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Character sheets, final

Started by Anastasia, September 20, 2010, 01:32:56 AM

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Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Corwin

#1
Aaeru [lvl8, gestalt]
Lawful Exalted Human [Humanoid]
Gender: Female, Height: 5'6'', Weight: 120lbs, Age: 22

Aaeru dresses in simple blue shirt and pants, with darker highlights at the extremities. Her hair is blonde, reaching midway down her back if loose, though Aaeru normally keeps it gathered in buns rolled up at the sides of her head. Her eyes are a merry green, and it is rare to see her without an open, cheerful grin on her face that does much to disarm her bossy, take-charge attitude. Aaeru likes to remain presentable at all times, even if it means the use of cantrips, valuing personal hygiene and believing in that old proverb that cleanliness is next to godliness.

Hit Dice 73hp [89hp with Zeal]
Init: +3
Speed: 30ft (land)
Armor Class: 20 touch, 27 normal. [-3 flat-footed, -1 without natural armor, -2 during Zeal]
Base Attack: +8/+3
CMB: 8+3=+11/+15 with Grapple [+2 with Zeal]
CMD: 10+11+3+1+5=30/34 with Grapple [+2 overall with Zeal]
Full Attack (Unarmed Strike): +13/+8, 1d8+4 (lethal/nonlethal base) +1d6 Phoenix Fist +1d8 Blades of Fire +1d4/level Arcane Strike [+2 attack, +2 damage with Zeal]
Full Attack (Unarmed Strike, flurry): +11/+11/+6, 1d8+4/1d8+4/1d8+4
Full Attack (Quarterstaff, flurry): +10/+10/+5, 1d6+5/1d6+5/1d6+5 [candy quarterstaff +1, hardness 2, hp 10]
Full Attack (Sling): +12/+7, 1d4+4/1d4+4
Space/Reach: 5ft/5ft
Special Attacks: Zeal (Ex) 1/day [8 rounds], Flurry of Blows (Ex), Holy Power (Ex) 5/day, Turn Undead (Su) 8/day.
Special Qualities: Aura of Good (Ex), Stalwart Sorcerer/ACF [CM p36], Endure Elements (Ex), Divine Grace (Su), Lay on Hands (Su) 20hp, Electricity Resistance 5, Adaptive Learning (Ex), Exalted Strike (Su), Evasion (Ex), Sustenance (Ex), Aura of Courage (Su), Divine Health (Ex), Deflection (Su), Holy Warrior/ACF [CC p49], Resistance (Ex), Ability Score Enhancement (Ex), Aura (Ex), Healing Domain Power.
Saves: Fort +18, Ref +16, Will +16 [+2 Fort, Will with Zeal]
Abilities: STR 16 (3), DEX 16 (3), CON 16 (3), INT 09 (-1), WIS 11 (0), CHA 20 (5)
Languages: Common

Skills: Bluff (5) +12, Concentration (5) +8, Diplomacy (10) +25, Disguise (4) +11/+13 while acting in character, Gather Information (10) +19, Handle Animal (1) +8, Intimidate (0) +9, Knowledge/Arcana (1) +0, Knowledge/Local (5) +4, Knowledge/Nobility&Royalty (5) +4, Knowledge/Religion (8) +7, Knowledge/The Planes (5) +4, Sense Motive (5) +5, Spellcraft (5) +4, Spot (11) +11, Swim (1) +4, Tumble (10) +13

Feats: Sacred Vow [lvl1], Vow of Poverty [Human], Nymph's Kiss [B, VoP1], Eschew Materials [B, sorc1], Weapon Focus/Unarmed Strike [B, sorc1 acf], Initiate of Spirituality [B, VoP2], Improved Unarmed Strike [B, monk1], Improved Grapple [B, monk1], Strength Devotion [lvl3], Acolyte of Spirituality [B, VoP4], Extend Spell [B, sorc5], Combat Reflexes [B, monk2], Spell Rehearsal [lvl6, RotD p105], Ascetic Mage [B, paragon2], Celestial Bloodline [B, VoP6], Power Attack [B, pal4 acf], Celestial Familiar/Aerie [B, VoP8].

Spells Known/Sorc:
lvl0 [DC15]: 8
lvl1 [DC16]: 5
lvl2 [DC17]: 3
lvl3 [DC18]: (2-1)
lvl4 [DC19]: 1

Spells Per Day/Sorc [CL8]:
lvl0 [Acid Splash, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation]: 6
lvl1 [Blades of Fire (SC p31), Benign Transposition (SC p27), Disguise Self, Enlarge Person, Feather Fall, (B) Light of Lunia]: 8 (6+2)
lvl2 [Alter Self, Glitterdust, Shatter, (B) Daylight] : 7 (6+1)
lvl3 [Fly, (B) Magic Circle against Evil]: 6 (5+1)
lvl4 [Greater Mirror Image (PHB2 p121, per round spell), (B) Rainbow Pattern]: 4 (3+1)

Spells Per Day/Divine Crusader [CL2, Healing CL3]:
lvl1 [Cure Light Wounds]: 2 (0+2)

Golden Orphan Cribs fund: 4x40gp [monthly, May19-Sep19] +385gp [royalties on captured Sharran] +517.5gp [troll-catching venture] +12.5gp [Gracel bodyguarding] +699.705gp [Selune temple loot+job pay] +96gp [Grithalek's gift] +272.5gp [Jumanji] +1,262gp [HELL] +50gp [Gracel human testing] +5,875gp [Senaril] +14.3gp [Blythe's job] +4,201.9gp [dragon hoard] +3.12gp [Gustival job, Whurric] +50gp [Waukeen job, Sylvie and Neve] +7,242gp [Senaril, again]

Various Bonuses/Notes:
AC Bonus (Su): +6 armor bonus to AC; also protects against brilliant energy weapons.
Nymph's Kiss: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks. You gain a +1 bonus on all saving throws against spells and spell-like abilities. You gain 1 extra skill point per level.
Lay on Hands: Standard action activation, Paladin levels x Charisma modifier = 20hp
Strength Devotion: Swift action activation/1 minute duration, bypasses hardness, strikes as adamant, +2 sacred damage per hit. One use of Turning to reactivate.
Adaptive Learning/Spot: This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future.
Exalted Strike (Su): Every weapon wielded becomes a +1 magic weapon.
Holy Power (Ex): Spirituality feat tree power. Standard action activation, 5/day, a 20 foot radius, 6d6 holy damage, Fortitude save (DC 18) for half damage.
Sustenance (Ex): No need to eat or drink.
Aura of Courage (Su): Immune to fear; each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Ascetic Mage: +Cha to AC. Swift action activation, trade spell for +spell level to attack and damage for that round.
Arcane Strike: Sacrifice spell, get +spell level to all attacks that round, and +spell level xd4 to all damage to those attack.
Turn Undead (Su): 1d6 damage to undead/1d6 healed to the living, 30ft radius. A successful Will save of DC 17 halves the damage. Does not affect you.
Sealed Style/Phoenix Fist: +1d6 fire to unarmed damage with a mental command (standard action) to turn on or off.
Mind Shielding (Ex): Immunity to Detect Thoughts, Discern Lies and any attempts to detect alignment.

