The Well of Souls

Started by Anastasia, February 24, 2011, 04:50:23 PM

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Anastasia

The fallen go here for reference.
<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

Cast into Hell as the results of a magical cube exploding, Branna's luck only got worse. His magical sword was destroyed by a fiendish fire elemental Rust Monster, his armor met the same fate. This left him defenseless for a chain devil to rip him limb from limb.

Branna, mercenary. Fighter 4//Rogue 4

Size/Type: Medium Humanoid (Human)
Hit Dice: 4d10+4 (27 hp)
Initiative: +9
Speed: 30ft
Armor Class: 15 (+4 dex, +1 dodge)
Base Attack/Grapple: +4/+6
Attack: Sap+6 (1d6+2 plus 2d6 sneak attack, nonlethal)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+2d6
Special Qualities: Trapfinding, evasion, penetrating strike, immunity to shaken, uncanny dodge.
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 14, Dex 18, Con 12, Int 8, Wis 8, Cha 8  
Skills: Climb+9,  Hide+11, Intimidate+6, Jump+9, Listen+6, Move Silently+11, Profession(Mercenary)+6, Spot+8, Swim+9, Tumble+11
Feats: Improved Initiative(H), Iron Will(1), Dodge(F1), Weapon Focus(Longsword)(F2), Blooded(3), Weapon Specialization(Longsword(F4)
Alignment: Neutral

Gear:
Spoiler: ShowHide


Sap
159 GP.
<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

See Branna, but replace chain devil with the acid breath of a half dragon hell hound.

Noel, mercenary. Fighter 4//Rogue 4

Size/Type: Medium Humanoid (Human)
Hit Dice: 4d10+8+4 (36 hp)
Initiative: +7
Speed: 30ft
Armor Class: 14 (+3 dex, +1 dodge)
Base Attack/Grapple: +4/+6
Attack: Sap+8 (1d6+2 plus 2d6+4 sneak attack, nonlethal) or Dagger+6 (1d4+3 plus 2d6+4 sneak attack 19-20 x2)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+2d6+3
Special Qualities: Trapfinding, evasion, penetrating strike, uncanny dodge.
Saves: Fort +7, Ref +7, Will +0 (-2 vs fear)
Abilities: Str 14, Dex 16, Con 14, Int 8, Wis 8, Cha 8 
Skills: Climb+9,  Hide+10, Intimidate+6, Jump+9, Listen+6, Move Silently+10, Profession(Mercenary)+6, Spot+6, Swim+9, Tumble+10
Feats: Improved Initiative(H), Weapon Focus(Sap)(1), Dodge(F1), Toughness(F2), Craven(3), Mobility(F4)
Alignment: Chaotic Neutral

Gear:
Spoiler: ShowHide


Masterwork sap
Dagger
65 GP.
<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

Merc made up stats for Brent as a mechanical exercise and I ended up using them. When you're neckdeep in stat work every little bit can help! That's why it's not in my normal style, I had planned to convert him after this adventure, but...

Brent charged 12 small ash elementals. After all the heat was sucked from his body, his life ended abruptly on the shores of Hell.


Name: Brent Farres
Gender: Male
Type: Humanoid (Human)
Class: Paladin 4 // Scout 4

HP: 40 (3d10=7/5/10)
AC: 17 (10+4/chainmail+1/dex+2/shield), touch 11
Speed: 30ft
Init: +3

BAB/Grapple: +4/+6
Attack: Longsword+7 (d8+2, 19-20/x2), Warhammer+6 (d8+2, x3)
Saves: Fort+10, Ref+9, Will+6

Abilities: Str 15 (+2), Dex 13 (+1), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 17 (+3)
Feats: (H)Combat Expertise, (1)Toughness, (3)Goad, (S3) Roofwalker, (S4)Iron Will

Class Features:
(Paladin) Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead
(Scout) Riposte +1d6/+1AC, Trapfinding, Battle Fortitude+1, Uncanny Dodge, Trackless Step

Skills: (-2 ACP)
Balance 7, Climb 5, Jump 5, Tumble 7, Swim 3
Concentration 4 , Diplomacy 7, Gather Information 5, Sense Motive 4, Listen 7
Knowledge: Dungeoneering 1, Local 2, Nature 1, Religion 5

Spells:
Paladin - (1/day) Prepared: Bless Weapon

Gear:
Mst. Longsword
Mst. Hvy. Steel Shield
Mst. Chainmail
Warhammer (backup weapon)
Adventurer's Kit
<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?

Merc

Alas, Brent's boxers were ill-met as an offering when attempts to bring Andrea back were made~

Character
Name: Andrea Redfall
Gender: Female
Type: Humanoid (Human)

Class: Bard 3/Human Paragon 3 // Paladin 5/Hellreaver 1
Alignment: Chaotic Good
Deity: Alicia Reynes
Level: 6

Languages: Common

About me!
Spoiler: ShowHide
General Description
Andrea is fairly young, 18 years old, and thus pretty idealistic (in the sense of how things -should- work, not necessarily on how they -do- work) and confident about taking on the evils of the world at large. She literally wants to save the world.

Appearance-wise, she is 5'7" tall, with short neck-length straight red hair and bangs that almost reach to her eyes (she usually leaves them alone, not finding them a bother at all, but may use a black hairband to pull her hair back on some rare occassions). Her eyes are a vibrant green color, always looking out at everything with awe and excitement, as if it was new and wonderful, and go cold at the sight of suffering and injustice, demanding that something be done to rectify the situation.

Her skin is lightly tanned, not quite dark, but not entirely fair either, having spent a decent amount of time training herself while outdoors and traveling, although her training was generally simple exercises to strengthen her body and ensuring a healthy constitution. She has a fading thin scar on her neck, usually hidden by clothing/armor, and most people's eyes would probably go to the silver necklace around her neck that displays Alicia's symbol, than the wound.

Andrea tries to live looking at things optimistically in general and seeing the best in people, even enemies, though she's always ready for the worst in them as well. She feels most comfortable wearing her armor, and actually feels almost naked without it, to the point that she worries about every shadow hiding some evildoer.

She also absolutely cannot tolerate hostage-taking as a tactic, and will be as absolutely brutal as she can be against someone who does so. Some people deserve mercy or a second chance. There are those that just don't.

Should an ally/friend ever suggest that as a tactic or act on it, she will probably be extremely horrified, and even if they forget about the idea, probably act coldly to them for a short while before forgiving them. God forbid they actually carry through with it though. If nothing else, she'll have no part with it, and it's the sort of thing that would take a lot to forgive.

Background
Andrea was born on November 22, 405 DK to a family of traders from Balmuria.

Her father, Daniel Redfall, was once a soldier, one of the original graduates from Salman Academy at that, though he certainly wasn't anything impressive by any stretch of the imagination, except for perhaps managing to persevere through Hellman's teachings.

Indeed, while he did alright for himself while in service, he never particularly distinguised himself in any form except in his ability to improve the mood of his comrades and getting along well with them, he had quite a few close shaves with death for that matter, certainly not material for the elite Crimson Guard. Shortly after marrying his old childhood friend, Farrah Dalwood, he decided those few close shaves were a few too many, and decided to retire and settle down, rather than risk leaving his wife an early widow.

As such, after two years in service, he went back to his family and settled down as a trader sometime in the year 400 DK.

