to last long), for two, her father was one of the many devil-touched traitors who plagued Solata during the troubles of twenty years past. Signs of this manifestd at birth; it's nearly impossible to disguise the protruding horns from her forehead; the reddish, irregular scales that dot her skin; the forked tounge that had a habit of snapping out from an early age.

Her mother was killed by crusading clerics of St. Cuthbert, seeking to redeem their name by zealously hunting down every last trace of the infernals they stood accused of supporting. Their purge was backed by local nobles, who likewise wished to remove any trace of the taint from their name. It was common knowledge in the streets that Lord Cuen was a collaborator, and yet St. Cuthbert's purged touched him not, in favour of easier targets; those who looked different, those with strange birthmarks, those born with unusual talents. She never forgot their hypocrisy, and it would come back to haunt them over a decade later.

She escaped by hiding in a merchant's caravan; when discovered on the road, the caravan master decided to take her in. A craggy old man who traded in full plate armor, Sir Martin was a former knight of Pelor, discharged and stripped of his rank for actions committed during the war. He never spoke of them to Stephanie, who never asked much. Whatever he did, he seemed to think charity was his way of atonement. He had a knack for knowing just what people desperately needed, even if they were towns away. He made it his business to ensure the common folk trampled in the war weren't trampled anew by an uncaring rich, and his skill as a (somewhat unscrupulous, when it came to trading) merchant gave him all sorts of ways to wrest away gold from tight hands.

He taught her of swordplay and of coins, and of people as well (as can hardly be avoided.) Both born complainers, they whined about each other the most, with the state of the world- and the injustice that still remains- a close second. Eventually, Sir Martin started grumbling about his joints as well, and that was when he decided to retire. Stephanie, however, was not yet done.

She continued as a merchant, of course. But she had longed to take a more direct approach, when it came to 'the proper redistribution of wealth', as she called it. Her first target; the lord who slew her mother (by proxy.) He was found dead, of course, with all his valuables gone, soon to be found on black markets throughout the country. The profits went into the Church of Pelor, of course, who had little idea of the source; that is, when she doesn't sell at a loss herself, to ensure affordability amongst those with little. Her later thefts were somewhat less bloody, but for many rich folk, losing wealth can be worse than losing blood. St. Cuthbert's church was also a common target, and she took more than a little vindictive glee in smashing his idols and making off with valuable relics.

She adopts many personas; her true form is rarely seen, and in order to avoid leaving a consistent trail, she has to forge new papers and develop new backstories often. Her magical equipment lets her transform at the drop of a hat. Her real look is unnerving; her arms are too lanky, her skin is flecked with scales, her horns have grown unevenly. Her tounge whips out to catch passing insects, and her tail makes rude gestures even as she tries to be polite. When she drops all her barriers and acts as she feels, she is lacadasical, surly, and only seems to get excited when a chance to rip someone off appears- or, less often, kill some evil fellow for the sake of the right.

She's still a tiefling, after all, who gets her kicks doing bad things for good reasons.

<--->

Hero Points: 2

Name: Stephanie Sundown
Class: Rogue 4/Swashbuckler 3/Warblade 1/Swordsage 4/Fighter 2
Deity: Pelor
Alignment: Chaotic Good
Race: Tiefling
Type: Elemental (Air)
Gender: Female
Age: 24
Height: 5'6"
Weight: 124lbs
Eyes: Bronze
Hair: Grey

HD: 4d6+5d10+1d12+4d8+97 = 167/167
Size: Medium
Speed: 30ft, Fly 100ft
Init: +11
Ability Scores: Str 14, Dex 30, Con 23, Int 22, Wis 14, Cha 10
Saving Throws: Fort +21, Ref +26, Will +14

AC: 34 (Touch 28, Flat-Footed: Uncanny Dodge, so 34!)
Dex +10
Deflection +4
Dodge +3
Insight +1
Shield +6

