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NPCs 2.0

Started by Anastasia, February 18, 2010, 01:51:24 AM

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Anastasia

For new, lean, mean and cleaned up NPC stats. Any sheet posted here is the current one, if there is no sheet posted here and there is in the old NPC topic, assume the latter is the most current.

I'll sticky this once all the important transfers are over.
<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

#1
Donald Smurth

Duskblade 18/Dragon Disciple(Copper) 2
Size/Type: Medium Humanoid(Elf)  
Hit Dice: 18d8+144+2d12+16 (268 HP)
Initiative: +3  
Speed: 20 ft(30 base) fly 50 ft(Perfect)
Armor Class: 41 (+3 dex, +9 armor, +2 perfection, +7 shield,  +5 deflection, +5 natural.)
Base Attack/Grapple: +20/+29
Attack: Guardianil+32 (1d10+12 19-20)
Full Attack: Guardianil +32/+27/+22/+17 (1d10+12 19-20) and bite+30 (1d6+10) or bite+30 (1d6+10) and 2 claws+25 (1d4+5)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, swift cast 3/day, spell power+5
Special Qualities: Immunity to sleep, +2 vs enchantment effects, damage reduction 5/cold iron and epic, natural armor increase, low light vision, +2 racial bonus to spot, listen and search checks, armored mage(medium armor, heavy shield), arcane attunement, claws and bite, ability boost.
Saves: Fort +25 Ref +13, Will +25 (+5 vs enchantment.)
Abilities: Str 30, Dex 16, Con 24, Int 16, Wis 8, Cha 12
Skills: Climb+17, Concentration+24, Craft(Religious Icons)+25, Knowledge: Arcana+26, Knowledge: Local(United Baronies)+15, Knowledge: Nature+22, Knowledge: Religion+26, Ride+19, Spellcraft+26, Swim+28.
Feats: Fey Heritage(B), Combat Casting(B), Exotic Weapon Proficiency(Bastard Sword)(H), Endurance(1), Toughness(3), Power Attack(6), Protection Devotion(9), Arcane Strike(12), Fey Legacy(15), Steadfast Determination(18)
Alignment: Chaotic Good.

Racial and innate powers:
Spoiler: ShowHide


Spell like abilities

1/day-  Confusion, Cure Critical Wounds*, Dimension Door, Dispel Evil*, Resist Energy(Acid or cold only)*, Summon Nature's Ally 5. Caster level 20th. Abilities with an asterisk are from the Angelhelm.

Elf traits (Ex)

Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Human traits (Ex)

Donald was a human before dying and being reincarnated. He retains a human bonus feat and +9 skill points to represent this.


Duskblade powers:
Spoiler: ShowHide


Donald casts as a 18th level duskblade. The DCs for his spells are 13+spell level. Spells with an asterisk can be arcane channeled.

Spell charges: 6/11/10/9/7/3+2

0: Acid splash, disrupt undead, ray of frost, touch of fatigue*.
1: Blade of Blood, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
2: Animalistic Power, Scorching Ray, See Invisibility, Touch of Idiocy.
3: Dispelling Touch*, Greater Magic Weapon, Ray of Exhaustion, Vampiric Touch*.
4: Enervation, Fire Shield, Interposing Hand, Shout.
5: Chain Lightning, Polar Ray.

Arcane Attunement (Sp)

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

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per ady at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level. It is currently at +5 for Donald.


Dragon Disciple powers:
Spoiler: ShowHide


Natural Armor Increase (Ex)

At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.

Bonus Spells

Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: The Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast.

Claws and Bite (Ex)

At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple's base claw and bite damage values, whichever are greater.

A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2.

Ability Boost (Ex)

As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: The Dragon Disciple.

These increases stack and are gained as if through level advancement.


Gear:
Spoiler: ShowHide


Guardianil: Bastard Sword+2. This weapon grants a +2 perfection bonus to AC to the holder and all allies within a 10 ft radius. Three times per day, it grants the shining defense ability: When fighting defensively, the user gains DR 5/- and 15 temporary HP until his next turn. Further, he may designate anyone within 20ft. If a target is designated, any damage dealt to this target is instead dealt to the wielder.
Mithral Full Plate of Speed+1. +9 armor bonus. Allows the wearer to act as if hasted for 10 non-consecutive rounds per day.
Heavy Steel Shield+5. +7 shield bonus.
Angelhelm: Weapons strike as good aligned, can cast cure critical wounds, dispel evil and resist energy(Acid or cold only) once per day as spell likes equal to your character level.
Amulet of Health+6 and Natural Armor+1: +6 enhancement bonus to constitution, +1 enhancement bonus to natural armor.
Cloak of Resistance+4. +4 resistance bonus to saving throws.
Gloves of Dexterity+2. +2 enhancement bonus to dexterity.
The Fourth Resort: Ring. +5 deflection bonus to armor class, constant feather fall, damage reduction 5/epic and cold iron.
Belt of Giant Strength+6: +6 enhancement bonus to strength.
Killer's Scorn: Large Greataxe+4, bleeding. Kept in storage.
Salutia: Bastard Sword+5. When drawn, all good creatures within a 70ft radius are immune to silence effects, Forbidden Speech or any other ability that robs them of verbal communication. In addition they gain the benefit of a tongues spell(Caster level 18th). Finally, once per day as a standard action, the wielder may have Salutia emit the effect of a Heaven's Trumpet spell with a DC of 24 to resist(Caster level 18th). Kept in storage for the moment.
5,796 GP


Other/misc
Spoiler: ShowHide


Fey Heritage and his elven bonus against enchantments were rules to stack.
Protection Devotion: +6 sacred bonus to AC within 30ft radius, lasts 1 minute. Can be used once per day.


Notes:
Spoiler: ShowHide


Perception:

Spot+1
Listen+1
Low-Light vision

Common Attack Bonuses:

+variable arcane strike, bonus depending on the highest level spell sacrificed to it. It equals the highest level spell. A 5th level spell is +5, for example.
+1 flying
+2 Greater Magic Weapon on Guardianil

Common Damage Bonuses:
+xd4 arcane strike, bonus equalling the number of spells sacrificed to arcane strike. Maximum is equal to his character level. (16d4)
+2 Greater magic weapon on Guardianil

Immunities:

