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Started by Sierra, March 13, 2011, 02:17:18 PM

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Sierra

This is their home.

Level 12, starting cash 108k gold...not much else to say really, mostly going with core Pathfinder rules here. Not really bothering with alignment as it generally doesn't gel with my way of thinking. I don't think this adversely affects any important class features for your chosen classes, but let me know if something comes up. Minor handicaps can probably be handwaved away in some manner or substituted with something else.

Corwin

#1
Corben, Human, Barbarian 12
Hair: Blonde, Eyes: Blue, Age: 25

HP: 137 (163 during rage)
Init: +12
Speed: 40ft
Armor Class: 26 (30 during surprise rounds, 24 during rage)
Base Attack: +12
Full Attack/Falcion: +19/+14/+9 to hit, 2d4+10 damage, 15-20/x2 (+2 to hit, +3+2d6 damage vs Undead)
Full Attack/Falcion (during rage): +24/+19/+14 to hit, 2d4+16 damage, 15-20/x2
Full Attack/Chakram: +16 to hit, 1d8+6 damage (+2 during rage), 20/x2, 30ft
CMB: +18/+22 to Sunder (+21/+25 to Sunder during rage)
CMD: 31 (34 during rage)
Saves: Fort +11 (+14 during rage), Ref +7, Will +6 (+9 during rage)
Abilities: STR 22 (+6), DEX 16 (+3), CON 16 (+3), INT 11 (0), WIS 14 (+2), CHA 12 (+1)
Skills: Acrobatics (12) +17 [+9 for jumping], Climb (1) +10 [+13 during rage], Intimidate (12) +16, Perception (12) +17, Stealth (10) +17, Survival (12) +17, Swim (1) +9 [+12 during rage]
Rage Powers: Surprise Accuracy (lvl2), Reckless Abandon (lvl4), Strength Surge (lvl6), Unexpected Strike (lvl8), Flesh Wound (lvl10), Come and Get Me (lvl12)
Feats: Improved Initiative/Human, Power Attack (lvl1), Improved Sunder (lvl3), Combat Reflexes (lvl5), Greater Sunder (lvl7), Critical Focus (lvl9), Bleeding Critical (lvl11)
Traits: Undead Slayer, Veteran of Battle
Hero Points: 3

Other:
:ACF\Destructive (Ex): sunder damage +6, replaces fast movement
:ACF\Sixth Sense (Ex): +4 insight bonus to Init and AC/surprise round, replaces trap sense
:Uncanny Dodge (Ex): cannot be flat-footed; Improved Uncanny Dodge (Ex): cannot be flanked
:DR 2/-
:Rage (Ex): daily duration of 31 rounds, free action, -2 AC; Greater Rage (Ex): +6 moral bonus to Str and Con, +3 morale bonus to Will [usage of 1+2+3+2+4=12/31]
:Favored Class Bonus: +12 hp

Gear:
Agile Shadow Mithral Breastplate +5 (33,150gp): +11 AC, +5 Max Dex, -1 ACP (0 ACP for Climb and Jump, light armor), effective +5 armor
Adamantine Keen Furious Undead Bane Falcion +1 (35,075gp): 2d4, 15-20/x2, bypasses hardness 20 and less, effective +4 weapon
Masterwork Cold Iron Chakram (302gp): 1d8, x2, 30ft
Ring of Forcefangs (8,000gp)
Ring of Force Shield (8,500gp)
Belt of Giant Strength +4 (16,000)
Boots of Striding and Springing

3 Fly potions (2,250gp)
2 Spider Climb potions (600gp)
1 Water Breathing potion (750gp)
1 Haste potion (750gp)
3/5 CLWs [250gp]
2 vials of Silversheen [500gp]
2 wands of CLW, 50/100 [1,500gp]
1 coil of silk rope.
73gp left

Background:
Spoiler: ShowHide

Known to most as only The Northerner, Corben is not a native to Brislov. Hailing from a land now-gone, torn apart by war and raiders, Corben grew up on the field of battle. First, as a camp follower too young to do much but carry equipment and do menial tasks. Then, as a young warrior who survived his first real battle against the odds and gained vaunted combat experience. Whatever thoughts of vengeance he once held as a boy left his mind in the heat of battle, and Corben grew addicted to combat, craving it with an obsession few could match. That abnormal battle lust saved his life as his army was decimated, the man who had once upon a time murdered his parents parting with his head and having it displayed proudly on a pike. Corben, however, remained fighting, even against terrible odds, never once contemplating surrender.