Their business went fairly well, having many established contacts by his family, and he added to those with some of the contacts with friends from his time as a soldier. Five years later, Andrea was born. The first six years of her life were pretty typical for a trader's child. She did a lot of traveling, making new friends everywhere she went and living well off, though obviously not in luxury. Had things continued as such, she probably would have grown to be a merchant/trader, a fairly quiet life.

Her course in life veered off track on April 16th, 412 DK. As they were enroute back to Balmuria from a trading trip, their group of traders were taken by surprise by a gang of bandits. Many of the warriors accompanying the traders as security were quickly taken care of in the ambush, and the remainder was badly outnumbered. Daniel joined in to help, still having his old training to fall back on, even if he had not kept up with his streneous training from before and had put on weight in the years since. Andrea doesn't recall much of the fight, except feelings of fear and awe, mostly fear from when one of the bandits grabbed her and her father frightenedly reaching out to her. Pain and darkness quickly followed.

When she came to, she was in the care of a wandering cleric of Alicia's, named Sarina. Sarina did not know if she was the only survivor or left for dead, but at the very least her parents had died in the ambush. Andrea herself had been at death's door when Sarina found her.

Badly traumatized by the experience, she clung to Sarina as something familiar, not only as the only one she currently knew in some form, but she had somewhat heard of Alicia before. Her father liked to occassionally boast that he'd gone to school with former goddesses, including Alicia. Probably tall tales, but it was familiar, in either case.

The traumatized Andrea traveled with Sarina for a year as the woman tried to bring her spirits back up, regailing her with tales about Alicia and the Crimson Guard, and prodding her to help out where she could so she would have something to do, as well as giving her a few introductory lessons with the sword. By the following year, she was a bit more open and closer to the person she used to be, and as Sarina's travels directed them back to Balmuria, she came into the care of her 'Uncle' Cador, an old friend of her father's who had dropped out of the academy program. A tearful departure with Sarina followed, though not before she was introduced to a friend of the cleric, Olan Farres.

She spent much of her teenage years training with Olan, developing the talent that Sarina originally saw in her when she began to teach her the sword, and having a friendly rivalry with Olan's son Brent who was also studying under his father. The two students did recently try to date, and make something deeper of their existing relationship, but things didn't really work out that way between the two. They broke things off and went back to friends/rivals...though there's some underlying awkwardness between them now.

This is what finally pushed her into seeking something to do besides just train, to go into action, to put her skills and training to use, to right wrongs in the world, to be useful and matter! (...and hopefully clear her head and figure things out)

It should be noted that she hasn't left Balmuria's border since returning with Sarina at the age of eight, and given what happened the last time she did, she may have a few inner demons to face on such a trip when it eventually occurs.

Thoughts on gods:
Alicia - Her savior! Andrea is very devout, going as far as carrying a holy symbol as a silver necklace despite not being a cleric, and is rather happy about spreading Alicia's ideals, since those are what saved her, giving her something to focus on and something to do with her young shattered life. She dresses much like other typical followers and following her ideals, and working to improve herself as a defender of the people.

Mystra - While aware of the connection between her patron deity and Mystra, Andrea treats her as most any other god that she doesn't directly worship: Someone to be respectful of. To her, magic is not 'art', it is simply a tool with which to protect and serve others, same as any blade or armor, just different in it's own way.

Lathander - Though Alicia is her patron deity, Andrea finds she resonates well with Lathander's dogma, and so will on occassion give offerings to his church as a sign of respect. Andrea tends to get along rather well with those she's encountered of his church, and is happy to lend a helping hand to any of his followers.

Oghma - While Andrea doesn't fancy herself a scholar or anything of the sort, she does like to collect stories and songs, finding stories to be part of what saved her, and quite a few bards worship Oghma. As such, she at least tries to cultivate and maintain friendly relationships with Oghma's followers.

Milil - Much the same as Oghma.

Tymora - The gods will sort things and out, and justice always prevails! Of course, it never hurts to pad the hand of the goddess in charge of luck with a little bit of gold for a helping hand in exchange, right?

While she's been taught that a good plan is vital to success, Andrea's rebellious spark sometimes causes her to toss caution aside in the name of justice.

Waukeen - Her parents were followers of Waukeen, so she will give a small donation to her church during April if she can, praying to Waukeen to take care of her parents' souls.

Important Days
April 16 - A day of mourning/contemplation, when she lost her family. If it is possible to do so, she will give a donation to Waukeen on this day, or if not, as soon as she's able to.
August 7 - Alicia's holiday/day of ascension! It's also the day that she can usually count on Sarina being around town.
November 22 - Her birthday! Usually nothing exciting or amazing happens, but it's her birthday? And isn't that great?

NPCs
Brent Farres - a friend/rival, and former love interest, he knows how to push her buttons and easily sway her from one emotional extreme to the next. Things are a bit awkward between them as they try to find out how they want to classify their current relationship after a failed romance. HE'S DEAD!!! TRAUMA!

Olan Farres - 'Instructor Farres'. Brent's dad, an old paladin who helped teach Brent and Andrea most of what they know. Gruff and strict, but secretely caring type. He's not a follower of Alicia, but is a friend of Sarina's.

Sarina - Her 'aunt'. She's probably the most important living person in Andrea's life, and the two years she traveled with her are something that will always stay with Andrea. Sarina often travels and isn't often in Balmuria, though, as a result of her chosen profession. She's a bard/cleric.

Cador - Her 'uncle'. They're not very close, Cador is mostly just providing for her out of obligation to her parents and his friendship with them, but he doesn't know how to relate to the damaged child she came back as, and the woman she's blooming to be. He does try to keep abreast of what goes on in her life, but generally leaves her to do as she wishes. In his own way, that's how he cares for her.

Code of Conduct
Never relent in the face of injustice, or act complacently in peace. Support those around you and never abandon those under your care. Do not close your heart to any hand searching for help, for it can often come from unlikely sources.


Stats
HP: 58/58 HP
AC: 18 (+8 armor), touch 10, flat-footed 18
Speed: 30 ft (unarmored), 20 ft (in armor)
Init: +4

BAB/Grapple: +6/+10
Attack: Falchion+12 (2d4+7, +1d6 flaming, 18-20/x2, slashing)
Full Attack: Falchion+12/+7 (2d4+7, +1d6 flaming, 18-20/x2, slashing)
Space/Reach: 5/5

Abilities: Str 18 (+4), Dex 11 (+0), Con 17 (+3), Int 8 (-1), Wis 14 (+2), Cha 20 (+5)
Saves: Fort+14, Ref+11, Will+16
Feats: (H) Weapon Focus[Falchion], (1) Improved Initiative, (3) Toughness, (HP) Power Attack, (6) Divine Vigor

Special Qualities
Hellreaver - Holy Fury, Furious Strike (+2/+1d6)
Paladin - Aura of Good, Aura of Resolve, Charging Smite, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Smite Evil, Turn Undead.
Bard - Bardic Music (3/day), Countersong, Healing Hymn, Hymn of Fortification, Inspire Courage+1, Loresong.
Paragon - Adaptive Learning (Intimidate), Ability Boost (+2Cha)
Other - Earth Body Charge (DR2/adamantine).
Spoiler: ShowHide