CMB: +15
CMD: 42

Attacks: (BAB: +12/+7/+2; has TWF, ITWF, Snap Kick)
+2 Holy, Evil Outsider Bane Dagger (+25/+20/+15 (+2 vs Evil)) 1d4+10 (+2d6 vs. Evil, +2d6+2 vs Evil Outsiders)
+2 Holy, Bloodstone Dagger (+25/+20/+15), 1d4+9 (+2d6 vs. Evil; Stored Vampiric Touch, Empowered; CL 13))
Unarmed Strike: +22/+17/+12, 1d3+8

Special Qualities
Darkvision 60ft
Cold Resistance: 5, Fire Resistance: 5, Elec Resistance: 5,
Trapfinding
Penetrating Strike (half SA damage to immune creatures)
Uncanny Dodge (Full Dex to AC when flat-footed),
Reflect Spell (Missed Spells reflect at caster; applies to all spells with an attack roll. Usable as an immediate action 1+Dex per day.)
Grace (+1 Reflex Saves)
Dodge Bonus +1
Battle Aptitude (Can switch weapon-specific feats to other weapons)
Battle Clarity (+int to reflex, max = warblade level)
Quick to Act (+1 Initiative)
Discipline Focus (Weapon Focus) - Shadow Hand
Discipline Focus (Insightful Strike) - Tiger Claw
AC Bonus (+2)
Evasion
Air Master (airborne creatures get -1 attack, damage)
Immune to Poison, Sleep, Paralysis, Stunning, Critical Hits
DR 10/Magic

Special Attacks
Darkness 1/day,
Sneak Attack 4d6,
Insightful Strike (+int to damage with light weapons)
Snap Kick: Can kick once whenever making melee attacks.

Maneuvers/Stances
(Warblade: 3 maneuvers prepared)
Stances:
Bolstering Voice (Allies get +2 Will saves, +4 vs. fear)

Maneuvers:
Wolf Fang Strike (Standard: Make an attack with each weapon)
Sudden Leap (Swift: Jump!)
Moment of Perfect Mind (Immediate: Substitute concentration check for will save)

(Swordsage: 5 Manuevers prepared)
Stances:
Assassin's Stance (+2d6 Sneak Attack)
Dance of the Spider (Spider Climb)

Maneuvers:
Cloak of Deception (Swift: Improved Invisibility for 1 round.)
Distracting Ember (Swift: Create a fire elemental to flank with for 1 round.)
Flashing Sun (Full-Round Action: Make an additional attack this round. All attacks at -2.)
Mountain Hammer (Standard: +2d6 damage, ignore hardness for one attack.)
Mighty Throw (Standard: Touch attack; if successful, make trip attack at +4, using dex or str on CMB. If successful, throw enemy 10ft. CMB is +16 when using this.)
Shadow Jaunt (Standard: 50ft teleport)
Fire Riposte (Immediate: Counterattack with a 4d6 fire touch.)
Dancing Mongoose (Boost: +1 attack with weapon in each hand)
Pouncing Charge (Full Attack on Charge)

Prepared: Cloak of Deception, Distracting Ember, Fire Riposte, Dancing Mongoose, Pouncing Charge

Feats
Two-Weapon Fighting
Weapon Finesse
Daring Outlaw (Stack Rogue and Swashbuckle levels stack for determine Reflex Save Bonus, Dodge AC Bonus, and Sneak Attack)
Darkstalker (Creatures with Blindsense, Tremorsense, Scent, and Blindsight still need to make perception checks against my stealth checks.)
Improved Two-Weapon Fighting
Improved Unarmed Strike
Snap Kick (Extra attack when attacking at -2 to all attacks)
Toughness