Impressed by his tenacity, the rival warlord had ordered Corben to be brought down with nets and beaten down. Thus, Corben was subdued; upon awakening, a choice was before him, to join a group of fearless warriors on a mighty quest against Duke von Doom who had declared himself a god, and his subjects followers, lest they be put to the sword. The Duke's daughter, Valeria, a capable warrior in her own right had been tricked into following him and protecting the realm, opposed them. Yet once they had crossed swords, Valeria became convinced of the righteousness of their quest and turned against her father! A great many battles followed, as dark minions stood in their way, in numbers overwhelming. Only upon reaching the Duke's throne room did the terrible truth became apparent, for the Duke was no longer a living being but a thing, one of the walking dead!

It is in that hopeless battle that Valeria shielded Corben with her body, saving him from her father's trecherous magicks! Enraged beyond anything he had ever felt before, Corben picked up Valeria's bejeweled falcion, Crom, and struck the vile lord of undeath down with all his might! A wizard amongst his brave companions finished his chant upon that time, having waited for his chance, and the Duke's foul essence was drained into Corben's blade at that, giving the hateful enemy a final death he so richly deserved! It was too late for Valeria, alas, and after the ambers of her funeral pyre dimmed, Corben parted ways with his surviving companions and headed south.

This time, Corben fought as a mercenary, gaining fame and amassing fortune. Yet never did he stay in a single place for long, for he had two ambitions in life beyond all else -- a kingdom of his own to rule, and executing vengeance upon the plague of undeath. It is during his travels, as he helped a local noble deal with a rogue wizard, that word came to him about the abduction of the princess. The summons to the castle of King Adrian came just after, and by that time, Corben's mind had already been made, for he had learned the identity of the kidnapper. By Crom, such villainry would not be allowed to stand!
<Steph> I might have made a terrible mistake

Ebiris

#2
Eliaphas Crane, middle-aged human inquisitor 12

Init: +9; Senses: ; Perception: +21

AC: 22, touch 13, flat-footed 19 (+3 dex, +6 armour, +3 natural armour)
hp: 102
Fort +11, Ref +7, Will +15 (+17 vs fear)
Defensive Abilities: Bestow Resolve (2/day 18 temp hp), Monster Lore, Stern Gaze, Cunning Initiative, Track, Solo Tactics, Stalwart

Speed: 30
Melee: Poena, +12/+7 (1d6+3)
Ranged: Redemptio, +13/+8 or +11/+11/+6 (1d10+1 +1d6 fire +1d6 electricity 17-20/x2)
Special attacks: Second Judgement (4/day), Detect Alignment, Discern Lies (DC 14), Greater Bane (12 rounds)

Str 14, Dex 16, Con 16, Int 13, Wis 22, Cha 11
Base Atk +9; CMB +11; CMD 24
Feats: Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Endurance, Diehard, Allied Spellcaster (B), Outflank (B), Coordinated Defence (B), Precise Strike (B)
Traits: Jaded, Indomitable Faith
Skills: Acrobatics +14 (+19 to jump), Climb +16, Escape Artist +14, Intimidate +21, Knowledge (Religion) +16 (+22 to identify monsters), Perception +21, Sense Motive +27, Stealth +22
Languages: English equivalent, Latin equivalent

Spells Prepared (CL 12, DC 16 + spell level)
0: (-) Brand, Create Water, Detect magic, Detect Poison, Disrupt Undead, Light
1: (7) Alarm, Bless, Cure Light Wounds, Divine Favour, Shield of Faith, Command, True Strike
2: (7) Invisibility, Lesser Restoration, Knock, Resist Energy, Silence, Weapon of Awe
3: (5) Heroism, Invisibility Purge, Greater Magic Weapon, Remove Curse, Remove Disease
4: (4) Cure Critical Wounds, Death Ward, Divine Power, Sanctify Armour

Inventory
Spoiler: ShowHide

93.18gp

Repeating Crossbow (Redemptio) - 250gp
- Flaming, Keen, Shocking, +1 - 32,000gp

50x ghost touch +1 bolts - 8,010gp
100x cold iron bolts - 40gp
96x silver bolts - 60gp
80x bolts - 20gp

Bayonet (Poena) - 5gp
- Defending, +1 - 8,000gp

Armoured Coat - 50gp
- Shadow - 3,750gp
- Ghost Touch, +2 - 25,000gp

Ring of Sustenance - 2,500gp
Amulet of Natural Armour +3 - 18,000gp
- Silver Holy Symbol - 25gp
Boots of Striding & Springing - 5,500gp

