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Started by Anastasia, March 16, 2010, 01:25:45 AM

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Anastasia

#15
Mia, priestess of Waukeen 8

I break some of my own rules with this sheet. It's not a big deal since it's for a minor NPC who shows up every once in awhile. She's fun and this shouldn't matter much, so I'm not sweating it.

Size/Type: Medium Humanoid(Human)
Hit Dice: 8d8+16 (56 hp)
Initiative: +6
Speed: 30ft
Armor Class: 25 (+2 dex, +5 armor, +4 deflection, +4 natural)
Base Attack/Grapple: +6/+5
Attack: Havyan+8 (1d6+2)
Full Attack: Havyan+8/+3(1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Turn undead, spells.
Special Qualities: -
Saves: Fort +8, Ref +4, Will +13
Abilities: Str 8, Dex 15, Con 14, Int 12, Wis 24, Cha 14  
Skills: Appraise+24, Bluff+15, Diplomacy+30, Knowledge(Religion)+12, Profession(Merchant)+15, Spellcraft+12
Feats: Improved Initiative(H), Silver Palm(1), Negotiator(3), Skill Focus(Diplomacy)(6)
Alignment: Neutral

Cleric of Waukeen powers:
Spoiler: ShowHide


Mia casts as an 8th level cleric with access to the commerce and trade domains.

6/6+1/5+1/5+1/3+1     

Domain granted powers:

Commerce Granted Power: Gain a +10 competence bonus on Profession checks to earn a living (not checks to accomplish specialized tasks). Add Appraise to your list of cleric class skills.

Trade Granted Power (Sp):  Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).

Turn Undead (Su)

Mia turns undead as an 8th level cleric, 8d6 positive energy 5 times per day.


Gear:
Spoiler: ShowHide


Havyan: Quarterstaff+3, defending.
Anointed Robes: Robes of armor+5, grants a +10 competence bonus to appraisal and diplomacy checks.
Amulet of Wisdom+4
Ring of Protection+4 and natural armor+4


Tactics:
Spoiler: ShowHide


Mia isn't a fighter. She'll sweet talk, cajole, tempt, bribe or outright buy a threat away. If all these fails she retreats if at all possible. If not possible, only then will Mia fight. Should she expect a battle, she will hire mercenaries or friends to do so. She's not a fighter, and in the rare occasions she's called on to fight, she stays well away and buffs her defenses.


Fluff:
Spoiler: ShowHide


Mia is a vivacious cleric of Waukeen. She serves with a zest for getting rich and the ambition to go on out there and do it! But despite all this she's not a fighter, avoiding conflict whenever possible. She gets along well with the Crimson Guard while earning quite a lump of lucre with her various schemes, investments and trade deals. She's very well trusted by Gilartal the Prosperous.
<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

Kascha, ghaele wizard.

Kascha is a ghaele with the following changes: Arcane casting instead of divine casting and her wisdom and intelligence scores were swapped. Oh, and she chose her own feats. Also, her skills are a mix of the wizard class list with ghaele racial skills supplementing the remainder.

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 13d8+39+13 (106 HP)
Initiative: +9
Speed: 50 ft, fly 150 ft. (perfect)
Armor Class: 29 (+5 Dex, +14 natural) or 20 (+5 Dex, +5 deflection)
Base Attack/Grapple: +13/+16
Attack: Greatsword+17 (2d6+6 plus 1d6 fire) or Light Ray+18 touch (2d12)
Full Attack:  Greatsword+17/+12/+7 (2d6+6 plus 1d6 fire) or 2 Light Rays+18 (2d12)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to cold 10 and acid 10, spell resistance 26, tongues
Saves: Fort +11, Ref +13, Will +11
Abilities: Str 16, Dex 20, Con 16, Int 20, Wis 16, Cha 19
Skills: 16+modifier. 15 skills. Concentration+19, Decipher Script+21, Escape Artist+21, Handle Animal+20, Hide+21, Knowledge(Arcana)+21, Knowledge(History)+21*, Knowledge(Local: Lost Eastlands)+21, Knowledge(Nature)+21, Knowledge(Religion)+21, Knowledge(Planes)+21, Listen+19, Move Silently+21, Spellcraft+21, Spot+19.
Feats: Combat Expertise(1), Toughness(3), Improved Initiative(6), Empower Spell(9), Quicken Spell(12)
Alignment: Chaotic Good.

Racial and innate powers:
Spoiler: ShowHide


Spell-Like Abilities (Sp)

At will—aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning, prismatic spray, wall of force. Caster level 13th. The save DCs are Charisma-based.

Spells

Kascha can cast arcane spells as a 13th level wizard. She must be in humanoid form to cast, must maintain a spellbook and otherwise functions identically to a wizard.

Gaze (Su)

In humanoid form, fear gaze, DC 20 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light Ray (Ex)

A ghaele in globe form can project light rays with a range of 300 feet that deal 2d12 damage. This attack overcomes damage reduction of any type.

Gear:
Spoiler: ShowHide


Greatsword+1, flaming.


Tactics:
Spoiler: ShowHide


Kascha is still a wizard in mind, staying back and firing off magic and spell-like abilities. Should the battle demand it, she engages in melee while taking generous dips of Combat Expertise. As a newly formed Ghaele knight she has a desire to prove herself, tempting her into combat more than her nature would suggest.


Fluff:
Spoiler: ShowHide


Kascha was a young wizardling in the forgotten Eastlands when the Destroyer came. By a fluke of chance she didn't die in it's initial onslaught and stumbled into a basement to hide, which also miraculously survived the Destroyer's wrath. Here she lay with a broken leg; blood poisoning stole her life away. Her soul flew to Arborea, where she merged with the essence of the plane.

Thousands of years later, Seira Aryn stumbled on her body. There she found Kascha's memory pendant and saw her last days. She called the soul of Kascha back, offering her another chance at life. Moved by Seira's act of compassion and wisened by the countless years spent as one with Arborea, she chose to become a ghaele.


*Kascha's knowledge of history is very dated and very focused on  mortal affairs. The last several thousand years are a blank to her.
<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

Na'lith, Githyanki Fighter 18

Githyanki have 'psionics', but they're essentially SLAs so I'm treating them as such.

Size/Type: Medium Humanoid
Hit Dice: 18d10+162+18 (283 hp)
Initiative: +3
Speed: 30ft
Armor Class: 24 (+3 dex, +1 weapon supremacy, +10 armor)
Base Attack/Grapple: +18/+23
Attack: Risette+33 (2d6+19 17-20)
Full Attack: Risette+33/+28/+23/+18 (2d6+19 17-20)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft, spell resistance 23
Saves: Fort +20, Ref +9, Will +17
Abilities: Str 27, Dex 16, Con 28, Int 10, Wis 11, Cha  10 
Skills: Craft(Astral Ships)+21, Intimidate+21, Listen+21, Spot+21
Feats: Endurance(1), Power Attack(F1), Combat Expertise(F2), Steadfast Determination(3), Weapon Focus(Greatsword)(F4), Iron Will(6), Weapon Specialization(Greatsword)(F6), Melee Weapon Mastery(Slashing)(F8), Toughness(9), Greater Weapon Focus(Greatsword)(F10), Quicken Spell-Like Ability(Blur)(12), Greater Weapon Specialization(Greatsword)(F12), Diehard(F14), Indomitable Soul(15), Slashing Flurry(F16), Quicken Spell-Like Ability(Dimension Door)(18), Weapon Supremacy(F18).
Alignment: Neutral Evil.

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: 3/day-Blur, daze, dimension door, mage hand, telekinesis. 1/day-Plane shift. Caster level 18th.


Gear:
Spoiler: ShowHide


Risette: Greatsword+3, keen.
Boneyard Plate: Breastplate+5, moderate fortification.
Iron Belt: Grants a +6 bonus to constitution and strength.