Fey:
Spoiler: ShowHide

Changes:
Your type changes to fey.
You gain low-light vision.
You gain a +4 racial bonus against mind-effecting abilities.
Stat changes: +2 dexterity, +2 charisma, -2 constitution.


Special Notes:
Spoiler: ShowHide

Special:
Your body has been filled with the energy of the air. You gain electricity resistance 5.
You gain a +1 bonus to armor class due to lingering magic armor energies permeating your body. Non-typed.
You gain +1 str, +1 dex and +1 con.
Burst of Knowledge. You gain 4 ranks in any skill you desire, up to your normal maximum. Alternately, you may elect to gain one rank in a skill that you possess maximum ranks in. Thereafter, your maximum ranks with that skill are treated as one higher. (Codex, roll of 16, Disguise chosen)

Feats:
Celestial Bloodline: The following spells are added to your spell list as bonus spells known: Light of Lunia, Daylight, Magic Circle against Evil, Rainbow Pattern, Dismissal, Fires of Purity, Radiant Assault, Sunburst, Summon Monster IX (good outsiders only). Cannot learn or cast spells with the evil descriptor, and such spells are removed from your class list.
Replaced by Acolyte of Spirituality -> Initiate of Spirituality: Once per day you can punish undead and evil outsiders. As a standard action you unleash a blast of holy energy around you. This has a radius of 10ft, dealing 3d6 holy damage. A fortitude save (DC 10 + 1/2 character level + charisma modifier) halves the damage.
Acolyte of Spirituality: A character with this feat can punish undead and evil outsiders a number of times per day equal to her Charisma modifier as a standard action. This blast of holy power has a 20 foot radius, doing 6d6 holy damage unless they succeed at a Fortitude save (DC 10 +1/2 character level + Cha modifier) for half damage.

ACFs:
Stalwart Sorcerer: Sorcerer lvl1 alternate class feature. Reduce by one the number of sorcerer spells known for your highest spell level (to a minimum of one). You gain extra hit points equal to two times your sorcerer class level. You also gain the Martial Weapon Proficiency feat for a melee weapon of your choice, as well as Weapon Focus with that weapon.
Holy Warrior: Paladin lvl4 alternate class feature. Replaces paladin spells with fighter bonus feats from a special list.
Dangerous Forbidden Technique/Zeal (Ex): Comes in place of Detect Evil and Smite Evil, paladin acf. You temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, while taking a –2 penalty to Armor Class. You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells. The Zeal lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier [7 rounds], and you are fatigued at its end for the rest of the encounter.
http://www.dandwiki.com/wiki/Zeal_%283.5e_Alternate_Class_Feature%29
http://www.dandwiki.com/wiki/Rage#Class_Features

Vow of Poverty:
Sacred Vow: You gain a +2 perfection bonus on Diplomacy checks.
Deflection (Su): +1 deflection bonus to AC.
Resistance (Ex): +1 resistance bonus to saves.
Ability Score Enhancement (Ex): +2 enhancement bonus to Charisma.
Natural Armor (Ex): +1 natural armor bonus to AC.

Human Paragon:
Bonus Feat (Ex): Ascetic Mage.
Ability Boost (Ex): +2 bonus to Charisma.

Divine Crusader:
Aura (Ex): equivalent to 5 paladin/cleric levels.
Healing Domain/Granted Power: You cast healing spells at +1 caster level.
House Rule/Divine Crusader: Their caster level equals twice their class level, maximum of 20 at level 10. This does not effect spells known, but merely keeps their casting competitive. This fast advancement does not continue into epic, resuming a normal 1 CL per level pace.

GI after just reaching lvl8: http://www.soulriders.net/forum/index.php?topic=101114.msg1022428#msg1022428


Code of Conduct:
Spoiler: ShowHide

Show mercy and compassion when you can. Only resort to violence if no other option exists, but always follow through. Let no man, woman or child be chained and oppressed. Protect and aid the innocent and the sick at any expense. Support love in all its forms, familial, platonic or romantic.

Oppose cruelty. Oppose the taint of undeath and the fiendish, for they are a plague upon mortalkind.

Never slay a defeated foe. Do not ignore the pleas of the needy and the impoverished. Do not stand idly by as the helpless get abused. Do not publicly humiliate a friend or lover.


Vow of Poverty:
Spoiler: ShowHide

Constantly:
-You may not own or use any masterwork, alchemical of magical items (including one-use items).
-You may not benefit from any masterwork, alchemical or magical items (including one-use items), even if another uses them for you.
-You may only own or use simple weapons.
-You may not have money or gather possessions in lieu of money.
-You may not benefit personally, directly or indirectly, from your job. Contributions to your charities do not constitute a benefit to you unless the charity in question gives you material aid in turn.

While working:
-You may engage in commerce on behalf of your workplace or client in the area of negotiation of fees, haggling and similiar activities. This may still not benefit you directly in any way.
-You may engage in advertising on behalf of your workplace or client.

Penalties:
-If you benefit directly from another person's actions or benefit indirectly from your own, all the benefits of the Vow are suspended for 24 hours.
-If you inadvertantly break the Vow due to no fault of your own, given the facts available to you at the time, all the benefits of the Vow are suspended for 24 hours.

Previous, for reference:
Vow of Poverty: You must not own or use any material possessions. The exceptions are ordinary, neither magical nor masterwork, simple weapons; simple clothes with no magical properties; enough food to last a single day in a simple sack. You may not use any magic item of any sort, nor may you borrow them, or cast a spell from a scroll, wand or staff.


