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Shar's Embrace

Started by Anastasia, December 25, 2018, 06:47:50 PM

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Anastasia

A place for old builds, discarded things and those lost or slain beyond recovery. Try not to have a reason to post here unless it's a rebuild.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Sanzha's old build, kept for reference. Pre madalani.

Lady Sanzha, former Padisha of the Marid

Marid 32//Bard 32

Size/Type: Medium Outsider (Water)
Hit Dice: 32d8+256 (512 hp)
Initiative: +20
Speed: 30ft, swim 160ft
Armor Class: 46 (+12 dex, +15 natural, +9 armor)
Base Attack/CMB/CMD: +32/+41/63
Attack: Padisha's Glory+48 (1d8+20 plus 2d6 anarchic x3)
Full Attack: Padisha's Glory+48/+43/+38/+33 (1d8+20 plus 2d6 anarchic x3)
Space/Reach: 5ft/5ft
Special Attacks: Drench, channel water 14/day(16d6; DC 38), spell-like abilities.
Special Qualities: Damage reduction 20/cold iron and epic, resistance to acid, cold, electricity and fire 30, spell resistance 43, water mastery, regal power, maharaja of the waves, cauldron research, telepathy 200ft, bardic music, bardic knowledge, countersong, fascinate, inspire courage+6, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, fast healing 3.
Saves: Fort +30, Ref +34, Will +31
Abilities: Str 29, Dex 34, Con 26, Int 27, Wis 25, Cha 35
Skills: Appraise+43, Bluff+47, Climb+44, Craft(Alchemy)+63, Diplomacy+47, Knowledge(Arcana)+43, Knowledge(Local:Cauldron)+43, Knowledge(Nature)+43, Knowledge(N&R)+43, Knowledge(Planes)+43, Knowledge(Religion)+43, Perception+42, Perform(Oratory)+47, Perform(Keyboard Instruments)+60, Peform(Song)+47, Sense Motive+42, Spellcraft+43, Swim+52
Feats: Iron Will(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Skill Focus(Perform: Keyboard instruments)(18)
Epic Feats: Superior Rapid Swimming(21), Music of the Gods(B23), Epic Ability Focus(Perform: Keyboard Instruments)(24), Epic Spell Capacity(B26), Superior Initiative(27), Inspire Excellence(B29), Fast Healing(30), Lasting Inspiration(B32)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-see invisibility. At will-create water, control water, detect evil, detect good, gaseous form, greater invisibility, plane shift, purify food and drink, solid fog, tsunami, water breathing. 1/day-wish. Caster level 26th. The save DCs are 21 + spell level.

Drench (Ex)

Sanzha's presence puts out torches, campfires, lanterns and other sources of fire that are large sized or smaller. Any nonmagical fire is automatically put out, magical sources of fire are treated as being dispelled (+30 check modifier).

Unlike lesser creatures, Lady Sanzha may choose to suppress this ability as she sees fit. She may be selective with it as she pleases.

Water Mastery (Ex)

Lady Sanzha gains a +4 bonus to attack and damage rolls if both her and her opponent are touching water. If the opponent or Lady Sanzha is touching the ground, she takes a -4 penalty on attack and damage rolls.

Regal Power (Ex)

Lady Sanzha was once the Padisha of the Marid. While the large majority of her power from that time has been lost, she retains a few fragments of it. Lady Sanzha gains maximum hit points per hit die. She is treated as having divine rank zero for the sake of effects, though she has no actual divine rank.

Maharaja of the Waves (Ex)

Lady Sanzha may channel energy that destroys fire and bolsters water. This is identical to a cleric's channel energy, except that it deals damage to creatures with the fire subtype and heals creatures with the aquatic or water subtype. These may be used to fuel her water devotion feat.

Cauldron Research (Ex)

Lady Sanzha has worked with Seira Aryn's Cauldron and its efforts to obtain elemental harmony. He research has granted her a great deal of knowledge as well as several concrete benefits.

Lady Sanzha gains a +10 competence bonus to Knowledge checks relating to elementals and the various elemental planes. She gains resistance to acid, cold, electricity and fire 30. She is capable of using spells with the fire descriptor, something beyond water elementals and most other maridi.


Bard powers:
Spoiler: ShowHide


Lady Sanzha casts as a 26th level bard. The save DCs are 21 + spell level.

[4/day]0: Detect Magic, Flare, Mage Hand, Mending, Prestidigitation, Summon Instrument
[7/day]1: Cure Light Wounds, Detect Secret Doors, Grease, Identify, Silent Image
[7/day]2: Alter Self, Blur, Heroism, Shatter, Tongues
[7/day]3: Confusion, Glibness, Haste, Phantom Steed, Slow
[6/day]4: Dimension Door, Hallucinatory Terrain, Rainbow Pattern, Shadow Conjuration, Zone of Silence
[6/day]5: Greater Dispel Magic, Mislead, Persistent Image, Shadow Evocation, Song of Discord
[6/day]6: Analyze Dweomer, Irresistible Dance, Greater Scrying, Veil
[6/day]7: Greater Shadow Conjuration, Heal, Sequester, True Seeing
[6/day]8: Greater Shadow Evocation, Scintillating Pattern, Summon Monster 8, Superior Invisibility
[5/day]9: Dominate Monster, Foresight, Mass Hold Monster, Wish
[1/day]10: Mass Heal

Bardic Knowledge (Ex)

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

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

Bardic Music

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

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

Countersong (Su)

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

Fascinate (Sp)

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

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

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

Inspire Courage (Su)

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

Inspire Competence (Su)

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

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

Suggestion (Sp)

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

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

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

Song of Freedom (Sp)

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

Inspire Heroics (Su)

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

Mass Suggestion (Sp)

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


Gear: [spoiler]

[Weapon]Padisha's Glory: Cold iron trident+7, anarchic. No penalties for wielding it in water. It may be used as a staff of the waves with 10 charges per day, these charges refill each day at dawn. Adds the spells from the staff of the waves to Lady Sanzha's bard spell list. 3/day the weapon can deal an extra 3d6 of acid, cold, electricity or fire damage as a swift action, lasts 1 minute.
[Armor]Aquian: Functions as bracers of armor+9 and a cloak of protection+6. Grants resistance 30 to acid, cold, electricity and fire damage.

[Head]Marid Queen's Earrings: +8 enhancement bonus to Charisma and +4 enhancement bonus to her other ability scores.
[Reserve Head]Diadem of Alchemy: Provides a +20 competence bonus to Craft (Alchemy) checks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Old proxy Latha pre rebuild.

Latha, Diamond Angel of Radiance, Proxy of Alicia

Astral Deva 33//Cleric 32/Angelic Champion 1

Size/Type: Medium Outsider (Angel, Good, Lawful)
Hit Dice: 33d8+396 (660 hp)
Divine Rank: 0
Initiative: +13
Speed: 110ft, fly 230ft (perfect)
Armor Class: 65 (+10 dex, +15 natural, +9 deflection, +10 shield, +8 armor, +3 shard)(100% miss chance vs lines, cones, rays)
Base Attack/CMB/CMD: +33/+45/77
Attack: Glorious Duty+52 (1d8+19 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Full Attack: Glorious Duty+52/+47/+42/+37 (1d8+19 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 38), absolute light, spells, channel energy 14/day (19d6 plus 3d6 vs undead; DC 39).
Special Qualities: Damage reduction 40/epic, evil and silver, spell resistance 48, immunity to acid, cold, petrification and poison, resistance to electricity and fire 20, protective aura, tongues, telepathy 200ft, darkvision 120ft, low-light vision, diamond angel of radiance, evasion, golden light, divine traits.
Saves: Fort +39, Ref +47, Will +41
Abilities: Str 34, Dex 30, Con 34, Int 30, Wis 39, Cha 33
Skills: Craft(Armorsmithing)+66, Craft(Bowmaking)+46, Craft(Gemcutting)+46, Craft(Glassblowing)+46, Craft(Sunlight)+46, Craft(Weaponsmithing)+46, Diplomacy+47, Escape Artist+46, Intimidate+47, Knowledge(Local: Sylica)+46, Knowledge(Nature)+46, Knowledge(Planes)+46, Knowledge(Religion)+46, Perception+50, Sense Motive+50, Stealth+46, Survival+50
Feats: Craft Magic Arms and Armor(B), Endurance(B), Diehard(B), Words of Creation(B), Shield Specialization(1), Empower Turning(C1), Craft Wondrous Item(3), Shield Ward(6), Empower Spell(9), Sun Devotion(12), Energize Spell(15), Consecrate Spell(18), Exalted Turning(AC1)
Epic Feats: Epic Spell Capacity(21), Bonus Domain(Law)(C23), Epic Crafting(24), Bonus Domain(Glory)(C26), Shield Barrier(27), Vivacious Spell(C29), Shield Evasion(30), Improved Metamagic(C32), Heavenly Turning(33)
Salient Divine Abilities: Battlesense
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, see invisibility, true seeing. At will-aid, continual flame, daylight, discern lies, dispel evil, greater teleport, heat metal, holy aura, holy smite, holy word, flame strike, invisibility (self only), greater plane shift, remove curse, remove disease, remove fear, searing light, superb dispelling, sunbeam. 7/day-cure moderate wounds. 1/day-blade barrier, heal, heroism, waves of fatigue, sunburst. Caster level 30th. The save DCs are 19 + spell level.

Stun (Su)

If Latha strikes an opponent twice in one round with her mace, that creature must succeed on a DC 35 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength based.

Absolute Light (Su)

Glorious sunlight surrounds Latha, burning those who live in wickedness. Any evil creature within 30ft of Latha takes 7d6+7 points of damage per round.

Diamond Angel of Radiance (Su)

Latha's true form is that of a body of pure sunlight, as bright as the sun. This glory grants her several abilities. She gains her Charisma modifier as a deflection bonus to armor class, her damage reduction rises by 10 and she sheds true sunlight within a 70ft radius. Within Sylica this radius becomes unlimited, Latha often serves as part of the sun for the realm.

Latha may assume a normal form as a swift action. While in this form she loses the benefits of this ability.

Golden Light (Su)

Spells Latha casts are filled with the purifying light of the sun. Any spell that she casts that targets an ally heals 1d12 points of damage and cures 1 point of ability damage to all six ability scores.

Additionally, Latha's racial resistance to poison increases to immunity.


Cleric powers:
Spoiler: ShowHide


Latha casts as a 30th level cleric (caster level 31st for spells with the good or lawful descriptor) with access to the Good, Glory, Law and Sun domains. The save DCs are 22 + spell level. Her metamagic options are Consecrate Spell (+1), Energize Spell (+1) and Vivacious Spell (+3).

[6/day]0: Detect Magicx3, Resistance, Guidance, Cure Minor Wounds
[8+1/day]1: (Protection from Chaos), Bless, Divine Favorx3, Entropic Shield, Guiding LightSC, Nimbus of LightSC
[8+1/day]2: (Bless Weapon), Close WoundsSC, Divine Insightx4SC, Divine PresenceCC, Spiritual Weaponx2,
[8+1/day]3: (Searing Light), Awaken SinSC, Continual Flame, Magic Circle against Chaos, Shield of Wardingx3SC, Soul of Lightx2DM
[8+1/day]4: (Fire Shield), Assay Spell Resistancex2SC, Dimensional Anchorx2, Light of Purityx2CC, Wall of Goodx2SC
[7+1/day]5: (Holy Sword), Condemnationx2PHB2, Life's Gracex3SC, Righteous Mightx2,
[6+1/day]6: (Bolt of GlorySC), Healx3, Light of Couragex3CC
[6+1/day]7: (Energized Bolt of Glory), Energized Bolt of Glory, Energized Lucent LanceSCx3, Consecrated Lucent Lancex2
[6+1/day]8: (Consecrated Energized Fire Seeds), Energized Consecrated Lucent Lancex6
[5+1/day]9: (Prismatic Sphere), Mass Heal, Miraclex3, Soul Bind.
[5+1/day]10: (Vivacious Sunbeam), Celestial Valorx2Home, Miracle of HealthHome, Naeys' Life FontHome, Vivacious Righteous SmiteBoED
[5+1/day]11: (Vivacious Sunburst), Latha's SunmantleHome, Superb Dispellingx2Home, Vivacious Fire Storm, Vivacious Heat DrainSC.
[5+1/day]12: (Energized SunlanceHome), Legion's GatesHome, Wrath of the Heavensx4Home.
[1+1/day]13: (Consecrated Energized Sunlance), Mass Energy ImmunityHome

Domain powers

Good: +1 caster level to spells with the good descriptor.
Glory: +2 bonus to the DC of turn undead and +1d6 damage.
Law: +1 caster level to spells with the lawful descriptor.
Sun: Empower Turning as a bonus feat.


Gear:
Spoiler: ShowHide


[Weapon]Glorious Duty: Heavy mace+7, holy power. Three bonus daily uses of sun devotion and increases the bonus damage from it by 7. Grants an extra 2d6 damage to channel energy.
[Armor]Bracers of Armor+8.
[Shield]Aegis of the Tarrasque: Heavy Steel Shield+7, +2 bonus to Constitution. Grants Diehard and Endurance as bonus feats. 100% miss chance against lines, cones and rays.