Aura of Good - I shine with goodness!
Aura of Resolve - Immune to Compulsions, allies within 10 ft get +4 to saves vs compulsion.
Charging Smite - If using smite on charge, deal +2 dmg/level. Smite is not used if miss.
Detect Evil - At will, use as spell, but is a spell-like ability.
Divine Grace - Add +5 (Cha) to saves.
Divine Health - Immune to all diseases (including supernatural/magical diseases).
Lay on Hands - Can heal wounds by touch, up to 25HP (Cha x Paladin level).
Smite Evil - (2/day) Add +5 (Cha) to attack roll and add paladin level to damage (+5 atk/+5 dmg) vs evil enemy.
Bardic Music - (3/day) Use Countersong, Healing Hymn, Hymn of Fortification, and/or Inspire Courage+1.
Countersong - I counter with song...
Healing Hymn - While performing and for 5 rounds after, all conjuration (healing) spells gain a +9 (perform rank) sacred bonus on rolls. If used before going to sleep for 1 full minute, all allies recover 2x HP.
Hymn of Fortification - Fortify self or one ally (within 30 ft) as if by Protection from Evil.
Inspire Courage+1 - While performing and for 5 rounds after, yourself and all allies (within 30ft) gain +1 to attack/damage and saves vs charm/fear.
Loresong - (2/day) Add +4 insight bonus to a single attack, check or save.
Holy Fury - 1/encounter, free action. Attacks are good-aligned, immune to fear, gain 6 HF points (PrC level+cha).
Furious Strike - Swift action, spend 1 HF pt to get +2 attack and +d6 damage (on evil targets only).
Divine Vigor - Spend TU (std action), gain +12 temp HP (+2hp/level) and +10 ft speed for 5 rounds (cha).


Skills
Social - Bluff 9 (+14), Diplomacy 9 (+18), Gather Information 6 (+11), Sense Motive 9 (+11), Intimidate 9 (+14)
Knowledge - Arcana 1 (+0), Local[Balmuria] 1 (+0), Religion 6 (+5), Planes 4 (+3)
Other - Climb 5 (+9), Jump 5 (+9), Concentration 5 (+8), Perform[oratory] 9 (+14), Perform[song] 1 (+6), Use Magic Device 5 (+10)
Note - Armor Check Penalty -5

Spells
Bard
0 - (3/day) Known: Cure Minor Wounds, Know Direction, Light, Message, Prestidigitation, Songbird
1 - (5/day) Known: Inspirational Boost, Cure Light Wounds, Improvisation, Expeditous Retreat(Swift)
2 - (2/day) Known: Alter Self, Mirror Image, Cure Moderate Wounds
Paladin
1 - (2/day) Prepared: Lesser Restoration x2

Gear
Money - 985gp, 7sp, 1cp
Spoiler: ShowHide

Red Feather (Falchion+1, flaming)
Fancy Scabbard 6gp (for Red Feather)
Mst. Full Plate, 1650gp

Sunrod x1 (from Josa's Cabinet)
Healing Nectar x2 (from Josa's Cabinet)

Mst. Falchion 375gp (old gear)
Mst. Splint mail 350gp (old gear)

Holy Symbol, silver 25gp
Traveler's outfit, free
Backpack 2gp

Bedroll 1sp
Blanket 5sp
Pouch, belt 1gp
Soap, 1lb 5sp
Tent 10gp
Whetstone 2cp
Climber's Kit 80gp
Rope, Hempen 1gp


Notes:
Spoiler: ShowHide
Class Variants:
Bard: Using Divine Bard variant.
Paladin: Using Paladin of Freedom variant.

Hit Point Rolls: 1, 5, 10, 4, 4
Ability Score Increases: (Lv 4) +1 Cha, (Lv 6 Paragon) +2 Cha
Skills: 10x4+10+10+8+8+8=84
Lvl-Ups:

  • 1 = Brd/Pldn
  • 2 = Brd/Pldn
  • 3 = Brd/Pldn
  • 4 = Prg/Pldn
  • 5 = Prg/Pldn
  • 6 = Prg/Hlrv

[13:33] <Kotono> Your body has been charged with earth-elemental energy. You gain damage reduction 2/adamantine.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

Simmer was a half fire elemental dryad, created by a fluke of ley line experimentation. She joined Whimsical Sweets and saw the world beyond her tree, though it came to a tragic end at the hands of the depraved nymph Senaril.

Simmer, Dryad 4/Outsider 2//Half-Fire Elemental 3/Sorcerer 3

Size/Type: Medium Outsider (Fire)
Hit Dice: 4d6-4+2d8-2+6 (21 hp)
Initiative: +6
Speed: 30 ft
Armor Class: 20 (+6 Dex, +4 natural)
Base Attack/CMB/CMD: +4/+4/20
Attack: Dagger+10 (1d4 19-20) or Masterwork Red Crystal Longbow+11 (1d8 x3)
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 5/cold iron, wild empathy, immunity to fire and disease, orphaned, darkvision 60ft,. vulnerability to cold.
Saves:    Fort +3, Ref +13, Will +10
Abilities: Str 10, Dex 23, Con 9, Int 16, Wis 15, Cha 20
Skills: Concentration+6, Escape Artist+15, Handle Animal+12, Hide+15, Knowledge(Nature)+12, Knowledge(Arcana)+12, Listen+11, Move Silently+15, Ride+7, Search+11, Spot+11, Spellcraft+12, Survival+10, Use Rope+13.
Feats: Toughness(1), Weapon Finesse(3), Eschew Material Components(S1), Practiced Spellcaster(6)
Alignment: Chaotic Neutral

Racial and innate powers:
Spoiler: ShowHide
Spell-like abilities

3/day— charm person, deep slumber 1/day—burning hands, flaming sphere, produce flame, suggestion. Caster level 6th. The save DCs are charisma-based.

Wild Empathy (Ex)

This power works like the druid's wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

Orphaned (Ex)

As a result of a ley-line surge, pure fire energy consumed Simmer and her tree. Her tree was charred to ash, which is normally fatal to a dryad. Ambient fire energies filled the void left by the death of Simmer's tree, which allowed her to survive. She is no longer bound to her tree and may travel freely, however, she suffers a -2 penalty to constitution to reflect the physical trauma this has inflicted on her. Further, she has lost her tree stride, tree shape, speak with plants and entangle spell-like abilities.


Sorcerer powers:
Spoiler: ShowHide


Simmer casts as a 3nd level sorcerer. (Caster level 6th.)

Spell charges: 6/7

0: Detect Magic, Flare, Mage Hand, Mending, Resistance.
1: Burning Hands, Blades of Fire*, Mage Armor.

*Spell Compendium


Gear:
Spoiler: ShowHide


Dagger
Masterwork Red Crystal Longbow
20 cold iron arrows
6 healing nectars
Rock quartz worth 59 marks.
1726.5 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?

Yuthirin

They say that the life of a martial artist is fraught with peril, and no end could be more suited to these words than Wayland's. Died protecting his friends and fighting for justice, eviscerated by Senaril. Wise, but not bright.

Character
Name: Wayland Revellia
Class: Monk 6//Fighter 3/Psychic Warrior 3
Race: Air Genasi
Medium Native Outsider, Air Subtype (Humanoid)
Diety: Ilmater
Alignment: Lawful Neutral
Gender: Male
Age: 25
Height: 5' 9"
Weight: 179
Eyes: Icy Blue
Hair: Gray
Skin: Light Blue

Stats
HP: 58
Ability Scores: Str 16(+3), Dex 16(+3), Con 14(+2), Int 11(+0), Wis 16(+3), Cha 9(-1)
Initiative: 7 (3+4)
Saves: Fort 9 (5+2+2)
         Ref 8 (5+1+3)
         Will 8 (5+1+3)
         (Conditional modifier: +1 vs Air spells & effects)
AC: 19 (+3 Dex, +1 Dodge, +3 Wis, +1 Class, +1 deflection {ring}) Touch 19, Flat-footed 15
BAB: 6/1
CMD: 23
CMB: 9
Grapple mod: 9
Speed: 50ft.
Languages: Common, Elven
Wealth: 914gp 3sp 5cp
Power Points per Day: 9
Powers Known: 3

Attacks
Full Attack: Unarmed, +10/+5 (1d8+3+1d6 Electrical, x2) or Sling, +9/+4 (1d4+1 x2)

Special Attacks
Flurry of Blows: +9/+9/+4, all damage +1d6 Electrical, so long as Unarmed
Stunning Fist: +10 (DC 18 target stunned for 1 round) 6/day
Power Attack
Psionic Fist: Deals an extra 2d6 damage on hit, expends psionic focus

Psychic Powers Known
Level 1: Offensive Precognition, Inertial Armor, Stomp

Psychic Power Notes
Spoiler: ShowHide
Inertial Armor: 1 Standard Action
Cost: 1
Duration: 1 hour/level
Adds +4 to ac, Armor bonus. Functions as a field of force.
Augment: For every 2 additional power points spent, bonus increases by 1

Offensive Precognition: 1 Standard Action
Duration: 1 minute/level
Grants +1 insight bonus to attack rolls
Augment 1: For every 3 additional power points spent, bonus increases by 1
Augment 2: Spend 6 points to manifest as a swift action

Stomp: 1 Standard Action
Cost: 1
Range: 20 ft
Reflex negates, no resistance
Deals 1d4 nonlethal and causes all in cone-shaped spread to become prone.
Augment: For every additional power point spent, power does an extra 1d4 nonlethal.


Feats
Spoiler: ShowHide
Fighter Bonus Feats
-Dodge
-Weapon Focus (Unarmed)

Monk Bonus Feats
-Stunning Fist
-Deflect Arrows
-Improved Disarm

Psychic Warrior Bonus Feats
-Psionic Body
-Psionic Fist

Standard Feats
-Power Attack
-Psionic Talent
-Improved Initiative


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision (60ft)
-Levitate
-Breathless
-Native Outsider

Class Abilities
-Flurry of Blows
-Improved Unarmed Strike
-Evasion
-Simple Weapon Proficiency
-Martial Weapon Proficiency
-Lay On Hands
-Ki Strike (Magic, for purposes of defeating damage reduction)
-Slow Fall (30 ft.)
-Purity of Body (Immune to all non-magical diseases)
-AC Bonus +1


Skills
Spoiler: ShowHide

Class Skills
Autohypnosis:           12=9+3(Wis)
Balance:                   5=2+3(Dex)
Climb:                      6=3+3(Str)
Concentration:          11=9+2(Con)
Diplomacy:                1=2-1(Cha)
Escape Artist:           5=2+3(Dex)
Handle Animal:           -1=0-1(Cha)
Hide:                       5=2+3(Dex)
Intimidate:                4=5-1(Cha)
Jump:                      12=1+8(Synergy)+3(Str)
Knowledge (Arcana):  1=1+0(Int)
Knowledge (Psionics): 5=5+0(Int)
Knowledge (Religion):  2=2+0(Int)
Listen:                     5=2+3(Wis)
Move Silently:           4=4+3(Dex)
Perform:                  -1=0-1(Cha)
Ride:                       5=2+3(Dex)
Search:                   1=1+0(Int)
Sense Motive:           8=5+3(Wis)
Spot:                      5=2+3(Wis)
Swim:                      5=2+3(Str)
Tumble:                   12=9+3(Dex)

Cross-Class Skills
Gather Information:    0=1-1(Cha)


Weapons & Gear
Spoiler: ShowHide
Weapons
-Masterwork Sling

Gear
-Belt Pouch
 -Bullets
-Monk's Outfit
-Cold iron-studded gloves
-Ring of Protection +1 (Deflection)
-Ki straps (+2 DC for Stunning Fist)
-Healing Nectar x 4


Background
Spoiler: ShowHide
He was found wrapped in thick wool cloth as an infant by an uncommonly accepting elvish couple. So recognizing him as an outsider to their lands, they named him Wayland and took him in. Wayland grew up in Rena, a farming village in the kingdom of Pallanth. Largely unaffected by the changes caused by the alliances with the United Baronies, his family lived off of the land, trading when they could and generally being modestly successful. Living and trading on the southernmost border of House Chillander's lands was harsh, but profitable.

Throughout his childhood, Wayland was plagued by misconceptions and social stigma, and it took him until his teen years to finally earn a modicum of acceptance from his adoptive people. However, while he understood that he was different from the elves around him, he did not understand why this was so. Lashing out at a world he felt he had no place in, he became a petty scofflaw in his early years, causing trouble for his parents and his village. His parents, rather confused by his chaotic behavior and trying to help, arranged for Wayland to be trained in the arts of combat in hopes of giving him direction and purpose. His mind often wandered, though, to what could have been if he had known his true parents.

As his innate abilities began to appear he came to the idea that, as others could not stay underwater indefinitely, nor could they levitate at will, nor even could they move with the same grace, he must be better than them. This arrogant streak, coupled with a burgeoning wanderlust, led him into trouble with the law of the village. After several altercations and censures, he could no longer resist his wanderlust and left the village at the age of twenty years, stealing a horse in the process.

For two years, Wayland wandered, his lack of direction and inner turmoil stifling his maturity. He sought answers as to why he was different, and perhaps who his true parents were. He committed crimes of various degrees against travelers and adventurers in his time, mostly food and supply theft, and saw little consequence in them. It was not until his wanderings guided him to the Southern Galkass Mountains did he find the Temple of the Divine Wind. It was with the men and women inside that temple that he truly found himself. The monks within immediately recognized him for what he was and welcomed him, giving him shelter and encouraging him to stay. After two weeks in their care, he realized that he felt more at home in the Temple than he ever had at home with his adoptive parents. He agreed to stay with the monks and learn all that he could from them.

He trained with the Order of the Divine wind for two and a half years, learning the physical and mental disciplines required of his new lifestyle. As he learned, he was educated on just what he was, an Air Genasi, a being whose ancestry contained, somewhere, an air elemental of some power. He came to understand that this was a burden that he would carry for the rest of his life, and that he would always struggle with the alien nature of his ancestry.  He also came to the realization that he had done wrong by those he had stolen from. When at last he was given Journeyman status within the Order, he was given a task. The task was to find and give aid or restitution to those he had wronged, until such a time as he could admit to his heart of hearts that his debt was truly paid and his spirit in balance and unburdened. Solemnly accepting this task, he so set forth from the temple.

Now he travels, searching for those he owes payment and hoping to find someone who can tell him of his true parents. Along the way, he has returned to Rena and repaid his debts, even paid for the horse he'd stolen five years previous. He has encountered various traders, paid small debts with coin or deed, and now his travels bring him to the United Baronies and Balmuria.


Description & Personality
Spoiler: ShowHide
Wayland is an obvious non-human. His skin is a light blue, and his hair is fine and downy, a light gray. His eyes are a shining light blue, like ice. Instead of hiding his differences, he revels in them, enjoying the fact that he is different than others. He tends to dress lightly in white and blue fabrics. Any sudden movements he makes are occasionally accompanied by the sound of gusting wind.

He can be snide and condescending to those of more native planar races when angered, but much of this attitude has been blunted by his strict martial training and discipline. While no longer outspokenly disdainful of others, he still holds himself above most other humanoids. He can and often does mask his condescending nature, as his current ethos does not allow for the garnering of more karmic debt than is strictly necessary.


Mount
Name: Swiftwind
Type: Light Horse
Template:
Spoiler: ShowHide
Size/Type:   Large Animal
Hit Dice:   3d8+6 (19 hp)
Initiative:   +1
Speed:   60 ft. (12 squares)
Armor Class:   13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:   +2/+8
Attack:   Hoof -2 melee (1d4+1*)
Full Attack:   2 hooves -2 melee (1d4+1*)
Space/Reach:   10 ft./5 ft.
Special Attacks:   —
Special Qualities:   Low-light vision, scent
Saves:   Fort +5, Ref +4, Will +2
Abilities:   Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:   Listen +4, Spot +4
Feats:   Endurance, Run
Environment:   Temperate plains
Organization:   Domesticated or herd (6-30)
Carrying capacity: 150lbs for Light Load, no encumbrance.

Swiftwind Carries:
Riding Saddle
Bit & Bridle
Saddle Bags
-Bedroll
-Tent
-Cold Weather Outfit
-Block & Tackle
-Fishhooks
-2 Days worth of Feed


HP Rolls
Spoiler: ShowHide
1st Level: Full
2nd Level: 7
3rd Level: 3
4th Level: 7
5th Level: 10
6th Level: 5


Odd Maths & Notes
Spoiler: ShowHide
Melee Strike Calculation: BAB+Attribute+Feats, 6+3+1
Ranged Strike: 6+3
Monks get full BAB
Grapple: Str+BAB+Size
Skills are Total=Ranks+Misc/Bonus+ Ability Modifier
Elemental strike damage is not boosted by critical strikes
Psychic Power DC=10+Power Level+Wisdom Mod+Any additional modifiers
You cannot spend more power points in total on any given power that is greater than the manifestor level.
+4 skill points each level.

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?

Anastasia

Sylvie's not dead, but I'm putting her old build here for reference.

Sylvie, Factotum 4//Fighter 1/Monk 3

Size/Type: Medium Humanoid (Human)
Hit Dice: 1d10+3+3d8+9 (39 hp)
Initiative: +12
Speed: 40ft
Armor Class: 21 (+2 dex, +6 int, +1 deflection, +1 monk, +1 armor)
Base Attack/CMB/CMD: +4/+5/25
Attack: Unarmed Strike+6 (1d10+2) or Masterwork Crystal Longbow+7 (1d8+1 x3)
Full Attack: Flurry of Blows+4/+4 (1d10+2)
Space/Reach: 5ft/5ft
Special Attacks: Arcane dilettante, inspiration (3 points/encounter), stunning fist (4/day, DC 18), cunning strike.
Special Qualities: Cunning insight, cunning knowledge, trapfinding, brains over brawn, cunning defense, evasion, still mind.
Saves: Fort +8, Ref +8, Will +4 (+2 vs enchantment)
Abilities: Str 12, Dex 15, Con 17, Int 22, Wis 13, Cha 16 
Skills:  Appraise+13, Bluff+8, Concentration+10, Decipher Script+11, Disguise+7(+9 in character), Forgery+11, Heal+5, Hide+9, Jump+11, Knowledge(Arcana)+15, Knowledge(Local: Balmuria)+18, Knowledge(Nature)+15, Knowledge(Planes)+15, Knowledge(Religion)+15, Move Silently+9, Perform(Singing)+8, Profession(Heraldist)+6, Profession(Mascot)+6, Spellcraft+13, Swim+9, Tumble+14 (Add int to str/dex based skills.)
Feats: Jack of All Trades(H), Kung-Fu Genius(1), Improved Initiative(F1), Stunning Fist(M1), Improved Unarmed Strike(M1), Combat Reflexes(M2), Skill Focus(Knowledge:Local)(3)
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 2 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)

Spells: Blades of Fire, Prestidigitation.

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.


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.

DC 17, 3/day.

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.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.



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.
[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.
[Reserve Weapon]Silver studded gloves: Unarmed strikes count as silver. Not worn.
[Skill Booster]Merchant's Scale: +2 circumstance bonus to appraise checks that involve weighing, including precious metals.
[Skill Booster]Knowledge Prism: +2 circumstance bonus to all knowledge checks(Barring psionic ones)
[Expendable]Healer's Kit: +2 circumstance bonus to heal checks, 9 uses left.
[Expendable]8 healing nectars.
[Expendable]Elemental Gem, Fire: Summons a large fire elemental. See SRD.
531 marks


Notes:
Spoiler: ShowHide


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

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.
Serene Visage: Boost to bluff.

<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

Olan isn't dead, but with Andrea gone he may not ever show up in the story again. Moving him here, there's little reason to have him cluttering up NPCs.

Of course this doesn't mean he may not come back, we shall see.


Olan's an old, retired paladin. He's lost some physical stats due to age, but he's not worthless yet.

I'm treating Shield Ward as applying the shield bonus to CMD. It adds it to touch AC and a bunch of combat abilities as written for 3.5's style, so this feels like the proper translation.

Olan Farres, retired paladin.

Paladin 6//Fighter 6

Size/Type: Medium Humanoid (Human)
Hit Dice: 6d10+12 (51 hp)
Initiative: +4
Speed: 30ft
Armor Class: 22 (+1 dodge, +7 armor, +4 shield)
Base Attack/CMB/CMD: +6/+8/23
Attack: Dawnglory+10 (1d8+3 plus 2d6 vs undead)
Full Attack: Dawnglory+10/+5 (1d8+3 plus 2d6 vs undead)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 2/day, spells.
Special Qualities: Aura of good, lay on hands(24 hp), divine grace, aura of courage, detect evil, divine health, turn undead(2d6, dc add later), call mount, remove disease.
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 15, Dex 10, Con 14, Int 14, Wis 16, Cha 19
Skills: Balance+4, Concentration+11, Diplomacy+13,  Handle Animal+13, Knowledge(Local: Balmuria)+6, Knowledge(Religion)+11, Ride+9, Sense Motive+12, Tumble+4
Feats: Great Fortitude(H), Improved Initiative(1), Weapon Focus(Longsword)(F1), Dodge(F2), Sun Devotion(3), Weapon Specialization(Longsword(F4), Shield Specialization(Heavy)(6), Shield Ward(F6)
Epic Feats: -
Alignment: Lawful Good

Gear:

Dawnglory: Longsword+1, undead bane.
Heavy Steel Shield+1
Breastplate+2

Spells

1: Cure Light Wounds, Divine Favor.
<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

Same thing with Brent.

Brent 2.0. No real changes besides a math checks. I may tweak him a little later and I should add Olan's sword. I'll do that a little later.


Brent Farres, returned from the dead.

Paladin 4//Scout 4

Size/Type: Medium Humanoid(Human)
Hit Dice: 4d10+4+4 (40 hp)
Initiative: +2
Speed: 30ft
Armor Class: 17  (+1 dex, +4 armor, +2 shield)
Base Attack/CMB/CMD: +4/+6/17
Attack: Longsword+7 (1d8+2 plus 1d6 riposte)
Full Attack: Longsword+7 (1d8+2 plus 1d6 riposte)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 1/day, spells, riposte +1d6/+1 AC
Special Qualities: Aura of good, detect evil, divine grace, lay on hands(12 hp), aura of courage, divine health, turn undead(1d6; DC 15), trapfinding, battle fortitude+1, uncanny dodge, trackless step.
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 15, Dex 13, Con 12, Int 13, Wis 10, Cha 17   
Skills:  Balance+8, Climb+9, Concentration+8, Diplomacy+10, Gather Information+10, Jump+9, Knowledge(Dungeoneering)+7, Knowledge(Local)+7, Knowledge(Religion)+7, Listen+7, Sense Motive+7, Spot+7, Tumble+8, Swim+9
Feats: Combat Expertise(H), Toughness(1), Goad(3), Roofwalker(S3), Iron Will(S4)
Epic Feats: -
Alignment: Lawful Good

Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

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

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

Divine Health (Ex)

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

Turn Undead (Su)

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


Scout powers
Spoiler: ShowHide


Any time the scout attacks a foe that has made a melee or ranged weapon attack against her within the past round (whether or not the attack hit you), her attack deals an extra 1d6 points of damage. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th).

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

At 3rd level, the scout gains a +1 competence bonus to Armor Class against any creature to which she has dealt riposte damage, as described above. This bonus lasts until the start of her next turn. If she deals riposte damage to more than one creature in a round, she gains this bonus against all of them; it is not limited to a single foe. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

The scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Trapfinding (Ex)

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

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

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

Trackless Step (Ex)

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


Gear:
Spoiler: ShowHide


Masterwork Longsword
Masterwork Chainmail

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

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

Anastasia

Old build.Yuria

Rogue 5/Fighter 1//Adept 6

Size/Type: Medium Humanoid(Human)
Hit Dice: 5d6+15+1d10+3+6 (52 hp)
Initiative: +9
Speed: 30ft
Armor Class: 18 (+5 dex, +3 armor)
Base Attack/CMB/CMD: +4/+5/20
Attack: Majesty's Judgment+10 (2d4+2 19-20 x4 and 3d6 sneak attack)
Full Attack: Majesty's Judgment+10 (2d4+2 19-20 x4 and 3d6 sneak attack)
Space/Reach: 5ft/5ft
Special Attacks: Spells, sneak attack+3d6
Special Qualities: Evasion, uncanny dodge, penetrating strike.
Saves: Fort +6, Ref +10, Will +5
Abilities: Str 12, Dex 20, Con 16, Int 8, Wis 11, Cha 16 
Skills: Climb+10, Concentration+12, Handle Animal+12, Heal+9, Knowledge(Nobility and Royalty)+8, Knowledge(Religion)+8, Knowledge(Local: Malmuth)+8, Listen+9, Spellcraft+8, Spot+9, Survival+9, Swim+10
Feats: Weapon Finesse(H), Improved Initiative(1), Law Devotion(3, +2), Telling Blow(6), Toughness(F1)
Epic Feats: -
Alignment: Axiomatic Neutral

Adept powers:
Spoiler: ShowHide


Spells

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

1: Cure Light Wounds, Protection from Chaos, Wall of Smoke.
2: Invisibilityx2

Advanced Learning (Ex)

Yuria has chosen Wall of Smoke(2nd level) and Eagle's Splendor(4th level) as her advanced learning spells.


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.


Gear:
Spoiler: ShowHide


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

[Expendable]2 potions of cure moderate wounds.
14.3 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

Fuck Senaril. That is all.

Yuria

Fighter 1/Rogue 5//Favored Soul 6

Size/Type: Medium Humanoid(Human)
Hit Dice: 5d8+15+1d10+3 (50 hp)
Initiative: +5
Speed: 30ft
Armor Class: 18 (+5 dex, +3 armor)
Base Attack/CMB/CMD: +6/+7/22
Attack: Majesty's Judgment+13 (2d4+2 19-20 x4 and 3d6 sneak attack)
Full Attack: Majesty's Judgment+13/+8 (2d4+2 19-20 x4 and 3d6 sneak attack)
Space/Reach: 5ft/5ft
Special Attacks: Spells, sneak attack+3d6, turn undead+3d6 6/day.
Special Qualities: Evasion, uncanny dodge, penetrating strike, resistance to cold 10.
Saves: Fort +8, Ref +13, Will +5
Abilities: Str 12, Dex 20, Con 16, Int 8, Wis 11, Cha 16 
Skills: Climb+6, Concentration+12, Handle Animal+8, Heal+6, Knowledge(Nobility and Royalty)+8, Knowledge(Religion)+8, Knowledge(Local: Malmuth)+4, Listen+9, Spellcraft+4, Spot+9, Survival+9, 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)
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:

6/7/6/4

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, 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

[Expendable]2 healing nectars
[Expendable]1 pixie's honeydew
[Expendable]1 jumping juice
[Expendable]8 axiomatic waters
4144.08 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?

Yuthirin

#12
Senaril is a filthy whore, and I hate shadows.

Character
Name: Orval Bofjyr
Class: Wizard 7//Cleric 7
Race: Dwarf
Spoiler: ShowHide
Medium Humanoid
Diety: Dumathoin (Knowledge, Dwarf)
Alignment: Neutral Good
Gender: Male
Age: 66
Height: 4' 4"
Weight: 200
Eyes: Slate
Hair: Black
Skin: Ruddy

Stats
HP: 52
Ability Scores:
    Str:  11 (+0)
    Dex: 16 (+3)
    Con: 14 (+2)
    Int:  18 (+4)
    Wis: 19 (+4)
    Cha: 12 (+1)
Initiative: 3
Saves: Fort 5+2+2=9
          Ref  2+3=5
          Will  5+4=9
AC: 15 (10+3 Dex+2 Deflection)
Touch: 15
BAB: 5
CMD: 20
CMB: 5
Grapple mod: 5
Speed: 20
Languages: Common, Dwarven, Draconic, Terran, Infernal, Celestial
Wealth: 523g 1s On-hand

Attacks
Full Attack: 5+1(Insight) 1d6, 4x on critical strike
Ranged Touch: 5+3 Dex+1(Insight)


Magic
Spoiler: ShowHide
Wizard

Spells per Day
0: 4
1st: 4+1
2nd: 3+1
3rd: 2+1
4th: 1+1

Spells Prepared
0: Detect Magic, Detect Poison, Acid Splash, Ghost Sound
1: Alarm, Shield, Magic Missile, Magic Missile, Grease
2: Scorching Ray, Blur, Tasha's Hideous Laughter, Cat's Grace
3: Stinking Cloud, Haste, Empowered Magic Missile
4: Summon Monster IV, Empowered Scorching Ray

Spells Known
0: All
1: Alarm, Shield, Magic Missile, Feather Fall, Identify, Grease, Charm Person, Unseen Servant, Comprehend Languages
2: Scorching Ray, Blur, Tasha's Hideous Laughter, Bear's Endurance
3: Stinking Cloud, Haste, Dispel Magic, Fireball
4: Leomund's Secure Shelter, Summon Monster IV

Spell DCs
0: 14
1: 15
2: 16
3: 17
4: 18

Cleric

Spells per Day
0: 6
1st: 4+1 (+1 Domain)
2nd: 3+1 (+1 Domain)
3rd: 2+1 (+1 Domain)
4th: 1+1 (+1 Domain)

Spell List
0: Purify Food/Water, Mending, Create Water, Read Magic, Guidance
1: Protection from Evil, Deathwatch, Divine Favor, Shield of Faith, Obscuring Mist
2: Bull's Strength, Cure Moderate Wounds, Cure Moderate Wounds, Lesser Restoration
3: Cure Serious Wounds, Magic Circle Against Evil, Prayer
4: Sending, Restoration

Domain Spells
1: Magic Weapon
2: Bear's Endurance
3: Clairaudience/Clairvoyance
4: Divination

Save DCs
0: 14
1: 15
2: 16
3: 17
4: 18


Familiar
Spoiler: ShowHide
Arachiel (Lantern Archon)
Size/Type:    Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice:        26 hp (7 HD)
Initiative:    +4
Speed:    Fly 60 ft. (perfect)
Armor Class:    18 (+1 size, +7 natural), touch 11, flat-footed 15
Base Attack/Grapple:    +5/
Attack:    Light ray +5 ranged touch (1d6)
Full Attack:    2 light rays +2 ranged touch (1d6)
Space/Reach:    5 ft./5 ft.
Special Attacks:    Spell-like abilities
Special Qualities:    Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves:    Fort +5 (+4 against poison), Ref +2, Will +5
Abilities:    Str 1, Dex 11, Con 10, Int 9, Wis 11, Cha 10
Skills:    Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats:    Improved Initiative
Alignment:    Lawful Good
Familiar Traits:    AC +3 Natural, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Light Ray (Ex): A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities

At will—aid, detect evil, continual flame. Caster level 3rd.

Archon Traits:

   Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Will DC 12 negates.

   Immunity to electricity and petrification.

   +4 racial bonus on saves against poison.

   Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.)

   Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.

   Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.


Feats
Spoiler: ShowHide
 -Empower Spell
-Toughness(1st Level)
-Combat Casting
-Planar Familiar
-Great Fortitude (Bonus Domain Feat)
-Scribe Scroll


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision
-Stonecunning: +2 to Search checks to look for unusual stonework or hidden stone doors. Can also intuit depth.
-Weapon Familiarity: Dwarven Urgrosh & Dwarven Waraxe treated as common weapons.
-Stability: +4 vs bull rush & trip attempts when standing on the ground.
-+2 to saving throws vs. poison.
-+2 to saving throws against all spells and spell-like effects.
-+1 to attack vs. orcs & goblinoids
-+4 dodge AC vs giants and giant subtypes (ogres, trolls, etc.)
-+2 to Appraise checks vs stone or metal items
-+2 to Craft checks when working with stone or metal
-Casting all divination spells at +1 caster level

Class Abilities
Wizard
  -Familiar
  -Summon Familiar

Cleric
  -Turn Undead 4/day, 4d6 damage/healing in burst, DC 16 (10+3+1+2 Synergy)


Skills
Spoiler: ShowHide

Class Skills
Concentration (Con)             11=9+2
Craft (Metalworking) (Int)     10=9+4+2
Decipher Script (Int)             7=8+4
Diplomacy (Cha)                  10=9+1
Heal (Wis)                           10=7+4
Knowledge: History (Int)       12=8+4
Knowledge: Arcana (Int)       13=9+4
Knowledge: Religion (Int)      13=9+4
Knowledge: The Planes (Int)  13=9+4
Profession  (Wis)                   4=0+4 (Untrained)
Spellcraft (Int)                      15=9+4+2 Synergy

Cross-Class Skills
Spot (Wis)                            6=2+4


Weapons & Gear
Spoiler: ShowHide
Weapons
 -Mattock

Armor
 -Ring of Protection +2 (Deflection)
 -Jeweled robes

Miscellaneous
 -Pearl of Power, Spell Level 2
 -Healing Nectar x 2
 -Inkpen
 -Vial of Ink
 -Scroll Paper x5
 -Scroll Case
 -Spell Book (41/100 blank pages remaining)
 -Spell Component Pouch

At Home
 -Cask of Dwarven Spirits
 -Sheaf of papers detailing obscure arcane theories
 -Backpack stuffed with crystals of all colors and types
 -Collection of 12 books of erotic dwarven blacksmithing poetry(Woohoo!)
  -3500 gold


Background
Spoiler: ShowHide
Orval grew up along with his twin brother Whurric in the undercity of Irongates. He was born with a birthmark on his chest, shaped vaguely of a mountain with a dot inside of it. He was given the name Orval, "Gem-messenger" in Dwarvish, his birthmark believed to be a sign from Dumathoin. He trained from childhood in the ways of Dumathoin's priests and clergy, learning to understand the value of the secrets of the earth, the beauty of both raw and crafted materials, and the joy of discovery. In this joy of discovery, he found that he also had a knack for uncovering and manipulating the secrets of the arcane. Rejoicing, he delved deep into his studies of the nature of the universe and the world around him.

As he grew up, he often found himself in friendly competition with his brother. While Orval tended to be scholarly and wise, Whurric excelled in the art of war. It seemed that they would be forever balancing and counterbalancing one another, and this would only be made more so when Whurric discovered his hidden talent for accessing the wisdom and crafts of dwarven ancestry. In channeling the power of his ancestors, Whurric brought remembrance and honor to them. For this, Orval has great pride for his brother.

It was during a recent Deepstone Triad that Orval was visited by a silent vision: In it he saw a mute city, full of bustling people of many races. He felt a great tugging in his chest. As the vision cleared, he settled into deep prayer and meditation. Long after the day's observation had ended, he discussed it with the Diamond Talhund, the city's high priest of Dumathoin. The Diamond Talhund told Orval that Dumathoin had, for reasons only known to the Keeper of Secrets Under the Mountain, shown him where he was needed.

Needing no further convincing, Orval prepared for the journey immediately after the Deepstone Triad had ended. His destination, Balmuria.


Description & Personality
Spoiler: ShowHide
Orval has slate-gray eyes and black hair. The hair on his head is swept back, revealing a balding pate, while his beard is meticulously combed, a large plait flowing down the center, framed by two smaller plaits on each side. His voice is deep and gravely, reminiscent of the darker places in the earth.

His face is kind, and his smile jovial. He rarely has a cruel word for anyone, and he often goes out of his way to help others. He values the discovery of new things, and the protection of the history of his people. He is easygoing and slow to anger, but can be swift and vicious in his violence if truly roused.


HP Rolls
Spoiler: ShowHide
1,6,8,5,6,8


Odd Maths & Notes
Spoiler: ShowHide
Grapple: Str+BAB+Size
Skills are Total=Ranks+Ability Modifier+Misc/Bonus
+4 skill points each level.
Skills: 10/5 See p22 PHB3.5
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

Cunning and trickery is rewarded with a short and brutal death

Name: Janson
Class: Scout 7//Warlock 7
Deity: Jannath
Alignment: Chaotic Good
Race: Human
Gender: Male
Age: 20
Height: 6'0"
Weight: 176lb
Eyes: Brown
Hair: Ginger

Description
Spoiler: ShowHide

Janson is a tall and somewhat solidly built figure, having filled out only recently from his lanky teenage years, and possessing rather rounded and soft features that highlight his youthfulness. His skin is pale and freckled, often burning red from spending most of his time outdoors, an unfortunate byproduct of his rather bright ginger hair that falls in loose curls to form a rather shaggy and unkempt mane around his face, often adorned by a couple of day's worth of stubble.