Tactics:
Spoiler: ShowHide


Na'lith is an experienced warrior, but somewhat one dimensional and simplistic. He relies on his martial skill, getting in close and smacking the hell out of things. He disdains archery, using his magic to get close if need be. He does use his innate powers to shield himself and grant him greater mobility, as well as using Plane Shift as an emergency escape card.


Fluff:
Spoiler: ShowHide


Na'lith is a githyanki fugitive. He was stuck in the Blood War for a long time. On his escape and return to the gith, he found the Lich-Queen was ready to devour his soul. Having heard rumors and whisperings to this effect while in the Blood War, he was ready to escape and that he did. He found sanctuary in the Cauldron with Seira Aryn, at least for now.
<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

#18
Ebony, Bard 10/Sublime Chord 8

No notes for once! Yay!

Size/Type: Medium Humanoid (Human)
Hit Dice: 18d6+54+18 (135 hp)
Initiative: +9
Speed: 30ft
Armor Class:  19(+5 dex, +4 armor)
Base Attack/Grapple: +11/+12
Attack: Masterwork Silver Dagger+13 (1d4+1)
Full Attack: Masterwork Silver Dagger+13/+8/+3 (1d4+1)
Space/Reach: 5ft/5ft
Special Attacks: Bardic music 14/day, spells.
Special Qualities: Bardic knowledge+21.
Saves: Fort +12, Ref +18, Will +18
Abilities: Str 13, Dex 20, Con 16, Int 15, Wis 12, Cha  28
Skills: Concentration+19, Gather Information+22, Knowledge(Arcana)+23, Knowledge(Planes)+23, Knowledge(Religion)+23, Listen+22, Perform(Dance)+36, Perform(Song)+36, Perform(String instruments)+36, Profession(Astrologer)+14, Spellcraft+23, Spot+22, Tumble+18, Use Magic Device+22.
Feats: Improved Initiative(H), Eschew Material Components(1), Toughness(3), Captivating Melody(6), Lingering Song(9), Inspire Spellpower(12), Skill Focus(Perform)(15), Spell Focus(Enchantment)(18)
Alignment: Lawful Good

Bard powers:
Spoiler: ShowHide


Spells:

Ebony casts as a 10th level bard/8th level sublime chord.

0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument
1: Alarm, Cure Light Wounds, Grease, Expeditious Retreat
2: Alter Self, Glitterdust, Mirror Image, Silence
3: Charm Monster, Fear, Major Image, Gaseous Form
4: Greater Invisibility, Hold Monster, Modify Memory, Crushing Despair, Enervation, Confusion
5: Greater Dispel Magic, Sending, Song of Dischord, Dominate Person
6: Irresistible Dance, True Seeing, Disintegrate, Greater Shout
7: Spell Turning, Greater Teleport, Greater Shadow Conjuration
8: Greater Shadow Evocation, Iron Body

Bardic Knowledge

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), spell trigger (such as wands), or command word. 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 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.

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. 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 + ½ 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 dependent. Inspire greatness is a mind-affecting ability.


Sublime chord powers:
Spoiler: ShowHide


Song of Arcane Power (Su)

A sublime chord of 2nd level or higher with 12 ranks in perform learns how to use her bardic music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to it's caster level based on the result of the sublime chord's Perform check:

9 or lower: +0
10-19: +1
20-29: +2
30+: +4

The spell to be enhanced by the song of arcane power must be cast at the end by the end of the sublime chord's next turn, or else the song fades with no effect(other than consuming a use of bardic music.)

Song of Timelessness (Su)

A sublime chord of 6th level or higher with 16 or more ranks in perform knows the song of timelessness. As a standard action, she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target. The subject is entitled to a Will save (DC 10 + Sublime chord level + cha modifier) to negate the effect. If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it wound not even begin to fall. Useful for paladins. A sublime chord can keep her target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far a the creature is concerned, no time seems to have passed.


Gear:
Spoiler: ShowHide


Masterwork Silver Dagger
Ebony's Corset: This silken corset once belonged to a brachina. It grants a +6 enhancement bonus to charisma, a +4 armor bonus to AC and a +4 resistance bonus to saves.
Ebony's Harp: This harp grants a +5 enhancement bonus to perform checks.
Scroll of Gate


Tactics:
Spoiler: ShowHide


Ebony is a faux wizard and acts like one. She relies on her magic to carry the day if alone and buffs her allies with bardic music if not. She prefers to avoid combat except when evil is involved, in which case she devotes herself to eradicating it with all prejudice.


Fluff:
Spoiler: ShowHide


A former follower of Mephistopheles, Ebony broke away from his cold despair. She has strove to reject the coldness that defined her previous life, making amends for all she did wrong. Seeking further sanctuary against Mephistopheles, she has emigrated to Sylica where she has become friends with Alicia, Marie and especially Antenora.  Antenora and Ebony share a special understanding, having both escaped Caina's misery.
<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

#19
Oraga, Fallen Solar placed into a humanoid body.

For Oraga, I took a solar and applied the Fallen template from Gates of Hell. Of note he rolled to replace his cleric casting with arcane casting and he chose to put the two points of wisdom he lost into strength. From there I gave him a special quality to outline his various changes otherwise, see below in recovering. It's impressive how strong Oraga is even with all these negatives, solars are impressively potent epic monsters.

As a side note, this was the roll to see if he lost his cleric casting and gained arcane casting instead. Appropriate for the Abyss, no?
> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 6." [1d100=6]


Size/Type: Large Humanoid(Chaotic, Evil, Elf)
Hit Dice: 22d8+154 (246 hp)
Initiative: +15
Speed: 30 ft, fly 60ft (good)
Armor Class:  (-1 size, +4 dex, +21 natural)
Base Attack/Grapple: +22/+31
Attack: Malchendros+30 (3d6+11 plus 1d6 fire 19-20) or Burning Golmendicoria+30 (2d6+8 plus 1d6 fire x3)
Full Attack:  Malchendros+30/+25/+20/+15 (3d6+11 plus 1d6 fire 19-20) or Burning Golmendicoria+28/+23/+18/+13 (2d6+8 plus 1d6 fire x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage Reduction 15/epic and good, darkvision 120ft, low light vision, immunity to fire, magic circle against good, regeneration 15, spell resistance 35, telepathy 200ft, cursed, recovering.
Saves: Fort +20, Ref +20, Will +22  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 24, Dex 25, Con 26, Int 23, Wis 26, Cha 23
Skills:  Concentration+33, Craft(Weaponsmithing)+31, Diplomacy+31, Escape Artist+31, Hide+31, Intimidate+31, Knowledge(Arcana)+31, Knowledge(Local: Androlynne)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Listen+33, Move Silently+31, Search+33, Spellcraft+31, Spot+33, Survival+33, Use Rope+33.
Feats: Dark Speech(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Corrupt Spell(18).
Epic Feats: Superior Initiative(21).
Alignment: Chaotic Neutral (Chaotic Evil tendencies)

Racial and innate powers:
Spoiler: ShowHide


Magic Circle against Good  (Su)

A magic circle against good always surrounds Oraga(Caster level 22nd).

Regeneration (Ex)

Oraga takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Spell-Like Abilities: Always active-detect good. At will—animate objects, contagion, continual flame, death knell, dimensional anchor, greater dispel magic, greater teleport(self plus 50 points only), imprisonment, invisibility (self only), power word stun, remove curse, remove fear, resist energy, summon monster vii, speak with dead, unholy blight, waves of fatigue; 3/day—blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion; 1/day—power word blind, prismatic spray. Caster level 22nd, DC 16+spell level. The save DCs are Charisma-based.

Spells: Oraga casts as a 13th level sorcerer (Caster level 20th). However, due to his recent transference he cannot access his sorcerer magic.

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.

Cursed (Ex)

Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.

Recovering (Ex)

Oraga is recovering from centuries of being weakened and used as a magic item and joining with a mere mortal body. It has the following effects on him:

- His type changes to humanoid(Elf). He does not gain the normal elf benefits.
- -6 to all ability scores.
- Loss of miracle as an SLA. As an outsider on the outs with almost everyone, he lacks a patron to grant it. The Abyss certainly won't and Seira's not far enough along the path to divinity to do so. Commune is lost using the same logic. Aid is lost as well, though less for this and more because it just doesn't fit a Fallen but isn't explicitly removed by the template.
- Full loss of spellcasting ability. His powers were first damaged and changed by his Fall, then the transference to a mortal vessel has severed them entirely. It is quite possible they may return in time.
- Loss of maximum HP per HD. Confined in an entirely mortal vessel, Oraga suffers the weaknesses of flesh.
- Loss of immunity to poison.
- Land speed reduced to human normal speed, fly speed reduced to two times base land speed.
- Oraga determines skills using his final intelligence modifier here. This technically doesn't make sense, but I'm not going to try and tangle up his skills with his int changing around between incarnations. If he gains his intelligence back down the line, I'll retroactively award him the skill points for it then.


Gear:
Spoiler: ShowHide


Malchendros: Large Greatsword+1, flaming.
Burning Golmendicoria: Large Longbow+1, flaming.


Tactics:
Spoiler: ShowHide


Oraga loves to do battle, using any means he has to wreck havoc on the battlefield. He prefers overwhelming displays of furious rage and terrible anger, smiting foes in an overwhelming assault.


Fluff:
Spoiler: ShowHide


A Fallen from the Court of Stars, Oraga challenged Lsyscrea for control of the Golmendicorian War College. He failed and was crafted into a pair of bracers for Lsyscrea's use. From there he was rescued by Seira Aryn, who is trying to bring light back to his tormented soul.
<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

Dawnhope has gained some experience tromping around and training with Hugo, but she's still just a courre eladrin.

Dawnhope, max HD courre eladrin.

Tiny Outsider (Chaotic, Eladrin, Good)
Hit Dice: 6d8+18+6 (45 hp)
Initiative: +10
Speed: 20 ft, fly 60 ft (perfect)
Armor Class: 30 (+2 size, +10 Dex, +4 natural, +1 dodge, +3 armor)
Base Attack/Grapple: +6/–2
Attack: Tiny dagger+20 (1d2+2)
Full Attack: Tiny dagger+20/+15 (1d2+2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues, evasion.
Saves: Fort +8, Ref +15, Will +7 (+4 vs poison)
Abilities: Str 10, Dex 30, Con 16, Int 14, Wis 14, Cha 16
Skills: Concentration +12, Diplomacy +14, Escape Artist +19, Hide +31, Knowledge (the planes) +12, Listen +11, Move Silently +23, Sense Motive +11, Spot +11, Survival +6 (+8 on other planes), Use Rope +11 (+13 bindings)
Feats: Weapon Finesse(1), Toughness(3), Dodge(6)
Alignment: Chaotic Good

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: At will-Dancing lights, detect evil, detect magic, faerie fire, invisibility, magic missile, sleep.  3/day-Cure light wounds, good hope. Caster level 6th. The save DCs are charisma based.

Alternate Form (Su)

A courre can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor and shields, but deflection bonuses and force effects work normally against them. In this form, a courre always moves silently and cannot be heard with listen checks if it doesn't wish to be. While incorporeal, the courre sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.

Magic Circle against Evil (Su)

A magic circle against evil effect always surrounds the courre, as the magic circle against evil spell, caster level 6th.

Skills: Courres have a +4 racial bonus on hide and move silently checks.

Evasion (Ex)

At 2nd level and higher, a courre 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 courre is wearing light armor or no armor. A helpless courre does not gain the benefit of evasion.


Gear:
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Tiny dagger+2
Bracers of armor+3


Tactics:
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Battle? What's that? I'm just a cute little fairy!

Dawnhope avoids direct battle, aiding as she can but rarely confronting anything but the smallest threat. She knows her own limitations, staying high and far away while flinging magic missiles if she must fight.