[Head]Silver Halo: Increases aura of protection's bonuses to +7 deflection and +7 resistance, these bonus apply to all attacks, not only evil ones. Grants a +6 bonus to all ability scores.
[Ring 1]Ring of Nondetection: Constant nondetection, caster level 20.
[Boots]Boots of the Swift Hero: These boots grant a 20ft enhancement bonus to movement speed and a +2 bonus to initiative. These bonuses rise to 30ft and +3, respectively, if the wearer Dexterity score is 21 or higher.

[Slotless]Dawnshard: When exposed to the light of the dawn, the holder of this shard gains a +3 bonus to armor class for 24 hours. Always active for Latha.

[Crafting]Hammer of Smithing: +20 competence bonus to Craft (Armorsmithing) checks.


Custom Material: [spoiler]

Flames of the Sun [Epic]
Prerequisite: Cha 25, Sun Devotion, ability to turn undead.
Benefit: When you turn undead, brilliant sunfire fills the area. This fire has no effect on living beings, but undead turned take extra damage equal to your hit dice. Undead vulnerable to sunlight take double damage from these flames.

Vivacious Spell [Epic, Exalted]
Prerequisite: Consecrate Spell, Energize Spell
Benefit: A spell modified this feat is transformed into pure bright, life-filled energy. Any damage the spell inflicts becomes divine typed damage and the spell gains the good descriptor. In addition, the spell deals double damage to undead and evil outsiders. A vivacious spell uses a spell slot three levels higher than the actual spell's level.

Latha's Sunmantle
Abjuration
Level: Sanctified 11

This spell functions as sunmantle with greater and new abilities. Latha's sunmantle grants damage reduction 20/- and the tendril of light counter attack deals 20 points of damage. In addition, the warded creature is immune to ability damage, ability drain, level drain and negative energy.

Sacrifice

1d6 points of Strength damage.
<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?

Nephrite

#3
Moore before his ascension

Spoiler: ShowHide
Moore, Duke of Songs
Class: Bard 30/Singer of the Celestial Choir 5//Pixie 4/Marshal 5/Favored Soul 5/Fatesinger 16/Sentinel 3/Divine Oracle 2
Deity: Erathaol
Alignment: Neutral Good
Race: Pixie (Small Size)
Gender: Male
Age: Timeless!  (Somewhere in the 200s)
Height: 2'5"
Weight: 31lb
Eyes: Green
Hair: Blonde

Calley's Notes: Sylvie/777

Background

[spoiler]



Hit Points: 534
Init: +11 (+14 for 25) (38 with the dex aura)
Speed: 20ft (60ft fly, good)
Armor Class: 66 (10+1(Size)+5(Natural)+1(Dodge Feat)+11(Dex)+(CHA to AC (14), 6 Armor, +8 Bracers, +5 shield, +5 ring), 48 touch, 54 flat-footed
Base Attack: 26
CMB: 26+4-1=29
CMD: 10+27(bab)+4(str)+11(dex)+5(deflection ac)+13(fatesinger to ac)-1(size)=69
Full Attack: 1d8+4
Space/Reach: 5ft/5ft
Special Attacks: Pixie: 1/day—lesser confusion, dancing lights, detect chaos, detect good, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only). Caster level 35th | Bard - Inspire Courage, Competence, Greatness, Heroics, Healing Hymn, Spellbreaker Song, Planar Dissonance, Inspire Excellence | Fatesinger Song of Fortune (6 targets), Defensive Manipulation, Destined Strike, Fated Failure, Melody of Misfortune | Favored Soul - Channel Energy 12/day 3d6 | Sentinel -Aura of Good, Detect Evil/at will, Smite Evil (Su), Resist Fiendish Lure(Su), Celestial Fortitude (Su) | Divine Oracle - prescient sense (evasion), trap sense, Modify Memory 1/day | Marshal Minor (Determined Caster, Motivate Dexterity, Motivate Charisma), Major (Motivate Attack, Resilient Troops), Rally Attack 1/day | Singer of the Celestial Choir - Song of Life, Song of Holiness
Special Qualities: Low-light vision, Dodge, +1 Natural Armor, +1 on attack rolls, Fey, +2 Racial Bonus to Perception, DR 10/cold iron, Spell Resistance 15+Class Level (49), +4 Stealth checks, -4 Penalty to Grapple Checks, Carrying capacity and weight 3/4 of medium creature, Greater Invisibility (Su), Always active detect magic, Improved Words of Creation
Languages: All
Saves: Fort +37, Ref +36, Will +42 (+6 due to Superior Resistance)
Stats: STR 18 (+4) DEX 32 (+11) CON 25 (+7) INT 30 (+10) WIS 22 (+6) CHA 38 (+14)

Statblock Cheatsheet

Spoiler: ShowHide

Active Spells: Superior Resistance (CL 31), True Seeing (CL10), Bibliotecha Arcana (CL31), Mind Blank (CL15)
HP: 534+20
AC: 64, 48 touch, 54 flatfooted 20% miss chance, SR 48, 30 resist all to elements
40/40 Bardic music uses 3/3 Refrain
Fort +37, Ref +36, Will +42 (+6 due to Superior Resistance)

Inspire Courage/Greatness/Destined Strike buffed attack, with dex bonus and BAB +66
Damage bonus: 25


Spells:

Bard
0th - 4/4 (DC 22)
1st - 8/8
2nd - 7/7
3rd - 7/7
4th - 7/7
5th - 7/7
6th - 6/6
7th - 6/6
8th - 6/6
9th - 5/5
10th - 5/5
11th 1/1

Favored Soul:
0th - 5/5
1st - 9/9
2nd - 9/9
3rd - 9/9
4th - 9/9
5th - 8/8
6th - 8/8
7th - 8/8
8th - 8/8
9th - 8/8
10th - 5/5



Ability Cheatsheet

Spoiler: ShowHide


20% miss chance, true seeing
Allies within 60ft gain +2 to attack and +2 to CL for 3 rounds after hearing bardic music - STOP FORGETTING THIS!!!!
YOU'RE IMMUNE TO CRITS ALSO AND ALSO NEGATIVE ENERGY!!
Destined Strike - 2 bardic music uses, +4 to attack and damage rolls, Improved Critical Feat, +13 to threat confirmation
Melody of Misfortune - -6 to attacks, saves, skills for one enemy and DC 39 Will save required for all within 30 feet to avoid the same. 3 bardic music uses
Song of Fortune - +6 to skill checks (stacks with competence) for up to 5 targets
2/day teleport 10ft as swift action

+6 to all resistances due to Superior Resistance
+1 to attack rolls for all alies
+14 to either Dex/Initiative or to CL for overcoming SR

+15 to Perform (string instruments)
Allies within 60ft gain +2 to attack and +2 to CL for 3 rounds after hearing bardic music
Cast Greater Shout, at Caster Level 15th, by expending one use of user's bardic music allotment. This is a Standard Action.

Belt: 3/day allies within 60ft. gain +4 on saves against charm/fear, or increase inspire courage bonus by 2, immediate
Belt: 3/day allies within 60ft. deal +4 damage against flanked foes, or increase effect of minor aura by 2
2/day allies gain DR 10/—, or increase effect of major aura by 2, or grant 100 temporary hp to target of inspire greatness

1/day ally within 30 feet (other than yourself) a +5 insight bonus on a single attack, save, or skill check as an immediate (command) action.

3 Pieces: You use a standard (command) action to grant a single ally within 30 feet (other than you) an extra move action, taken immediately. (If you have the marshal's grant move action class feature, this benefit instead affects all allies within 30 feet of you.) This ability functions once per day.

Immune to fear, +4 to saving throws against fear for allies within 10 yards

Inspire - if Words of Creation are used
Courage +16 morale bonus on saving throws against charm and fear effects and a +16 morale bonus on attack and weapon damage rolls - 3d4 nonlethal
Competence +8 morale bonus to Skill Checks - 6d4
Greatness 8x Allies competence - +8d10 temp hp, +8 Attack rolls, +3 fort - 12d4
Heroics - 6x Aliies +12 morale bonus to saves and +12 dodge to AC - 18d4
Excellence - +8 competence bonus to any attribute. 27d4 nonlethal.

Healing Hymn +perform skill on healing(+30)
Spellbreaker Song 20% chance to cause spellcasting failure on verbal spells
Song of Fortune +5 to skill check, stacks with Competence

+4 Sacred bonus to saving throws against mind-affecting attacks of evil outsiders
+2 sacred bonus against fort attacks against evil outsiders



Spells

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Bard Spells

Per day:

0th - 4 + 3 (DC 24) (+2 to DC for Oracle Domain)
1st - 4 + 2 (DC 25)
2nd - 4 + 3 (DC 26)
3rd - 4 + 2 (DC 27)
4th - 4 + 2 (DC 28)
5th - 4 + 2 (DC 29)
6th - 4 + 2 (DC 30)
7th - 4 + 2 (DC 31)
8th - 4 + 2 (DC 32)
9th - 4 + 2 (DC 33)
10th - 3 + 1 (DC 34)
11th - 0 + 1 (DC 35)


Known (+2 to divination school levels)

0th - 6 - Detect Magic, Mending, Message, Prestidigitation, Ghostharp, Summon Instrument (Know Direction)
1st  - 5 - Mimicry, Scholar's Touch (Read 1 book or scroll/round for 30 rounds), Improvisation (+60 points to spend over 30 rounds, can use up to +15 to improve skills and saves), Inspirational Boost (+1 to morale boost on Inspire Courage, swift), Appraising Touch (Detect Secret Doors)
2nd - 5 - Harmonize (Starting bardic music requires move action, 30m), Harmonic Chorus, Detect Thoughts, Silence, Sonorous Hum (Next spell cast that requires concentration is maintained for 27 min) (Tongues)
3rd  -5 - Refreshment (Removes all nonlethal damage), Haste, Sculpt Sound, Glibness (+30 to bluff checks), Phantom Steed (Analyze Portal)
4th  - 5 - Greater Mirror Image, Inspire Great Spell, Dimension Door, Lay of the Land, Ray Deflection (Analyze Dweomer)
5th - 5 - Greater Dispel Magic (1d20+20), Greater Blink, Cacophonic Burst (15d6, Reflex half), Dimension Jumper (Teleport 30 ft for 30 rounds, must be able to see location and land on solid surface), Mass Surefooted Stride (Greater Scrying)
6th - 4 - Snowsong, Heroes' Feast, Greater Carrying Voice, Surge of Hope (Find the Path)
7th - 4 – Antimagic Ray, Mage's Magnificent Mansion, Greater Improvisation (90 points), Limited Wish (Vision)
8th - 4 - Greater Lingering Chorus, Antimagic Sound, Moore's Modified Spell Theft, Superior Invisibility (Foresight)
9th – 4 – Wish, Shades, Anathemic Knowledge, Unbinding (Biblotecha Arcana)
10th - 4 - Sensual Blessing, Greater Snowsong, Bredanalundalum's Wit, Superor Shadow Evocation  (Many Moments of Prescience) (Cleaning Rain (Sanctified))
11 - 1 - Lliira's Joy (Commune with Knowledge)



Favored Soul Spells

ECL = 22 (24 for divination school spells)

Known:
   
0th - 9 - Amanuensis, Create Water, Light, Purify Food and Drink, Virtue, Detect Poison, Cure Minor Wounds
1st - 6 - Cure Light Wounds, Divine Favor, Shield of Faith, Endure Elements, Ebon Eyes, Ray of Resurgence (True Strike)
2nd - 6 - Share Talents, Lore of the Gods (+10 insight to knowledge checks for 200m), Tyche's Touch (+4 then +3 ,etc until discharged sacred bonus on saves for 1d), Divine Insight (+15 to one skill check), Status, Find Traps (+10 to finding traps and can search for them) (Gentle Repose)
3rd - 6 - Divination (Oracle), Safety, Heart's Ease, Invisibility Purge (60 ft globe that removes invisibility), Mass Conviction (+4 morale bonus to saving throws, 20ft burst, 200m), Vision of the Omniscient Eye (+10 insight to spot, immunity to blind) (Haste)
4th - 6 - Sending, Recitation (+2 luck bonus to AC, attack rolls and saves for 20/r), Dimensional Anchor,  Sheltered Vitality, Air Walk, Planar Tolerance (Freedom of Movement)
5th - 6 - Commune (21 questions), True Seeing, Life's Grace (19m immunity to death effects and ability drain, treat armor as ghost touch), Atonement, Wall of Stone, Greater Stone Shape (Permanency)
6th - 6 - Lucent Lance, Heal, Consecrate Battlefield, Superior Resistance, Bolt of Glory, Forbiddance (Contingency)
7th - 6 - Greater Plane Shift, Control Weather, Fortunate Fate, Regenerate, Planar Bubble, Shield of the Archons (Moment of Prescience)
8th - 6 - Wall of Greater Dispel Magic, Righteous Halo, Summon Monster 8, Earthquake, Mass Death Ward, Holy Aura (Foresight)
9th - 5 - Magic Disjunction, Mass Heal, End to Strife, Miracle, Gate (Time Stop)
10th - 5 - Energy Immunity, Greater True Seeing, Gae Assail, Greater Heal, Anathemic Knowledge

Per day:

0th - 6 (DC 23)
1st - 6 + 4
2nd - 6 + 3
3rd - 6 + 3
4th - 6 + 3
5th - 6 + 3
6th - 6 + 2
7th - 6 + 2
8th - 6 + 2
9th - 4 + 2
10th - 4 + 1




Feats:

Spoiler: ShowHide


Melodic Casting (1st) Replaced with Negotiator, as Melodic Casting doesn't exist in this campaign.