Potion of Water Breathing - 750gp
Potion of Fly - 750gp
3x Potion of Lesser Restoration - 900gp
2x Potion of Jump - 100gp
2x Potion of Remove Fear - 100gp

Elixer of Vision - 250gp
Elixer of Swimming - 250gp

Wand of Cure Light Wounds (22 charges) - 750gp

Explorer's Outfit - 10gp

Adventurer's Sash - 20gp
- 6 items (holds 15x cold iron bolts, 10x silver bolts, 5x ghost touch bolts)

6x Belt Pouch - 3gp
- 6 items (holds potion of fly, potion of lesser restoration x2, potion of remove fear, )

Masterwork Backpack - 50gp
Bedroll - 0.1gp
Blanket - 0.1gp
2x Glass Bottle - 1gp
Hammer - 0.5gp
9x Iron Spike - 0.5gp
Sack - 0.1gp
50ft silk rope - 10gp
Shaving Kit - 1.5gp
Waterskin - 1gp
2x Soap - 0.02gp


Background
Spoiler: ShowHide

Twenty two year old Eliaphas Crane was a fresh-faced young preacher, filled with earnest idealism and naive good cheer after leaving the Saint Harald seminary as an ordained cleric and awarded the peaceful parish of Sommevale as his first responsibility. It was a sleepy rural village, surrounded by idyllic woodlands and pastoral valleys, the people of hearty faith and industrious spirit. The young priest was welcomed into the bosom of the community, providing uplifting sermons of hope and the Lord's infinite compassion, his church packed with almost everyone in the village on days of worship or celebrations, such was his connection with his flock.

He even took a wife from the village, a virtuous and hard-working young gamekeeper's daughter named Annalise, who proved herself an apt partner in the running of his church, efficiently organising tithes and accounts whle maintaining a constant spirit of humble good-cheer, making a perfect complement to her more outgoing and less organised husband.

No doubt Eliaphas could have lived the rest of his life as a simple and much loved parish priest, but for the ineffable whims of Mistvalken. When dusk began to fall one late Autumn's eve, few paid much mind to the pall of fog that descended over Sommevale - the season was right, after all. But when a panicked farmhand burst into the village's only tavern and interrupted the night's relaxation with the news of a strange stone bridge manifesting across the moor, all understood the significance.

Knowing that they were too far away to send word to the Duke's castle for help - to say nothing of the risk to any messenger sent across the darkened trails within Mistvalken's purview - the villagers had only one choice; to fortify themselves and pray for deliverance.

Eliaphas took charge quickly, for his church was the most solidly constructed building in the village, and nowhere could be safer than the house of Norusk. As night fell, fearful women and children huddled in the centre of the church, while men with whatever weapons they could bring to hand patrolled the grounds, setting up barricades by the gates and doors while fearful archers manned the belltower. Through all this, Eliaphas battled to lift people's spirits through prayer and song.

And when the first members of his congregation began to vanish, their prayers and songs took on an altogether more desperate timbre. All through the night it happened - sometimes a scream would be heard, a flitting shadow out the corner of one's eye. Artful stained windows commemerating the Saints were shattered, doors were blasted off their hinges, prayerbooks were burnt and scattered, and through it all the minions of Duke Varas remained hidden, toying with the dwindling people of Sommevale, savouring their fear.

When dawn at last broke and the mists lifted, from a village of three hundred souls, only eleven remained. Eliaphas among them, his wife not.

Recalled to the cardinal College in the capital to account for the destruction of his parish, Eliaphas was swiftly exonerated by his sympathetic superiors, even the most hardened inquisitors knowing no better could be expected in the face of a terror that has plagued Brislov for three centuries. He was given leave to meditate and pray for as long as he needed before taking up his duties once more, but Eliaphas refused. In their sympathy he saw only weakness, a bitter mocking weakness that echoed his own, for how else could he have failed his flock? If he were stronger of conviction, if he had bolstered the resolve and dedication of his congregation instead of feeding them sappy drivel, if he had only held more faith in Norusk...

The Order of the Vigilant Hound was surprised when the seemingly broken young priest petitioned for admittance into their ranks, for those who had known him in his seminary days thought the secretive cadre of inquisitors a blindingly poor fit for such an idealistic and even naive cleric. But he passed all their tests, showing a core of iron that the church had never suspected, and so he took his vows as a member of Norusk's militant police arm, tasked with testing the faith of his fellows, rooting out weakness, and burning out heresy.