Background
Spoiler: ShowHide

Aaeru is one of two girls raised by their devout parents in the village of Erenholm. Meaning 'Divine Love' in Celestial, Aaeru was told ever since she was old enough to understand it that she was Mystra's gift to them. Living up to the highest form of love known to exist was often taxing, and Aaeru began denying things to herself. At first, it was the small pleasures in life, like offering her dessert up to her sister Amuria. Later, it gravitated to the material possessions. As they were both the same age, Aaeru began deferring to Amuria more and more whenever receiving a new trinket from the seasonal trading trip to Balmuria came up. Dolls, shiny if cheap accessories, even new clothing tailored in the city -- Aaeru distanced herself from such things, before removing herself from the competition altogether.

Such behavior was lauded throughout her childhood, her restraint doted on. It was only when she reached sixteen that any problems arose. Aaeru showed no inclination of being swayed by any courting; ignoring gifts and offers of riches by passing travelers was seen as normal enough, but showing no sign of wishing to own a home of her own to raise her family in or a farm to tend to quickly set her apart once her family and the community of Erenholm realized her wishes were genuine. The ability and desire to tend to a field or work on a farm to benefit her family were enough to have a place for her in the community, but it was clear to many from that point on that maintaining the lifestyle of an ascetic meant she would one day have to leave her home. She never felt truly alone, however; even as human contact became strained, Aaeru found meaning in caring for a wounded weasel and nursing it back to health. It healed well enough, and hasn't left her side since, acquiring a special bond with her for which Aaeru is sincerely grateful.

During the summer of 422 DK, upon her twentieth birthday, Aaeru finally said her goodbyes and headed for Balmuria. The city was merely a day's ride away, and even on foot it did not make for a lengthy journey. It was the arrival itself that served as a problem. Imposing upon someone felt unthinkable, and Aaeru neither had any gold with her nor wished to keep any. Sleeping in a public park or even in some alley would not have been much worse than spending the night on the side of the road, but she did not wish to trouble people by doing so. Thus, having reached Balmuria, Aaeru departed it as dusk settled in. She headed towards the Bay of Sparkling Stars, and then kept on walking away from civilization. There was no road to follow, but she had the water's surface to orient herself by for when she would return to Balmuria the next morning.

She woke up in the secluded cove she had come upon with the feeling that she was being observed, but paid it no heed and ventured into the city once more. Aaeru's forsaking of the material had also, regrettably, undercut much of her knowledge of the world. She knew a bit about the arcane, as might happen while growing up in a household worshipping the Mother of All Magic, and had a rudimentary understanding of religious dogma as well for the same reason. That, however, was the end of her book knowledge, and she found out that it was quite difficult for a country bumpkin to find a place for herself in a city of trade and magic. She had no true inclination to join the military, and her magical talents were nowhere strong enough to contribute to the local smiths and similar professionals. She lacked an easily-adaptable occupation as well. All these factors, put together, lead to Aaeru ending up in the poorest section of town.

It is there, however, that her fortunes changed. Unlike many who found themselves there along with her, Aaeru maintained her positive outlook and continued to try and contribute somehow. It was there that her drive finally found a purpose. Where there was food to be distributed, she could lend a helping hand. Where children needed looking after, she would see it as a blessing and not a chore. And when shady elements tried to threaten the needy for what little they had, Aaeru was strong enough to intervene.

It was not a temple, as such, but Aaeru fell in with a group of like-minded individuals before long. Devoted to Ilmater, they strove to lessen suffering, even if it meant taking it upon their own shoulders. In that ideology, Aaeru finally understood what it was that she had been meant for all along. There could be nothing more beautiful than working towards helping your fellow man and shouldering their burdens. She was strong enough to bear it for as long as they needed to find themselves and reach their own enlightenment. Walking between Balmuria and her cove was tiring on eventful days such as this, but Aaeru continued doing so, for she had something to look forward to at the end of each day.

It had taken a sleepless night she spent in meditation, quietly contemplating her life, but her feelings of being watched were finally confirmed as the result. It was a sirene, an unusually inquisitive and fearless one by the name of Neveril whose cove it was that Aaeru had inadvertently claimed for herself. She was in many ways an outcast amongst her people, feeling drawn to mortals and their righteous causes in a way even her family believed unhealthy. Such was not true for Aaeru, however, who relished a chance to just be herself. Whatever assurances she gave the needy, they just would not see her as one of them. Aaeru did not have the heart to tell them how much being placed on a high pedestal by her fellow men and women troubled her, but with Neveril she could share those worries and doubts and gain a bit of normalcy.


Family: Sister, Amuria, same age as Aaeru; married to Randolph. Father, Wilson. Mother, Missa.


Build:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Sorceror/Paladin

Sorc1:
+0   +0   +0   +2
Pal1:
+1   +2   +0   +0

Lvl2: Sorceror/Monk

Sorc2:
+1   +0   +0   +1
Monk1:
+1   +2   +2   +2

Lvl3: Sorcerer/Paladin

Sorc3:   
+0   +1   +1   +0
Pal2:   
+1   +1   +0   +0

Lvl4: Sorcerer/Human Paragon

Sorc4:   
+1   +0   +0   +1
Par1:
+0   +0   +0   +2

Lvl5: Sorcerer/Monk

Sorc5:   
+0   +0   +0   +0
Monk2:   
+1   +1   +1   +1

Lvl6: Paladin/Human Paragon

Pal3:   
+1   +0   +1   +1
Par2:   
+1   +0   +0   +1

Lvl7: Paladin/Human Paragon

Pal4:
+1   +1   +0   +0
Par3:
+1   +1   +1   +0

Lvl8: Divine Crusader/Sorcerer
DC1:
+0   +2   +0   +2
Sorc6:
+1   +1   +1   +1


BAB: +8
Fort: +2+2+1+0+1+0+1+2 =9+1res+5cha+3con =18
Ref:  +0+2+1+0+1+1+1+1 =7+1res+5cha+3dex+2weasel familiar =18
Will: +2+2+0+2+1+1+0+2 =8+1res+5cha+0wis =16
Touch AC: 10+3dex+5cha/monk+1nontyped/Gracel+1deflection =20
AC: 20+6armor+1nat armor =27

Paragon skills: Diplomacy, Gather Information, Intimidate, Knowledge/Local, Knowledge/N&R, Knowledge/The Planes, Listen, Sense Motive, Spot, Tumble


