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Started by Anastasia, September 25, 2010, 05:17:11 PM

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Anastasia

This is for allied NPC stats. I'm putting up Josa here l super-early, mostly to show what these should look like and to familiarize you guys with how I'm building NPCs. Normally I wouldn't put him up so early.
<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
Josa Confector, Wizard 5/Candymancer 3//Half Elf Paragon 3/Elf Paragon 3/Marshal 2

Size/Type: Medium Humanoid (Elf)
Hit Dice: 8d8+16+8 (53 hp)
Initiative: +0
Speed: 30ft
Armor Class: 12 (+2 armor)
Base Attack/CMB/CMD: +7/+8/18
Attack: Sweet Cravings+9 (1d6+1 18-20)
Full Attack: Sweet Cravings+9/+4 (1d6+1 18-20)
Space/Reach: 5ft/5ft
Special Attacks: Spells, candymancy
Special Qualities: Immunity to sleep, sickened and nauseated, low-light vision, elven blood, divided ancestry, elfsight, auras, cast iron stomach.
Saves: Fort +9, Ref +13, Will +7 (+4 vs enchantment)
Abilities: Str 12, Dex 10, Con 14, Int 23, Wis 9, Cha 16   
Skills: Concentration+15, Craft(Candy)+17, Bluff+13, Diplomacy+20, Gather Information+11, Knowledge(Arcana)+20, Knowledge(Geography)+17, Knowledge(Local: Pallanth)+17, Knowledge(Nobility and Royalty)+17, Listen+10, Profession(Confectioner)+17, Spellcraft+17, Spot+10 (+4 racial to spot, listen and search, +3 racial to diplomacy and gather information, +2 to other cha based skills.)
Feats: Toughness(1), Scribe Scroll(W1), Endurance(HEP1), Strong Stomach(3), Empower Spell(W5), Weapon Focus(Rapier)(EP2), Insightful Reflexes(6), Skill Focus(Diplomacy)(M1), Skill Focus(Profession(Confectioner)(C2), Skill Focus(Knowledge:Arcana)(Book)
Epic Feats: -
Alignment: Chaotic Neutral

Racial and innate powers:
Spoiler: ShowHide


Elven Blood (Ex)

For all effects related to race, a half-elf is considered an elf.


Wizard powers:
Spoiler: ShowHide


Josa casts arcane spells as a 8th level wizard.

Spell Slots: 4/6/4/3/3

0: Dancing Lights, Mending, Prestidigitation, Ray of Frost
1: Charm Person, Expeditious Retreat, Grease, Magic Missile, True Strike, Unseen Servant
2: False Life, Hideous Laughterx2, Webx2
3: Fireballx2, Dispel Magicx2
4: Orb of Firex2, Summon Monster 4



Half Elf Paragon powers:
Spoiler: ShowHide


Divided Ancestry (Ex)

Unlike other racial paragons, half-elves can take levels in more than one racial paragon class. After gaining at least one level as a half-elf paragon, a character can take either elf paragon levels or human paragon levels (but not both).

Elven Senses (Ex)

At 1st level, a half-elf paragon's visual acuity improves to match that of an elf's. A half-elf paragon's racial bonus on Search, Listen and Spot checks increases to +2.

Persuasion (Ex)

A 2nd level half-elf paragon's racial bonus on Diplomacy and Gather information checks increases to +3. She gains a +2 racial bonus on all other Charisma-based skills.


Elf Paragon powers:
Spoiler: ShowHide


Elfsight (Ex)

An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Resist Enchantments (Ex)

An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex)

At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.


Candymancer powers:
Spoiler: ShowHide


Candymancy (Su)

A candymancer specializes in creating magical candy. As a full round action he may use his magic to create special candy that has a variety of effects. Creating any candy requires a DC 20 profession(confectioner) check. Failures results in the attempt being wasted. Candy so created lasts for 1 minute or until consumed. The effect and duration of the candy is noted in the description for each candy. At first level a Candymancer selects one ability from the lesser candymancy list. At each level he gains another candy he can create. At fourth level he may select candies from the normal or lesser candymancy lists, and at eighth level he may select from the greater, normal or lesser lists. Any time a spell level is needed, user the candymancer's total level; for example a 5th level wizard/2nd level candymancer would have a caster level of 7 for any candymancy.

A candymancer can create candy as many times per day as his candymancer level. For example, a 3rd level candymancer can create candy three times per day.