Sleep

<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

#2
Antenora Reynes

Erinyes 9/Hellreaver 9/Paladin 2/Ranger 1(Spiritual Connection sub level)
Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 9d8+81+11d10+99+1d8+9  (309 hp)
Initiative: +10
Speed: 30 ft, fly 60 ft. (perfect)
Armor Class: 42 (+6 Dex, +13 natural, +12 armor, +1 dodge), touch 17, flat-footed 35
Base Attack/Grapple: +21/+30
Attack: Longspear+32 (1d8+15 19-20 x3)
Full Attack: Longspear+32/+27/+22/+17 (1d8+15 19-20 x3)
Space/Reach: 5 ft./5 ft. (10 ft with spear)
Special Attacks: Entangle, Mercy, Spell-like abilities, Smite Evil 6/day, Furious Strike+6/+3d6, Call to Judgment, Favored Enemy(evil outsiders), Ignorance.
Special Qualities: Damage reduction 10/silver and evil, immunity to fire, resistance to acid 10 and cold 10, spell resistance 29, divine grace, mettle, darkvision 120 ft, see in darkness, telepathy 200 ft, lay on hands(20HP), divine succor(30 HP), improved divine resolve, improved divine shield, heroic sacrifice, burden.
Saves: Fort +32, Ref +26 Will +28
Abilities: Str 28, Dex 23, Con 28, Int 14, Wis 22, Cha 30
Skills: Concentration +20, Craft(Metalworking)+3, Diplomacy +18, Escape Artist +18, Hide +18, Intimidate +11, Knowledge: Arcana +14, Knowledge: Planes +27, Knowledge: Religion +21, Listen +27, Move Silently +18, Perform(Singing)+29, Sense Motive +20, Spot +27, Survival+18, Use Rope +6 (+8 with bindings).
Feats: Dodge(B), Mobility(B), Mindsight(1), Improved Flier(3), Flyby Attack(6), Power Attack(9), Extra Smiting(Paladin)(12), Favored Power Attack(15), Track(R1), Improved Initiative(18), Extra Smiting(Paladin)(Mist)
Epic Feats: Dire Charge(21)
Alignment: Lawful Good.

Racial and innate powers:
Spoiler: ShowHide
Spell like abilities(Sp):

At will: Discern Lies, Holy Smite, Dispel Magic, Detect Magic, Vision of Heaven. 2/day: Remove Curse, Remove Disease, Remove Fear. 1/day: Blade Barrier, Align Weapon, Flame Strike, Heal. DC 20+spell level. The DCs are charisma based. Caster level 21st.

Entangle (Ex)

Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 20th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.  Antenora retains this ability even after her transformation.

Smite Evil(Su)

Once per day Antenora can make a normal melee attack to deal extra damage equal to her HD (+20; maximum of +20) against an evil foe.

Burden (Ex)

More than any other, Antenora knows the wickedness that whispers in the heart of fiends, evil and the Fallen.  She must attempt to turn it away from it's path. This may be as simple as a few words in combat, but if given better chance, Antenora will attempt more. This applies once combat begins and after her first turn. If she does not, she suffers a -3 morale penalty to attack rolls, armor class and saving throws. This lasts until the end of the battle. Attempting to do so before battle satisfies this requirement.

Mercy (Su)

Violence against evil cannot be helped. Yet death does nothing to save the wicked, it should only be a last resort. Antenora may choose to deal non-lethal damage with her attacks, spells and spell like abilities without penalty. Choosing the type of damage she inflicts is a free action, but if her attack damages more than one creature, each creature must take the same type of damage; that is, she cannot inflict non-lethal and lethal damage at the same time.


Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (+10) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus(20 points). A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

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


Ranger powers:
Spoiler: ShowHide
Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Antenora has chosen evil outsiders as her favored enemy.

Speak with Animals and Plants (Sp)

You can use speak with animals and speak with plants, as the spells (Caster level 1). You can use any combination of these effects up to three times per day.


Hellreaver powers:
Spoiler: ShowHide


Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good aligned. You also gain immunity to fear effects.

In addition, you gain a number of holy fury points equal to your hellreaver level plus your charisma modifier. You spend these points to activate many of your hellreaver class abilities. Antenora has 16 holy fury points.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +6 bonus and deal an extra 3d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

Divine Succor (Su)

Just as your divine power can slay evil creature, it can also mend wounds suffered by the just.  As a swift action, you can spend 1 holy fury point to heal 30 points of damage.  You can apply this healing to yourself or any good aligned creature within 20 feet.

Improved Divine Resolve (Su)

From 3rd level on you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison and so forth. As an immediate action, you can spend 2 holy fury points to gain a +4 bonus to your next saving throw. You must use this before the saving throw is determined. (Houserule for an NPC)

Improved Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attac with a mighty shout. As an immediate action, you can spend 2 holy fury points to gain a +4 bonus to your AC against the next attack you face. You must use this before the attack role is determined. (Houserule for an NPC)

Mettle (Ex)

Beginning at 4th level, if you make a successful fortitude or will save that would normally reduce(rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effects of a dimensional anchor spell, with a caster level equal to your hellreaver level. Note that spell resistance does not apply, as this is a supernatural effect.


Gear:
Spoiler: ShowHide


Black Horn Spear: Longspear+2, mighty smiting, keen, evil outsider bane/fiercebane, 2x damage and wounding on a charge. Mighty Smiting: +1 smites per day, +2 hit/damage on smites. Keen: Doubled crit threat range. Evil outsider bane: +2 enhancement and +2d6 damage to attacks on the chosen type. Fiercebane: Glow if creature type selected by bane is within 60ft, +2d10 damage on a crit. It's a +7 weapon in total.
Golden Breastplate+7: +12 armor bonus. No ACP, ASF, no maximum dexterity.
Ribbon of Disguise: Alter self at will.
Amulet of Health+6 and Natural Armor+4: +6 enhancement bonus to constitution and +4 enhancement bonus to natural armor.
Bracers of Wrathful Smiting: +2 hit/damage on smites.
Ring of Subsistence: Removes need for food and water, only needs 2 hours of sleep a night.
Ring of Beauty: +6 enhancement bonus to charisma, +15 competence bonus to performance.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Belt of Giant's Strength+6: +6 enhancement bonus to strength.
Boots of the Battle Charger: Can charge as a standard action 2/day.
Ghost Rope 100ft: 2/day can use entangle to solidify an incorporeal creature. As long as the creature is entangled, it's considered corporeal.
Masterwork silver dagger: Backup weapon to slay creatures that need silver to bypass DR. Kept on person.
White Dress: Counts as armor slot, increases flying speed by 50ft. In storage.
Mithral Breastplate+5, nimbleness: +10 armor bonus. Nimbleness: +1 dex cap, -2 armor check penalty.  In storage.
10301 GP.


Other/misc:
Spoiler: ShowHide


Ignorance: Cannot gain ranks in search. Once a week, can add a +12 bonus to any roll of choice.
Mindsight: Within radius of telepathy, can detect any creatures and type/intelligence. This is a free action. Mind Blank defeats this, as does anything that expressly stops mind reading, such as a ring of mind shielding.