Enlarge Person:
Spoiler: ShowHide

Hit Dice 73hp [89hp with Zeal]
Init: +2
Speed: 30ft (land)
Armor Class: 18 touch, 25 normal. [-2 flat-footed, -1 without natural armor, -2 during Zeal]
Base Attack: +8/+3
CMB: 8+4+4=+16/+20 with Grapple [+2 with Zeal]
CMD: 10+16+2+1+5=34/38 with Grapple [+2 overall with Zeal]
Full Attack (Unarmed Strike): +13/+8, 1d8+5 (lethal/nonlethal base) +1d6 Phoenix Fist +1d8 Blades of Fire +1d4/level Arcane Strike [+2 attack, +2 damage with Zeal]
Full Attack (Unarmed Strike, flurry): +11/+11/+6, 2d6+5/2d6+5/2d6+5
Full Attack (Quarterstaff, flurry): +10/+10/+5, 1d8+7/1d8+7/1d8+7 [candy quarterstaff +1, hardness 2, hp 10]
Full Attack (Sling): +10/+5, 1d4+5/1d4+5
Space/Reach: 10ft/10ft
Special Attacks: Zeal (Ex) 1/day [8 rounds], Flurry of Blows (Ex), Holy Power (Ex) 5/day, Turn Undead (Su) 8/day.
Special Qualities: Aura of Good (Ex), Stalwart Sorcerer/ACF [CM p36], Weasel familiar, Endure Elements (Ex), Divine Grace (Su), Lay on Hands (Su) 20hp, Electricity Resistance 5, Adaptive Learning (Ex), Exalted Strike (Su), Evasion (Ex), Sustenance (Ex), Aura of Courage (Su), Divine Health (Ex), Deflection (Su), Holy Warrior/ACF [CC p49], Resistance (Ex), Ability Score Enhancement (Ex), Aura (Ex), Healing Domain Power.
Saves: Fort +18, Ref +15, Will +16 [+2 Fort, Will with Zeal]
Abilities: STR 18 (4), DEX 14 (2), CON 16 (3), INT 09 (-1), WIS 11 (0), CHA 20 (5)

This spell causes instant growth of a humanoid  creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.


HP rolls: 10 (lvl1, full) + 4 (lvl2, monk) + 7 (lvl3, paladin) + 1 (lvl4, paragon) + 3 (lvl5, monk) +7 (lvl6, paladin) +1 (lvl7, paladin) +4 (lvl8, divine crusader) + 3x8 (con lvl1-8) + 2x6 (stalwart sorc lvl1-5,8)
<Steph> I might have made a terrible mistake

Merc

#2
Name: Whurric Bofjyr
Class: Fighter 1/Barbarian 7 // Incarnate 8
Race/Level: Dwarf
Type: Humanoid (Dwarf)
Alignment: Neutral Good
Deity: Marthammor Duin

About:
Spoiler: ShowHide

Name meaning: "Iron Chest/Belly"
Age: 66 (Currently reincarnated in a human body around his mid-20s)
Height: 5'4" (originally 4'4" as a dwarf)
Weight: 210lbs
Eyes: Slate
Hair: Black

From the time he was born through his early youth, Whurric found himself living under the shadow of his fraternal twin, Orval. His brother seemed marked by the gods, and indeed his talents laid strongly with the arcane and divine arts, whereas he found himself struggling to try and keep up with them, and rather finding more interest in the physical arts where he actually excelled over his brother. In a way, the two balanced each other, constantly outdoing each other in their own arts, although Orval seemed to have the upper hand by being talented in two magical arts while he only had his one art, that of the sharpened blade.

Of course, that changed when Whurric found a talent for another art, that of incarnum, the essence of their ancestors. A remainder of the spirits from dwarves long gone, left for their descendants to shape and wield in the protection of their lands and race. It was an art deeply suited to him due to its physical nature, being ability to shape it as if it were an alloy rather than magic.

Whurric has something of a travel-lust, and as a wandering spirit and as a follower of Marthammor, the Finder of Trails, keeps strong ties with a lot of the human settlements outside Irongates, often joining the humans for an adventure or three while his brother researches some new spell or meets his duties as a cleric of Dumathoin. Still, he is happiest when he has his brother near his side, watching his back and he watching his. That and it's easier to mess with humans who find it harder to tell him and his brother apart than other dwarves.

Like his namesake suggests, he's also a bit of a drunkard. At least he's a happy drunk. But he's almost always happy anyway, tending to find humor in just about everything.

Recently, Whurric has reincarnated as a human following an untimely death at the hands of Shar's minions. His human form is a foot taller, and his skin has a rather pale complexion as a result of the deadly experience. His beard has also been trimmed a fair bit, while still bushy it's not near the likes a dwarf would wish to sport. Strangely, he doesn't quite mind it as much.


Stats:
HP: 103 = 10+7d12(rolls)+24(8xCON)+8(toughness)+8(essentia)
AC: 22 = 10+3(dex)+6(breastplate)+3(deflection)
-Touch 16, Flat-footed 22
-Whirling Frenzy: +2 dodge
-Spells/SLAs: +2 dodge

BAB/CMB/CMD: +8/+12/28
Attack: Greataxe+15 (d12+8,19-20/x3,slashing) or Longbow +14 (d8+5, x3, 110ft, piercing)
Full Attack: Greataxe+15/+10 (d12+8,19-20/x3,slashing), or Longbow +14/+9 (d8+5, x3, 110ft, piercing)
-Add +2 to dmg if using PA (before modifying for atk/dmg exchange).
-Whirling Frenzy: Greataxe+17 or Greataxe+15/+15/+10 (d12+11,19-20/x3,slashing)

Abilities: Str 18 (+4), Dex 16 (+3), Con 17 (+3), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
Saves: Fort +13, Ref +7, Will +9
-Charm/Compulsion: +2 resistance to Will
-Whirling Frenzy: +2 dodge to Ref
Speed: 40ft
Init: +5

Feats:
Spoiler: ShowHide

(H) Toughness: +1HP/level.
(F1) Power Attack: Trade atk for 2x damage.
(1) Cobalt Power: Gain 1 essentia. Can power feat to gain +1 insight per essentia to
-attack rolls
-ability checks for bull rush/overrun/sunder
-damage rolls (only when using Power Attack)
(3) Skill Focus [Intimidate]: Get +3 bonus on all checks involving that skill. Once per day you may take 10 on any roll related to this skill, regardless of circumstances.
(6) Extra Rage: +2 rage/day (or in this case, +2 WF/day)


Special Qualities:
Barbarian
Spoiler: ShowHide

Skilled City-Dweller: Trade HA/Survival/Ride skills for GI/SM/Tumble.
Whirling Frenzy (Ex): 4/day, free action
-Gain +4 Str, +2 dodge to AC, +2 dodge to Ref.
-Can make an extra attack, but all attacks that round take -2 to attack.
-Lasts 7 rounds (4+Con), become fatigued for rest of encounter.
-UA ACF, replaces Rage.
Fast Movement (Ex): Gain +10 ft speed.
Uncanny Dodge (Ex): Retain Dex to AC if flat-footed or struck by invisible foe.
Spell Sense (Ex): Gain +2 dodge AC vs spells/SLA. Comp Mage ACF, replaces Trap Sense.
Imp. Uncanny Dodge (Ex): Cannot be flanked. Cannot be SA'ed except by a rogue at least 3 levels higher.
Streetfighter (Ex): The critical threat range on charges, or any attack made against a flat-footed foe, increases by 1. Stacks with keen weapon enhancement.

Incarnate
Spoiler: ShowHide

Meldshaping: See Meldshaping section. As swift action, can rearrange essentia distribution. Soulmelds behave like magic spells or magic items for the purpose of effects that target them.
Aligned Soulmelds: Cannot shape chaotic/good/evil soulmelds.
Aura: Good-aligned, strength is 6. Soulmelds also radiate as good, as if aligned magic items with CL 6.
Detect Opposition (Sp): At will, use as if Detect Evil spell.
Expanded Soulmeld Capacity (Ex): +1 to essentia capacity, for soulmelds only.
Incarnum Radiance (Su): 2/day, free action, gain +2 AC for 6 rounds (3+CON).
Rapid Meldshaping (Su): 1/day, full-round action, unshape soulmeld and shape new one.
Share Incarnum Radiance (Su): When activating incarnum radiance, can share effect with all good-aligned allies within 30ft, but when effect ends, become fatigued for 10 minutes.


Meldshaping:
Essentia: 9
Capacity: 3 (2 for non-soulmelds)
Soulmelds: 5
Binds: 2 (crown/hands/feet only)
Active:
Spoiler: ShowHide

Bluesteel Bracers: +2 insight to initiative.
-Chakra: Arms.
-Essentia (1): +1 weapon dmg per essentia.

Crystal Helm: +2 resistance to Will vs charm/compulsion.
-Chakra: Crown.
-Essentia (3): +1 deflection AC per essentia.
-Bind: Melee attacks gain the force descriptor (useful against incorporeal).

Cerulean Sandals: Can walk on water (as if under effect of water walk spell)
-Chakra: Feet.
-Essentia (0): Gain +5ft speed per essentia.
-Bind: Can use Dimension Door as the spell, up to 10ft per meldshaper level (80ft). Standard action to activate.

Silvertongue Mask: Gain +2 insight bonus on Bluff and Diplomacy.
-Chakra: Brow or Throat.
-Essentia(2): +2 to Bluff/Diplomacy per essentia.

Vitality Belt: +4 morale to Con ability/skill checks.
-Chakra: Waist.
-Essentia (1): Gain HP = level per essentia (+6HP/essentia).

Feats:
-Cobalt Power (2)

Number in parenthesis is 'default' essentia split. Assume it's that unless changed in-game or chat. Can only change essentia invested in feats once/day.


Skills:
(2+4+1)x11=77
climb 5 (+9)
intimidate 11 (+16)
jump 10 (+17)
listen 11 (+13)
tumble 11 (+13)
knowledge (arcana) 5 (+6)
knowledge (religion) 5 (+6)
knowledge (planes) 2 (+3)
sense motive 11 (+13)
spellcraft 2 (+5)

Balance 1 (+6) - Cross-Class

knowledge (local) [Balmuria] 4 (+5) (4 ranks are free points from tome)
Bluff 0 (+8)
Diplomacy 0 (+12)

Skill Tricks (2):
Listen to This - Can perfectly repeat to others what you hear up to one hour later.

Languages: Common, Dwarven, Elven, Celestial

Gear:
Wealth, 3797.41gp
+1 Called Breastplate, 3,350gp
+1 Keen Greataxe, 8,320gp
Mst. (+4 Comp) Longbow, 800gp
Arrows (40), 2gp

Backpack, 2gp
Tent, 10gp
Bedroll, 1sp
Whetstone, 2cp
Traveler's Outfit x1, 1gp
Healing Nectar x3 (from closet)

At Home
Traveler's Outfit x1, 1gp
Cold Weather Outfit, 8gp
Liquor made of distilled troll's blood, honey and peaches: 100 marks
Hourglass decorated with gold accents: 33 marks
Glass Statue of Seira: 375 marks
Hemp Rope: 1 mark

Other Notes:
Spoiler: ShowHide

[14:55] <Hatbot> Merc-laptop: 18, 16, 15, 14, 14, 13
HP Rolls:
Hatbot --> "Merc rolls 5d12 and gets 40." [5d12=3, 9, 6, 12, 10] (chargen)
Level-Up rolls: 8, 5
Ability Score Modifiers: (Racial)+2Con/-2Cha, (Lv4) +1 Dex, (Lv8) +1 Con
Wealth by Level- 13,000gp @Lv 6(chargen)

[14:04] <Xorned> Burst of Knowledge. You gain 4 ranks in any skill you desire, up to your normal maximum. Alternately, you may elect to gain one rank in a skill that you possess maximum ranks in. Thereafter, your maximum ranks with that skill are treated as one higher.
[14:05] <Whurric> Knowledge (Local) [Balmuria], why not?

[13:45] <Kozzz> The sky turns dark as the ground shakes, the scroll burning away! In a heavy thunderclap a flash of light blinds you! When your eyes clear a human rests before Sylvie! He is a little over 5 feet tall and muscular as can be, skin a pallid, unearthly white! He takes a breath as his eyes open, awareness coming to Whurric once more!
(Resurrected as human, originally a dwarf)

<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Yuthirin

#3
Character
Name: Arachiel
Class: Ranger 8//Fighter 8
Race: Aasimar
Medium Humanoid, Native Outsider
Faith: Mount Celestia, Celestial Host
Alignment: Lawful Good
Gender: Female
Age: A week or so. (or 18, or several thousand)
Height: 5' 4"
Weight: 115 lbs
Eyes: Bright blue
Hair: Platinum blond
Skin: Alabaster

Stats
HP: 75 {83}
Ability Scores:
     Str:  16 (+3)
     Dex: 18 (+4) {20 (+5)}
     Con: 16 (+3) {18 (+4)}
     Int:  13 (+1)
     Wis: 16 (+3)
     Cha: 16 (+3)
Initiative: 8 {9}
Saves: Fort 9 {10}
          Ref  11 {12}
          Will  5
AC: 20 {21}
  Touch: 14 {15}
  Flat-footed: 15
BAB: 8/3
CMD: 25 {26}
CMB: 11
Speed: 30
Languages: Common, Dwarven, Celestial
Wealth: 6,307 marks, 1 silver, 1 copper