In terms of clothing, he mostly favours wearing simple homespun - while intrigued by the more fancy fabrics and designs available in Balmuria, he's content to stick with the familiar, and frugal enough not to spend his savings on fancy clothing. Furthermore, he refuses to wear fur or leather clothing, preferring plant-based materials or wool where he can.

Having been raised in a matriarchal society, Janson instinctively defers to women in most social situations. While he's otherwise quite assertive, the conditioning of his youth still marks him, although by the same token he doesn't understand stereotypes of delicate and sheltered women, and gentlemanly conduct in that regard only leaves him mystified.

Religion doesn't play a very large part in his life at all, as only girls could truly be initiated into Jannath's mysteries. While he uses Jannath's name as an oath, and prays to her in stressful situations, he doesn't feel any sort of connection or piety towards the nature goddess, but is mostly ignorant of alternative faiths.

As someone who can talk to animals as easily as he can talk to humans, he is very protective towards them, although this did not always go over well in a village where the natural circle of life was celebrated, and hunting for meat was an important cultural institution. Despite this, he adheres to strict vegeterianism, and considers the welfare of an animal to be every bit as important as the welfare of a human.


Background
Spoiler: ShowHide

Janson was born in Aralla, an isolated village in the Barbarian Lands, to Ophelia, an initiate in the cult of Jannath. She never told him much about his father, apparently a wanderer she had a brief fling with - a similar fling produced his half sister, Holly two years later, and as he grew up he saw such brief relationships occur rather regularly as Ophelia took advantage of whatever opportunities she could while living in the female dominated village where men were outnumbered ten to one.

Not that young Janson particularly minded growing up with girls who didn't even know of the existence of typical lady-like stereotypes and were happy to play all the same games he did - especially the games they started playing as they grew older. With much of the Barbarian Lands under the control of Jannath's followers and numerous benevolent fey creatures, he and his friends could safely explore much of the wilds growing up. Thus he spent many an afternoon clambering through subterranean gnomish ruins, long since plundered of treasure and stripped of traps by adventurers of years ago but still containing hints and lore to interest a curious young mind, or simply play act the fabled battles of days gone by with his friends.

It was while growing up that Janson was discovered to possess a rare gift, being capable of freely talking with animals in a manner that was the preserve of druids and shamans of Jannath, and then only after devoted study and prayer. This made him something of a village celebrity, his talent thought to mark him as especially blessed by the goddess. Not being particularly devout, he was less sure of this explanation, and discovered an alternative explanation in a time-ravaged treatise on fiendish magic of all places. The tome had been written by a gnome thousands of years ago, and predominantly concerned itself with the sort of magic a supplicant could acquire through both bargains with the pit and certain bloodlines - however it mentioned in passing certain other sources of power, which included spirits of nature.

This reasonated with Janson, for family legend often spoke of this ancestor who was seduced by a satyr, or that ancestor who was beloved by a dryad. And by following the instructions he could decipher within the tome, he found himself capable of performing eldritch feats after many experiments of trial and error. While he kept the book secret, to avoid misunderstandings due to its primarily diabolical focus, his experiments did not go unnoticed. Despite never actually being censured, rumours spread and the elders clucked their tongues in disapproval of a young man acting out so.

Growing disenchanted with life in the village where women are lauded and held over everything while men are held back, he eventually decided to leave. Saying goodbye to his family and friends, he decided to head for the dominant city of the area, a place where he might be able to find his destiny on his own terms, and see more than the same two dozen faces every day - Balmuria!


Medium Humanoid (Human)
HP: 62
Initiative: +4
Speed: 40
AC: 18 (+3 dex, +4 armour, +1 deflection) 14 touch, 18 flat footed
Base attack/CMB/CMD: +5/+6/20
Attack: Eldritch Blast +8 (4d6+2)
Full attack:
Space/Reach: 5/5
Special Attacks: Skirmish (+2d6, +2 AC), Improved Skirmish (+2d6, +2 AC), Eldritch Blast (4d6), Invocations, Spell like Abilities
Special Qualities: Trapfinding, Battle Fortitude (+1), Uncanny Dodge, Detect Magic, Trackless Step, DR 5/Cold Iron, Deceive Item, Evasion, Flawless Stride
Saves: Fort: +6, Ref: +9, Will: +7 (+10 vs Enchantment)
Abilities: STR 12, DEX 16, CON 16, INT 15, WIS, 12, CHA 15
Skills: Bluff: +12, Craft (Sculpture) +6, Disable Device +14, Disguise +12, Hide +15, Knowledge (Arcane) +14, Knowledge (Dungeoneering) +12, Knowledge (Nature) +14, Listen +11, Move Silently +15, Search +12, Sense Motive +11, Spellcraft +14, Spot +11, Survival +11, Tumble +13, Use Magic Device +12
Feats: Fey Heritage, Track, Fey Skin, Improved Skirmish (B), Fey Presence

Languages: Common, Sylvan, Gnomish

Invocations
Spoiler: ShowHide

Least
Spiderwalk
Call of the Beast
See the Unseen
Earthen Grasp (B)
Lesser
Humanoid Shape


Spell like Abilities
Spoiler: ShowHide

1/day
Charm Monster (DC 16)
Deep Slumber (DC 15)
Disguise Self


Inventory
Spoiler: ShowHide

3,424gp

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

Backpack
Bedroll
10x Chalk
Crowbar
Fishhook
Clay jug
Hammer
Manacles
10x piton
100ft silk rope
Sack
Shovel
2x Vial
Waterskin
Dice set made of carved amethyst

Noble's Outfit or Traveler's Outfit



Home
Spoiler: ShowHide

House Moutan - Once a winter home of the Moutan clan of Tauret, purchased by Janson after the demise of the family scion. It is classical luxury, everything rich, expensive and secluded. The large grounds are in the Western Reaches, private with a large hedge maze that wraps around the front. Within are six bedrooms, two outhouses and special enchanted chamber pots that never need emptying, and an absolutely huge swimming pool with it's own bound small water elemental to keep things fresh, as well as with a heating option for hot springs in the winter months.

Jar of flowery smelling powder
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
Traveler's Outfit
Courtier's Outfit
3x Noble's Outfit
Fancy Bicorne



Base Skills
Spoiler: ShowHide

150 points (+4 bonus)

Bluff +10, +2 synergy to Diplomacy, Intimidate, & Disguise checks to stay in character
Craft (Sculpture) +4
Disable Device +10
Disguise +10
Hide +10
Knowledge (Arcane) +10, +2 synergy to Spellcraft
Knowledge (Nature) +10, +2 synergy to Survival above ground
Listen +10
Move Silently +10
Search +10, +2 synergy to Survival when tracking
Sense Motive +10, +2 synergy to Diplomacy
Spellcraft +10, +2 synergy to Use Magic Device with scrolls
Spot +10
Survival +10, +2 synergy to Knowledge (Nature)
Tumble +10
Use Magic Device +10, +2 synergy to Spellcraft with scrolls


HP Rolls: 8 + 6 + 6 + 5 + 2 + 8 + 6