Notes:
Spoiler: ShowHide


Perception:

Spot+27
Listen+27
See in darkness
Mindsight 200ft

Common Attack Bonuses:

+2 charging
+2 bane on evil outsiders
+14 smite evil (10+2+2)
+1 flying
+6 furious strike

Common Damage Bonuses:

+2d6 bane on evil outsiders
+2d10 on a crit on an evil outsider from fiercebane
+6 smite evil (2+2+2)
+18 from racial smite evil.
+3d6 furious strike
+2 favored enemy for evil outsiders
x3 and wounding on a charge.
3-1 PA ratio vs evil outsiders.

Immunities:

Fire, fear(Holy Fury only)

Resistances:

Acid and cold 10
Spell Resistance 29
<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

#3
Jessica Reynes

Rogue 10/Hellbreaker 8

Size/Type: Medium Outsider(Native)
Hit Dice: 18d6+126 (185 HP)
Initiative: +13
Speed: 30ft, fly 60ft (good)
Armor Class: 33 (+9 dex, +5 armor, +1 deflection, +4 natural, +4 shield)
Base Attack/Grapple: +13/+15
Attack: Third Resort+27 (1d4+6+3d6+3d6)
Full Attack: Third Resort+27/+22/+17
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack +7d6, penetrating strike, crippling strike, steal spell like ability, steal supernatural ability, neutralize spell-like ability.
Special Qualities: Magic circle against evil, evasion, improved uncanny dodge, resistance to energy(all) 10, foil summoning,  mantle of darkness, telepathic static, stowaway.
Saves: Fort +12, Ref +22, Will +11 (+4 vs poison)
Abilities: Str 14, Dex 30, Con 24, Int 15, Wis 16, Cha 14
Skills: Bluff+23, Disable Device+23, Escape Artist+31, Hide+31, Knowledge: Planes+16, Move Silently+31, Open Lock+24, Listen+24, Search+23, Sense Motive+24, Spot+30, Tumble+27.
Feats: Weapon Finesse(H), Combat Expertise(1), Improved Feint(3), Undo Resistance(6), Sacred Strike(9), Improved Initiative(12), Darkstalker(15). Quicken Spell-Like Ability(Greater Invisibility)(18)
Alignment: Neutral Good

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: At will-Greater Plane Shift(Between Balmuria and Dweomerheart only), detect magic, dispel magic, calm emotions. 3/day- Greater Invisibility, Bless Weapon. Caster level 18th.

Magic Circle Against Evil(Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn. Caster level 18th.


Rogue powers:
Spoiler: ShowHide


Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex)

Whenever you flank a creature that is iummne to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. The use divination magic, a caster must succeed on a spellcraft check (DC + the level of the spell). If the check fails the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action(you do not need to damage a willing target).

This spell-like ability can originate from teh target's class, race, template or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have eat least one such use left, or you can't steal the ability. If the target can't use its ability(Such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes(caster level, save DC and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-lik ability within 1 minute of acquiring it, or it is lost. Until you use the ability(or until 1 minute elapses), the target cannot use the stolen ability. If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration(teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-like Ability (Su)

Beginning at 5th level, you can the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.

Foil Summonings (Su)

At 7th level, your telepathic static intensifies so that you also impede conjuration(calling) and conjuration(summoning) spells and spell-like abilities within 20 ft. See telepathic static for details.

Steal Supernatural Ability (Su)

From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).


Other/misc:
Spoiler: ShowHide


Jessica was a human before becoming a half celestial. Thus she has a human bonus feat and retains the human skill point.
Darkstalker: Cannot be detected by blindsense, blindsight, tremorsense and other unusual means of detection.


Gear:
Spoiler: ShowHide


Elven Chain+1, nimbelness: +5 armor bonus. Nimbleness: Raises the dex cap of the armor by 2.
Darkwood Buckler+3: +4 shield bonus.
Amulet of Health+4: +4 enhancement bonus to constitution.
Ring of Protection+1: +1 deflection bonus to armor class.
Ring of Universal Energy Resistance, minor: Resistance 10 to all elements.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Potion of Invisibility
900 GP.


Notes:
Spoiler: ShowHide


Perception:

Spot+30
Listen+24

Common Attack Bonuses:

+2 flanking
+1 flying

Common Damage Bonuses:

+3d6 fire on dagger hits
+3d6 lightning on dagger hits
+7d6 sneak attack on normal foes
+7d8 sneak attack on evil normal foes
+3d6 sneak attack on immune, flanked foes
+3d8 sneak attack on immune, flanked, evil foes.
<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

#4
Eudard (Check Eudard's smite totals)

Paladin 6/Fighter 2/Pious Templar 10/Triadic Knight 1
Size/Type: Medium Humanoid(Human)
Hit Dice: 19d10+133 (244 HP)
Initiative: +6
Speed: 30ft, fly 50ft (Perfect)
Armor Class: 34 (+1 dex, +12 armor, +4 shield, +3 natural, +5 deflection)  
Base Attack/Grapple: +19/+25  
Attack: Longsword+30(1d8+12 and 3d6 electric(6d6 on a crit))
Full Attack: Longsword+30/+25/+20/+15(1d8+12 and 3d6 electric(6d6 on a crit))
Space/Reach: 5ft/5ft
Special Attacks: Spells, Smite Evil(Paladin)/6day, Smite(Pious Templar) 5/day.
Special Qualities: Aura of good, detect evil, divine grace, lay on hands(30 HP), aura of courage, divine health, turn undead 8/day, special mount, remove disease 1/week, mettle, damage reduction 2/-.
Saves: Fort +28, Ref +12, Will +17
Abilities: Str 25, Dex 14, Con 22, Int 12, Wis 16, Cha 20
Skills: Concentration+24, Handle Animal+20, Heal+16, Jump+14, Knowledge: Planes+21, Knowledge: Religion+21, Sense Motive+20, Swim+17.
Feats: True Believer(H), Apt Learner(K:P, K:R)(1), Protection Devotion(3), Extra Smiting(Paladin)(6), Improved Initiative(F1), Weapon Focus(Longsword)(F2), Endurance(9), Weapon Specialization(Longsword)(B), Divine Might(12), Toughness(PT4), Battle Blessing(15), Power Attack(PT8), Initiate of Helm(18)
Alignment: Lawful Good.

Racial and innate powers:
Spoiler: ShowHide


Eudard casts as a 1st level favored soul. The DCs for his spells are 13+spell level.

Spell charges: 5/4

Spells known:

0:  Cure Minor Wounds, Detect Magic, Detect Poison, Light.
1:  Cure Light Wounds, Entropic Shield, Summon Monster 1.


Paladin powers:
Spoiler: ShowHide


Eudard casts as an 16th level paladin. His spells are automatically quickened.

Spell slots: 4/3/2/2

1: Divine Favorx2, Bless, Warning Shout(Removes flat-footed.)
2: Divine Insight(+15 to one skill check; precast after morning services and breakfast), Warning(+4 insight to spot/listen, grants uncanny dodge), Zone of Truth.
3: Righteous Fury(+50 temp HP, +4 sacred strength), Mace of Odo.
4: Death Wardx2.

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

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

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

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

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Pious Templar powers:
Spoiler: ShowHide


Mettle (Ex)

A Pious Templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful will or fortitude saving throw that would normally  reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.

Smite (Su)

Once per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level(if she hits). The pious templar must declare the smite before making the attack. Starting at 6th level, a pious templar can smite twice per day and at 10th level, three times per day.

If a pious templar has a smite evil or smite ability(for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day(two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character's combined level(pious templar level plus cleric or paladin level).


Triadic Knight powers:
Spoiler: ShowHide


Special Mount (Sp): As a Triadic knight, you gain the service of an unusually intelligent, strong, and loyal steed. See the paladin class feature, page 44 of the Player's Handbook. Levels of Triadic knight stack with other class levels in classes that grant this feature for the purpose of determining the special mount's abilities.


Gear:
Spoiler: ShowHide


Lightning Crash: Longsword+3, lightning blast. Lightning blast: +3d6 lightning per hit, +6d6 on a critical hit. THis weapon is quasi intelligent, having wisdom, intelligence and charisma scores of 6. It can communicate with limited empathy and is neutral. It inflicts no penalties to any who use it regardless of alignment, as its willpower is insufficient. Once per week as a full round action, the user may invoke Chain Lightning as a caster equal to his hit dice. This is a +11 weapon in total.
Full Plate+4: +12 armor bonus.
Heavy Shield+2: +4 shield bonus.
Crystal Helmet of the Triad: +5 deflection bonus to armor class,  allows teleport 2/day as the spell.
Amulet of the Watcher: +3 enhancement bonus to natural armor and +4 enhancement bonus to constitution. A loaner from Deme.
Cloak of Ooh, Shiny: +4 enhancement bonus to charisma. A loaner from Deme.
Ring of Subsistence: No need for food or water, only need 2 hours of sleep a night.
Belt of Strength+4: +4 enhancement bonus to strength.
21744 GP.


Other/misc:
Spoiler: ShowHide


Eudard gained 1st level favored soul casting from an artifact's whimsy.
Protection Devotion: +6 sacred bonus to AC within 30ft radius, lasts 1 minute. Can be used once per day and can spend 3 turns to reuse.
Divine Shield: Standard action, add your charisma modifier as a bonus to your shield's bonus to armor class. This lasts rounds equal to 1/2 your hit dice.
True Believer: +2 insight bonus to one save per day.
Divine Might: As a free action, add your charisma modifier to your weapon damage rolls for 1 round. This costs 1 turn.


Notes:
Spoiler: ShowHide


Perception:

Spot+3
Listen+3

Common Attack Bonuses:

+4 pious templar smite
+5 smite evil
+3 luck divine favor

Common Damage Bonuses:

+3d6 lightning
+6d6 lightning on a critical hit
+5 divine might
+6 smite evil
+9 pious templar smite

Immunities:

Fear, Disease.
<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

#5
Abagail Aryn

Wizard 6/Paragnostic Apostle 2/Thaumaturgist 4/Mechanusconvoker 3
Size/Type: Medium Humanoid(Human)
Hit Dice: 15d4+60 (101 HP)
Initiative: +7
Speed: 30 ft
Armor Class: 13 (+3 dex)
Base Attack/Grapple: +7/+6
Attack: Jewelled Dagger+6 (1d4-1)
Full Attack: Jewelled Dagger+6/+1 (1d4-1)
Space/Reach: 5ft/5ft
Special Attacks: Spells
Special Qualities: Permanent spells, holy texts, lore, call of the world, penetrating insight, axiomatic summons, improved ally, extended summons, contingent conjuration, bargaining skills.
Saves: Fort +7, Ref +7, Will +15
Abilities: Str 9, Dex 17 Con 16 Int 23 Wis 11 Cha 16
Skills: Concentration+18, Diplomacy+22, Knowledge: Arcana+22, Knowledge: Geography+21, Knowledge: History+21, Knowledge: Nobility and Royalty+20, Knowledge: Planes+22, Knowledge: Religion+22, Spellcraft+22, Spot+8
Feats: Improved Initiative(H), Scribe Scroll(W1), Toughness(1), Spell Focus: Conjuration(3), Alacritious Cogitation(W5), Storm Bolt(6), Sudden Maximize(9), Augment Summoning(T2), Summon Elemental (12), Skill Focus(Diplomacy)(M3), ?(15)
Gear: Jewelled Dagger, Amulet of Health+2, Headband of Intellect+4, Flash of Heaven(Short sword+1, grants +3 enhancement to charisma.), Gloves of Dexterity+2.
Alignment: Neutral (Lawful Neutral leanings)

Racial and innate powers:
Spoiler: ShowHide


Permanent spells: Arcane Sight, See Invisibility. Caster level 14th.

Tutoring of Mechanus (Ex)

Abagail has been shown secret techniques of Mechanus. She is able to select any spell from the Mechanus domain as if it appeared on her spell list as an arcane spell.


Wizard powers:
Spoiler: ShowHide


Abagail casts as an 14th level wizard. The DCs for her spells are 16 + spell level. (TO DO UPDATE SPELLCHARGES AND LIST)

Spell slots: 4/6/6/5/4/4/3

0: Acid Splash, Arcane Mark, Detect Magic, Prestidigitation,
1: Expeditious Retreat, Grease, Mage Armor, Protection from Chaos, Ray of Enfeeblement, Shield
2: Alter Self, False Life, Glitterdust, Mechanus Mind, Resist Energy, Scorching Ray  
3: Displacement, Fly, Haste, Magic Circle against Chaos, Summon Monster III
4: Black Tentacles, Order's Wrath, Secure Shelter, Summon Monster IV x2
5: Animal Growth, Dispel Chaos, Teleportx2
6: Alacritous Cogitation, Mass Bull's Strength, Wall of Gears


Paragnostic Apostle powers:
Spoiler: ShowHide


Holy Texts (Ex)

Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.

Knowledge is Power (Ex)

At each level, you gain spellcasting enhancement based on your knowledge skills. Each time you gain this feature, you choose one of the following abilities for which you meet the skill based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.

These benefits apply to warlock invocations as well as spells where applicable.

Call of Worlds:

Each creature you summon with a conjuration(summoning) sell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels(maximum +5 at 15th caster level).

Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell.

Lore (Ex)

You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purposes of this check.


Thaumaturgist powers:
Spoiler: ShowHide


Improved Ally (Ex)

When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist's Diplomacy check adjusts the creature's attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.

The thaumaturgist's improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.

A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

Extended Summoning (Ex)

At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.

Contingent Conjuration (Su)

A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.


Mechanusconvoker powers:
Spoiler: ShowHide


Axiomatic Summons (Su)

At 1st level, you can attempt to barter with lawful creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon a lawful-aligned creature, you can attempt a Diplomacy check as a free action, opposed by the creature's Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied.
If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell's duration ends).
If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.

Inevitable Focus (Ex)

Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.
5th: Call Zelekhut (SC p42).
7th: Call Kolyarut (SC p42).
9th: Call Marut (SC p42)

Bargaining Skills: At 3rd level, you gain Skill Focus (Diplomacy) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.


Gear:
Spoiler: ShowHide


Jewelled Dagger: Nonmagical.
Headband of Intellect+4: +4 enhancement bonus to intelligence.
Amulet of Health+2: +2 enhancement bonus to constitution.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Flash of Heaven: Short sword+1, grants +3 enhancement to charisma.


Other/Misc:
Spoiler: ShowHide


Alacritous Cogitation: You may replace one spell slot of your highest level with a free floating spell slot instead. As a full round action you can cast any spell you know from it.

Notes:

Perception:

Spot+8
Listen+0
See invisibility
Arcane sight

http://www.soulriders.net/forum/index.php?topic=100789.msg1014324#msg1014324



<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

#6
Latha

Astral Deva 21
Size/Type: Medium Outsider(Angel, Good, Lawful.)
Hit Dice: 21d8+210 (316 HP)
Initiative: +10
Speed: 50ft, fly 100 ft (good)
Armor Class: 50 (+8 dex, +15 natural, +8 armor, +9 shield) 56 against evil.
Base Attack/Grapple: +21/+39
Attack: Glorious Duty+34 (1d8+13) or slam +30 melee (1d8+9)
Full Attack: Glorious Duty+34/+29/+24/+19 (1d8+13) or slam +30 melee (1d8+9)
Space/Reach: 5ft/5ft  
Special Attacks: Absolute light, spell-like abilities, stun  
Special Qualities: Damage reduction 15/epic, silver and evil, immunity to acid, cold, and petrification, resistance to electricity 20 and fire 20, spell resistance 41, protective aura, improved uncanny dodge, darkvision 120ft, low-light vision, telepathy 200ft, tongues, change shape, knowledge of the truth.
Saves: Fort +22, Ref +20, Will +20 (+4 vs poison, +6 vs evil)
Abilities: Str 29, Dex 26, Con 30, Int 26, Wis 27, Cha 28
Skills: Concentration +34, Craft(Armorsmithing)+32, Diplomacy +35, Escape Artist +29, Hide +30, Intimidate +33, Knowledge: Religion+32, Knowledge: Planes+32,  Listen +33, Move Silently +30, Sense Motive +32, Spot +33, Use Rope +14 (+16 with bindings)
Feats: Endurance(B), Diehard(B), Shield Proficiency(1), Exalted Spell Resistance(3), Shield Specialization(6), Shield Ward(9), Power Attack(12), Sun Devotion(15), Words of Creation(B), Maximize Spell Like Ability(Flame Strike.)(18)
Epic Feats: Improved Spell Resistance(21)
Alignment: Lawful Good

Racial and innate powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active- detect evil, see invisibility, true seeing. At will—aid, continual flame, discern lies, dispel evil, dispel magic, greater teleport(self plus 50 pounds of gear only), heat metal, holy aura, holy smite, holy word, flame strike, invisibility (self only), plane shift, remove curse, remove disease, remove fear, searing light, sunbeam; 7/day—cure moderate wounds; 1/day—blade barrier, heal, heroism, waves of fatigue, sunburst. DC 19 + spell level. Caster level 21st. The save DCs are Charisma-based.

Change Shape (Su)

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

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 29 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Telepathy (Su)

Latha can communicate with any creature within 100 feet via telepathy.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Latha. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (Caster level 18th). This aura can be dispelled, but Latha can create it again as a free action on her next turn.

Tongues (Su)

Latha can speak with any creature that has a language, as though using a tongues spell (Caster level 20th). This ability is always active.

Improved Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 23rd level. It can flank characters with the uncanny dodge ability as if it were a 21th-level rogue.

Knowledge of the Truth (Ex)

Latha has seen the Truth of Chronias. A small part of her will always be reaching forward to enter into Chronias. Latha suffers from a -2 penalty to spot and listen, as well as a -2 modifier to initiative, as her mind often mediates on the Truth.

Absolute Light (Su)

From the Truth comes the Light of Chronias. This can be seen in Latha's face. To those of purity and good it is a balm, terrifying and reassuring. To those who follow evil, it is unstoppable fury. Any evil creature within 30 feet of Latha takes 2d6 holy damage per round.

At level 24 this damage increases to 4d6 and at level 28 it increases to 7d6.


Gear:
Spoiler: ShowHide


Glorious Duty: Heavy Mace+4. Latha may use Sun Devotion an additional 3 times per day and Sun Devotion's bonus to damage increases by +7. This is a +6 weapon in total.
Aegis of the Tarrasque: Heavy Steel Shield+6, grants +2 con and diehard/endurance as feats.  50% miss chance on lines, cones and rays.
Silver Halo: Increases the bonus of protective aura to +6 saves and armor class.
Bracers of Armor+8: +8 enhancement bonus to armor class.
Ring of Nondetection: CL 20 nondetection at all times.
Belt of Magnificence+6: +6 enhancement bonus to all ability scores.
Latha's Hammer: +20 enhancement bonus to armor smithing checks.


Other/misc:
Spoiler: ShowHide


Sun Devotion: 4/day Latha may shed true sunlight, dealing +27 damage to undead.


Notes:
Spoiler: ShowHide


Perception:

Spot+33
Listen+33
See invisibility
Detect evil
True seeing

Common Attack Bonuses:

+2 morale heroism
+1 flying
+2 charge

Common Damage Bonuses:

+28 damage vs undead with Sun Devotion

Immunities:

Acid, cold, petrification, mind effecting

Resistance:

Electricity and fire 20
Constant nondetection, CL 20.
Spell resistance 41
<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

#7
Commander Hellman Oberuth.

Fighter 6/Ranger 1/Occult Slayer 5/Dwarven Defender 8
Size/Type: Medium Humanoid(Human)
Hit Dice: 6d10+42+6d8+42+8d12+52 (304 HP)
Initiative: +6
Speed: 30 ft
Armor Class: 36 (+2 dex, +8 shield, +9 armor, +5 deflection, +4 dodge)
Base Attack/Grapple: +20/+27
Attack: The Second Resort+34 (3d8+15 plus 1d6 vs spellcasters 19-20 x3)
Full Attack: The Second Resort+34/+29/+24/+19 (3d8+15 plus 1d6 vs spellcasters 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Auravision, Vicious Strike, favored enemies(Humanoid: Goblins, devils)
Special Qualities: Damage reduction 3/-, Spell resistance 13, magical defense+3, mind over magic, nondetection cloak, blank thoughts, improved uncanny dodge, defensive stance 4/day, trap sense+2, commander of Balmuria, wild empathy, mobile defense.
Saves: Fort +23, Ref +11, Will +21 (+3 vs spells and spell-like abilities.)
Abilities: Str 24, Dex 14, Con 24, Int 14, Wis 10, Cha 12
Skills: Bluff+7, Climb+15, Diplomacy+9, Gather Information+8, Handle Animal+10, Heal+6, Intimidate+11, Jump+12, Knowledge: Arcana+16, Knowledge: Dungeoneering+7, Knowledge: Local(Balmuria)+16, Knowledge: Nature+8, Knowledge: Planes+8, Knowledge: Religion+8, Listen+12, Ride+13, Sense Motive+13, Spellcraft+11, Spot+12, Survival+10, Swim+15
Feats: Negotiator(B), Track(B), Improved Initiative(H), Apt learner(Spellcraft and Knowledge: Arcana)(1), Power Attack(F1), Weapon Focus(Longsword)(F2), Toughness(3), Weapon Specialization(Longsword)(F4), Shield Specialization(F6), Shield Ward(6), Dodge(9), Endurance(12), Strong Stomach(15),  Melee Weapon Mastery(Slashing)(18)Steadfast Determination(Mist)
Alignment: Lawful Neutral (Good tendencies)

Racial and innate powers:
Spoiler: ShowHide


Commander of Balmuria(Ex): As the man in charge with running and dealing with all of Balmuria's problems, Commander Oberuth has the following benefits, earned through his challenging tenure in office:

+2 skill points per level.
Negotiator as a bonus feat
Devils are treated as a favored enemy, as per ranger.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Oberuth has chosen Humanoid: Goblinoids and gets devils as a bonus favored enemy.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.


Occult Slayer powers:
Spoiler: ShowHide


Magical Defense (Ex)

An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and +3 at 5th level.

Weapon Bond (Su)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires adn bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else-no adventuring) to create a new weapon bond.

Mind over Magic (Su)

Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. this ability otherwise functions as the spell turning spell (caster level equal to the occult slayer's level +5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su)

At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer(and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudiance/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the occult slayer's level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex)

At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects(charms, compulsions, patterns, phantasms and morale effects). She can suppress or resume this ability as a free action.


Dwarven Defender powers:
Spoiler: ShowHide


Defensive Stance (Ex)

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Improved Uncanny Dodge (Ex)

Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)  At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

Trap Sense (Ex)

At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Mobile Defense (Ex)

At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Gear:
Spoiler: ShowHide

The Second Resort: This sword counts as a short sword, long sword, great sword and bastard sword for the sake of feats. It is of +4 enchantment and deals 3d8 damage per strike, with a critical hit range of 19-20/x3. It has four powers, each one usable once per day:
-Spellruin(Su): On a successful melee strike, the user may elect to deal 2d4 damage to the target's spell charges or memorized spells. The highest level spells are lost first, with any remainder going down.
-Smite(Su): On a successful hit you deal an additional 6d8 damage. This damage is divine-typed and ignores all resistances.
-Maim(Su): On a successful melee strike, you may elect to deal only 1 damage and inflict 2d4+2 charisma damage instead.
-Lifetheft(Su): On a successful melee strike, you may elect to heal one half of the damage this strike did to your target.
Breastplate+4: +9 armor bonus.
Heavy Steel Shield+5: +7 shield bonus.
Amulet of Health+4: +4 enhancement bonus to constitution.
Cloak of Resistance+3: +3 resistance bonus to saves.
Gauntlets of Ogre Strength: +4 enhancement bonus to strength.
Ring of Protection+5: +5 deflection bonus to armor class.
Masterwork dagger
Potion of cure serious wounds
Potion of haste
Wrath of the Mundane: Longsword+3, magebane, grants spell resistance 13. Not used, kept on person as a reserve weapon.


Other/misc:
Spoiler: ShowHide


Pierce Magical Protections: Ignore spell-granted bonuses to AC, automatically dispel any on a successful hit.


Notes:
Spoiler: ShowHide


Perception

Spot+12
Listen+12
Auravision

Common Attack Bonuses

-

Common Damage Bonuses

+1d6 vs casters or people with SLAs.

Immunities

Mind-effecting
Nausea(Becomes sickened, sickened becomes unaffected)
<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

#8
Amaryl Gaial.

Ranger 9(Champion of the wild variant)/Scout 5/Dragon Devotee 5
Size/Type: Medium Humanoid(Elf, Dragonblooded)
Hit Dice: 14d8+84+5d6+30 (198 HP)
Initiative: +10
Speed: 40ft
Armor Class: 40 (+9 dex, +10 armor, +3 deflection, +8 natural)
Base Attack/Grapple: +15/+19
Attack: First Resort+31 (3d6+8 and 8 precision damage 19-20 x4) or claw+19 (1d3+4)
Full Attack: First Resort+31/+26/+21 or Manyshot+26/+26/+26 or Rapidshot+29/+29/+24/+19 or 2 claws+19 (1d3+4)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(+4; arcanists, +2; undead; +4; evil outsiders(+3 to damage to all favored enemies), skirmish +6d6/+3 AC or +8d6/+5 AC.
Special Qualities: Resistance to fire 5, immunity to sleep, +2 bonus vs enchantment, +4 bonus vs paralysis, battle fortitude+1, uncanny dodge, evasion, low light vision, darkvision 60ft, noble elven upbringing, +2 racial to listen, search and spot checks, wild empathy, trackless step, Animal Companion, woodland stride, swift tracker, trapfinding, fast movement+10 ft, telepathic bond, spell reflection, damage reduction 15/epic.
Saves: Fort+23, Ref+25, Will+20 (+2 vs enchantment, +4 vs paralysis)
Abilities: Str 18, Dex 29, Con 23, Int 21, Wis 22, Cha 22
Skills: Concentration+17, Diplomacy+22, Handle Animal+18, Hide+27, Knowledge(Arcana)+19, Knowledge: Nature+22,  Knowledge: Royalty and Nobility+21, Listen+29, Move Silently+32, Ride+13, Search+14, Spellcraft+8, Spot+31, Survival+21, Tumble+13
Feats: Track(B), Rapid Shot(B), Endurance(B), Manyshot(B), Point Blank Shot(1), Precise Shot(3), Swift Hunter(S4), Weapon Focus(Longbow)(6), Greater Manyshot(9), Improved Favored Enemy(R4), Improved Skirmish(12), Improved Crit(Longbow)(R8), Deadeye(15), Nemesis(Evil Outsiders)(18)
Alignment: Neutral Good.

Racial and innate powers:
Spoiler: ShowHide


Elf traits (Ex)

Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Noble elven upbringing (Ex)

Amaryl always treats Diplomacy and Knowledge: Royalty and Nobility as class skills. When these skills apply to Pallanth related matters, she gains a +2 competency bonus to checks.


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. At 11th level this bonus increases to +20 ft.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Spell Reflection (Su)

Benefit: You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can
use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the rayback to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.

This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).

You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Dragon Devotee powers:
Spoiler: ShowHide


Amaryl casts as a 2nd level sorcerer. The DCs for her spells are 16+spell level.

Spell charges: 6/6

0: Disrupt Undead, Light, Mage Hand, Prestidigation, Ray of Frost.  
1: Shield, Sniper's Shot.

Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You
also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Gear:
Spoiler: ShowHide


The First Resort: Longbow+4. It's arrows count as force typed, dealing 3d6 damage and with a 4x critical hit multiplier. Once per day, the shooter can make a disjoining shot. The target, if hit, is affected as if by a mage's disjunction(+20 dispel check).
Lumenvolo: Chainmail+5, maximum dexterity+10, -3 armor check penalty and arcane spell failure of 10%. Can invoke the following powers: Smiting: The wearer gains a +4 bonus to damage to all attacks versus evil or chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings spread from the back of the wearer. They may fly as per the spell for up to 3 minutes per day. This time may be broken up as the wearer wishes. Dragonfire: The wearer may emit a blast of draconic energy similar to dragon's breath as a standard action. This may be of fire or electricity, chosen each time the ability is used. This deals 8d8 damage, with a reflex save 26 for half damage. This may be used once per day. Quickness: +5 to movement. Healing: Swift action to heal 2d8+5 once per day, automatically activates if HP is -1 to -9.
Crystal Helmet of Will: +4 insight bonus to will saves.
Cloak of Resistance+5: +5 resistance bonus to saving throws.
Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
Bracers of Greater Archery +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls.
Ring of Protection+3: +3 deflection bonus to armor class.
Ring of Entropic Deflection: 20% miss chance on ranged attacks when you move 10ft in a round, goes up to 50% if you're wearing a speed boosting item.
Belt of Magnificence+6: +6 enhancement bonus to all six ability scores.
Boots of Elvenkind: +5 competence bonus to move silently checks.
Sun Blade: Bastard Sword+2, +4 vs evil. Deals double damage against undead and negative energy plane creatures(x3 on a crit), can deal critical hits to undead.
2 scrolls of heroic aspirations
30 cold iron/silver/adamantine arrows


Other/misc
Spoiler: ShowHide


Swift Hunter: Allows ranger and scout levels to stack for skirmish and favored enemy, allows skirmish damage on favored enemies even if immune.
Telepathic Bond: Interplanar Telepathic Bond is permancied, shared with Seira.


Notes:
Spoiler: ShowHide


Perception:

Spot+27
Listen+27
Low Light Vision
Darkvision 60ft
Nemesis 60ft (Evil Outsiders)

Common Attack Bonuses:

+1 point blank shot within 30ft

Common Damage Bonuses:

+6d6 skirmish by moving 10 ft, +8d6 if 20 feet or more are moved
+4 arcanists, +2 undead, +4 evil outsiders
+4 smite
+1 point blank shot within 30 ft.
+1d6 nemesis bonus vs evil outsiders.

Immunities:

Sleep

Resistances:

Resistance to fire 5
<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

#9
Syala

Astral Deva 22, co-master of Sylica.

Size/Type: Medium Outsider (Angel, Good, Chaotic)
Hit Dice: 22d8+132 (221 hp)
Initiative: +10
Speed: 50 ft, fly 100 ft. (good)
Armor Class: 38 (+6 Dex, +15 natural, +7 armor), touch 16, flat-footed 32
Base Attack/Grapple: +22/+28
Attack: Blessing of the Twelve +34 melee (1d12+16 plus stun x3) or slam +30 melee (1d8+12)
Full Attack: Blessing of the Twelve +34/+29/+24/+19 melee (1d12+16 plus stun x3) or slam +30 melee (1d8+12)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun, spells.
Special Qualities: Damage reduction 15/evil and epic, immunity to acid, cold, ability damage and petrification, protective aura, resistance to electricity 20 and fire 20, spell resistance 39, uncanny dodge, darkvision 120 ft., low-light vision, attuned to the earth, ability boost, change shape, faithful defiance, limited planar travel, tongues, yin to yang.
Saves: Fort +23, Ref +18, Will +22 (+4 vs poison)
Abilities: Str 27, Dex 22, Con 22, Int 22, Wis 24, Cha 24
Skills: Concentration +30, Diplomacy +33, Escape Artist +30, Hide +31, Intimidate +32, Knowledge: Local (Sylica) +31, Knowledge: Nature+19, Knowledge: Planes+31, Listen +33, Move Silently +31, Profession: Artist+31, Sense Motive+31, Spellcraft+31, Spot +33, Survival+32, Use Rope +16 (+18 with bindings, +20 with bindings and Alicia.).
Feats: Power Attack(1), Great Fortitude(3), Improved Initiative(6), Improved Crit(Heavy mace)(9), Eschew Materials(12), Nimbus of Light(15), Ability Focus(Stun)(18)
Epic Feats: Power Stun(21)
Alignment: Chaotic Good.

Racial and innate powers:
Spoiler: ShowHide


Spells:

Syala casts as a 11th level druid. The DCs for her spells are 16+spell level.

(Mental note: Have Eb prep up a spell list for her)

Spell-Like Abilities

At will— continual flame, charm animal, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—heal (DC 21). Caster level 21st. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any Small or Medium humanoid or any small or medium animal.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 29 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 24th level. It can flank characters with the uncanny dodge ability as if she were a 20th-level rogue.


Epic Destiny powers:
Spoiler: ShowHide


Yin to Yang (Ex)

As Alicia is the martial leader of Sylica, Syala is the nurturing mother of Sylica.  Her martial nature softens slightly, focusing more on creative and non-aggressive pursuits(by her standards). She suffers a -2 to strength, as well as losing her blade barrier SLA.

Attuned to the Earth (Ex)

At level 21 Syala's druid spellcasting level equals one half of her hit dice. At level 24 it equals 2/3rds of her hit dice, and at level 30 it equals her hit dice.

Overwhelming Presence (Ex)

Any item that grants an enhancement bonus to an ability score ceases to function on the nascent divinity. Spells or innate powers that grant these bonuses continue to function as normal.

Limited Planar Travel (Ex)

When attempting to travel onto another plane by means of a Conjuration (Teleportation) effect, the intrusion is immediately noted by the designated ruler of the plane, who may choose to deny entry by means of an opposed Rank check. If the interloper wins the rank check, they arrive as normal but their location is known to the host. If the host wins the rank check, they can either deny entry or divert the interloper to any space within their domain. Travel via portals is not affected, nor are effects of the Summoning/Calling subschools.

Faithful Defiance (Ex)

The presence of the being's opposite alignment is innately repellent. Upon contact with a desecrated or unhallowed area, the being must make a successful rank check against the power the area is devoted to, or else be barred from entry. Upon a successful check, the area immediately becomes consecrated to the interloper, and the original owner of the area is notified which may result in a servant or avatar being sent to deal with the invader. Desecrated or Unhallowed areas may still be dispelled as normal.

Ability Boost (Ex)

The being's superior energy grants ability beyond that of  mortal means. The being gain a +2 enhancement bonus to all ability scores. This increases to +4 at level 22, +6 at level 24, +8 at level 26 and +10 at level 28.

Rank 0 (Di)

At level 1 gain either Divine or Cosmic Rank 0. This Rank entitles the being to make opposed rank checks against other powers (indeed, many of the new abilities require it) for the purpose of adjudicating conflicts in abilities between them. None of the other benefits of rank are applied, except those granted by further levels in the class.

Epic Strike (Su)

The being's natural and weapon attacks count as epic to overcome damage reduction.

Damage Reduction (Su)

The being gains damage reduction 10/epic. If the being already possesses damage reduction of any kind except /-, it is folded into this. So a being with damage reduction 5/Evil would change to 10/Epic and Evil.



Gear:
Spoiler: ShowHide


Blessing of the Twelve: Greathammer+5, functions as a rod of metamagic: twin six times per day.
Bracers of Armor+7: +7 armor bonus to armor class.
Ceremonial Plate Armor of Love: Breastplate+2. Not used, in storage.


Other/misc:
Spoiler: ShowHide


Syala advances her druid casting at level 1 and at every 3rd level after, just like feats. 1, 3, 6...ect.


Notes:
Spoiler: ShowHide


Perception:

Spot+29
Listen+29
See Invisibility

Common Attack Bonuses

+2 bull's strength.

Common Damage Bonuses

+2 bull's strength.
+2d6 holy vs evil

Resistances

Cold, acid, petrification, mind effecting.
Resistance to electricity and fire 10
Spell Resistance 39


<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

#10
This one was a long time in coming. Woof. Hugo's in here instead of the B team since he's likely to improve rapidly. This doesn't necessarily mean he'll tag along and gain a bunch of levels by combat, but he's been learning at a startling rate. Since it's likely his growth will continue, he's more suited here than in the B team. See if you can figure out what inspired various build choices he made. Alicia's the correct answer to most of them, but you'd be surprised. Bite of the Weretiger is Syala; she really needs to have that spell on tap for thematic reasons or for when Alicia gets frisky.

Hugo, half angel-half yugoloth crossbreed, created by the forbidden gnomish experiments.

Racial HD 15/Sacred Exorcist 1

Size/Type: Medium Outsider(Good, Evil)
Hit Dice: 15d8+60+1d8+5 (135 HP)
Initiative: +9
Speed: 30ft, fly 60ft(good)
Armor Class: 26 (+5 dex, +11 natural)
Base Attack/Grapple: +15/+19
Attack: Dawnhope+23(2d4+11 plus 1d6 merciful 15-20 x2) or slam+22 (1d6+10)
Full Attack: Dawnhope+23/+18/+13 (2d4+11 plus 1d6 merciful 15-20 x2) or 2 slams+22 (1d6+10)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Crossbreed, damage reduction 15/good and evil, immunity to acid, resistance to fire, cold, electricity and sonic 10, spell resistance 25, turn undead.
Saves: Fort +14, Ref +14, Will +16
Abilities: Str 24, Dex 20, Con 20, Int 17, Wis 21, Cha 22
Skills: Balance+23, Bluff+32, Concentration+24, Escape Artist+23, Handle Animal+17, Hide+23, Knowledge(Arcana)+21, Knowledge(Planes)+22, Knowledge(Local: Sylica)+21, Knowledge(Religion)+13, Listen+13, Move Silently+23, Sense Motive+57, Spellcraft+10, Spot+13, Swim+21, Tumble+23.
Feats: Skill Focus(Sense Motive)(1), Improved Initiative(3), Power Attack(6), Practiced Spellcaster(9), Arcane Strike(12), Improved Critical(Falchion)(15)
Alignment: Neutral Good

Racial and innate powers:
Spoiler: ShowHide
Spell-like abilities: At will- Create food and water, Detect Evil, Detect Good, Dispel Good, Dispel Evil, Blasphemy, Holy Word, Holy Aura, Unholy Aura, Unholy Blight, Holy Smite. 1/day-Heal, Harm. Caster level 16th.

Spells: Hugo casts as an 11th level sorcerer(Caster level 15th.)

Spell charges: 6/8/8/7/7/6/4

0: Caltrops, Detect Poison, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost,
1: Blades of Fire, Distract Assailant, Mage Armor, Magic Missile, Shield.
2: Alter Self, Mirror Image, Knock, Owl's Wisdom,Wings of Air.
3: Grace of the Courre, Greater Magic Weapon, Haste, Heroism.
4: Dimension Door, Ray Deflection, Voice of the Archon.
5: Dismissal, Moonbow.
6: Bite of the Weretiger.

Crossbreed(Ex)

Hugo is the result of gnomish research in forcefully breeding an angel and a yugoloth. He possesses the good and evil subtypes, gaining the full benefits of both. He may use both good and evil items freely, the best alignment is used. This also applies to spells such as blasphemy or holy smite.

Innocence (Ex)

Hugo's pure nature allows him to see past lies, deception and illusion, complimented by yugolothic cunning. Hugo benefits from a +30 bonus to sense motive and can always count sense motive as a class skill. He is immune to spells that confuse sense motive checks and produce false results, such as False Lie. In addition he may detect and defeat illusions with a special sense motive check. The DC is the 10+caster level of creator+ability modifier used for casting. Hugo does not need to be aware of an illusion, but he must give it his attention to have a chance to see through it.

Skills

In addition to his +30 bonus to sense motive checks, Hugo gains a +8 racial bonus on bluff, listen and spot checks.


Sacred Exorcist powers:
Spoiler: ShowHide


Turn undead (Su)

Hugo turns undead as a 1st level cleric 9 times per day.


Gear:
Spoiler: ShowHide


Dawnhope: Falchion+1, merciful.
<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?