He took to it with grim fanaticism, the passing of years and the bitter legacy of those found wanting and judged in his eyes clouding over the memories of a more innocent priest. Few escaped his suspicious gaze, even other inquisitors learned to fear the attention of the Church's Hellhound, for his standards were unbearably exacting. Yet though he served his God's will with all he had, it was not his passion, in his mind it was his burden to endure and temper himself with until the day Mistvalken returned - for no longer would he cower and hide.

The first reappearance of Duke Varas' fief caught Eliaphas off-guard, occuring on the other side of the country while he was testing the faith of a corrupt bishop on the borderlands. He did not even learn of it until almost a week later when rumours and fearful stories finally trickled down into that part of the country. More prepared the second time, he received a magical message from an ally in the church at the same time as he was addressing the Cardinal College. Shocking the august assembly, he cut short the address and departed without a word of explanation, commandeering a griffin from the royal stables and riding it through the night near to exhaustion in his desperate rush to reach Mistvalken in time. Flying on his flagging beast, he bore witness to the massive towers of the cursed castle rising through the mists scant miles away when the sun rose and washed it all away.

Censured for his rash actions, Eliaphas's formerly untouchable star in the church was tarnished, those he had offended with his uncompromising ways gleefully taking advantage of the chance to bring him down a few pegs. Though he continues to serve, his reputation is not what it once was, and all too often his judgements are called to question. The third reappearance of Mistvalken just outside of the capital perhaps represents his final chance - his body is getting old, and in ten years he may not be fit enough to endure such trials, and likely as not the church will have shuffled him off into a quiet retirement somewhere out of the way, and bereft of communication even when Mistvalken returns.

This is his last chance to set right what he once allowed to go wrong, his last chance to redeem himself in the eyes of Norusk. Gladly will he walk into the mists of Hell, and bring the Light of God to souls in need of purification.

Carthrat

#3
Appearance
Spoiler: ShowHide


Relationships between elves and humans tend to be as passionate as they are short, with nine of ten petering out. But even a short romance can have dramatic repercussions, and to a human lord and an elven maiden, that is exactly what Madeline was. Unscheduled and unwanted, her birth was a symbol of infidelity and a black mark on both their houses, throwing decades of arrangements and plans into ruin. Normally, unwanted bastards would be strangled, but the damage was already done; killing her could only have made it worse. The only problem was what to do with her. She couldn't be raised as a noble, but nor could she be thrown to the street. Her rate of growth could eclipse those of elves, so she had to be raised by humans. Her elven mother sent her to Brislov's royal castle as a page as soon as she could speak, and then did her level best to forget.

Madeline's early years were troubled. The feeling that she wasn't wanted was palpable. Her parents had nothing to do with her, and she was lonely. Her trainers and carers treated her harshly, always uneasy at her off-kilter appearance. She became withdrawn, silent, and morose. With no friends and nothing else to do, she spent hour after hour at the archery range, training from within sight of the royal tower, never praised nor reprimanded.

She made her first friend there, a pretty girl in noble finery. At first, she just watched, leaning on the fence at the edge, just smiling. "Good work," she'd say, once Madeline had tired out entirely and lay down beside the storehouse. "I'll see you again next week." It was just a few words every now and then, faint but genuine praise. Then one day, the girl asked a question. "I've never seen you anywhere else. Day in, day out, you're always training, but never with the other soldiers. Why're you working so hard, all on your own?"

Madeline couldn't answer the first time. But the second time the girl asked that question, she'd thought about it, and prepared her answer. "Because nobody sees me. The only reason I know I'm here is because my arrows hit the target. That's all."

The girl blinked, and then started to laugh. She laughed so hard she clutched her sides and almost fell, and somehow, that made Madeline start laughing, too. For the rest of the day, the girl just talked, telling Madeline about her lessons, her teachers, the maids who looked after her and the guards who protected her. "I have a duty to the country, you see," she explained. "That's my reason. And for my father, and all the people who are putting their hopes in me. I just can't let them down. But I want something for myself, too," she added, and she pointed to the royal tower behind her. "I've been watching you from up there. To be honest, I've really admired you for that focus of yours. Hey, can you teach me? And in return, I'll give you a reason to hold up that bow of yours."