Acrobatics: 14 (+27)
Appraise: 6 (+15)
Bluff: 14 (+19)
Climb: 3 (+10)
Concentration: 14 (+23)
Diplomacy: 9 (+12)
Disable Device: 14 (+26)
Disguise: 7 (+14)
Escape Artist: 7 (+20)
Knowledge Arcana 1 (+7)
Knowledge Local: 6 (+16)
Knowledge: Planes: 11 (+20)
Linguistics: 9 (+18)
Perception: 14 (+19)
Profession (Merchant): 7 (+12)
Stealth: 14 (+29)
Sense Motive: 9 (+14)
Sleight of Hand: 11 (+24)
Swim: 3 (+8)
Use Magic Device: 14 (+17)

Langauges: English, Infernal, Abyssal, Draconic, Dwarven, Elven, Orc, Celestial, Goblin, Sylvan, Halfling, Gnomish, Terran, Auran, Ignan

Equips (8074)

Silver Holy, Evil Outsider Bane Dagger +2 (50,325)
Cold Iron Holy, Bloodstone Dagger +2 (52,305)
Mw. Short Sword (310)
Mw. Sap (301)
Daggers (so many, so cheap)
2x Adamantine Mace (3005 each)

Bag of Holding I (2,500) (Hold stuff. But not that much stuff.)
Gloves of Dexterity +6 (32,000)
Dusty Rose Ioun Stone (+1 Insight to AC)
Ring of Evasion
Ring of Protection +4
Cloak of Resistance +4
Animated Steel Shield +4 (32,000)
Amulet of Health + 6 (36,000)

Wand of Divine Favour, CL9 (45 charges)

Bracers of Defenselessness +5 (1,200) (joke magic item, to sell to people she wants to kill. Appear as powerful bracers of defense!)

Mw. Thieves Tools (100)
Caltrops
Rope
Grappling Hook
Climbers Kit (50)
Disguise Kit (80)
3x Tanglefoot Bags (200)
Silversheenx2 (500)
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Ebiris

#3
Name: Julia Astin
Class: Dread Necromancer 15
Deity: Undecided
Alignment: Neutral
Race: Human
Gender: Female
Age: 21
Height: 5'0"
Weight: 106lbs
Eyes: Brown
Hair: Black

Description
Spoiler: ShowHide

During the troubles that plagued Solata there were many stories of noble defiance and shining lights amidst the darkness. Among those were the husband and wife pair of Angelica and Raul Astin, the latter a stalwart knight and the former a skilled healer, they battled back villainy and offered succor to the afflicted in equal measure. Though never knowing defeat, Angelica was cursed by a disciple of Orcus after exorcising and sanctifying a desecrated church made into headquarters for that vile fiend's followers. Though the curse was not immediately apparent, their daughter Julia born after peace was regained was clearly a pale and sickly young girl, and even worse responded awfully to any sort of magical healing. But clearly she was a living breathing human, not an undead or fiend of any sort. All that could be accepted was that she was cursed, and no means was able to lift it.

As she grew, Julia clearly inherited her mother's good looks, albeit a rather sallow and unhealthy reflection of the older woman's more wholesome beauty that managed to put off most admirers amongst local boys. Not that she gave much notice for what she was missing out on, being far more happy to spend her time amidst cemetaries and old battlefields where she simply felt more comfortable than around other people. Not liking the implications, her mother made it a mission to tutor Julia in what healing arts she could manage without magic - the value of a salve or how to splint a broken bone. While the lessons were easy to take and her mother's impassioned lectures on the importance of healing struck a chord, Julia still couldn't deny the allure and ease of her natural born talents, ones that made others shun and fear her though they might.

Reaching her majority, she left home a conflicted person, eager to help others and show her capabilities at healing even without magic, but at the same time endlessly curious as to what she might find if she cut them open poked around a little. And even if her magic tends to be horrifying and painful for other people, surely there's some people out there who really deserve horrible and painful things done to them? She hopes so anyway, but until she finds an excuse she's happy to smile perkily and bandage up people's boo-boos if it makes them less uncomfortable around her. It doesn't, though.