Josa selected the honey bomb, rock candy and cherry bomb candymancies.

Cast Iron Stomach (Ex)

A candymancer has to try myriad ingredients and endure failures as he learns his craft. As a result his stomach can endure almost anything! He gains immunity to sickened and nauseated, a candymancer is never affected by these conditions.


Marshal Powers
Spoiler: ShowHide


Minor Aura (Ex)

A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. Josa knows the following auras: Motivate Dexterity(Cha to dex checks)

Major Aura (Ex)

A major aura adds a +1 bonus to certain rolls. Josa knows the following auras: Motivate Care(AC)


Gear:
Spoiler: ShowHide


[Weapon]Sweet Cravings: Rapier+1, keen. Readied.
[Head]Circlet of Mages: +2 competence bonus to concentration checks, comes with 3 charges per day. Sacrifice x number of charges to retain a spell of x level, where x equals the level of the spell, after casting.
[Wrists]Bracers of Armor+2: Grants a +2 armor bonus to armor class.

[Reserve Weapon]Masterwork Dagger.
[Reserve Armor]Chain Shirt: Not worn, in storage. Used if combat is expected.
[Skill Booster]Magical Cookie Spatula: +5 competence bonus to profession(confectioner) checks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#2
Sylvie

Factotum 7//Swashbuckler 3/Monk 2/Chameleon 2

Size/Type: Medium Humanoid (Human)
Hit Dice: 3d10+9+4d8+12+7 (68 hp)
Initiative: +8
Speed: 30ft
Armor Class: 21 (+2 dex, +6 int, +1 deflection, +1 monk, +1 armor)
Base Attack/CMB/CMD: +7/+8/28
Attack: Unarmed Strike+13 (1d8+11) or Masterwork Crystal Longbow+13 (1d8+4 x3)
Full Attack: Unarmed Strike+13/+8 (1d8+11) or Flurry of Blows+11/+11/+6 (1d8+11) or Masterwork Crystal Longbow+13/+8 (1d8+4 x3)
Space/Reach: 5ft/5ft
Special Attacks: Arcane dilettante, inspiration (4 points/encounter), stunning fist (4/day, DC 23), cunning strike, opportunistic piety, insightful strike, aptitude focus 1/day.
Special Qualities: Cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense, evasion, grace+1.
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 12, Dex 15, Con 17, Int 22, Wis 13, Cha 16  
Skills: Appraise+16, Bluff+12, Concentration+16 Decipher Script+7, Disguise+12(+14 in character), Forgery+8, Heal+7, Hide+9, Knowledge(Arcana)+20, Knowledge(Dungeoneering)+18, Knowledge(Local: Balmuria)+18, Knowledge(Nature)+18, Knowledge(Planes)+18, Knowledge(Religion)+18, Move Silently+10, Perform(Singing)+13, Profession(Heraldist)+2, Profession(Mascot)+5, Sense Motive+8, Spellcraft+17, Swim+9, Tumble+17 (Add int to str/dex based skills.)
Feats: Jack of All Trades(H), Kung-Fu Genius(1), Weapon Finesse(S1), Knowledge Devotion(3), Stunning Fist(M1), Improved Unarmed Strike(M1), Combat Reflexes(M2), Skill Focus(Concentration)(Book), Toughness(6), Ability Focus(Stunning Fist)(C2; floating feat)
Epic Feats: -
Alignment: Neutral.

Factotum powers:
Spoiler: ShowHide


Inspiration (Ex)

The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level. Sylvie has 4 inspiration points.

Cunning Insight (Ex)

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

Cunning Knowledge (Ex)

When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex)

You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Arcane Dilettante (Sp)

2 spells per day, 2nd level max.

Spells: Mage Armor, Shield, Mirror Image.

At 2nd level, you gain a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the wizard/sorcerer spell list based on your factotum level.  You can choose one spell at 2nd level, and you gain additional spells as shown on the table.  You can select any wizard/sorcerer spell up to that level, but you can only prepare one spell of your maximum level. Your caster level equals your factotum class level. The save DCs are intelligence based.

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

(Omitted last thing about metamagic, need to check that.)

Brains over Brawn (Ex)

At 3rd level, you gain your intelligence bonus as a modifier on strength checks, dexterity checks, and skill checks based on strength and dexterity, such as jump, hide, move silently and so on.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend one inspiration point to gain your intelligence bonus as a dodge bonus to armor class against one opponent for one round. Using this ability is a free action. You can use this ability even while using medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once per turn on a single foe.

Cunning Strike (Ex)

Starting at 4th level, you can spend 1 inspiration point to gain 1d6 sneak attack. When determining if you can SA something that has uncanny dodge, use your factotum level as your rogue level.

Opportunistic Piety (Su)

Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

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


Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

At 2nd level a swashbuckler gains a +1 competence bonus to reflex saves. She loses this bonus if she is wearing medium or heavy armor, or is carrying a medium or heavy load.

Insightful Strike (Ex)

A 3rd level swashbuckler adds her intelligence modifier as a bonus to damage rolls with any weapon finesse-able weapon.


Monk powers:
Spoiler: ShowHide


Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Intelligence bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Stunning Fist (Ex)

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Int modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Evasion (Ex)

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


Chameleon Powers:
Spoiler: ShowHide


Aptitude Focus (Ex)

Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. An aptitude focus ability is usable once per day at 1st level, twice per day at 5th level, and three times per day at 10th level. At 5th level, you can change your aptitude focus one time per day, and at 10th level you can change your aptitude focus two times per day. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).

Sylvie uses Arcane Focus by default right now. This is factored into her stat block. Make the appropriate changes if she switches.

Arcane Focus

+2 competence bonus to K:A and spellcraft, +2 competence to will saves.

Sylvie casts as a 2nd level arcane chameleon(Caster level 4th). The save DCs are 16+spell level. This is her default set, assume this unless she specially prepares for a given day under this focus.

0: Detect Magic, Detect Poison, Prestidigitationx2,
1: Shield, Improvisationx2, Magic Missilex2.
2: Bear's Endurance, Mirror Image, See Invisibility.

Combat Focus

All martial weapons count as proficient, +2 competence to hit/damage rolls, +2 competence to fortitude saves.

Divine Focus

+2 competence K:R, +2 competence fort and will saves.

Sylvie casts as a 1st level divine chameleon.(Caster level 2nd) The save DCs are 11+spell level.This is her default set, assume this unless she specially prepares for a given day under this focus.

0: Cure Minor Wounds, Light, Mending, Virtue.
1: Cure Light Woundsx2, Divine Favorx2.
2: Lesser Restoration.

Stealth Focus

Gain uncanny dodge, +2 competence on disable device, hide, move silently and search checks. +2 bonus to reflex saves.

Wild Focus

Gain wild empathy and woodland stride, +2 competence on climb, jump, handle animal, K:N and survival checks. +2 bonus on fortitude saves.


Gear:
Spoiler: ShowHide

[Weapon]Cold iron studded gloves: Unarmed strikes count as cold iron. Worn.
[Weapon]Masterwork Red Crystal Longbow plus 20 cold iron arrows. Prepared.
[Head]Circlet of Intelligence+2: +2 enhancement bonus to intelligence.
[Neck]Necklace of Natural Attacks+1: +1 enhancement bonus to attack and damage rolls with unarmed strikes.
[Wrists] Bracers of Armor+1: +1 armor bonus to armor class.
[Hands]Ki Straps: +2 bonus to stunning fist DC.
[Ring 1]Ring of Protection+1: +1 deflection bonus to armor class.
[Belt]Monk's Belt: Unarmed strike and monk's armor bonus are treated as being five levels higher, and allows one extra use of stunning fist per day.
[Feet]Tumbler's Boots: +2 circumstance bonus to tumble checks.

[Reserve Weapon]Dagger: 1d4 damage, can be weapon finessed. Carried.
[Reserve Weapon]Silver studded gloves: Unarmed strikes count as silver. Not worn, carried.
[Holy Symbol]1 silver holy symbol of Oghma. Carried.
[Holy Symbol]3 wooden holy symbols of Oghma. Carried.
[Skill Booster]Merchant's Scale: +2 circumstance bonus to appraise checks that involve weighing, including precious metals. Kept at home.
[Skill Booster]Knowledge Prism: +2 circumstance bonus to all knowledge checks(Barring psionic ones) Carried.
[Skill Booster]Masterwork Flute: +2 circumstance bonus to perform checks involving playing it. Kept at home.
[Expendable]Healer's Kit: +2 circumstance bonus to heal checks, 9 uses left. Carried.
[Spellbook] Spellbook 1: 18/100 pages used. Detect Magic, Detect Poison, Prestidigitation, Charm Person, Improvisation, Magic Missile, Shield, Bear's Endurance, Darkvision, Detect Thoughts,  Locate Object, Mirror Image, See Invisibility. Carried.

All misc items are kept at home unless otherwise noted.

[Misc]Elysian Silk opera gloves.
[Misc]Book of the scriptures and tactics of the Red Knight.
[Misc]A fiery treatise on why homosexuality is destroying elven birth rates and thus the entire race.
[Misc]A puzzle-book revolving around Mechanus styled logic.
[Misc]Plain iron ring with the brand of house Roth of Kelara.

9469.32 marks

Janson's things, kept aside for now.

3,424gp+7,242gp
Masterwork Chain Shirt
Ring of Protection +1
Pact Bracers
Potion of Remove Blindness
CL 5 scroll of Remove Blindness x2
CL 1 Wand of Cure Light Wounds (34 charges)
Treatise of Gnomish Blood Magic (Counts as a Masterwork Tool for Knowledge (Arcana) and Knowledge (Planes) granting a +2 circumstance bonus to either when used)
Masterwork Thieves' Tools
Soft-Soled Boots (Masterwork Tool for Move Silently, +2 circumstance bonus)
Disrupted-Pattern Cloak (Masterwork Tool for Hide, +2 circumstance bonus)
2x Acid Flask
2x Antitoxin
2x Thunderstone
Clearwater tablet

Dice set made of carved amethyst
Large statue of Tiamat, carved of solid stone and encrusted in salt
Set of ten cut crystal shot glasses
Clockwork figurine, of a spear carrying angel on the charge
A lewd painting of Sune, Hanali Cenaril and a whole lot of nymphs
Book of eladrin poetry, reflecting on freedom and love
A set of fancy silverware
Cold Weather Outfit
Traveller's Outfit
Courtier's Outfit
3x Noble's Outfit
Fancy Bicorne


Notes:
Spoiler: ShowHide


Sylvie speaks common, elven, dwarven, sylvan, celestial and auran.

Knowledge devotion boosts: Everything is +3. This is an insight bonus, she always takes ten for the sake of speediness.

Spell list

This is mostly to keep track of useful spells for Sylvie's Arcane Dilettante. It's a mix of what she's seen, super common SRD spells that she thinks are useful, and generally a few more obscure spells that really help her. It's a cheat sheet to keep my shit straight.

1:

Enlarge Person: +1 size category, useful for AoOs. Aaeru also uses it.
Blades of Fire: +1d8 fire  weapon, stacks. Swift action to use.
Endure Elements: After the Hell trip this is a natural reaction.
Mage Armor: Simmer knows it and it's a good AC buff.
Burning Hands: Simmer knows it.
Magic Missile: Traditional.
Lesser Orb of Cold: Since the party has fire covered...
Appraising Touch: +10 insight to appraise, useful for days she needs to identify crap.
Blood Wind: Useful to give herself or Wayland/Aaeru a ranged attack.

<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
Neveril, Sirine 5/Martial Rogue 2//Bard 4/Sirine Paragon 3

Size/Type: Medium Fey (Aquatic)
Hit Dice: 7d6+7+7 (44 hp)
Initiative: +4
Speed: 30ft, swim 60ft
Armor Class: 25 (+4 dex, +4 deflection, +1 dodge, +6 armor)
Base Attack/CMB/CMD +5/+5/23
Attack: Shortsword+9 (1d6) or unarmed touch+9 (1d4 intelligence damage)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Charming song, intelligence damage, spell-like abilities, bardic music
Special Qualities: Damage reduction 5/cold iron, amphibious, deflection, low-light vision, soothing touch, bardic knowledge, improved spell-like abilities, fey skin, trapfinding, evasion.
Saves: Fort +3, Ref +13, Will +10
Abilities: Str 10, Dex 18, Con 12, Int 13, Wis 16, Cha 19
Skills:  Concentration+11, Escape Artist+14, Handle Animal+14, Heal+13, Hide+14, Knowledge(Nature)+13, Listen+15, Perform(Dance)+25, Perform(Oratory)+22, Perform(Song)+22, Swim+18
Feats: Dodge(1), Song of the Heart(3), Water Devotion(6), Toughness(MR1), Skill Focus(Dance)(Book), Weapon Finesse(MR2)
Epic Feats: -
Alignment: Chaotic Good

Racial and innate powers:
Spoiler: ShowHide
Spell-like abilities: 3/day: alter self, fog cloud, improved invisibility. Caster level 7th. The save DCs are charisma based.

Charming Song (Su)

As a standard action, a sirine may sing a beautiful song. Any who hear this song, regardless of distance, must make a DC 17 will save or be afflicted as by a charm person spell. This effect lasts for 12 hours and does not grant a +5 bonus to its saving throw if the sirine has attacked or been hostile to the targets.

Intelligence Damage (Su)

The unarmed touch of a sirene deals 1d4 points of intelligence damage. This damage increases to 2d4 on a critical hit.

Deflection (Su)

The sirene gains her charisma modifier as a deflection bonus to armor class.

Soothing Touch (Su)

As a standard action, the touch of a sirene can remove any intelligence damage caused by herself or another sirene.

A sirene receives a +8 racial bonus to perform and swim checks.


Bard powers:
Spoiler: ShowHide


Neveril casts as a 6th level bard.

Spell charges: 3/4/3

0: Dancing Lights, Lullaby, Know Direction, Mage Hand, Mending, Prestidigitation.
1: Cure Light Wounds, Improvisation(SC), Inspirational Boost(SC), Remove Fear.
2: Heroism, Hold Person, Mirror Image.

Bardic Knowledge (Ex)

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

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. Neveril's check is 1d20+5.

Bardic Music (Su)

Neveril performs as a 4th level bard. (Countersong, healing hymn inspire courage+2, inspire competence.)

Healing Hymn (Sp)

If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive  to healing.

To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue perform­ing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.

In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hitpoints). If the music is interrupted, the magic of the
song is lost.  Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability.


Rogue powers:
Spoiler: ShowHide


Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Gear:
Spoiler: ShowHide


[Weapon]Shortsword. Readied.
[Armor]Mithral Breastplate+1

[Expendable]Healer's Kit: +2 circumstance bonus to heal checks, 10 uses left.
[Expendable]2 sunrods.
[Expendable]1 flask of holy water.
[Expendable]1 flask of acid.
[Expendable]1 electric taffy.

2906.23 marks.

<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
Balyss, Aasimar Cleric 6/Silverstar 1//Favored Soul 6/Ardent Dilettante 1

Size/Type: Medium Outsider(Native)
Hit Dice: 7d8+14 (54 hp)
Initiative: +0
Speed: 30ft
Armor Class: 20 (+7 armor, +3 shield)
Base Attack/CMB/CMD: +5/+7/17
Attack: Lunarock+9 (1d8+3)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, turn undead.
Special Qualities: Darkvision 60ft, resistance to fire 10, resistance to acid, cold and electricity 5, lore, heightened senses, moon spells.
Saves: Fort +9, Ref +7, Will +11
Abilities: Str 14, Dex 10, Con 15, Int 12, Wis 18, Cha 18  
Skills: Concentration+12, Diplomacy+13, Heal+14, Knowledge(Arcana)+11, Knowledge(Religion)+11, Knowledge(Planes)+11, Sense Motive+12, Spellcraft+11, Survival+8 (+3 spot/listen)
Feats: Empower Turning(1), Initiate of Selune(3), Weapon Focus(Heavy Mace)(FS3), Blind-Fight(6)
Epic Feats: -
Alignment: Chaotic Good

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: 1/day-Daylight. Caster level 7th.


Cleric powers:
Spoiler: ShowHide


Balyss casts as a 7th level cleric with access to the Moon and Protection domains. Her save DCs are 14+spell level. (Caster level 12th with augury and divination) She may also prepare Moon domain spells as normal spells.

0: Create Waterx2, Detect Magicx2, Detect Poison, Light.
1:  (Faerie Fire), Command, Cure Light Wounds, Omen of Peril, Summon Monster 1x2.
2: (Moonbeam), Auguryx2, Divine Protection, Zone of Truth.
3: (Moon Blade), Invisibility Purge, Lesser Visage of the Deity.
4: (Spell Immunity), Divination, Fear.

Granted Powers:

+2 hit/damage versus lycanthropes
Grant a +6 resistance bonus to the next save one touched person for one hour, once per day.

Turn Undead (Su)

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

Balyss can turn undead six times a day, with a save DC of 16. She channels 3d6*1.5 positive energy and may do so as a swift action. She may only turn undead once a turn.


Favored Soul powers:
Spoiler: ShowHide


Balyss casts as a 6th level favored soul. Her save DCs are 14+spell level.

Spell charges: 6/7/6/4

0: Amanuensis, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Mending, Virtue.
1: Bless, Divine Favor, Entropic Shield, Moon Lust, Shield of Faith.
2: Cure Moderate Wounds, Divine Insight, Healing Lorecall, Lesser Restoration. *1 casting of Divine Insight is presumed at the start of each day, +11 bonus.
3: Mass Aid, Mass Align Weapon, Cloak of Bravery.

Ardent Dilettante powers:
Spoiler: ShowHide


Heightened Senses (Ex)

An Ardent Dilettante adds a bonus to his spot/listen skills equal to 1+1/2 his Ardent Dilettante level.

Lore (Ex)

As bardic lore, Balyss has a modifier of +2.

Gear:
Spoiler: ShowHide


[Weapon]Lunarock: Moonlight mithral heavy mace+1, holy. Readied. (Counts as a +1 weapon total due to moonlight mithral's properties.)
[Armor]Splint mail+1
[Shield]Heavy steel shield+1

[Holy Symbol]1 silver holy symbol of Selune
[Holy Symbol]2 wooden holy symbols of Selune
[Expendable]1 scroll of cure critical wounds


Notes:
Spoiler: ShowHide


Initiate of Selune adds the following spells to her spell lists: 1: Handfire. 3: Moon Blade. 4: Strength of the Beast, Wall of Moonlight. 5: Moon Path, Moon Web.
<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
Marianne

Duskblade 7//Sorcerer 6/Frost Mage 1

Size/Type: Medium Humanoid(Human)
Hit Dice: 7d8+28 (69 hp)
Initiative: +2
Speed: 30ft, fly 60ft (perfect)
Armor Class: 19 (+6 armor, +2 dex, +1 natural)
Base Attack/CMB/CMD: +7/+8/20
Attack: Masterwork Rapier+9 (1d6+1 18-20 x2)
Full Attack: Masterwork Rapier+9/+4 (1d6+1 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, metamagic specialist 7/day
Special Qualities: Arcane attunement, armored mage(medium and heavy shields), quick cast 1/day, spell power+2
Saves: Fort +10, Ref +4, Will +7
Abilities: Str 12, Dex 15, Con 18, Int 17, Wis 11, Cha 19   
Skills: Bluff+15, Climb+11, Concentration+14, Intimidate+24, Knowledge(Arcana)+13, Knowledge(Architecture and Engineering)+13, Knowledge(Geography)+13,  Knowledge(Local:Balmuria)+13, Sense Motive+10, Spellcraft+13, Swim+11
Feats: Empower Spell(H), Snowcasting(1), Eschew Material Components(S1), Combat Casting(D2), Frozen Magic(3), Non-Lethal Substitution(cold)(S5), Arcane Strike(6)
Epic Feats: -
Alignment: Neutral (Neutral Evil tendencies)

Racial powers:
Spoiler: ShowHide


Terror (Ex)

A fragment of Marianne's old powers have returned to her. A mastery of fear as the Destroyer grants her Intimidate as a class skill at all times, as well as a +10 racial bonus on intimidate checks. Further, she gains a fly speed of 60ft (perfect), as the world is still in awe of the legacy of the Destroyer.


Duskblade powers:
Spoiler: ShowHide


Marianne casts as a 6th level duskblade. The DCs for her spells are 13+spell level. Spells with an asterisk can be arcane channeled.

6/7/6

0: Ray of Frost, Touch of Fatigue*
1: Chill Touch*, Ray of Enfeeblement, Resist Energy, Shocking Grasp, Swift Expeditious Retreat, True Strike
2: Bear's Endurance, See Invisibility, Touch of Idiocy*

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 day 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 remainder of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Sorcerer powers:
Spoiler: ShowHide


Marianne casts as a 7th level sorcerer.

6/7/7/5

0: All of them. Who cares?
1: Ice Dagger, Lesser Orb of Cold, Nerveskitter, Shield, True Casting.
2: False Life, Glitterdust, Mirror Image
3: Greater Mage Armor, Ice Lance.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Rapier

[Neck]Amulet of Health+2: +2 enhancement bonus to constitution.
[Cloak]Cloak of Charisma+2: +2 enhancement bonus to charisma.
[Feet]Boots of Haste
1853.11 marks.

<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
Lyris

Scout 7//Fighter 5/Master Thrower 2

Size/Type: Medium Humanoid(Human)
Hit Dice: 5d10+10+2d8+4 (56 hp)
Initiative: +10
Speed: 40ft
Armor Class: 20 (+5 dex, +4 armor, +1 deflection)
Base Attack/CMB/CMD: +7/+9/25
Attack: Masterwork Dart+14/+14 (1d4+4 plus 4d6+2 skirmish plus poison)
Full Attack: Masterwork Dart+14/+14 (1d4+4 plus 4d6+2 skirmish plus poison) or Masterwork Dart+14/+14/+14 (1d4+2 plus 4d6+4 skirmish plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish(+2d6, +2 AC), palm throw.
Special Qualities: Battle fortitude+1, trapfinding, uncanny dodge, trackless step, improved evasion, flawless stride.
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 14, Dex 20, Con 14, Int 11, Wis 12, Cha 16   
Skills: Balance+17, Escape Artist+15,  Hide+15, Knowledge(Dungeoneering)+10, Knowledge(Geography)+10, Knowledge(Nature)+12, Listen+11, Move Silently+15, Sleight of Hand+10, Spot+11, Survival+11, Tumble+15, Use Magic Device+8.
Feats: Master of Poisons(H), Subduing Strike(1), Weapon Focus(Darts)(F1), Point Blank Shot(F2), Precise Shot(3), Weapon Specialization(Darts)(F4), Improved InitiativeS4), Improved Skirmish(6),
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Empty Body (Su)

Lyris can assume an ethereal state for 1 round per hit die per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her hit dice.


Gear:
Spoiler: ShowHide


[Weapon]60 darts+1
[Armor]Mithral Shirt

[Hands]Gloves of Dexterity+2.
[Ring 1]Ring of Protection+1.
[Feet]Skirmisher's Boots: +2 damage to skirmish, 2/day gain an extra attack at full BAB when you move 10ft or more in a round, swift action to activate.

[Expendable]5 doses of large scorpion venom: DC 18 fort, 1d6/1d6 str.
2553.11 marks.
<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
Yuria

Fighter 2/Rogue 5//Favored Soul 7

Size/Type: Medium Humanoid(Human)
Hit Dice: 5d8+15+1d10+6 (61 hp)
Initiative: +9
Speed: 30ft
Armor Class: 18 (+5 dex, +3 armor)
Base Attack/CMB/CMD: +7/+8/23
Attack: Majesty's Judgment+14 (2d4+2 19-20 x4 and 3d6 sneak attack)
Full Attack: Majesty's Judgment+14/+9 (2d4+2 19-20 x4 and 3d6 sneak attack)
Space/Reach: 5ft/5ft
Special Attacks: Spells, sneak attack+3d6, turn undead+4d6 6/day.
Special Qualities: Evasion, uncanny dodge, penetrating strike, resistance to cold 10.
Saves: Fort +9, Ref +13, Will +5
Abilities: Str 12, Dex 20, Con 16, Int 8, Wis 11, Cha 16 
Skills: Climb+6, Concentration+13, Handle Animal+8, Heal+6, Knowledge(Nobility and Royalty)+9, Knowledge(Religion)+9, Knowledge(Local: Malmuth)+4, Listen+10, Spellcraft+4, Spot+10, Survival+10, Swim+6.
Feats: Law Devotion(H), Apt Learner(Knowledge: Nobility and Royalty and Survival)(1), Weapon Finesse(F1), Telling Blow(3), Weapon Focus(Scythe)(FS3), Malmuthian Spell Training(6), Improved Initiative(F2)
Epic Feats: -
Alignment: Axiomatic Neutral

Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.


Favored Soul
Spoiler: ShowHide


Yuria casts as a 6th level favored soul. Her save DCs are 13 + spell level.

Spell charges:

6/7/7/5

Spells known

0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink.
1: Axiomatic Water, Cure Light Wounds, Detect Chaos, Divine Favor, Grave Strike, Protection From Chaos.
2: Cure Moderate Wounds, Deific Vengeance, Divine Presence, Eagle's Splendor, Invisibility.
3: Axiomatic Storm, Crown of Might, Cure Serious Wounds.


Gear:
Spoiler: ShowHide


[Weapon]Majesty's Judgment: Scythe+1, keen. Counts as her holy symbol for magic.
[Armor]Masterwork studded leather

811.11 marks.
<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?