Attacks
Full Attack: +15/+10, +1 Darkwood Composite Longbow (1d10+1 Enhancement+2 WS+3 Str)
  Manyshot: +11, +1 Darkwood Composite Longbow ([1d10+1+2+3]+[1d10+1+2+3]) 2 Arrows
Ranged Standard: +15, +1 Darkwood Composite Longbow (1d10+1+2+3)
Improved Rapid Shot: +15/+15/+10, +1 Darkwood Composite Longbow (1d10+1+2+3)
Range Increment: 165 feet

Magic
Spoiler: ShowHide
Ranger

Caster Level: 4th

Spells per Day
1st: 2
2nd: 1

Spell List
1: Entangle, Arrow Mind
2: Swift Haste (Races of the Wild)

Save DCs
1: 14
2: 15
3: 16
4: 17


Animal Companion
Spoiler: ShowHide
Ulysses

Brown bear

Size/Type:   Large Animal
Hit Dice:   6d8+24 (51 hp)
Initiative:   +1
Speed:   40 ft. (8 squares)
Armor Class:   15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:   +4/+16
Attack:   Claw +11 melee (1d8+8)
Full Attack:   2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach:   10 ft./5 ft.
Special Attacks:   Improved grab
Special Qualities:   Low-light vision, scent
Saves:   Fort +9, Ref +6, Will +3
Abilities:   Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills:   Listen +4, Spot +7, Swim +12
Feats:   Endurance, Run, Track

Ranger-added Qualities
-Link
-Share Spells

Tricks Known
-Come
-Heel
-Stay
-Attack (Bonus Trick)


Feats
Spoiler: ShowHide
 -Improved Critical (Longbow)
-Improved Initiative
-Weapon Focus (Longbow)

Fighter Feats
-Point Blank Shot
-Precise Shot
-Weapon Specialization (Longbow)
-Woodland Archer (Races of the Wild, P 154)
-Improved Rapid Shot (Complete Warrior, P 101)

Ranger Feats
-Rapid Shot
-Many Shot
-Track
-Endurance
-Woodland Stride
-Swift Tracker


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision 60ft
-Acid Resistance 5
-Cold Resistance 5
-Electricity Resistance 5
-SLA: Daylight, 1/day
- +2 bonus to Spot & Listen checks

Class Abilities
Ranger
   -Favored Enemy +2 (Evil Outsiders)
   -Favored Enemy +4 (Fey)
   -Combat Style (Archery)
      -Improved Combat Style
   -Wild Empathy (8+3+2 Synergy=13)
   -Animal Companion
   -Woodland Stride
   -Swift Tracker


Skills
Spoiler: ShowHide

Class Skills
Climb (Str)                                 8=3+5 (+2 to checks using ropes)
Concentration (Con)                    3=3+0 {+4 with amulet}
Craft (???) (Int)                          1=1+0
Handle Animal (Cha)                     8=3+5
Heal (Wis)                                  3=3+0
Hide (Dex)                                  15=4+11 {+21 with cloak, gloves}
Intimidate (Cha)                          3=3+0
Jump (Str)                                  8=3+5
Knowledge: Dungeoneering (Int)     6=1+5
Knowledge: Geography (Int)           6=1+5
Knowledge: Nature (Int)                8=1+5+2 Synergy
Listen (Wis)                                12=3+7+2
Move Silently (Dex)                      15=4+11 {+16 with gloves}
Profession  (Wis)                          3=3+0
Ride (Dex)                                   17=4+11+2 Synergy {+18 with gloves}
Search (Int)                                6=1+5
Spot (Wis)                                  16=3+11+2
Survival (Wis)                              10=3+7 (+2 For aboveground or belowground checks, +2 for
                                            tracking, +2 to avoid getting lost, +2 to avoid natural hazards)
Swim (Str)                                  8=3+5
Use Rope (Dex)                            9=4+5 {+10 with gloves}

Cross-Class Skills
Tumble (Dex)                               10=4+4+2 Synergy {+11 with gloves}


Weapons & Gear
Spoiler: ShowHide
Weapons
-+1 Darkwood Composite Longbow (+3 Str Bonus)

Armor
-+1 Mithral Chain Shirt

Miscellaneous
-Cloak of Elvenkind (+5 Hide when hood is up)
-Amulet of Health (+2 Constitution)
-Gloves of Dexterity (+2 Dexterity)
-Ring of Sustenance
-Efficient Quiver, 67 arrows
-Silk Rope, 50ft

At Home (Home in the Western Reaches)
-5000 marks


Background
Spoiler: ShowHide
After thousands of years of happy service as a lantern archon on Mount Celestia, Arachiel was assigned to a mortal in order to be his companion, and help keep him safe. When her companion, Orval, died at the hands of Senaril, Arachiel felt a great deal of sadness and guilt. Though his death was no fault of her own, she nevertheless felt responsible for it, and was granted a mortal form by her superiors to help aid her friends against Senaril's evil.


Description & Personality
Spoiler: ShowHide
Arachiel is beautiful, soft of face and personality. She has platinum blonde hair down to her waist that seems to shine with inner light when the sun hits it, and has kind, bright blue eyes. She is slender and willowy, her skin a creamy pale. She wears a cloak of gray and a silvery chain shirt, fitted tight so that it does not shift around. Her breeches are green, and her boots and gloves are brown. She rarely has anything less than a kind smile for anyone.

Her heart is kind, though she can come across as urgent. Always willing to help anyone who asks, she is cheerful and innocent. She is slow to anger, but fiercely vengeful if she sees evil done in her presence. She doesn't really understand why someone would choose to be evil, and is often confused when a mortal creature shows themself to follow that path.