Fluff:
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Dawnhope is a courre eladrin freed from the Halls of the Vanquished by Alicia Reynes. She settled into Balmuria and Alicia's house, spending more and more time with the halfbreed Hugo. She now stays with him as he trains in Sylica.
<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

#21
Yandrazrt aka Lagann is being designed in a different mold. While Yandrazrt has the memories and much of the power he possessed long ago, he is still in a body not his own. This didn't work too well with class levels, so I'm doing it without them.

Oh, and you guys finally see a few of the [Gnome] feats. These build on racial abilities already present or added to them by Daa-vid.


Size/Type: Small Construct (Gnome)
Hit Dice: 28d10+10+28+56 (374 hp)
Initiative: +13
Speed: 25ft
Armor Class: 36 (+1 size, +5 dex, +20 natural)
Base Attack/Grapple: +21/+25
Attack: Slam+26 (1d3+6)
Full Attack: 2 slams+26 (1d3+6)
Space/Reach: 5ft/5ft
Special Attacks: Spells
Special Qualities:  Low light vision, darkvision 120ft, see in darkness, spell resistance 38, construct traits, partial gnome traits, constructed toughness, master of metal, vulnerability to water.
Saves: Fort +10, Ref +15, Will +16
Abilities: Str 19, Dex 21, Con -, Int 33, Wis 23, Cha 20  
Skills:  Appraise+42, Concentration+31, Craft(Alchemy)+44, Craft(Armorsmithing)+44, Craft(Weaponsmithing)+44, Craft(Trapmaking)+44, Knowedge(Arcana)+44, Knowledge(Architecture and Engineering)+42, Knowledge(Dungeoneering)+42, Knowledge(Nature)+42, Profession(Blacksmith)+37, Profession(Metallurgist)+37, Profession(Miner)+37, Spellcraft+44, Use Magic Device+36
Feats: Toughness(B), Improved Initiative(1), Superior Gnomish Resistance(3), Empower Spell(6), Searing Spell(9), Quicken Spell(12), Arcane Mastery(15), Heighten Spell(18)
Epic Feats: Epic Toughness(B), Epic Gnomish Resistance(21), Improved Metamagic(24), Epic Spell Capacity(27)
Alignment: Neutral

Racial and innate powers:
Spoiler: ShowHide

Spell-like abilities

At will-detect metal and minerals. Caster level 28th.

Spells

Yandrazrt casts as a 23rd level wizard with access to the Metal domain. Yandrazrt may spontaneously convert any of his prepared spells into spells from the Metal domain.

Constructed Toughness (Ex)

An epic golem gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.

Master of Metal (Ex)

Yandrazrt was trained by the Daa-vid and has become a supreme master of manipulating metal. This grants him access to the Metal domain, as well as allowing him to spontaneously convert any prepared spell into a spell from the Metal domain. He is immune to damage or harm from any metal source. Metal weapons will not hurt him, a wall of iron will part to allow him to pass and so forth. Finally, he is automatically proficient in any weapon or armor made of metal. He can use a bastard sword made of iron as if he was proficient, but a bastard sword made of wood he would treat as non-proficient.

Vulnerability to Water (Ex)

Yandrazrt takes double damage from any spell that uses water to inflict damage.

Partial Gnome Traits (Ex)

Yandrazrt retains his 25ft land speed, see in darkness, reduced arcane spell failure in armor, +2 racial bonus to saves against spells, spell-like abilities and supernatural abilities, +2 racial bonus to spellcraft, knowledge: arcana, knowledge: planes and craft checks.


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Superior Gnomish Resistance [Gnome]
Prerequisite: Gnome, Toughness, int 13
Benefit: Your racial bonus to saves against spells, spell-like abilities and supernatural abilities increases to +4.

Epic Gnomish Resistance [Gnome, Epic]
Prerequisite: Gnome, Superior Gnomish Resistance, int 21
Benefit: You gain spell resistance equal to your hit dice+10.
<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?