It was an odd friendship, built on whimsy. And yet this beginning turned into something deeper. Both girls now had someone they could share secrets with, someone who was just a simple friend, despite the complexities and issues that plagued them for the rest of their lives. The castlefolk soon grew accustomed to seeing Madeline remain at Elswith's side, seemingly harmless but always there, always watching. In time, Madeline was compelled to join the castle guard, and Elswith's duties kept her constantly busy. But every week, they'd find a moment to share conversation and a drink by the archery range (now framed by an intricate garden at Elswith's request, as a birthday present for the young half-elf.)

When the elven empire came under attack, it called upon it's allies in Brislov for aid. She asked Elswith to recommend her. "Serving the country is just like serving you, isn't it? When you become Queen, it'll be better if you have good relations with the elves. This is something I can do, something with meaning. Please, let me go." The Princess couldn't refuse, and Madeline went to war. She distinguished herself as a prefect shot and a talented scout, and when the war reached it's swift end, it seemed any misgivings as to her race were forgotten. She was invited to stay in Tir Na'Tolan, the elven capital. She had reservation, but the princess herself wrote to her, telling her to take up the offer. "It'll be good for you to see the world outside Brislov, and outside your bow, as well."

Madeline's own mother came to see her, turning her daughter's success into a political tool. Even as her heroism was feted, she felt restless, unable to keep up with the quicksilver thoughts and mannerisms of the elves. She found a new pursuit worthy of her focus; magic. Maybe it wasn't what Elswith wanted, but if it was something that made Madeline more useful, something that she could use to help the Princess, then that was all she needed.

When news of Mistvalken's appearance reached Tir Na'Tolan, Madeline was not alarmed at first. But when Elswith's disappearance became public, she went into a terrible furor, and had the temerity to demand of the court that they lend assistance at once. Of course, she was rebuffed- laughed out of court- the elves had never suffered from Varas' evil, and had neither the time nor the resources to spend on such an expedition. That night, Madeline stole Fallender Stern from an elven prince. It was one of the most powerful bows in the elven arsenal, reputed to have fallen from heaven. A weapon she could count on, and a theft that punished her brethren for their apathy. She rode out the capital that night with all haste to Brislov, heedless of the consequences. The very thought, the very idea of Elswith suffering under a tyrant's whimsy, it was unbearable. Intolerable. She would not allow it.

Madeline, Half-Elf Arcane Archer (Fighter5/Transmuter2/ArcaneArcher5)

Hero Points: 0/3
HD: 10d10+2d4+43: 96/96
Size: Medium
Speed: 30ft
Ability Scores: Str 16, Dex 24, Con 16, Int 16, Wis 12, Cha 10
Saving Throws: Fort: +12, Ref: +13, Will: +9 (Spell Resistance 21)
Initiative: +9
AC: 27 (+7 dex; +8 armor; +2 deflection; (Mithral Brigandine +3; 0 ACP, 0% spell failure, +7 max dex))
BaB: +11 (melee base: 14, ranged base: 18)
CMB: +14
CMD: 33 (+4 vs sunder, disarm, anything that would make me drop my weapon)

Attacks
Fallender Stern; +2 Frost Shock Longbow; range increment 220ft
+25/+20/+15; 1d8+8+2d6 19-20/x3; (gains one elemental enhancement)
atk Options (Rapid shot: -2tohit/+1 attack, full round, Manyshot: first attack in full attack hits twice, Deadly Aim; -3 to hit for +6 damage all attacks)
Masterwork Longsword;
+15/+10/+5; 1d8+4 19-20/x2
elf kick!
+14/+9/+4; 1d3+3, 20/x2

Special Qualities
Race
Low-Light Vision (can see twice as far as humans in dim light)
Elf Blood (count as an elf and a human)
Elven Immunities (Immune to sleep; +2 vs. enchantment spells/effects)
Keen Senses (+2 racial bonus on perception checks)
Multitalented (Both Fighter and Wizard are favoured classes)

Fighter
Bravery (+1 on will saves vs. fear)
Armor Training (-1 to armor check penalties, +1 max dex bonus, can move at normal speed in medium armor)
Weapon Training (Bows) (+1 on all attack/damage with bows)

Transmuter
Arcane Bond (Bonded item can be used to cast any spell without prior preperation)
Physical Enhancement (+1 Str)
Telekinetic Fist (1d4+1 damage to a target, 6/day)