HP Rolls
Spoiler: ShowHide
8, 9, 1, 9, 5, 7, 2


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 76 lbs
Medium Load: Max 153 lbs
Heavy Load: Max 230 lbs
Lift: 460
Push or Drag: 1,150 lbs

Current weight carried: 15 lbs


Odd Maths & Notes
Spoiler: ShowHide
Grapple: Str+BAB+Size
Skills are Total=Ranks+Ability Modifier+Misc/Bonus
+4 skill points each level.
Skills: Max Ranks 11/5 See p22 PHB3.5
{} brackets denote magical modifications

+1 Darkwood Composite Longbow: 1.5 lbs
   110 ft range(165 ft with Far Shot), Crit 19-20 x3
(Dex+WF+Enh+BAB)

+1 Mithril chain shirt: 12.5 lbs
   Bonus 5, Max Dex Bonus 6, Armor Check 0, Arcane Spell Fail 10%
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Ebiris

#4
Name: Veserya Desjardin
Class: Bard 8//Fighter 1/Favoured Soul 7
Deity: Empress Sulia
Alignment: Neutral Exalted
Race: Elf
Gender: Female
Age: 139
Height: 5'1"
Weight: 98lb
Eyes: Purple
Hair: Black

Description
Spoiler: ShowHide


A classically aristocratic beauty, Veserya has almost luminescent pale skin and soft, demure features. Of average height for an elven woman (thus short by human standards), she is gifted with an alluringly soft hourglass frame that sets her apart from her more lithe and etherial compatriots amongst the upper echelons of elven society - depending on the company this can be viewed as an asset or a liability, but she's often described as 'matronly', a term she finds amusingly endearing. Her charcoal black hair is naturally straight, and typically worn up in elegant styles that she does her best to maintain even when fighting for her life.

By the same token, she always takes care to dress well, taking great pride in her appearance as befitting a representative of Empress Sulia, just as she once took the same care in representing her family. While she might make concessions to practicality when needed, she's not above spending a small fortune on enjoying the best of both worlds, as her glamered elven chainmail testifies.

In terms of personality, she's outspoken and mothering, seeing it as a personal cause to look out for others and see to their well-being even if they won't. Some might take this as typical elven arrogance, but in truth she treats her fellow elves exactly the same way - she doesn't necessarily see herself as better than anyone else, but she often knows better.

Despite worshipping a goddess of romantic love, the love Veserya most often feels is the protective love of a filial sort. Not particularly prone to grand and passionate outbursts, she keeps her dalliances discreet and most-often non-commital.


Background
Spoiler: ShowHide

A member of a prestigious and ancient elven noble family, Veserya grew up amidst the cream of Pallanth's society, and was likewise expected to represent the very best of elvenkind amongst her fellows. She was not apt to disappoint, and quickly picked up on all the intricacies of courtly life, musical and artistic skill the envy of many peers, and a well rounded education and understanding of history that would make her the pride of her family.

A definite candidate for succession after the aging Juri Desjardin, Veserya's life was well on track for greatness, until the night when the dead rose up to assault the great Citadel of Light. A person of her station should have been well protected, but the sheer chaos and overwhelming nature of the sudden attack left her to fall as much victim as any common elf. Unable to effectively fight on her own merits, she used what skills she possessed to rally a group of shell-shocked soldiers, attempting to marshall a strongpoint to protect both herself and the civilians they could find. For a time they held out, but one by one her defenders fell, many almost eager to throw themselves between a Shadow's life-draining claw and their noble ward.

Over the long and brutal night, the defenders of the Citadel of Light wavered and strained, but never broke, and the undead assault was at last vanquished. Veserya was one of many survivors who owed their lives to the sacrifices of their fellow elves, and as dawn broke that day she swore to live up to the hope for the future they gave up for her sake. No longer having the patience for courtly politics, she drifted away from her family. Now her time was filled with training and studying, developing the skills she could use not to make sacrifices herself, but to ensure any who attempted to do so would never need to pay the ultimate one.

It was during this time that she heard of the newly rising goddess Empress Sulia. While she had never been particularly devout, she respected the Seladrine and felt intrigued but put-off by the self-sacrificing but overly humble dogma of Ilmater, but in Empress Sulia she found a message that reasonated in her heart. Thus she sought out the small number of followers She had within Pallanth and made known her intention to support them. This was a group all too willing to martyr themselves for the sake of others, and so she would have plenty of opportunities to keep them from joining their goddess too early.

As is the nature of things, groups split apart - some of her friends going to found new chapters and orders dedicated to Sulia, others retiring from the front lines, and still more falling despite Veserya's best efforts. But she's still young and perhaps hasn't seen as much of the world as she should... and rumours have reached her ears of a group in Balmuria led by a mighty Ilmaterite monk who time and again risks her life in battles against evil that have already claimed many of her companions, and only asks for rewards that can make life better for the poor of Balmuria. This, Veserya thinks, is a group direly in need of her help.


Medium Humanoid (Elf)
HP: 61
Initiative: +2
Speed: 30
AC: 20 (+2 dex, +8 armour) 12 touch, 18 flat-footed
Base attack/CMB/CMD: +8/+12/22
Attack: Quarterstaff +10 (1d6+3)
Full attack: Quarterstaff +10/+5 (1d6+3)
Space/Reach: 5/5
Special Attacks: Turn Undead (7/day 4d6 DC 17), Bardic Music (8/day), Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion
Special Qualities: Immune to Sleep spells and effects, Low-light vision, Bardic Knack, Deity's Favour, Fire Resistance 10
Saves: Fort: +12, Ref: +12, Will: +12 (+14 vs enchantment)
Abilities: STR 15, DEX 14, CON 16(+2 amulet), INT 16, WIS, 12, CHA 18
Skills: Bluff +15, Concentration +13, Diplomacy +21, Heal +12, Knowledge (History) +14, Knowledge (Nobility & Royalty) +14, Knowledge (Religion) +14, Listen +14, Perform (Dance), +15, Perform (Keyboard Instruments) +15, Perform (Sing) +15, Perform (String Instruments) +15, Sense Motive +12, Spellcraft +14 (+16 with scrolls), Tumble +13, Use Magic Device +15 (+17 with scrolls)
Feats: Versatile Performer (Dance, Keyboard Instruments, String Instruments), Power Attack, Divine Might, Words of Creation

Languages: Common, Elven, Sylvan, Celestial, Draconic, Words of Creation

Bard Spells
Spoiler: ShowHide

CL 8, DC 14 + spell level
0: (3) Dancing Lights, Ghost Sound, Message, Prestidigitation, Summon Instrument, Ghost Harp (p104 SpC)
1: (4) Expeditious Retreat, Grease, Improvisation (p 121 SpC), Immediate Assistance (p108 CM)
2: (4) Alter Self, Invisibility, Tongues, Tactical Precision (p219 SpC)
3: (2) Charm Monster, Major Image, Haste


Favoured Soul Spells
Spoiler: ShowHide

CL 7, DC 14 + spell level
0: (6) Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Purify Food & Drink
1: (7) Cure Light Wounds, Remove Fear, Shield of Faith, Guiding Light (p108 SpC), Resurgence (p174 SpC), Sign (p189 Spc)
2: (7) Lesser Restoration, Make Whole, Close Wounds (p48 SpC), Healing Lorecall (p110 SpC)
3: (5) Dispel Magic, Mass Lesser Vigor (p229 SpC), Lesser Visage of the Deity (p231 SpC)


Inventory
Spoiler: ShowHide

406.1gp

+3 Glamered Mithral Chainmail (+8 AC, +4 max dex, -2 ASF) - 15,850gp

Amulet of Health +2 - 4,000gp

Quarterstaff

Handy Haversack - 2,000gp

Wand of Cure Light Wounds (50 charges) - 750gp
CL 13 Scroll of Summon Monster VII - 2,275gp

Bedroll - 0.1gp
Winter Blanket - 0.5gp
Bucket - 0.5gp
Flint and Steel - 1gp
Masterwork Manacles x3 - 150gp
Small Steel Mirror - 10gp
Iron Pot - 0.5gp
50ft Silk Rope x2 - 20gp
Sack x3 - 0.3gp
Shovel - 2gp
Tent - 10gp
Waterskin - 1gp

Silver Holy Symbol of Empress Sulia - 25gp
Healer's Kit x3 - 150gp
Spell Component Pouch - 5gp
Mandolin - 5gp
fiddle - 5gp

Noble's Outfit - 75gp
Courtier's Outfit - 30gp
Cleric's Vestments - 5gp
Explorer's Outfit - 10gp
Cold Weather Outfit - 8gp
Signet Ring - 5gp
Assorted Jewellery - 800gp



Base Skills
Spoiler: ShowHide

Bardic Knack allows half bard level to be used in place of skill ranks (4)
13 per level, total 143

Bluff +11 (+2 synergy bonus to Diplomacy)
Concentration +11
Diplomacy +11
Heal +11
Knowledge (History) +11
Knowledge (Nobility & Royalty) +11 (+2 synergy bonus to Diplomacy)
Knowledge (Religion) +11
Listen +11
Perform (Sing) +11
Sense Motive +11 (+2 synergy bonus to Diplomacy)
Spellcraft +11 (+2 synergy bonus to Use Magic Device with scrolls)
Tumble +11 (+2 synergy bonus to Balance and Jump)
Use Magic Device +11 (+2 synergy bonus to Spellcraft with scrolls)


HP Rolls: 10 + 6 + 5 + 4 + 5 + 2 + 2 + 3

Corwin

#5
Auriga
Neutral Good Tiny Fey [Aerie]
Gender: Male, Height: 0'10'', Weight: 10oz
Hair: Black, Eyes: Blue

Auriga is one of several who have heard of Aaeru's philanthropy and found himself drawn to meet her, yet Aaeru discovered that he had a more personal interest in her than most. For reasons obscure to her Auriga had not only somehow found out about her wish to have a family but offered his full support for keeping her safe throughout it all. And thus, their bond was formed.

Faded out leather armor covers Auriga's torso, while his arms and legs are bound in lengthy leather straps, tied together in needlessly intricate ways. He carries no weapons; in fact, Auriga professes to having never raised one in his entire life, be it for training or battle. His talents lie elsewhere, geared towards stealth and the protection of others. Auriga only speaks of them in the most generic of terms, however, wishing to prove his worth with actions instead.

Hit Dice: 36hp (8HD)
Initiative: +5
Speed: 20ft, fly 60ft (perfect)
Armor Class: 24 [-6 flat-footed, -4 without natural armor]
Base Attack/CMB/CMD: +8/+5/21
Attack (Electric Jolt): +13 ranged touch, 1d3 elec (20/x2, range/close: 45ft)
Space/Reach: 2.5ft/0ft
Special Attacks: Spell-Like Abilities
Special Qualities: Damage Reduction 5/Cold Iron, Adaptable (Su), Low-Light Vision, Spell Resistance 23, Improved Evasion (Ex), Share Spells (within 5ft), Empathic Link (Su), Deliver Touch Spells (Su), Speak with Master (Ex).
Saves: Fort +9, Ref +12, Will +8
Abilities: Str 2 (-4), Dex 21 (5), Con 10 (0), Int 14 (2), Wis 11 (0), Cha 15 (2)
Languages: Common, Sylvan, Elven, Auran, Ignan, Terran, Aquan, Celestial

Skills/Innate: Disable Device (4) +6, Escape Artist (4) +9, Hide (4) +17, Knowledge/Architecture and Engineering (4) +6, Knowledge/Dungeoneering (4) +6, Knowledge/Geography (4) +6, Knowledge/History (4) +6, Knowledge/Nature (4) +6, Move Silently (4) +9, Ride (4) +9, Search (4) +8, Speak Language (Auran, Ignan, Terran, Aquan)
Skills/Master: Bluff (5) +7, Concentration (5) +5, Diplomacy (10) +12, Disguise (4) +6, Gather Information (10) +12, Handle Animal (1) +3, Knowledge/Arcana (1) +3, Knowledge/Local (5) +8, Knowledge/Nobility&Royalty (5) +8, Knowledge/Religion (8) +10, Knowledge/The Planes (5) +8, Sense Motive (5) +5, Spellcraft (5) +4, Spot (11) +13, Swim (1) +6, Tumble (10) +15
Feats: Weapon Finesse [B, racial], Dodge [B, racial], Constant Guardian [lvl1]

Special Notes:
Constant Guardian [Take –2 penalty on attacks to grant +2 dodge to AC for single ally within 10 feet]
SLAs At Will: Dancing Lights, Detect Good, Detect Evil, Detect Magic, Electric Jolt, Faerie Fire.
SLAs 1/day: Detect Thoughts (DC14), Dispel Magic (HD8), Glitterdust (DC14). The save DCs are charisma based.
Adaptable (Su): An aerie can live virtually anywhere, due to a constant Endure Elements effect on itself.

Gear: Leather Armor [10gp]

Familiar Adjustments:
Spoiler: ShowHide

Natural Armor Adj: +4
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type.
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.


Various Notes:
Spoiler: ShowHide

Skills: Aerie have a +2 racial bonus to listen, search and spot checks. Aeries may use their dexterity bonus instead of their strength bonus on climb, jump and swim checks.
Weapon Proficiency: Proficient with all simple weapons and any weapons mentioned in its entry.

Tiny size modifiers: -8 to CMB, +8 to Hide, +2 to Attack and AC
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB.
<Steph> I might have made a terrible mistake