You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Dodge (+1 to AC all the time)(Houseruled)(Pixie),

Weapon Finesse(Pixie)

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Soothe the Beast(replaces Suggestion)

You gain an ability similar to the wild empathy ability of a druid or ranger. Your music can improve the attitude of an animal. You make a Perform check instead of a Diplomacy check and use the result to determine the animal's new attitude. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, you must be within 30 feet of the animal. The check takes 1 minute, but it might take longer to actually influence the animal. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Using this ability counts as one of your daily uses of bardic music.

Lyric Spell Toughness (Replaced at 10th) (3rd)

+1 Con mod for the purposes of HP.

Jack of All Trades (6th)

You can use any skill as if you had 1/2 rank in that skill. This benefit allows you to attempt checks with skills that normally don't allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn't allow skill checks (such as Speak Language), this feat has no effect.

Spell Focus (Divination) (9th, required for Fatesinger) (Replaced for Arcane Disciple)

Allows access to a deity's domain for spells. Fate Time domain is selected.


Words of Creation (12th)
1d4 non lethal damage per rank of perform required to produce the bardic music effect he is enhancing

Effects work after Song of the Heart

Inspire Courage: Double the morale bonus on saving throws against charm and fear and the morale bonus on attack and weapon damage rolls.
Inspire Competence: +4 Competence bonus to all skill checks.
Inspire Greatness: Gain 6 bonus Hit Dice (d10), the commensurate number of temporary hit points (add Con Modifier), +6 bonus on attack and +4 bonus on Fortitude.
Inspire Heroics: +8 morale bonus on saving throws, +8 dodge bonus to AC.

Other effects, see text

Song of the Heart (Taken in place of Song of Freedom)

When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1 Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.

Skill Focus: Knowledge, Religion (15th) (pre-req for Divine Oracle)

+3 on K:R checks, allows a once a day Take 10 regardless of circumstances.

Doom Speak (18th) (Replaced at Level 25)

Lingering Song

Bardic musics last for 1 minute (10 rounds) instead of 5 after you stop.





Epic Feats

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Epic Spell Capacity (21)
You can cast spells of a higher level than the normal maximum. See the tables below for further progression. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in these slots. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use this slot as a member of the class in which you can already cast spells of the normal maximum spell level. You may prepare spells of these new levels or metamagic spells or this level as normal.

Epic Inspiration (23)
All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD.

Music of the Gods (24)

Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

Epic Skill Focus, Perform: Oratory (B26)

+10 to Perform: Oratory

Permanent Emanation: Hindsight (CL27)

Allows the use of Hindsight as a free action with no material component.

Polyglot (Fatesinger 3 bonus feat)

Can speak and understand any language.

Yggdrasil's Blessing

+1 bonus to Inspire Courage for fey or plant type creatures. This increases to +2 when used with Words of Creation.

Anarch Ability

Base bonus is Wis+4, with the caveat that When using your anarch abilities to protect yourself or others, the bonus to rolls increases to +7.

Bard Mastery

Allows for the use of an ACF without the loss of skills. In this case, he used Bardic Sage, which added spells to his list as such:

1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision, 8th Foresight (Lowered from 9th)

Triune's Favor (Su)

Moore is seen as an honorary irrigo by all irrigo and treated with the respect that title deserves. He gains the Hidden Talent feat and any one psionic feat as a bonus feat.

Hidden Talent (Treated as 1st level manifester and gets 2!!! power points), he has Control Light as the power
Psionic Body - (+1 con for HP)

Lifasa's Gratitude (Su)

As the saviors of an entire world, the land itself will always protect you. Whenever you are on Lifasa, you gain the following benefits:

- An enhancement bonus to all ability scores equal to 1/2 of your hit dice.
- Fast healing 20, does not stack with other sources of fast healing.
- Temporary hit points equal to your maximum hit points. You cannot gain more temporary hit points than these while on Lifasa, so you are at no risk of death. These hit points vanish if you leave Lifasa. If part or all are lost, they regenerate after one minute.
- You are treated as natives of Lifasa and never cause spiritual wounds on Lifasa, in the event you are a creature that can cause them.

Lasting Impression (Bard 30 Epic Feat)

Bardic musics last 10 times as long as normal after allies stop hearing them. (i.e. 50 rounds)

Epic Reputation (Fatesinger 16 Epic Feat)

+4 to Bluff, Diplomacy, Gather Information, Intimidate and Perform

Epic Words of Creation [Epic, Exalted]
Prerequisite: Words of Creation, Int 25, Cha 25

You gain the following new uses of the Words of Creation. These are all a standard action to use.

Creation: You can use the Words of Creation to create new objects from your very essence. This is identical to a True Creation spell, except that you take hit point damage depending on what it is you create. This can create virtually anything, even living objects, but is incredibly draining. As this draws on yourself and not the Weave, this ability functions even in an antimagic field or similar effects.

Known costs:
300 HP for a blade of grass (living). Rooted blade of grass that grew out of dirt (300 damage) (30 damage on Lifasa)
Oak tree on Lifasa, 50 damage.
golf-ball sized rock. 100 damage.
Half-cup of Natural brown dirt, nothing special to your eyes except that you created it. 50 damage
Half-cup of water, nothing special. 30 damage
Half-cup of apple juice. 40 damage
Small clay pot - 110 damage

Chastise Oblivion: You can use the Words of Creation to repel and drive back Sharrans and the essence of entropy, which opposes creation. You can use this to chastise such a creature, stunning them for 1d4 rounds. The creature must be within 30ft of you. This ignores immunity to stunning (except divine immunities) and allows a Fortitude save (10 + 1/2 your hit dice + your Charisma modifier) to negate. Stunning a creature in this way deals 77d4 points of nonlethal damage to you. Failing to stun a creature only deals 7d4 points of nonlethal damage to you.

Healing: You heal your wounds of the wounds of another. This heals hit points equal to your Intelligence score and Charisma score added together. A creature can only benefit from this use of Words of Creation once per day. Using the Words of Creation like this deals 24d4 points of nonlethal damage to you. You do not suffer this damage if you use it to heal yourself.


Poisoned and Cursed Mind and Body

As a result of Orcus' curse and Jormugandr's poison, lose 1 Constitution and 3 Intelligence.

Epic Toughness (Level 33)

Con bonus is conisdered +2 higher for the purposes of determining HP.

Inspire Excellence (singer 4)

Gain the Inspire Excellence ability:

Benefit
You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear you sing for 1 full round. The effect lasts as long as you sing and for 5 rounds after you stop singing (or 5 rounds after the ally can no longer hear you). While singing, you can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), by spell trigger (such as wands), or by command word. Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. Inspire excellence is a supernatural, mind-affecting ability. Using the feat counts as one of your uses of song or poetics for the day.

+1 Charisma from Xandra's bond (brings Charisma to 38)




Skills (All at +38 except as noted)
(Bardic Knack allows for +19 (+1 is from Bardic Sage) in any skill)

Spoiler: ShowHide


STR (+7)

DEX (+11)
Acrobatics (temporarily removed)

CON (+6)

WIS (+6)
Heal
Perception (+15 glasses)
Profession (Motivational Speaker)
Sense Motive
Survival

INT (+10)
Knowledge: Arcana
Knowledge: Nature
Knowledge: Religion (+3 skill focus)
Knowledge: Planes
Spellcraft (+15 glasses)

CHA (+13) (+4 to Bluff, Diplo, Intimidate, GI and Perform)
Bluff
Diplomacy (+3 extra, skill focus) (+15 from vest of legends)
Intimidate
Use Magic Device
Perform (Oratory) (+15 vest) (+10 skill focus)
Perform (String Instruments) (+15 vest)



Bard Traits and Abilities

Spoiler: ShowHide

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability.

Bardic Knack
Level: 1st
Replaces: If you select this class feature, you do not gain bardic knowledge.
Benefit: When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

Spellbreaker Song
Replaces: Countersong
Benefit: You can use your music or poetics to interfere with spells that have verbal components. Doing this costs one daily use of your bardic music ability and requires a
standard action to start. Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You
can maintain your spellbreaker song for 3 rounds


Healing Hymn
Level:1st
Replaces: Fascinate
Benefit: If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.
In addition if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost. Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability.


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


Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task the ally has at hand, the bard may use his bardic music to lift the ally's spirits, to help him or her focus mentally or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible — chanting to make the rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

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

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

Planar Dissonance (Su): A bard of 6th level or higher with 9 or more ranks in a Perform skill who selects this planar substitution benefit can use music or poetics to influence intraplanar and extraplanar portals, moderate or severe planar breaches, and other discrete passages between planes (complete planar breaches cannot be affected). The portal, breach, or other qualifying passage to be affected must be centered within 60 feet. The bard must know about the portal.

More crap about Planar Dissonance
[spoiler]
Each round of the performance, he attempts a DC 20 Perform check. The bard can't take 10 on this check. Success indicates that the bard can redirect the portal destination to the mouth of any other active portal or breach he has personally traveled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection, not traits (which leak through planar breaches).

Creatures that enter the portal from the bard's side of the portal, or creatures that would otherwise arrive at the bard's location through the portal, instead arrive at the endpoint of another portal
chosen by the bard this round. The portal to which the bard redirects travelers continues to connect to its original destination; if a redirected creature attempts to go back through the bard-influenced portal, it doesn't return to the bard's location, but instead to that portal's natural endpoint.

The bard may keep up the dissonance for 10 consecutive rounds (this counts as one of the bard's bardic music uses per day)


[/spoiler]

Marshal Skills and Abilities

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Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras.
All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor - Motivate Dexterity, Determined Caster (+12)
Major - Motivate Attack (+1)

Alternate Class Feature: Rally Attack

A marshal may specialize in sharp and sudden strikes rather than that strategic maneuverability.

Class: Marshal

Level: 4th

Replaces: If you select this alternate class feature, you do not gain grant move action.

Benefit: You can provoke a sudden rally of attacks in your allies. Once per day as a standard action, the marshal can allow all allies within 30ft to immediately make a single melee or ranged attack (but not a spell or spell-like ability). This counts as a creature's attack of opportunity for the round, so a creature cannot make an extra attack if they have already made their maximum number of attacks of opportunity in a round. The marshal is not affected by his own use of rally attack.

When you would gain another daily use of grant move action, you instead gain another daily use of rally attack.



Fatesinger Skills and Abilities
Spoiler: ShowHide


Song of Fortune (Su): At level 1, a fatesinger gains the ability to touch upon the fates of listeners and manipulate it to greatly increase their competence at some skill. A fatesinger may target himself or an ally within 30 feet that is able to see and hear the fatesinger. The bard must also be able to see the targetted ally.

By spending two uses of bardic music, the target of this ability gains a +5 bonus on skill checks with a particular skill as long as they continue to hear the fatesinger's music and for 5 rounds thereafter, up to a maximum of 2 minutes. The DM may rule that certain skills are not valid targets for this ability.

At level 4 and every three levels after, the fatesinger may target an additional ally (two targets at level 4, three targets at level 7, four targets at level 10). The competence bonus is granted to the same skill for all targets, as chosen by the fatesinger.


Defensive Manipulation (Su): The fatesinger's advancement in his journey to manipulate fate grants him an instinctive understanding of the dangers around him. At 2nd level, a fatesinger adds his Charisma modifier (minimum +1 bonus) to his Armor Class.

At 8th level, a fatesinger's understanding of the dangers around him improves. He may now also add his Charisma modifier (minimum +1 bonus) to his reflex saves and to initiative checks.

Defensive Manipulation's bonuses will not stack with other Charisma bonuses from similar abilities, such as the paladin's Divine Grace ability (You cannot get 2x CHA to reflex saves, for example).


Destined Strike (Su): At 3rd level, a fatesinger with 15 or more ranks of Perform can guide the strikes of his allies (including himself) to fell his foes, improving their attacks and the potential damage they might deal. The ally must be able to hear the fatesinger to gain the benefit of this ability, and the effect lasts for as long as the ally hears the fatesinger perform and for 5 rounds therafter. This ability consumes two uses of bardic music.

An affected ally gains a +3 bonus on all attack and damage rolls.

At 6th level, affected allies gains the benefit of the Improved Critical feat (threat range doubles).

At 9th level, affected allies add your Charisma modifier (minimum +1 bonus) as a bonus to their threat confirmation rolls.


Fated Failure (Su): At 5th level, a fatesinger gains access to the fate of his foes, weaving a tale of the enemy's utter defeat. With this ability, a fatesinger targets a single foe within their line of sight and if successful, the foe takes a -5 penalty on all attack, skills and ability checks while the Fatesinger performs. The targeted foe does not need to see or hear the Fatesinger perform, merely be in their line of sight.

The foe may attempt to reduce the penalty by making a Will save (DC 10 + Fatesinger level + Charisma modifier). If successful, they reduce the penalty to -1. This ability consumes one use of bardic music. This effect lasts until the fatesinger stops performing and for 5 rounds afterwards.

Melody of Misfortune (Su): This ability functions as Fated Failure, except it also targets all foes within 30 ft of the Fatesinger that he is aware of. Additionally, the main target of the Melody does not receive a Will save as with Fated Failure as the power of the melody focuses mostly on that foe.

This ability consumes three uses of bardic music.



Favored Soul Skills and Abilities

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Favored Soul: Favored Souls gain channel energy at first level, as a normal cleric does. This advances as normal.

3+11/day
1d6 healing

You create a burst of positive energy centered on yourself with a thirty foot radius.  All undead creatures in the area take 1d6 points of damage per two favored soul levels. A successful Will save (DC 10 + 1/2 favored soul + Cha mod) halves the damage.  All living creatures in the area are healed the same amount (Will save for half, harmless).  You are not affected by your own turn attempts. Uses of turn undead per day are not changed.



Sentinel Skills and Abilities

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Aura of good - Per the Paladin ability of the same name, level 3

Detect evil - At will, per the spell

Smite Evil 1/day - Add Cha to hit and damage roll (+12)

Divine Grace - Add Cha to saves (+12)

Resist fiendish lure - At 2nd level the Sentinel gains a +4 sacred bonus to all saving throws against mind effecting attacks of evil outsiders.

Celestial Fortitude (Su): At 3rd level the Sentinel's endurance and fortitude are enhanced against fiendish attacks. He receives a +2 sacred bonus to all Fortitude against effects from evil outsiders and evil spells. Additional, if he makes a successful Fortitude saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successful save, he instead takes no damage and suffers no partial effects.

Aura of Courage (Su): Beginning at 3rd level, a Sentinel 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 Sentinel is conscious, but not if she is unconscious or dead.



Divine Oracle Skills and Abilities


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Spells per Day/Spells Known: A divine oracle continues advancing in spellcasting ability as well as gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day and spells known.

Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.

Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.

Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon's fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.

Trap Sense (Ex): At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8.



Singer of the Celestial Choir Skills and Abilities

Spoiler: ShowHide

Bardic Music (Ex)

Singer of the celestial choir stack with bard levels to determine the number of times per day he may use bardic music.

Celestial Music (Su)

As he advances his studies of divine music, the singer of the celestial choir learns several powerful songs. These songs weave the Words of Creation into them, creating primal and powerful effects. However, as a result of using the Words of Creation, these songs cause non-lethal damage to the singer. Despite this, most singers bear this with vast fortitude, understanding the value of self-sacrifice. Celestial music cannot be enhanced with the Words of Creation, as they already use them to produce these effects.

Song of Life

A singer of the celestial choir with 24 or more ranks in perform (song) can sing the songs that purify and restore new souls that pass into the Heavens. Doing so causes spontaneous healing in the wounded by the powerful symbolism of this song. All allies (including himself) that can hear the singer sing gain fast healing equal to his singer of the celestial choir level + 10. This fast healing does not stack with other sources of fast healing. This effect lasts for as long as you sing and for five rounds thereafter. When you start the Song of Life, you take 24d4 points of non-lethal damage. Using the Song of Life counts as one of your uses of bardic music for the day.


Sanctified Magic (Ex)

At 2nd level and every four levels thereafter, the singer of the celestial choir may add a sanctified spell to her selection of bard spells known. This is in addition to the spells known that a bard gains as normal.

Song of Purification

A singer of the celestial choir of 3rd level or higher and with 26 or more ranks in perform (song) can sing of the celestial promise to take away pain, misery and despair. All allies (including himself) that can hear the Singer sing are cured of the following conditions: confused, dazed, dazzled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened and stunned. In addition, effects that specifically cause pain, such as symbol of pain, are negated. Further, effects that cause despair, such as crushing despair, are countered. Song of Purification is considered a limited wish with a caster level equal to the singer's hit dice for the sake of what effects it may relieve. This does not allow Song of Purification to relieve conditions that fall outside of the scope of those already listed. This song lasts for 1 round. When you start the Song of Purification, you take 26d4 points of non-lethal damage. Using the Song of Purification counts as one of your uses of bardic music for the day.

Song of Holiness

A singer of the celestial choir of 5th level or higher and with 28 or more ranks in perform (song) can sing verses of true holy words, of such profound sacred power that protections bless his allies. A number of allies equal to the Singer's class level that can hear the singer sing gains spell resistance equal to the singer's hit dice + 11, damage reduction 15/epic and evil and a +7 sacred bonus to armor class. This effect lasts as long as you sing, for up to 1 minute. When you start the song of holiness, you take 28d4 points of non-lethal damage. Using the Song of Holiness counts as one of your uses of bardic music for the day.

Improved Words of Creation (Ex)

At 5th level, the blessings and trials the singer has been through toughen his spirit. As a result he reduces the damage he takes from using the Words of Creation to boost spells and bardic music (including celestial music) by 25%.




Items

Spoiler: ShowHide


Teleportation Blocker

With a command word (Iosidas), this blocker blocks teleportation in a one mile radius. It can't be moved while it is active or it automatically de-activates. The same command word de-activates it as well.


Harp, 'Divine Inspiration' (Equipped) - When equipped, after using bardic music, all allies within 60 ft., whether they were affected by the music or not, gain +2 to attack rolls and +2 to to Caster Level for 3 rounds. If the bard casts other bardic music, this effect continues, but does not offer any cumulative bonuses. The bard must continue these effects themselves, the ability does not function if an echoing effect is used. In addition, this Harp confers a +15 bonus to Perform (String Instruments) checks.

The harp may also be used at will to cast Greater Shout, at Caster Level 15th, by expending one use of user's bardic music allotment. This is a Standard Action.

Refrain

Refrain is a small rapier+4, keen. Whenever you use bardic music while holding or wielding Refrain, echos strengthen your music. Your bard level is considered 3 higher to determine the variable effects of your bardic music. Additionally, you may use bardic music an additional three times per day.

Bane Harp

Song of Bane-Strike (Can only be used with this harp)

All allies within 30ft who hear your song treat their weapons as bane weapons against any target they attack. This does not stack with the bane weapon property.

This is a bardic music that is a standard action to use and consumes a daily usage of bardic music.

In addition to what you already know it can do, it grants a +15 competence bonus to Perform (String Instruments) checks and a +3 bonus to the DC of any of your bardic music powers

Head Slot: Helm of Teleportation, 3/day teleport

Face Slot: Moore's Stupendous Spectacles

+15 competence to Appraise, Spot and Spellcraft. True seeing at all times. 1/day use to prevent confused, dazed, fascinated, or stunned

Enhanced Horn of Resilience - Functions as Horn of Resilience, but the effects are doubled and it does not need to be held.

Neck Slot: Moore's Necklace of Natural Forces -  +5 to Natural Armor, immune to harmful vapors and gasses and can always breathe in any environment
Torso Slot: Moore's Shining Example Mithral Breastplate (Nimbleness, Heavy Fortification, Soulfire +1 bonus, +11 total enchantment bonus) (worn), - Max dex of +11, No ACP, no arcane spell failure, negates crits and sneak attacks, immune to all death spells, magical death effects, and energy drain, and any negative energy effects 6 AC against touch attacks, +11 dex
Body Slot: Improved Vest of Legends - +15 to Perform and Diplomacy, +5 bard levels for the purposes of Inspire abilities and Haunting Melody
Waist Slot: Improved Cord of Concert Cooperation - This item is a dark blue cloth belt with a buckle of in the shape of a dragon holding a book. It confers both the effects of an Enhanced Badge of Valor and a Helm of Tactics (effects are doubled), while also bestowing the effects of a Belt of Magnificence +8.
Cloak Slot: Quilium Threaded Cloak - 20% miss chance
Wrist Slot: Bracers of Armor +8
Gloves Slot: Empty
Ring 1: Moore's Ring of Powerful Protections - 30 resist to all types, 1/day Endure Elements and +5 Deflection AC
Ring 2: Ring of the Energetic Voice - +5 bardic music uses, +20 competence to perform (song), words and song can penetrate silence of 6th level or lower, +2 to CL of sonic spells.
Feet Slot: Boots of Temporal Acceleration and Teleporation 1/day 2 rounds of temporal acceleration, afterwards you're shaken for 1 round, 2/day teleport 10ft, swift action.
No Slot: +5 Animated Light Mithral Steel Shield
No Slot: Tear of Lifasa

This small piece of amber grants a +2 sacred bonus to saves against the spells and spell like abilities of fiends as well as a +5 bonus to maximum hit points.

Ioun Stone, Brass Lozenge (Using)
Three times per day as a standard action, this ioun stone can be drawn on to grant 20 temporary hit points. Moderate necromancy; Craft Wondrous Item. CL 10th. Spells used: false life. 48200 gold.

Ioun Stone, White Sphere

1/day Mass Heal, CL 20

Portable Hole with double space
Handy Haversack - Weighs 5 pounds, functions as 2 bags of holding with a 3rd in the middle. Items listed below are inside the Haversack.

Moore's Mindblank Marvelcube - 1/day casts Mind Blank, CL15

Lyre of Building - This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

"Vul'lath's Relief" - This item, shaped and made into what amounts to a small flute, cannot in fact be used as a flute at all, but when activated can be used to cast Gate twice per day at caster level 17th.

1 silver coin of prophecy - Always comes up heads for something that's true and false for something that's not

1 Knowledge Prism +20 - Bonus to all knowledge checks

3x Hourglass Shaped Diamonds for Hindsight
3x Pearls and other stuff for Identify
1x Mushroom paste for True Seeing
1 Diamond worth 5000 gold.
One green stone from 27

One unremarkable rock from Lunia. (These are both in the Celestian temple in Aurora)
One unremarkable wooden plank from Lunia that used to be a Nessian spear.

Knight's Gauntlets

These gauntlets grant a +2 enhancement bonus to Strength. When worn by a creature with levels in in the knight class, they are counted as five levels higher to determine the bonus from shield block as well as the morale bonus to attack rolls and Will saves from fighting challenge. A character without levels in knight gains no benefit from this, though they can still benefit from the Strength bonus.

Gold Total: 10296.72




Level ups:

Spoiler: ShowHide


[15:17] <Nephrite> roll  6+4d8+5d6+40
[15:17] <Serith> Nephrite roll for Serith < 79 > [d8=6,5,2,3][d6=2,6,2,4,3]

[13:13] <Nephrite> roll 1d10+1+4 HP for level 11
[13:13] <Serith> Nephrite roll for Serith < 8 > [d10=3]
[13:13] <Nephrite> roll 1d10+1+4 HP for level 12
[13:13] <Serith> Nephrite roll for Serith < 11 > [d10=6]
[13:13] <Nephrite> roll 1d10+1+4 HP for level 13
[13:13] <Serith> Nephrite roll for Serith < 15 > [d10=10]

Level 4 point into Con, Level 8 point into Charisma for 18 in both, Level 12 point in INT for 24, Level 16 into CHA for 25, level 20 for 26 in CHA

HP is 152 at level 17, adding 34 more for the bonus of CON for 186, this was modified again to 203

[14:52] <Nephrite> roll 1d6+1+7 Level 23, let's make this a good one v2
[14:52] <Kobot> Nephrite rolled 1d6+1+7 Level 23, let's make this a good one v2 --> [ 1d6=3 ]{11}

254 + 11 = 265

265 + 12 = 277

[10:45] <Nephrite> roll 1d6 may as well get this out of the way, level 25 HP
[10:46] <Rei-chan> Nephrite rolled : 1d6 may as well get this out of the way, level 25 HP --> [ 1d6=1 ]{1}

277 + 1+1+7 = 286

[09:36] <Nephrite> roll 1d6 Level 26 HP
[09:36] <Serith> Nephrite roll for Serith < 2 > [d6=2] (alas, couldn't have been a one, oh well)


[09:36] <Nephrite> roll 1d6 Level 27 HP
[09:36] <Serith> Nephrite roll for Serith < 5 > [d6=5]

Received Psionic Body here, so don't forget to always add the extra con to HP

Level 28 HP: 6
Level 29: 3
Level 30: 6

Level 32: 5
Level 32 stat point into charisma, for 29 base.

HP was 442, will be lower than this at 33 due to losing 1 point of Constitution.

Level 32 HP is 410 currently due to the above.

Level 33: [17:44] <Nephrite> roll 1d8 33 hp
[17:44] <Penuche2> Nephrite invokes Penuche's magic: < 6 > [d8=6]

6+7+3

15 + 6 (feats, +1 HP per level x2) + 24 (+8 con, x3) = 45

Level 34:
4 on a d8 for... well, this is one of those fun times where I'm looking back at my notes on Moore's HP and I can't figure out for the life of me how I got the the current number I'm at. I think I flubbed a number somewhere. His HP should be 491 with the Tear. I have no idea where I got an extra 7 HP for him from at all... His HP should be 491, so that's the number we're working with.

Anyway... 4 on a d8, +7 Con, +4 more (2x Toughness, 1x Epic Toughness) = 15, for a total of 516. Good lord, that shouldn't have been that complicated...


Saves and BAB are taken from the Pixie side, Levels 1-20 in this order:

Pixie 4
Marshal 4
Favored Soul 1
Sentinel 3
Divine Oracle 2
Fatesinger 6

Moore gains +1 Intelligence and +1 Dexterity from eating some good dragon food.



Homebrew Spells

Spoiler: ShowHide


Inspire Great Spells
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of inspire greatness can be augmented in one of two ways. You may choose to give them a +1 bonus to the save DC of any spells they cast for the duration of inspire greatness or their next spell is affected by the widen spell or extend spell metamagics without any change in casting time or spell level.

These bonuses are in addition to the normal benefits of inspire greatness. If you do not inspire greatness before the spell's duration expires, the effects are lost.

Greater Harmonic Void
Abjuration
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 80ft
Area: 80ft radius spherical emanation, centered on you
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as harmonic void, except that it affects all spells, even those without verbal components. The DC for the Concetration check is 35 + the spell's level.

Anti-Magic Sound
Evocation [Sonic]
Level: Brd 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (20ft radius, 50ft high)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use magic or Supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Material Component

A miniature book.



Anathemic Knowledge
Spoiler: ShowHide

*the idea that Moore's blood can mitigate and reduce spiritual wounds caused on Lifasa

Anathemic Knowledge, the Bard 9 Cleric spell was used to create this.

People who know already: Moore, Tepen, Xandra, Cresiel.
[/spoiler]

Anastasia

#4
Ianvasah gave her life and soul to let Alyssa's soul escape the embrace of Shar.

Ianvasah

Druid 35//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 15

Size/Type: Medium Dragon (Shapeshifter)
Hit Dice: 35d8+385+35+1 (585 hp)
Initiative: +12
Speed: 30ft, fly 250ft (clumsy)
Armor Class: 44 (+4 dex, +11 natural, +5 deflection, +8 armor, +6 insight)
Base Attack/CMB/CMD: +31/+40/65
Attack: Slam+40 (1d8+13)
Full Attack: Slam+40/+35/+30/+25 (1d8+13)
Space/Reach: 5ft/5ft
Special Attacks: Detect thoughts, spells, shapeshift, favored enemy (undead+11, giant+5, aberration+5, construct+5), draconic ravager form (bronze dragon), breath weapon (35d12 electricity, 1d4 rounds, DC 34)
Special Qualities: Immunity to electricity, poison, sleep and charm, darkvision 60ft, change shape, domain access(protection), nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, a thousand faces, timeless body, solitary hunter, swift tracker, evasion, camouflage, epic shapeshifting, dragon power(overwhelming breathx3, ravager's mightx4), dragon soul, fast healing 3.
Saves: Fort +33, Ref +29, Will +33 (+4 vs fey SLAs, +1 vs paralysis)
Abilities: Str 28, Dex 18, Con 32, Int 19, Wis 37, Cha 10
Skills: Handle Animal+37, Heal+50, Intimidate+37, Knowledge(Arcana)+41, Knowledge(Dungeoneering)+41, Knowledge(Nature)+43, Perception+51, Sense Motive+50, Spellcraft+41, Stealth+41, Survival+52, Swim+46
Feats: Toughness(B), Dragontouched(1), Track(R1), Power Attack(R2), Mighty Shapeshift(3), Endurance(R3), Improved Favored Enemy(R4), Improved Initiative(6), Improved Sunder(R6), Favored Power Attack(R8), Quicken Spell(9), Great Cleave(R11), Improved Bull Rush(R11), Doppelganger's Fist(12), Improved Overrun(R14), Rapidstrike(15), Improved Rapidstrike(18)
Epic Feats: Armor Skin(21), Superior Initiative(24), Epic Spell Capacity(D24), Automatic Metamagic(Quicken)(DHS5), Great Ability(Strength)(27), Fast Healing(D28), Great Ability(Constitution)(30), Automatic Metamagic(Quicken)(DHS10), Automatic Metamagic(Quicken)(D32), Great Ability(Constitution)(33), Automatic Metamagic(Quicken)(DH15)
Alignment: Neutral (Neutral Good tendencies)

Druid powers:
Spoiler: ShowHide


Ianvasah casts as a 31st level druid with access to the protection domain. The save DCs are 23 + spell level. Her metamagic option is Quicken Spell (+4). All of her 0-6th level spells are automatically quickened.

Always Active: Superior Resistance.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Shillelagh, Silvered Clawsx3BoED
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Woundsx2, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Summon Monster 4, Superior Magic Fangx3SC
[8/day]5: Greater Stone ShapeSCx2, Greater VigorSCx2, Owl's Insightx4SC
[6/day]6: Fire Seedsx3, Ironwood, Superior Resistancex2SC
[6/day]7: Healx2, True Seeingx4
[6/day]8: Bombardmentx4SC, Sunburstx2SC
[6/day]9: Greater WhirlwindSC, Prismatic Sphere, Summon Elemental Monolithx2SC, Tsunamix2SC
[5/day]10: Energy ImmunityHome, Mass Healx2, Telay's Ice Horrorx2Home
[5/day]11: Power of the Huntressx2Home, Superb Dispellingx3Home
[5/day]12: Greater FirestormHome, Quickened Bombardmentx4
[3/day]13: Antimagic ZoneHome, Mass Energy ImmunityHome, Quickened Prismatic Sphere.



Gear:
Spoiler: ShowHide


[Head]Mask of True Seeing: Constant true seeing (CL10th).
[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor. Has a wilding clasp added to it.
[Shoulders]Cloak of Dragons: +8 armor bonus to armor class, allows dragon form flight in any form without wings. Has a wilding clasp added to it.
[Ring 1]Wild Call: 1/day allows Summon Nature's Ally, CL 20th. Remains active in shapeshift.
[Waist]Beast's Belt: +8 enhancement bonus to Strength, Constitution and Wisdom. Grants a +5 deflection bonus to armor class. Remains active in shapeshift.

[Ioun Stone]Dusty Rose Ioun Stone+6: +6 insight bonus to armor class. Remains active in shapeshift.

[Reserve Weapon]Adamantine Dagger+1, keen.

[Bag of Holding]Bag of Holding, type IV. Things below this are in the bag.

[Reserve Shield]Darkwood Heavy Shield+2.
[Reserve Ring]Holen's Ring: +1 deflection bonus to armor class, +2 bonus to Craft (Weaponsmithing) checks.
[Reserve Wand]Wand of Grease, 4 charges left.
[Reserve Wand]Wand of Entangle, 39 charges left.

[Scroll]Scroll of Wall of Thorns.
[Scroll]Scroll of Cure Critical Wounds.
[Potion]Potion of Cure Moderate Wounds.



Shapeshift:
Spoiler: ShowHide


Enhancement Bonus: +7.

Elemental Fury: 2 slams at +49 (2d6+21), +4 bonus saves, energy type immunity, +16 AC.
Draconic Ravager: Bite at +59 (4d8+39) and 2 claws+57 (4d6+23) and 2 wings+57 (2d6+23) and tail slap+57 (4d6+54), +6 fort saves, +20 AC, land speed 60ft, fly 250ft (clumsy).

As of level 32.


Custom Material: [spoiler]

Doppelganger's Fist [General]
Prerequisite: Doppelganger, Power Attack, str 17
Benefit: You may use your slam attack in any form, not just your natural form. Your slam attack deals a base of 1d8 points of damage plus double your Strength modifier.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Ianvasah
Spoiler: ShowHide


Ianvasah casts as a 35th level druid with access to the protection domain. The save DCs are 23 + spell level. Her metamagic option is Quicken Spell (+4). All of her 0-12th level spells are automatically quickened.

Always Active: Superior Resistance.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Shillelagh, Silvered Clawsx3BoED
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Woundsx2, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Summon Monster 4, Superior Magic Fangx3SC
[8/day]5: Greater Stone ShapeSCx2, Greater VigorSCx2, Owl's Insightx4SC
[6/day]6: Fire Seedsx3, Ironwood, Superior Resistancex2SC
[6/day]7: Healx2, True Seeingx4
[6/day]8: Bombardmentx4SC, Sunburstx2SC
[6/day]9: Greater WhirlwindSC, Prismatic Sphere, Summon Elemental Monolithx2SC, Tsunamix2SC
[5/day]10: Energy ImmunityHome, Mass Healx2, Telay's Ice Horrorx2Home
[5/day]11: Power of the Huntressx2Home, Superb Dispellingx3Home
[5/day]12: Greater FirestormHome, Quickened Bombardmentx4
[4/day]13: Antimagic ZoneHome, Mass Energy Immunityx2Home, Quickened Prismatic Spherex2.
[3/day]14: Mass Power of the Huntressx2Home, SunstormHome.

<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?

Iron Dragoon

Name: Alyssa Songsteel (Old Build)
Spoiler: ShowHide
Race: Human
Face:[spoiler]

Alignment: Chaotic Neutral
Diety: Shaundakul
Size/Type: Medium, Human
Original Prime: Arythma

Background:
Spoiler: ShowHide
Alyssa grew up as the daughter of servants of a noble. Her father, Walt Songsteel, was the Lord's blacksmith; though more a farrier than anything else. Her mother, Alilynn, was a housemaid and seamstress. Like many poor and servant families, they rarely had enough money to pay for proper care, though proximity and goodwill from the Lord they were serving allowed her parents to have three children, Alyssa, and older twins Thoben and Alihana. Alyssa was the youngest and born with complications that left both herself and her mother weak. Though weakened, due to her work as an in-house seamstress, Alilynn was able to continue to serve the Lord.

When she was eight, the lord had a visitor. This visitor brought with him slaves in place of servants and was known to have a wicked temper and disposition. While visiting, her older brother was helping to care for the visiting lord's horses, and reshoeing one. The lord came to inspect the work and was dissatisfied. When Thoben questioned what he was dissatisfied with, the lord flew into a rage at being questioned by what he viewed as a slave, using a quick spell to fling him across the stables, killing him.

The two lords nearly went to war over the death, but in the end, it was settled as most things are: with money. In an unusual turn, their lord offered her family the lion's share of the money and freedom from serfdom. They accepted. Though grieving decided to stay in the Lord's service as hired hands in place of servants, albeit after they moved into a fair sized home, purchased with the money. Though sickly, Alyssa was filled with rage over the incident but was fascinated with the power the noble used. She knew the lord their family served practiced magic as well and went to work in the house, running errands and retrieving things for her weakened mother. This allowed her access to the whole house, which she used to sneak books. Through the end of her youngest years and into her early teens, she continued this and learned much; including how to keep her skills flexible to keep those she worked for happy and satisfied.

Then one day, when she was thirteen, a horse her father was working with sent him flying and she used magic to save him from the fall. It was a rudimentary spell barely powerful enough to break his fall, but magic it was. And it was seen. The lord immediately questioned her and tested her, surprised by the fact that she could achieve the spell at all without any real guidance. He was impressed enough that he wrote a letter of recommendation to a local wizard's guild, getting her formal tutoring. It was here where she spent most of her time, reading books and practicing until she became skilled enough to be adventuring and seeing the world she could only dream about.

Adventuring for the guild was hard. The mages she was surrounded by were all average in health and strength, but she was weak from birth. She had to put great effort into figuring out how to do things through skill and cleverness that others could accomplish easily. Though this lessened over time, it had the odd consequence of making her somewhat of a survival expert, as she had to plan out her equipment and expect complications. Through that skill and wit, Alyssa was made a full member at only sixteen. Since then, she's worked tirelessly at the Order, constantly adventuring. Through her need to plan everything through and her desire for adventure, it was a natural fit for her to begin cataloging and mapping where she went, eventually becoming one of the foremost experts on cartography in the guild.

Through her studies, she found the use of Telekinesis, and various similar spells, critical in her efforts to overcome her physical weakness. She delved more and more into the study of it and eventually achieved a mastery of it that allowed her to wield blades with skill and power, granting her much acclaim from her peers.

At the age of twenty-three, she was given a mastery quest, to prove she was ready for greater responsibilities in the Order. The task given to her: investigate a labyrinth hidden inside its own demi-plane. Many theories about it permeated the Order. Some thought it was an arena made by gods to spite mortals. Some thought it was a prototype torture maze. Some thought it a splinter of some mad Slaad's home. Alyssa was to investigate it and learn at least one new thing about while acting as a group leader. She went out of her way to find individuals of unique skill. Those who thought outside the box and valued skill equally with magical power. Through the use of wit and magic, they managed to get further than they ever hoped to: they found the origin of the maze. When they arrived at the center of the maze, they came face to face with an ancient dragon. One who's existence was either hidden or forgotten. Before they had time to study the dragon and try to determine exactly what it was, for it was certainly not any dragon kind they had seen before, they were in battle. The dragon, impressed by how they conquered the maze through skill, used this battle as a final test. The battle, hard fought, was eventually declared a stalemate by the dragon. As a reward for passing all of its tests, it spoke of a spell unlike anything Alyssa had ever heard. Through studies after the fact, she was able to determine it had something to do with true names.

The results of the spell were far more clear, however. A great well of power surged inside of her. Though she didn't quite have access to all of it yet, it was a massive pool of magic that opened levels of magic she hadn't even dreamed of before. For the five years, she delved more deeply into the arcane than any mage in her Order had before. Her research opened paths and revealed secrets for all. And in return, her influence and leadership in the Order expanded alongside it.

As she rose in power, her responsibilities to the Order grew in proportion. In order to keep up with the deluge of paperwork and requests for assistance and patronage, Alyssa acquired a Secretary; a female half-elf named Lorathana Duskwalker. Though Lorathana's help freed up a large amount of time she would have otherwise spent digging through papers, it didn't help her advance her research. In an effort to make her research more efficient, she found herself a research assistant; a male halfling named Leogeon Smilebeard.

Personality-wise, she's oddly spitfire for someone as sickly she as she was as a child. This is due to having two older siblings, one being an apprentice blacksmith. Though she never had much of a temper as a child, she would rarely back down from her older siblings. Partly because she was the youngest and the most babied by her mother, and partly because her rough and tumble father taught her not to. That changed, though, with the death of her brother. After that incident, she had a constant, low burning anger in her. Combined with her intelligence and wit, she can be cutting when challenged.

She currently resides in the highest set of rooms in a tower, though not the tallest tower. Rooms are generally open and circular, separated by large privacy screens. A large bed next to large doors that lead to a balcony that runs around the entire circumference of the tower, which would have various areas for lounging, shaded by awnings and plants. There'd be a lounge/guest area with a large personal library and a third area that would be her desk/official business area.

A room above would be dedicated to her personal laboratories and would be mostly open to the air, in case of an explosion or magical discharge.


Side 1: Wizard 15/Master of the Unseen Hand 5/Mage of the Arcane Order 10/Telekinetic Master 5
Side 2: Factotum 25/Horizon Walker 10
Gestalt Chart:
Spoiler: ShowHide



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Side 1Side 2
Wizard 1Factotum 1
Wizard 2Factotum 2
Wizard 3Factotum 3
Wizard 4Factotum 4
Wizard 5Factotum 5
Wizard 6Horizon Walker 1
Wizard 7Horizon Walker 2
Wizard 8Horizon Walker 3
Wizard 9Horizon Walker 4
Wizard 10Horizon Walker 5
Wizard 11Horizon Walker 6
Wizard 12Horizon Walker 7
Wizard 13Horizon Walker 8
Wizard 14Horizon Walker 9
Wizard 15Horizon Walker 10
MotUH 1Factotum 6
MotUH 2Factotum 7
MotUH 3Factotum 8
MotUH 4Factotum 9
MotUH 5Factotum 10
MotAO 1Factotum 11
MotAO 2Factotum 12
MotAO 3Factotum 13
MotAO 4Factotum 14


   
   
   
   
   
   
   
   
   
   
   
MotAO 5Factotum 15
MotAO 6Factotum 16
MotAO 7Factotum 17
MotAO 8Factotum 18
MotAO 9Factotum 19
MotAO 10Factotum 20
TKM 1Factotum 21
TKM 2Factotum 22
TKM 3Factotum 23
TKM 4Factotum 24
TKM 5Factotum 25


Abilities: Str: 12 (+1), Dex 22 (+6), Con 20 (+5), Int 32 (+11), Wis 19 (+4), Cha 19 (+4)
Original Rolls:
Spoiler: ShowHide

> !rollchar
<Serith> 1, 5, 6, 2, 2 = 13
<Serith> 4, 1, 6, 6, 6 = 18
<Serith> 2, 1, 2, 5, 5 = 12
<Serith> 3, 1, 5, 6, 4 = 15
<Serith> 1, 5, 2, 3, 6 = 14
<Serith> 3, 2, 1, 1, 1 = 6
<Serith> Iddy's Scores: 18, 15, 14, 13, 12, 6
Level 4: Dex
Level 8: Int
Level 12: Int
Level 16: Int
Level 20: Int
Level 24: Int
Level 28: Int
Level 32: Int
Node bonus: +1 Wis
Tome of Intelligence: +1 Int


Hit Points: 402/402
Spoiler: ShowHide

From Side 2: Factotum (d8), Horizon Walker (d8)
Level 1: 8
> roll 13d8
<Serith> Iddy roll for Serith < 48 > [d8=8,7,3,2,1,5,5,1,5,1,1,2,7]
> roll 1d8 reroll 1s
<Serith> Iddy roll for Serith < 4 > [d8=4]
> roll 16d8 HP
<Serith> Iddy roll for Serith < 79 > [d8=1,4,7,8,6,1,6,3,8,6,4,2,4,8,8,3]
> roll 1d8+2+1 Factotum 21 HP + 14 Con + Toughness
<Serith> Iddy roll for Serith < 5 > [d8=2]
> roll 1d8+2+1 2con1toughness
<Penuche> Iddy invokes Penuche's magic: < 6 > [d8=3]
> roll 1d8 HP
<Penuche2> Iddy invokes Penuche's magic: < 6 > [d8=6]
> roll 1d8 HP lvl 34
<Kobot> Iddy rolled 1d8 HP lvl 34 --> [ 1d8=7 ]{7}
> roll 1d8 HP for lvl 35
<Penuche> Iddy invokes Penuche's magic: < 1 > [d8=1]
157 from rolls +70 from Con +105 BeltCon +70 from E.Toughness= 402


Initiative: +19 (6dex+11Int+2Bracers)
Speed: 70 ft.
Armor Class: 46
Spoiler: ShowHide
=10base+6Dex+10CunningDefense+8Shield+3DeflectionRing+8Shirt

-Touch: 28
Spoiler: ShowHide
=10base+5Dex+10CunningDefense+3Deflection

-Flat Footed: 23
Spoiler: ShowHide
=10base+10CunningDefense+3Deflection

Spell Resistance:
Base Attack Bonus, Side 2 (Factotum/Horizon Walker): 29/24/19/14
CMB: 33 +3/Terrain
Spoiler: ShowHide
=29BaB+1Str+3Gauntlets

CMD: 60 +3 Terrain
Spoiler: ShowHide
=10+29BaB+1Str+6Dex+11Int+3Deflection

Attack: 29/24/19/14 +3 Terrain
-Touch: 29/24/19/14 +3 Terrain
-Ranged Touch: 35/30/25/20 +3 Terrain
Space/Reach: 5 ft./5 ft.

Telekinesis Attack (SLA):
BaB: 39/34/29/24
Spoiler: ShowHide
=34CL+5MotUH

Attack: 53/48/43/38 +3 Terrain
Spoiler: ShowHide
=39BaB/CL+11Int+3Gauntlets


Inspiration Points: 13
Spoiler: ShowHide
11base+2shield


Saves, Side 2 (Factotum/Horizon Walker):
Fort: 25
Ref: 28
Will: 27
Math:
Spoiler: ShowHide

Fort: 25=15Base+5Con+5Cloak
Ref: 28=17Base+6Dex+5Cloak
Will: 27=11Base+11Int+5Cloak


SLAs/Special Abilities:
Spoiler: ShowHide

Telekinesis SLA, Blindsight (Permanency, 30ft.), Tremorsense (Permanency, 30ft.)

Words (Ex):
[Spoiler]
You are able to speak words of power, tied to the same power as the Words of Creation and the Dark Speech. By studying them you can learn such words and speak them. Using the words is hazardous to your health and inflicts a toll, usually in the form of nonlethal damage.

You know the following use of the Words to begin with and can learn more.

You know the Creation ability of the Words of Creation (BoED, pg 32).


[/Spoiler]

Skills: +3 Terrain
Spoiler: ShowHide



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanksStatOther BonusTotal Bonus
Acrobatics1+5 (Dex)+3 Class +11 Int20
Appraise5+11 (Int)+3 Class19
Bluff2+3 (Cha)+3 Class+11 Int19
Craft: Armorsmithing29+11 (Int)+3 Class+15Hammer47
Craft: Blacksmithing35+11 (Int)+3 Class+15Hammer59
Craft: Mapmaking35+11 (Int)+3 Class44
Craft: Weaponsmithing29+11 (Int)+3 Class+15Hammer48
Craft: Calligraphy1+11 (Int)+3 Class15
Craft: Tailoring15+11 (Int)+3 Class29
Climb1+0 (Str)+3 Class +11 Int15
Diplomacy35+3 (Cha)+3 Class+3 SF+2 Comp+11 Int55
Disable Device15+11 (Int)+3 Class29
Disguise1+3 (Cha)+3 Class+11 Int18
Escape Artist1+5 (Dex)+3 Class +11 Int20
Handle Animal1+3 (Cha)+3 Class+11 Int18
Heal1+3 (Wis)+3 Class+11 Int18
Intimidate16+3 (Cha)+3 Class+11 Int33
Knowledge: Arcana35+11 (Int)+3 Class48
Knowledge: Dungeoneering35+11 (Int)+3 Class48
Knowledge: Engineering16+11 (Int)+3 Class30
Knowledge: Geography35+11 (Int)+3 Class48
Knowledge: History15+11 (Int)+3 Class29
Knowledge: Nature35+11 (Int)+3 Class48
Knowledge: The Planes35+11 (Int)+3 Class48
Knowledge: Religion35+11 (Int)+3 Class48
Linguistics8+11 (Int)+3 Class22
Perception35+11 (Int)+3 Class48
Ride1+5 (Dex)+3 Class +11 Int20
Sense Motive3+3 (Wis)+3 Class+11 Int22
Sleight of Hand5+5 (Dex)+3 Class +11 Int24
Spellcraft35+11 (Int)+3 Class +2 MA+10ESFocus60
Stealth35+4 (Dex)+3 Class+11 Int-5 Item47
Survival15+10 (Int)+3 Class28
Swim1+0 (Str)+3 Class +11 Int15
Use Magic Device30+3 (Cha)+3 Class +2MA +11Int49


Languages: Common, Draconic, Celestial, Abyssal, Elven, Sylvan, Halfling, Infernal, Dwarven, Aquan, Auran, Ignan, Terran
Skill Tricks:
False Spell: You imitate the verbal and somatic components of a spell other than the one you're casting, of the same level. Attempts to identify the spell using Spellcraft are fooled and your enemy believes you're casting the other spell. this ruins any attempt to counterspell, though dispel magic and similar spells still work. All is revealed once the actual spell is cast and a lightning bolt still looks, feels and acts like a lightning bolt, for example.
Focused Mind: You can maintain a concentration spell or effect as a swift action.
Improvised Tools: You reduce the DC penalty for not having the proper thieves tools by half (+5 vs. +10) when opening locks. The trick can be used as often as desired until you fail a Disable Device check. You must rest for 8 hours before making further attempts with this trick
Spot the Weakness: On a successful Perception check, you locate a weak point in your enemy's defenses. The DC for this check is your enemy's AC and, if successful, allows you to make your next attack against the same opponent as a touch attack. You have to make the attack no later than your next turn, however. Your enemy must be within 30 feet in the case of a ranged attack, otherwise, you gain no benefit from using the trick.
Tale Keeper: You receive a +5 competence bonus to trained Knowledge checks to identify monsters and their powers.
Total Skill Points: 614
Spoiler: ShowHide

Factotum 1: 6+16HR+5Human+7Int= 18
Factotum 2: 6+4HR+1Human+7Int= 18
Factotum 3: 6+4HR+1Human+7Int= 18
Factotum 4: 6+4HR+1Human+7Int= 18
Factotum 5: 6+4HR+1Human+7Int= 18
Horizon Walker 1: 6+4HR+1Human+7Int= 18
Horizon Walker 2: 6+4HR+1Human+7Int= 18
Horizon Walker 3: 6+4HR+1Human+7Int= 18
Horizon Walker 4: 6+4HR+1Human+7Int= 18
Horizon Walker 5: 6+4HR+1Human+7Int= 18
Horizon Walker 6: 6+4HR+1Human+7Int= 18
Horizon Walker 7: 6+4HR+1Human+7Int= 18
Horizon Walker 8: 6+4HR+1Human+7Int= 18
Horizon Walker 9: 6+4HR+1Human+7Int= 18
Horizon Walker 10: 6+4HR+1Human+7Int= 18
Factotum 6: 6+4HR+1Human+7Int= 18
Factotum 7: 6+4HR+1Human+7Int= 18
Factotum 8: 6+4HR+1Human+7Int= 18
Factotum 9: 6+4HR+1Human+7Int= 18
Factotum 10: 6+4HR+1Human+7Int= 18
Factotum 11: 6+4HR+1Human+7Int= 18
Factotum 12: 6+4HR+1Human+7Int= 18
Factotum 13: 6+4HR+1Human+7Int= 18
Factotum 14: 6+4HR+1Human+7Int= 18
Factotum 15: 6+4HR+1Human+7Int= 18
Factotum 16: 6+4HR+1Human+7Int= 18
Factotum 17: 6+4HR+1Human+7Int= 18
Factotum 18: 6+4HR+1Human+7Int= 18
Factotum 19: 6+4HR+1Human+7Int= 18
Factotum 20: 6+4HR+1Human+7Int= 18
Factotum 21: 6+4HR+1Human+7Int= 18
Factotum 22: 6+4HR+1Human+7Int= 18
Factotum 23: 6+4HR+1Human+7Int= 18
Factotum 24: 6+4HR+1Human+8Int= 19
Factotum 25: 6+4HR+1Human+8Int= 19


Feats:
Spoiler: ShowHide

Level 1: Toughness
Level 3: Endurance
Level 6: Knowledge Devotion
Level 9: Arcane Strike
Level 12: Arcane Thesis (Telekinesis)
Level 15: Skill Focus (Spellcraft)
Level 18: Item Familiar


Epic Feats:
Spoiler: ShowHide

Level 21: Improved Spell Capacity
Level 24: Ignore Material Components
Level 27: Improved Metamagic
Level 30: Epic Skill Focus (Spellcraft)
Level 33: Telekinetic Combat Reflexes


Bonus Feats:
Spoiler: ShowHide

Human: Combat Reflexes
Wizard 1: Golarion Wizard ACF (Scribe Scroll)
Wizard 5: Eschew Materials
Wizard 5: Reach Spell
Wizard 15: Cooperative Spell
Factotum 8: Keen Intellect (Cunning Surge)
MotAO 2: Chain Spell
MotAO 9: Maximize Spell
TKM 3: Superior Inherient Telekinesis
Factotum 24: Epic Toughness


Node:
Spoiler: ShowHide

(Emily): Magical Aptitude
(Ianvasah): Skill Focus: Diplomacy


Class Features:

Wizard:
Spoiler: ShowHide

Wizard 1:
-Summon Familiar: [Spoiler]A wizard can obtain a familiar in exactly the same manner as a sorcerer can. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.


-Glarion Wizard/Arcane Duelist (ACF: Scribe Scroll):
Spoiler: ShowHide
Wizards who train at the Arcanamirum spend much of their time studying the practical applications of their spells, often in the school's dueling fields. As such, some of them have learned the above special ability, which replaces the Scribe Scroll feat gained at 1st level.

Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell's DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.


-School Specialization: Transmuter (Banned: Evocation, Enchantment):
Spoiler: ShowHide
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.


-Focused Specialist: Transmuter (Banned: Necromancy):
Spoiler: ShowHide
You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher-level wizard spells, you lose one spell slot from each new level of spells you can cast. You must also choose another prohibited school of magic, which can't be divination. Benefit: You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. This benefit doesn't apply to spells gained from classes other than wizard.


Wizard 5:
-Bonus Feat:
Spoiler: ShowHide
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Wizard 10:
-Bonus Feat:
Spoiler: ShowHide
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.


Wizard 15:
- Bonus Feat:
Spoiler: ShowHide
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

[/Spoiler]

Factotum:
Spoiler: ShowHide

Factotum 1:
-Inspiration: [Spoiler]A factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.


-Cunning Insight(Ex):
Spoiler: ShowHide
Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.


-Cunning Knowledge(Ex):
Spoiler: ShowHide
When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill.


-Trapfinding(Ex):
Spoiler: ShowHide
You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps.


Factotum 2:
-Arcane Dilettante (1 Spell)(Sp):
Spoiler: ShowHide
At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell's level.


Factotum 3:
-Brains over Brawn(Ex):
Spoiler: ShowHide
At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

-Cunning Defense:
Spoiler: ShowHide
Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.


Factotum 4:
-Arcane Dilettante (2 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.

-Cunning Strike:
Spoiler: ShowHide
Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.


Factotum 5:
-Opportunistic Piety(Su):
Spoiler: ShowHide
 Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Int bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend. If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead—your understanding of divine magic is too rudimentary.


Factotum 7:
-Arcane Dilettante (3 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


Factotum 8:
-Keen Intellect:
Spoiler: ShowHide
You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw. (Bonus feat in place of Cunning Surge)


Factotum 9:
-Arcane Dilettante (4 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


Factotum 10:
-Opportunistic Piety (+1 Use)(Su):
Spoiler: ShowHide
Gain an additional use of this ability.


Factotum 11:
-Cunning Breach(Su):
Spoiler: ShowHide
Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target's spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.


Factotum 12:
-Arcane Dilettante (5 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


Factotum 13:
-Cunning Dodge(Ex):
Spoiler: ShowHide
Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.


Factotum 14:
-Arcane Dilettante (6 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


Factotum 15:
-Opportunistic Piety (+1 Use)(Su):
Spoiler: ShowHide
Gain an additional use of this ability.


Factotum 16:
ACF - Brains Over Everything:
Spoiler: ShowHide
You gain your Intelligence modifier as a bonus to Charisma, Constitution and Wisdom checks and skills.


Factotum 17:
-Arcane Dilettante (7 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


Factotum 19:
-Cunning Mimicry(Ex) (ACF):
Spoiler: ShowHide
You can mimic almost any power or ability you see. By spending 4 inspiration points, you can mimic any spell or spell-like ability that has been cast in the last round. This is a standard action. You cannot mimic a spell with a casting time greater than a standard action, though if the casting time is less than a standard action, it becomes a standard action. The spell uses your statistics in place of the creature or object that caused the effect, use your factotum level in place of caster level or hit dice as appropriate. You select targets and set all the other parameters of the spell as normal.


Factotum 20:
-Arcane Dilettante (8 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


-Opportunistic Piety (+1 Use)(Su):
Spoiler: ShowHide
Gain an additional use of this ability.


Facotum 23:
-Arcane Dilettante (9 Spells)(Sp):
Spoiler: ShowHide
Gain an additional spell.


Facotum 24:
-Bonus Feat: Epic Toughness

Factotum 25:
-Opportunistic Piety (+1 Use)(Su):
Spoiler: ShowHide
Gain an additional use of this ability.

[/Spoiler]

Horizon Walker:
Spoiler: ShowHide

Horizon Walker 1:
-Terrain Mastery: [Spoiler]At each level, the horizon walker adds a new terrain to his repertoire from those given below. Terrain mastery gives the horizon walker two benefits. The first is that they may apply their terrain bonus (see the table above) to attack rolls and weapon damage rolls, as well as Hide, Listen, Move Silently, Spot and Survival checks while in that terrain. This represents the horizon walker's hard-won knowledge of how to fight effectively in that terrain. Secondly, the horizon walker gains a specific benefit as listed in the terrain. This benefit applies beyond that terrain. For example, a horizon walker with the hills terrain mastery is immune to fatigue both in and out of hilly terrain.

In the event a terrain might count as more than one type of terrain, the horizon walker only applies his terrain bonus once.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

-Terrain Mastery (Hills): You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead.

Horizon Walker 2:
-Terrain Mastery (Marsh): You are immune to diseases.

Horizon Walker 3:
-Terrain Mastery (Plains): Your land movement speed rises by 10ft.

Horizon Walker 4:
-Terrain Mastery (Underground): You gain darkvision out to 60ft.

Horizon Walker 5:
-Terrain Mastery (Desert): You can go up to 3 days plus your Constitution score without water before needing to make Constitution checks.

Horizon Walker 6:
-Planar Mastery:
Spoiler: ShowHide
Planar terrain mastery functions just like terrain mastery, except that it applies to planar conditions that are not native to the Prime Material. The horizon walker can take a non-planar terrain type instead if he wishes.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

Planar Mastery (Transitive): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. This is a supernatural ability.

Horizon Walker 7:
-Planar Mastery (Weightless): You gain a fly speed equal to your land speed with perfect maneuverability. When you are on planes with no gravity or subjective gravity, you use the plane's fly speed but gain a +30ft bonus to it.

Horizon Walker 8:
-Planar Mastery (Cavernous): You gain tremorsense with a 30ft range.

Horizon Walker 9:
-Planar Mastery (Aligned): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Horizon Walker 10:
-Planar Mastery (Negative): You gain immunity to negative levels. You do not take damage each round on a minor or major negative dominant plane.
[/Spoiler]

Master of the Unseen Hand:
Spoiler: ShowHide


MotUH 1:
-Improved Caster Level(Ex): [Spoiler]At 1st level, a master of the unseen hand begins his relentless focus on the power of telekinesis. He adds his levels in master of the unseen hand to his caster level (whether from actual spellcasting levels or determined by the spell-like ability) when using his telekinesis ability. For example, a 10th-level sorcerer/3rd-level master of the unseen hand casts telekinesis as a 13th-level caster, and a blue slaad who is a 2nd-level master of the unseen hand would use its telekinesis spell-like ability as a 10th-level caster.


-Versatile Telekinesis(Ex):
Spoiler: ShowHide
A master of the unseen hand learns to combine the three versions of the telekinesis spell or ability, switching from one to another as he likes. For instance, he can use sustained force for 2 rounds, then switch to combat maneuver, then return to using sustained force. The spell or spell-like ability ends after the first use of the violent thrust version, however, or if the master of the unseen hand is unable to maintain concentration.


MotUH 2:
-Telekinetic Wielder(Ex):
Spoiler: ShowHide
A master of the unseen hand develops the ability to wield weapons with his telekinetic power. By maintaining concentration on the combat maneuver version of telekinesis, a master of the unseen hand of 2nd level or higher can make a single attack with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except that the weapon's movement doesn't provoke attacks of opportunity. The master of the unseen hand's base attack bonus on this attempt is equal to his caster level plus his Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability). Any weapon-related feats the master of the unseen hand has (such as Weapon Focus and Power Attack) do not apply when he's telekinetically wielding a weapon.

The weapon wielded can be one the master of the unseen hand took from a foe on a successful disarm attempt.


-Sustained Concentration(Ex):
Spoiler: ShowHide
At 2nd level, a master of the unseen hand becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn't end). The master of the unseen hand can even cast another spell while maintaining concentration on telekinesis, but doing so requires a successful Concentration check as if the caster were distracted by a nondamaging spell (Concentration check DC equal to the save DC of telekinesis). It still takes a standard action to use the combat maneuver or violent thrust versions of the ability, however. At 5th level, this improves to a swift action to maintain concentration so the ability doesn't end.


-Spells per Day/Powers Known +1:
Spoiler: ShowHide
When a Master of the Unseen Hand attains 2nd level, and at each level after, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. If he was a manifester, he gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, and so on). This essentially means that he adds the level of Master of the Unseen Hand, from the second level and so on, to the level of whatever other arcane spellcasting class or manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. If a character had more than one arcane spellcasting class or more than one manifesting class before he became a Master of the Unseen Hand, he must decide to which class he adds each level of Master of the Unseen Hand for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.


MotUH 3:
-Full Attack Telekinesis(Ex)s:
Spoiler: ShowHide
At 3rd level, a master of the unseen hand is as skilled in telekinetic combat as a fighter is with melee combat. When using the combat maneuver version of telekinesis or wielding a weapon telekinetically, the master of the unseen hand can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once per round. Just as with nontelekinetic attacks, the master of the unseen hand gains an additional attack for every 5 points of base attack bonus above +1 (using caster level for base attack bonus as described in the telekinesis spell description).


-Spells per Day/Powers Known +1:
Spoiler: ShowHide
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class


MotUH 4:
-Improved Violent Thrust(Ex):
Spoiler: ShowHide
At 4th level, a master of the unseen hand's violent thrust version of telekinesis becomes more effective. He uses his caster level in place of his base attack bonus when making the attack roll, and he uses his Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a bonus on damage rolls if he hurls weapons at the target. Finally, using a violent thrust no longer ends the telekinesis effect, but the master of the unseen hand can't make another violent thrust for 1d4 rounds.


-Telekinetic Flight(Ex):
Spoiler: ShowHide
 A Master of the Unseen Hand of 4th level or higher can use the sustained force version of telekinesis to lift himself and willing creatures into the air. With a move action, the Master of the Unseen Hand can move 20 feet with perfect maneuverability and can move willing creatures as well. The Master of the Unseen Hand doesn't have to move all the creatures he's lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 40 feet from the Master of the Unseen Hand. The Master of the Unseen Hand can lift one Medium or smaller creature (carrying up to its maximum load) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. Unlike the form of flight granted by the fly spell, telekinetic flight ends immediately and abruptly if disrupted by dispel magic or a lapse in the Master of the Unseen Hand's concentration. Without telekinesis to support them, creatures fall to the ground immediately, taking 1d6 points of damage per 10 feet fallen (maximum 20d6).


-Spells per Day/Powers Known +1:
Spoiler: ShowHide
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class


MotUH 5:
Improved Telekinetic Weilder(Ex):
Spoiler: ShowHide
At 5th level, should the Master of the Unseen Hand have them, he can apply the bonuses from feats (such as improved bull rush, improved disarm, ect) for bull rushing, disarming, grappling, or tripping.


-Fling Skyward(Ex):
Spoiler: ShowHide
Rather than hurling a creature toward another target, a 5th-level master of the unseen hand can use the violent thrust version of telekinesis to hurl a creature straight up. A target is allowed a Will save (and spell resistance) to negate the effect. The master of the unseen hand can lift a creature into the air a maximum distance of 10 feet per caster level. At the beginning of the character's next action, the creature falls to the ground, taking 1d6 points of damage per 10 feet fallen. Unlike other times when a master of the unseen hand uses the violent thrust version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect.


Telekinesis (Sp):
Spoiler: ShowHide
You can use telekinesis at will as a spell like ability. Your caster level equals your hit dice.


-Spells per Day/Powers Known +1:
Spoiler: ShowHide
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class

[/Spoiler]

Mage of the Arcane Order:
Spoiler: ShowHide

MotAO 1:
-Guild Member: [Spoiler]A guild mage of the Arcane Order pays monetary dues and accepts various duties in return for member benefits. The dues are 30 gp per month. Duties include putting in an appearance on campus at least once every six months and accepting any special commissions handed down by senior members. A guildmage who falls into arrears on his dues by more than three months has his membership revoked and loses access to the Spellpool. Reinstating membership is difficult. However, ex-members do not lose any spells or metamagic feats they had gained while in good standing. A member in good standing can board at the Arcane Order campus between adventures, paying only 5 sp per day for common-quality meals and lodging. At his leisure, he can browse the Order?s well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spellbooks are kept here). Likewise, he can use the Order's common laboratory facilities when creating magic items (although material costs remain out-of-pocket). Furthermore, he is free to read and post notices to the job board, a mundane medium whereby fellow members of the Order pass information, advertise their interest in a research topic or adventure or attempt to sell an interesting oddity, magical or otherwise. Last but not least, members form professional ties with their fellow wizards, possibly leading to lasting friendships or alliances.


-Spellpool I(Su):
Spoiler: ShowHide
Mages of the Arcane Order can call spells from a common source: the Spellpool. New members receive a special focus (a trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If a mage of the Arcane Order loses his focus, he must undergo another initiation. The range of available spells increases at 4th and 7th levels. See the sidebar below for details.

Spell Availability: Three stages of access to the Spellpool exist. A member first joining the Order gains Spellpool I privileges, which grants access to spells of 1st to 3rd level. Spellpool II allows access to 4th- to 6th-level spells, and Spellpool III grants access to 7th- to 9th-level spells. No 0-level spells are available, but the Spellpool can provide any other spell on the wizard/sorcerer spell list in the Player's Handbook, as well as any additional spells designated by the DM.


MotAO2:
-Bonus Metamagic Feat (Chain Spell):
Spoiler: ShowHide
At 2nd level and again at 9th level, a mage of the Arcane Order gains sudden insight from studying the reconstructed texts of ancient magical grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet the prerequisites of the feat.


MotAO3:
-Bonus Language: At 3rd level and again at 6th level, a guildmage's access to the Order's superb library and resources allows him to learn a new language.

MotAO4:
-Spellpool II(Su): Spellpool II allows access to 4th- to 6th-level spells.

MotAO5:
-New Spell:
Spoiler: ShowHide
When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM's approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.


MotAO6:
-Bonus Language: At 3rd level and again at 6th level, a guildmage's access to the Order's superb library and resources allows him to learn a new language.

MotAO7:
-Spellpool III(Su): Spellpool III grants access to 7th- to 9th-level spells.

MotAO8:
-New Spell:
Spoiler: ShowHide
When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM's approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.


MotAO9:
-Bonus Metamagic Feat (Echoing Spell):
Spoiler: ShowHide
At 2nd level and again at 9th level, a mage of the Arcane Order gains sudden insight from studying the reconstructed texts of ancient magical grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet the prerequisites of the feat.


MotAO10:
-Regent:
Spoiler: ShowHide
A 10th-level mage of the Arcane Order is awarded the status of regent. A regent gains a +2 competence bonus on all Charisma-based interaction checks when dealing with lower-level members of the Order. The regents set the Arcane Order's rules and policies, meeting each month in the Council of Regents. A regent must attend six council meetings in one year or be removed from the council and lose his regent status (he loses no other benefits of guild membership, nor does he lose his level in the prestige class). Enacting new policies or eradicating old ones requires a three-fifths majority vote to pass. Generally, the council hands out commissions for lower level mages of the Arcane Order to perform on behalf of the guild. An individual regent might also head up a special group of lower-level members to accomplish a specific goal, such as investigating a crime committed using magic, undertaking an archeological dig of an ancient site of wizardry, or some other important task.
[/Spoiler]

Telekinetic Master:
Spoiler: ShowHide


TKM 1:
-Telekinetic Focus +1: [Spoiler]The telekinetic master's telekinesis becomes virtually unstoppable.  She gains a +1 bonus to the save DC of telekinesis. This bonus stacks with other bonuses to DC, such as from spell focus (transmutation).

At 4th level and every 3 levels thereafter, the bonus to the DC of telekinesis rises by 1.


TKM 2:
-Greater Force (50 pounds):
Spoiler: ShowHide
The telekinetic master can move far more weight than a typical spellcaster. She can move up to 50 pounds per caster level with telekinesis, such as with the sustained force or violent thrust usage of telekinesis. Additionally, she no longer has a maximum of 375 pounds that she can move, the only limit is what her caster level provides her. For example, a telekinetic master with a caster level of 25 can move up to 1250 pounds.

At 7th level and every 5 levels thereafter, the amount of weight that can be move per caster level rises by 25. This is 75 pounds per caster level at level 7, 100 pounds at level 12 and so forth.


TKM 3:
-Bonus Feat: Superior Telekinesis:
Spoiler: ShowHide
You may use your choice of your Intelligence, Wisdom or Charisma modifiers to determine the DC of your telekinesis spell like ability.


TKM 4:
-Telekinetic Focus +2:
Spoiler: ShowHide
The telekinetic master's telekinesis becomes virtually unstoppable.  She gains a +1 bonus to the save DC of telekinesis. This bonus stacks with other bonuses to DC, such as from spell focus (transmutation).

At 4th level and every 3 levels thereafter, the bonus to the DC of telekinesis rises by 1.

TKM 5:
-Telekinetic Blast (Ex): [Spoiler]At 5th level, the telekinetic master can unleash their telekinesis in an overwhelming, focused blast. This deals 2d6 force damage per caster level of telekinesis and requires a ranged touch attack roll. This ability does not end telekinesis.

[/Spoiler][/Spoiler]

Spells per Day:
Spoiler: ShowHide

Wizard: +3 Transmutation Bonus Slots per level.
Level 0: 3+3
Level 1: 3+2Int+3
Level 2: 3+2Int+3
Level 3: 3+2Int+3
Level 4: 3+1Int+3
Level 5: 3+2Int+3
Level 6: 3+2Int+3
Level 7: 3+2Int+3
Level 8: 3+3
Level 9: 3+3
Level 10: 3+3
Level 11: 3+3
Level 12: 3+3
Level 13: 3+3
Level 14: 1+3

Factotum 4 Spells:
Max Spell Level -8th, 9 per day

Opportunistic Piety:
6+1 per day


Money: 115,376.59gp
Crown fund: 28,999.14
Gear:
Spoiler: ShowHide

[Weapon] Life-drinker +2 (+15 total enchantment value), 450,000 gp: 1d12, x3 Crit; Bestows two negative levels on damage, 1 day later DC 16 fort to lose a character level. Bestows one negative level on wielder on damage; In addition, it is also Anarchic, Transmuting, All-Bane, Wounding. Anarchic: Chaos aligned, +2d6 damage vs. lawful alignment. Transmuting: 1 round after a successful hit, overcomes damage reduction. All-bane: as a swift action, the wielder may change the type of bane weapon it is. This may be any bane type listed on the table for bane weapons (DMG 224), but not more exotic types of bane (such as a mage bane weapon). Wounding: On damage, inflict 1 point of damage to Constitution.

See below for details:

Abilities:
[Spoiler]
Stats:
Int: 16
Wis: 12
Cha: 12
Level 1: Invest Life Energy, Invest Skill Ranks, Invest Spell Slots
Level 7: Sapience, Senses, Communication
Level 10: Special Ability (Ghost Touch, +1 bonus.)
Level 14: Special Ability (Improved Senses)
Level 18: Special Ability (Greater Senses)
Level 21: Special Ability (Increased Sapience)
Level 24: Special Ability (Shattermantle, +1 Bonus)
Level 27: Special Ability (Binding, +1 Bonus)
Level 30: Special Ability (Corrosive, +1 Bonus)
Level 33: Special Ability (Deadly Precision, +1 Bonus)


[Weapon/Shield] Aegis of the Queen Regent, 16,170gp: +8 AC, +2 Inspiration (+2 Inspiration), Emphyreal (add AC bonus to saves as Sacred), Wand Chamber.

[Armor] Shirt of the Depths +8, 0% ASF, 82,800gp: Commander (+2 Competence on Diplo, +1 Morale on Will Saves, -5 to hide), Easy Travel (Walk 10 hours/day before Con check), Greater Sonic Resistance 30, Soulfire (Immune to Death Spells, Magical Death effects, Energy Drain, and Negative Energy Effects), Styptic (Immunity to on-going blood los, Automatic Stabilize, 25% chance to be unaffected by blood-draining attack that depletes Con), Mithrilmist (7/day fill space with silver mist, grants concealment against attacks but does not hinder your vision), Electricity Resistance 30, Water Breathing, Creatures that strike the wearer with successful melee attack take 2d6 points of electricity damage. Multiple attacks causes this damage multiple times.

[Torso] Vestment of Many Styles, 500gp: This suit of clothes transforms itself into different fabrics and designs, allowing the wearer to alter her outward appearance with a command word. The vestment grants a +2 circumstance bonus on Disguise checks in any situations where clothing is part of the disguise (so that it wouldn't help disguise a sorcerer who had shapechanged into a red dragon, for example), but does not change or disguise any armor worn.

[Bracers] Bracers of the Hunter, 8,500gp: +5 Competence Bonus on Hide, +2 Competence Bonus on Initiative, +1d6 Sneak Attack damage.

[Hands] Gauntlets of Fond Memories: +3 to attacks, +5 bonus to Concentration, +3 bonus to CMB with Telekinesis.

[Boots] Boots of Striding and Springing, 5500gp: Increase the wearer's base land speed by 30 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.

[Head] Third Eye of the Mage, 27,500: +2 Competence Bonus on Knowledge checks if you spend a full round concentrating. Additionally, it will store up to 1000 pages of spells in place of a spellbook.

[Face] Glasses of True Seeing, 75,000gp: Continuous True Seeing effect.

[Necklace] Talisman of Long-Life, 17,250: Immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum, and continually provides its wearer with life-sustaining nourishment, its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep.

[Waist] Belt of Magnificence +6, 100,000gp: Grants a +6 enhancement bonus to the wearer's Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma scores.

[Ring 1] Ring of Freedom of Protected Movement, 40,000gp: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell, and gives a +3 deflection bonus to AC.

[Ring 2] Ring of the Enlightened Magi: This ring functions as a ring of wizardry I, II, III, IV, V and VI. Any spell cast by the wearer gains a +3 bonus to damage (if it applies to damage) as well as to any save DC it allows.

[Back] Mantle of the Warp, 66,100: Continual 20% miss chance, stores a single weapon of Medium size up to 25lbs, retrival is Swift, +5 resistance bonus to saves.

[Other]
Silver Dagger +1, 2022gp:

Heward's Handy Haversack, 2,000gp:
-Everlasting Rations, 350gp: Contains enough rations for a single individual which spawn every new day.
-Greater Ring of Counterspells, 20,000gp: Stores two spells of up to 9th level, should either spell ever be cast upon the wearer, that spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell that was cast within and used to counter is gone. A new spell may be placed in it again.
Skeleton Key: This brass key can unlock any locked, sealed or barred door or object as if by a knock spell (caster level 25th). At the user's option, objects or doors unlocked with this ring automatically re-lock in one minute's time. No lock needs to be present, the key merely needs to be pressed against the door or object to be opened.
Small dragon statue from Seira: 4500gp.
Bowl of Many Eyes
-This bowl allows you to scry on a single person as if by a scrying spell (caster level 15th; DC 25). Unlike normal scrying devices, you can scry on up to five different targets at the same time. The bowl's magic allows you to track and manage all five without any difficulty.
2x Silver Maple logs
1x Silver Maple stump
1x Expensive Focus
Forging Hammer
Spoiler: ShowHide

This hammer grants a +15 competence bonus to Craft (Blacksmithing) checks. In Alyssa's hand it feels right, full of potential. For her it also applies to Craft: Armorsmithing and Weaponsmithing checks, and may grow more powerful in time.

[/Spoiler][/spoiler]
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

For recordkeeping purposes.


Ianvasah
HP: 525/525 (fast healing 3)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Has notes for shapeshift on her sheet.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

More recordkeeping. Relax, no one died horribly. This time.

Ianvasah is level 32.

33: Druid 33//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 13 Feat: Improved Favored Enemy(33)
34: Druid 34//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 14
35: Druid 35//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 15 Feat: Automatic Metamagic(Quicken)(DH15)
36: Druid 36//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 16 Feats: Shapeshifting Feat TBA(36), Automatic Metamagic(Quicken)(D36) Stat Point: Wis
37: Druid 37//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 17
38: Druid 38//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 18
39: Druid 39//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 19 Feat: Shapeshifting Feat TBA(39)
40: Druid 40//Doppelganger 4/Ranger 16/Dragonheart Shapeshifter 20 Feats: Shapeshifting Feat TBA(D40), Class Feat TBA(DH20) Stat Point: Wis

Ianvasah has feat work to do, but it's far enough into the future that it's not a serious priority yet.
<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?