Medium Humanoid (Human)
HP: 76
Initiative: +2
Speed: 30
AC: 24 (+2 dex, +7 armour, +3 natural armour, +2 deflection), touch 14, flat-footed 22
Base attack/CMB/CMD: +7/+7/20
Attack: Charnel Touch +9 (1d8+3 and sickened DC variable, fort)
Full attack:
Space/Reach: 5/5
Special Attacks: Charnel Touch (1d8+2), Rebuke Undead (10/day), Negative Energy Burst 3/day(15d4 DC 24), Fear Aura (DC 24), Scabrous Touch 2/day(DC 24), Enervating Touch (6 negative levels DC 24)
Special Qualities: Damage Reduction 8/Bludgeoning and Magic, Mental Bastion, Familiar, Undead Mastery, Negative Energy Resistance, Light Fortification 25%
Saves: Fort: +6, Ref: +7, Will: +11 (+4 vs sleep, stunning, paralysis, poison, disease, +4 vs negative energy, +2 vs mind affecting)
Abilities: STR 11, DEX 14, CON 13, INT 15, WIS, 14, CHA 24
Skills: Bluff (15)+25, Concentration (15)+19, Heal (15)+17, Knowledge (arcana) (15)+17, Knowledge (religion) (15)+17, Knowledge (planes) (15)+17, Profession (Chef) (15)+20, Spellcraft (15)+20, Use Magic Device (15)+24
Feats: Spell Focus (Necromancy), Spell Penetration, Tomb Tainted Soul, Fell Drain, Sickening Grasp, Mother Cyst, Reach Spell
Languages: Common, Celestial, Abyssal, Draconic (spoken)
Hero Points: 2

Spells
Spoiler: ShowHide

CL 15 (+16 for necromancy spells, +18 vs SR), DC 17 + level (20 + level for necromancy spells)

1: (8)
2: (8)
3: (8)
4: (7)
5: (7)
6: (6)
7: (5)

Spells Known
[spoiler]
1st Level: Bane, bestow wound(HoH p127), cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I(HoH p132), undetectable alignment, necrotic awareness (LB p67)

2nd Level: Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II(HoH p132), Kelgore's grave mist (PHB2 p117), necrotic cyst (LB p68), necrotic scrying(LB 969)

3rd Level: Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III(HoH p132), vampiric touch, necrotic bloat (LB p67)

4th Level: Animate dead, bestow curse, contagion, dispel magic, enervation, Evard's black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV(HoH p133), touch of years (CM p120), necrotic domination (LB p68)

5th level: Blight, cloudkill, fire in the blood(p129 HoH), greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood(p131 HoH), slay living, summon undead V(HoH p133), undeath to death, unhallow, waves of fatigue, necrotic burst (LB p67)

6th level: Acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, waves of exhaustion, animate dread warrior (UE), necrotic eruption (LB 69)

7th level: Control undead, destruction, finger of death, greater harm (p130 HoH), mass inflict serious wounds, song of discord, vile death (HoH p133), nectrotic tumour (LB 69)


[/spoiler]

Inventory
Spoiler: ShowHide

36,553.025gp
Receipt for 5,000gp bribe
Receipt for 10,000gp bribe

Mithral Breastplate +2

Hill King's Crown (increase DC of chosen spell school by 2, set at start of day. +2 bonus to saves vs mind affecting. Understand spoken draconic) - Set on Necromancy
Cloak of Charisma +6
Ring of Protection +2
Ring of Positive Protection
Amulet of Natural Armour +3

Handy Haversack
Wand of Descrate (CL 3, 47 charges)
Wand of Magic Circle vs Evil (CL5, 46 charges)
Wand of Dimensional Anchor (CL 7, 48 charges)
Fine Giantbane Shortspear +1
--
Healer's Kit
Spell Component Pouch
Scholar's Outfit
2 black onyx worth 250gp (10hd)
2 black onyx worth 375gp (15hd)
2 black onyx worth 500gp (20hd)
Amethyst worth 100gp (magic jar)
Defaced silver unholy symbol (destruction)
Black diamond dust worth 3,750gp (15hd dread warrior)

Scroll of teleport CL 9

Heart of Stone (value 65,000 gp): This misshapen and calcified organ is in fact the petrified heart of a demon. This unusual object may be employed to serve one of three disparate functions:
-When crushed, the heart will erupt into a cloud of petrifying gas that turns all creatures within a 15-ft radius (including the destroyer of the heart) permanently into stone. Fort DC 24 negates.
-The heart may be implanted into the body of a living creature of small or medium size with success on a DC 30 Heal check. Failure on this roll means that the subject does not survive the operation, but on success the heart resumes organic function within its new host and imparts the following advantages: Toughness as a bonus feat; electricity resistance 20; DR 2/- (if the base creature already possesses DR/-, enhance the existing reduction by this amount); spell resistance 18; and a permanent +2 bonus to Constitution and Charisma.
-The heart may be implanted into the body of an undead creature of small or medium size which retains its fleshy anatomy. With success on a DC 25 heal check, the operation is successful; the heart may still be implanted on failure, but the subject suffers 12d6 damage from the clumsiness of the operation. If the subject remains intact after the operation, it gains the following bonuses: Great Fortitude as a bonus feat; the benefit of Unholy Toughness (bonus HP equal to Charisma bonus x HD); spell resistance 18; and a permanent +2 bonus to Strength.



Familiar
Spoiler: ShowHide

Thing
[spoiler]
Vyy'xxlourryx The Calamitous (or Larry to his friends) was dispatched as a belated slap to the Astins with the mission of corrupting their daughter if the curse laid upon the family was not enough. Finding the teenage girl picking through an isolated mausoleum as if she were a no-good grave-robber or necromancer, he anticipated an easy job of just coasting a few decades alongside the obviously already evil villain in training. Still, he duly revealed himself and gave a sales pitch to talk up his many uses as a familiar and companion, only for Julia to become stuck on his comment about 'healing from any wound in seconds'. He should have been suspicious when she asked if he'd mind helping her practice her healing skills, but checking the small print's for devils!

As an unwitting test subject for various surgeries and experimental treatments, made to dress like a dancing monkey, not even given the dignity of ever being addressed by name and constantly having to hide in one of his alternate forms around polite company, 'Thing' leads a life many would consider miserable and bereft of dignity or hope. For him it's a relaxing vacation from the Abyss.


Size/Type: Tiny Outsider (Chaotic, Extraplanar, Evil)
HP: 38
Initiative: +7
Speed: 20, fly 50 (perfect)
Armor Class: 25 (+2 size, +3 Dex, +10 natural), touch 15, flat-footed 22
BAB/CMB/CMD: +7/+12/22
Attack: Claw +12 melee (1d3-1 plus poison)
Full Attack: 2 claws +12 (1d3-1 plus poison) and bite +7 (1d4-1)
Space/Reach: 2.5/0
Special Attacks: Poison (DC 16, 1d4 dex/2d4 dex), spell-like abilities
Special Qualities: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Alternate form (Bat or Wolf), damage reduction 5/cold iron or good, darkvision 60, fast healing 2, immunity to poison, resistance to fire 10, spell resistance 20
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 8, Dex 17, Con 10, Int 13, Wis 12, Cha 10
Skills:   Bluff +17, Diplomacy +2, Heal +15, Intimidate +2, Knowledge (planes) +17, Knowledge (arcana) +17, Knowledge (religion) +17, Perception +6, Profession (Chef) +15, Spellcraft +17, Stealth: +14, Use Magic Device +14
Feats: Improved Initiative, Weapon Finesse
Gear: Entertainer's Outfit

Spell Like Abilities
Spoiler: ShowHide

At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 9th.

Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).


[/spoiler]