Arcane Archer
Enhance Arrows (Magic, Elemental, Distance) (Arrows are always +1, gain one of frost/flaming/shock, gain distance)
Imbue Arrow (Can fire an arrow with an area spell attached)
Seeker Arrow (Arrow ignores cover and concealment and can turn corners 1/day)

Skills

Acrobatics 12 (+24)
Climb 6 (+12)
Perception 12 (+18)
Stealth 12 (+33)
Swim 6 (+12)
Spellcraft 12 (+18)
Knowledge: Nobility 5 (+11)
Knowledge: Arcana 5 (+11)


Traits
Elven Reflexes (+2 Init)
Heirloom Weapon (Fallender Stern)


Feats
Point Blank Shot (+1 to hit/damage with ranged attacks in 30 ft)
Precise Shot (No penalty to shoot into melee)
Rapid Shot (Extra ranged attack on full attack if you take -2 to all attacks that round)
Manyshot (When making a full-attack with a bow, first attack can fire two arrows and hits twice)
Improved Critical (Double Threat Range on Bow)
Improved Precise Shot (Ranged attacks ignore anything less than total cover/total concealment)
Deadly Aim (take -3 to ranged attack for +6 damage)
Weapon Focus: Longbow (+1 to hit with Longbow)
Arcane Armor Training (-10% armor spell failure)

Scribe Scroll (can scribe scrolls!!!)
Skill Focus (Stealth): +6 to Stealth checks

Spells
Banned Schools: (Evocation/Enchantment)

0th: 4 cantrips (Known: All)
1st: 5/day (DC 14) (Animate Rope, Grease, Unseen Servant, Gravity Bow, Feather Fall, Vanish) (35)
2nd: 4/day (DC 15) (Alter Self, Command Undead, Create Pit, Darkvision, Mirror Image, See Invisibility, Spider Climb, Web) (1495)
3rd: 3/day (DC 16) (Blink, Clairaudience/Clairvoyance, Haste, Flame Arrow, Sleet Storm, Fly) (465)
Amulet of Spell Cunning: 3 additional prepared spell levels/day

Equipment

Fallender Stern; +2 Frost Shock Composite Longbow (32,425)
Masterwork Longsword (315)
Belt of Incredible Dexterity +4 (16,000)
Shadow Mithral Brigadine +3 (17000)
Ring of Protection +2 (8,000)
Ring of Sustenance (2,500)
Boots of Elvenkind (2,500)
Cloak of Resistance +2 (4,000)
Mantle of Spell Resistance (gives SR 21)
Gloves of Dueling
Amulet of Spell Cunning (10,000, bonded object)
Weird Blue Bottle
Clockwork Dog, Jester, Falcon

2x Immovable Rod (10,000)
Spellbook Scribing (4155)
3x Scroll of Haste (700, self-made)
4x Scroll of Flame Arrow (700, self-made)
2x Scroll of Sleet Storm (350, self-made)
3x Potion of Pass Without Trace (150)
1x Potion of Good Hope (1,050)
1x Potion of Remove Paralysis
2x Potion of Cure Moderate Wounds
2x Potion of Cure Serious Wounds
1x Potion of Fly

Bag of Holding II (5,000)
Adventure Kit (tm) (rope/chalk/grapplehook/manacles/crowbar/earplugs/flint/hooded lantern/periscope)
Vast Quantity of Arrows (100gp)
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

VySaika

(Format thiefing from Eb, work in progress)

Name: Lamis Kaleja

Init: +; Senses: ; Perception: +

AC: , touch , flat-footed  ()
hp:
Fort +, Ref +, Will +
Defensive Abilities:

Speed: 30
Melee: hahaha, Lamis using melee, that's hilarious. 
Ranged:
Special attacks:

Str 8(-1), Dex 14(+2), Con 16(+3), Int 16(+3), Wis 8(-1), Cha 21(+5)
Base Atk +; CMB +; CMD
Feats:
Traits:
Skills:
Languages:

Spells Known (CL 12, DC 16 + spell level)
0: (-) Detect Magic, Read Magic, Light, Mage Hand, Message, Mending
1: (7) Unfetter, Shield, Mage Armor, Identify, Enlarge Person, Expy Retreat
2: (6) Haste, Summon Eidolon, Slow, Invisibility, Barkskin
3: (5) Rejuivinate Eidolon, Fly, Dispel Magic, Dimension Door
4: (4) Hold Monster, Dismissal, Summon Monster V, Baleful Polymorph
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks