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Beta character sheets

Started by Anastasia, August 05, 2011, 08:13:06 PM

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Anastasia

Post them here. There will be another topic for final ones, I plan to use this topic for audits and getting our shit straight.
<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

#1
Character
Name: Willim the Troll
Class: Barbarian 13//Monk 9/Half-troll 4
Race: Half-troll Tiefling
Medium Native Outsider
Faith: Tempus
Alignment: Neutral
Gender: Male
Age: 29
Height: 7' 6" upright, 6' 5" hunched over
Weight: 280 lbs
Eyes: Red
Hair: Ropy black
Skin: Coal black, mottled with forest green

Stats
HP: 169 {208}
Ability Scores:
     Str:  24 (+7) {30 (10)}
     Dex: 18 (+4)
     Con: 22 (+6) {28 (9)}
     Int:  6  (-2)
     Wis: 18 (+4)
     Cha: 11 (+0)
Initiative: 8
Saves: Fort 14 {17}
          Ref  10
          Will  10
AC: 30 (10+4 Dex+6 Armor+4 Natural+4 Wis+1 Monk+1 Feat)
  Touch: 24
  Flat-footed: 30
BAB: 13/8/3
CMD: 43
CMB: 23
Speed: 70ft, 350ft running
Languages: Common, Abyssal
Wealth: 1,995

Attacks
Full Attack: 3 strikes (23/18/13), 1 bite(+18) 2d10+1d6+30
Full Attack: 2 claws(+23), 1 bite(+18), if both claws hit, Rend damage is applied
Flurry: +16/+16/+11 + 1 bite(+18)
Claw: 1d4 Slashing & piercing
Bite: 1d6 Piercing, slashing, & bludgeoning
Rend: 2d4 Slashing & piercing

Rage Mini-Sheet
Spoiler: ShowHide
Lasts 15 rounds
Stats
HP: 260
Ability Scores:
     Str:  38 (+15)
     Dex: 18 (+4)
     Con: 36 (+14)
     Int:  6  (-2)
     Wis: 18 (+4)
     Cha: 11 (+0)
Initiative: 8
Saves: Fort 22
          Ref  10
          Will  12
AC: 26 (10+4 Dex+6 Armor+4 Natural+4 Wis+1 Monk+1 Feat-4 Rage)
  Touch: 20
  Flat-footed: 26
BAB: 13/8/3
CMD: 48
CMB: 28
Speed: 70ft, 350ft running
Languages: Common, Abyssal
Wealth: 1,995

Attacks
Full Attack: 3 strikes (29/24/19), 1 bite(+24) 2d10+1d6+42
Full Attack: 2 claws(+29), 1 bite(+24), if both claws hit, Rend damage is applied
Flurry: +24/+24/+17 + 1 bite(+24)
Claw: 1d4 Slashing & piercing
Bite: 1d6 Piercing, slashing, & bludgeoning
Rend: 2d4 Slashing & piercing


Feats
Spoiler: ShowHide
-Dodge
-Improved Initiative
-Run
-Blazing Berserker (Immune to fire during rage, 50% more cold damage http://dnd.savannahsoft.eu/feat-218-blazing-berserker.html)
-Reckless Rage (+2 to Str & Con, -2 to AC during rage http://dnd.savannahsoft.eu/feat-2412-reckless-rage.html)

Monk Feats
-Stunning Fist
-Combat Reflexes
-Improved Trip


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Darkvision 60ft
-Fire Resistance 5
-Cold Resistance 5
-Electricity Resistance 5
-SLA: Darkness, 1/day
-+2 bonus to Bluff & Hide checks
-Scent
-Fast Healing 5

Class Abilities
Barbarian
-Fast Movement +10
-Greater Rage 4/Day
-Improved Uncanny Dodge
-Trap Sense +4
-Damage Reduction 3/-

Monk
-Stunning Fist
-Combat Reflexes
-Improved Trip
-Flurry of Blows
-Improved Unarmed Strike
-Improved Evasion
-Still Mind (+2 vs Enchantment effects)
-Ki Strike (Magic)
-Slow Fall 40ft
-Purity of Body (immune to all non-magical and non-supernatural diseases)
-Wholeness of Body (heal 2x Monk level (18)/day)
-Fast Movement +30


Skills
Spoiler: ShowHide

Class Skills
Balance (Dex)                              4=0+4
Climb (Str)                                  20=10+10
Concentration (Con)                     9=0+9
Craft (Int)                                  -2=0+-2
Diplomacy (Cha)                          0=0+0
Escape Artist (Dex)                      13=9+4
Handle Animal (Cha)                     7=7+0
Hide (Dex)                                  6=0+4+2
Intimidate (Cha)                          16=16+0
Jump (Str)                                  13=3+10
Knowledge (arcana) (Int)              -2=0-2
Knowledge (religion) (Int)              2=4-2
Listen (Wis)                                12=8+4
Move Silently (Dex)                      4=0+4
Perform (Cha)                             0=0+0
Profession (Wis)                          4=0+4
Ride (Dex)                                  4=0+4
Sense Motive (Wis)                      12=8+4
Spot (Wis)                                 12=8+4
Survival (Wis)                             11=7+4
Swim (Str)                                 16=6+10
Tumble (Dex)                             14=10+4

Cross-Class Skills
Filler (Null)                                  0=0+0


Weapons & Gear
Spoiler: ShowHide
Weapons
-FISTS OF FURY!
-CLAWS OF SLICE AND DICE!
-TEETH OF CHOMPING!

Armor
-Monk's Outfit

Miscellaneous
-Amulet of Health +6
-Belt of Giant Strength +6
-Bracers of Armor +6

At Home
-Some kind of nothing


Background
Spoiler: ShowHide
Oh, sure, Lifasa is great most of the time. However, even nice places can have dark forests and dank swamps. It's simply the nature of ecology. Of course, where you have forests and swamps, you occasionally have trolls. When you have trolls in a group, they tend to fight amongst one another until eventually a leader of sorts emerges; an alpha troll, stronger than the others to the point where he can order the rest around. Thus it was that Derp came to rule his small band of forest trolls, and so it went. Derp and his pack would maraud around the forest, beating each other senseless and eating whatever meat they came across. They were about as happy as trolls get.

It was at this time that the band was noticed by a wizard, out gathering specimins from the local fauna for experimentation. He immediately lashed at the trolls with fire, binding Derp with bands of power and chasing his peers away. Cackling to himself, the old wizard floated Derp back to the sturdy concealed cave he used as a home and laboratory. Inside, Derp was secured to a wall and forced to endure numerous painful and torturous experiments over many months. Among his fellow inmates was an enslaved succubus named Fiona, a statuesque dark-haired beauty who followed the mad wizard's commands without question, but always with a look of hatred on her face. After a time, the wizard began pairing up his subjects for interspecies mating. Most groups either destroyed each other or were otherwise fatally incompatible. However, Derp and Fiona, when pressed together with enough fire and pain and magic, eventually bore a small twisted little child.

In his glee, the mad wizard's hold on Fiona's mind slipped, and Fiona pried herself free of his control, slaughering the wizard before he realized what had happened. After the wizard, she turned and carved Derp limb from limb, scattering pieces of him all over before setting fire to the lab and fleeing into the coutryside to wreak havoc. She was caught and banished a short time later, and when clerics and paladins of Bahamut came seeking the
method of her entry into Lifasa, they found the wreckage of the wizard's home. Inside, there came the angry screaming of a child, and there they found him, blackened skin and raging, nearly untouched by the fire around him.  Realizing that the child was special, they carried him to an orphanage where he was cared for as he grew.

The matrons at the orphanage named him William, though he could never remember how to pronounce it quite right. He called himself Willim. The matrons, in trying to teach him simple maths and language, quickly realized that the blackened boy was not very bright indeed. He had trouble grasping hte simpler concepts, and anything beyond simple addition and subtraction was completely beyond him. While his intelligence lagged well behind that of his peers, his strength was nothing short of prodigious. By age ten he could lift small boulders, and by fifteen he was earning his keep at shipping centers across the town. The others in the orphanage picked on him for his lack of smarts and freakish appearance. He would often get into small scuffles that would usually be ended by a watchful matron before it could get out of hand. This continued through out his childhood, right up until he turned one day and punched one of the louder boys so hard that he didn't ever get back up again.

While he clearly hadn't intended to kill the boy, the matrons had no choice but to turn Willim out of the orphanage, lest they expose other children to the danger of his presence. Willim completed his teenage years in modest solitude, doing manual labor for traders and thumping heads for nervous travelers. By age 20, he had become inured to the stares and whispers of travelers. He was an obvious nonhuman, looking more and more monstrous and
demonic every day. It was at this time, while he was feeding some rats with stale bread behind a tavern, that he overheard a pair of men speaking of their love of battle. He listend in on them, and the more he heard, the more he liked what they had to say. Before they could leave the area, he approached them and spoke with them.

They were initially surprised at his monstrous appearance and his mode of speech, but with slow and measured speech did Willim finally convince them to take him to their temple and teach him their ways. In him, they saw a great warrior, with potential for great battles. To the Temple of Tempus they took him, and he learned, carefully, for nine years. There he learned to measure his blows and understand his stregth, and the world around him. Wiser, and slightly smarter, Willim emerged from the temple on his last day of education, leaving his newfound brothers behind to go forth and find battle. As the red sun rose in the sky and his brothers shouted in alarm, he felt that this day would be unlike any other.


Description & Personality
Spoiler: ShowHide
Willim looks like a weird amalgamation of demon and troll. He has coal black skin, mottled with splotches of forest green, which protrude in bulbous lumps from his skin. His feet end in wide, sturdy-looking cloven hooves, his legs covered up to his knees with a mat of greasy white fur. His hair is thick, black, ropy, and just as greasy. From his forehead, huge crimson horns jut and sweep back behind his ears. Below those horns sit two beady, faintly glowing red eyes, looking like coals in his head. He is wide and muscly, slouching forward and losing nearly a foot in height to his natural stature. His arms are too long for his frame, reaching nearly a foot longer than they should for his size. As such, when coupled with his slouch, his knuckles almost brush the floor as he walks.

Willim is taciturn at best, often grumpy, and homicidally violent at his worst; when truly infuriated, he flies into destructive rages that are shocking in their violence. He is not very bright, though he understands that the world is a cold and cruel place for those like himself. He is, however, loyal to those that are honest with him, and do not scorn him. He is constantly eating some sort of raw or semi-raw meat, and he is very fond of rodents and spiders of all sizes.


HP Rolls
Spoiler: ShowHide
3, 12, 7, 11, 5, 1, 3, 11, 2, 12, 11, 1


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max 532 lbs
Medium Load: Max 1,064 lbs
Heavy Load: Max 1,600 lbs
Lift Over Head: 1,600 lbs
Lift Off Ground: 3,200 lbs
Push or Drag: 8,000 lbs

Current weight carried: 0 lbs


Odd Maths & Notes
Spoiler: ShowHide

Skills are Total=Ranks+Ability Modifier+Misc/Bonus
+4 skill points each level.
Skills: Max Ranks 16/8 See p22 PHB3.5
{} brackets denote magical modifications
Natural attack: Full BAB for Claws, -5 for Bite
Adjusted BAB: 23/18/13
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
CMB = Base attack bonus + Strength modifier + special size modifier
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?

Merc

#2
Name: Ithea
Class: Spellwarped 3/Catfolk 1/Rogue 9 // Duskblade 13
Race/Type: Catfolk/Aberration
Alignment: Chaotic Neutral

About:
Spoiler: ShowHide



Gender: Female, Age: 18, Height: 4'10", Weight: 134 lbs.
Hair: Light Gray, Eyes: Orange, Fur: Pale brown, with dark gray stripes.

Background:
[spoiler]
The catfolk of Lifasa weren't much like those found in other material realms, not only because of the strange magical abilities they held, but because they had given up the nomadic and shamanistic lifestyle of most of their brethen. While many renown hunters and protectors of nature could be found amongst them, most of the catfolk of Lifasa enjoyed mingling with others, and lived primarily in cities, thriving while adopting new cultures into their own.

A lot of this was because they had not originally been a race native to Lifasa. Not much is known about their origins, just that many clans of them arrived one day seeking sanctuary in Lifasa. They were welcomed and more, given food, land and opportunities by a world in the cusp of being paradise. They've been repaying the debt ever since.

Perhaps that's why they fought so hard when Abigor and the forces of Baator invaded, why they threw themselves into battle so fiercely, why so many of them died, why so many were left broken at the sight of their failures if they survived.

Ithea is amongst those many would consider broken by the ordeal, though she herself would hiss and pop someone in the nose with her fist if they said so to her face. If anything, she considers herself focused on her goal to seeing Lifasa freed and that its oppressors pay in full, one way or another.

The duskblade had long been raised as if she was some sort of genius amongst her kind, with a lot of expectations made of her, but when Lifasa's moment of doom came, she had been frozen in fear as things started, and only acting once it was too late to be of any help, her own attempts at helping seeming to be more obstructive than helpful until she was finally forced through one of the portals.

She's been living in shame, embarrasment and anger since then, working her butt off to get stronger and try and actually live up to the expectations that had been placed on her, the ones that she had previously failed so badly to live up to. The problem is that no matter how strong she's managing to get, freeing Lifasa still looks to be so far away...


Personality:
Spoiler: ShowHide

Ithea's defining characteristic is her pride, though that's unfortunately taken a large beating after the events involving the last days of Lifasa. She's trying to live up to expectations she can't really match as she's long since elevated those beyond those formerly placed on her shoulders in her own mind. Instead, she continually sets unreasonable goals for herself, one after the other, in her attempts to get strong enough to try and save Lifasa, even if she has to do it on her own somehow. Most of all, she hates how broken the rest of her family and friends seem to have become, as if there really was no hope left for Lifasa.

Even though she's plagued with those same doubts and fears, she refuses to let them get to her, she just doesn't want to be someone who lives her life so innocently and falsely proud when she's lost so much. She's afraid, yes, but not as much as she hates being weak. Somehow, one day, she'll make everyone proud, and Lifasa's paradise will shine once more.
[/td]
[/tr]
[/table]
[/spoiler]

Stats:
HP: 139
AC/Touch/Flat-Footed: 26/16

BAB/CMB/CMD: +13/+19/35
Melee Attack: Sunlight Heart+21 (d10+10, x3, slashing)
Melee Full Attack: Sunlight Heart+21/+16/+11
Ranged Attack: Thori'dal+17 (d8+7, x3, 110ft, piercing)
Ranged Full Attack: Thori'dal+17/+12/+7
-Sneak Attack Damage: +5d6

Abilities: Str 23 (+6), Dex 16 (+3), Con 22 (+6), Int 18 (+4), Wis 16 (+3), Cha 14 (+2)
Saves: Fort +20, Ref+15, Will+17
Speed: 40ft
Init: +7

Special Qualities:
Race/Template
Spoiler: ShowHide

Spellwarped Template: SR 24, Type changes to Aberration (grants Darkvision), NA+2, str+4,dex+2, con+4, int+4.
Catfolk: 40ft speed, dex+4, cha+2, NA+1, lowlight vision, racial skills.

Rogue
Spoiler: ShowHide

Sneak Attack: +5d6 damage.
Mimic (EoE): Trapfinding ACF, can use disguise self 1/day as SLA.
Penetrating Strike (Dngscape): Can deal half SA to creatures normally immune to SA damage.
Disruptive Attack (PHBII): Uncanny Dodge (Lv 4) ACF, can trade sneak attack damage to apply -5 penalty to target's AC for 1 round.
Uncanny Dodge: Replaces Improved Uncanny Dodge, due to grabbing DA. Retain Dex if caught flat-footed.

Duskblade
Spoiler: ShowHide

Arcane Attunement: 7/day, use SLAs (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic).
Armored Mage: No arcane spell failure when using light/medium armor or shields.
Arcane Channeling: Deliver touch spell through melee attack as either standard or full attack action.
Quick Cast: Cast 2/day spells as swift action as long as normal cast time is standard or less.
Spell Power: Gain +3 to CL check to overcome spell resistance on a target that you've injured with a melee attack.

Spells:
0) 6/day, 6 known (Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue)
1) 10/day, 6 known (Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, Swift Expeditious Retreat(Spell Comp p85), True Strike)
2) 9/day, 4 known (Cat's Grace, Dimension Hop (PHBII p110), Swift Invisibility (Spell Comp p125), Touch of Idiocy)
3) 7/day, 4 known (Greater Magic Weapon, Ray of Exhaustion, Regroup(PHBII p122), Vampiric Touch)
4) 3/day, 1 known (Dispel Magic)


Feats:
Spoiler: ShowHide

(1) Weapon Focus [Glaive] (PHB)
(2) Duskblade feat, Combat Casting (PHB)
(3) Power Attack (PHB)
(6) Arcane Strike (house rules)
(9) Combat Expertise (PHB)
(12) Improved Initiative (PHB)


Skills:
Spoiler: ShowHide

(+14) Balance 10
(+18) Bluff 16
(+10) Climb 5
(+16) Concentration 10
(+6) Diplomacy 0
(+18) Gather Information 16
(+7) Hide 5
(+4) Intimidate 0
(+12) Jump 5
(+20) Knowledge (arcana) 16
(+5) Knowledge (dungeoneering) 3
(+20) Knowledge (planes) 16
(+20) Knowledge (nature) 10
(+5) Knowledge (religion) 5
(+15) Listen 11
(+20) Move Silently 16
(+8) Sense Motive 5
(+10) Sleigh of Hand 6
(+11) Spellcraft 5
(+19) Spot 16
(+20) Tumble 16
(+18) Use Magic Device 16 (add +2 with scrolls)

Skill Tricks (6):
Collector of Stories
Nimble Charge
Twisted Charge

Languages: Common, Feline, Draconic, Sylvan, Elven, Infernal


Gear:
Spoiler: ShowHide
Carried - Sunlight Heart (23,808g), Thori'dal (19,000g), Arrows x40 (2gp), CLW Wand, 50 charges (750gp)
Worn - Amulet of Health+2 (4,000g), Glamered Mithral Breastplate+2 with Restful Crystal (10,900g), Boots of Speed (12,000g), Cloak of Weaponry (2,300g), Vest of Resistance+4 (16,000g), Ring of Protection+3 (18,000g), Spell Component Pouch (5g)
Home Base (Once we have one, otherwise carried) - Wealth: 3,235g


Other Notes:
Sunlight Heart:
Spoiler: ShowHide

Sizing (+5k)
Illuminating (+.5k)
Transmuting Glaive+1 (+3 bonus total = 18,308g)

Thori'dal:
Spoiler: ShowHide

Composite+6 (+600g)
Force Longbow+1 (+3 bonus total = 18,400g)

Chargen/Leveling:
Spoiler: ShowHide

HP Rolls: [12d8=7, 3, 4, 2, 5, 8, 4, 5, 1, 3, 5, 6]
Level-Up rolls: n/a
Ability Score Modifiers: (template+race+level+base score)
[14:55] <Hatbot> Merc: 17, 16, 16, 14, 12, 9
Str: 23=4+0+2+17
Dex: 16=2+4+1+9
Con: 20=4+0+0+16
Int: 18=4+0+0+14
Wis: 16=0+0+0+16
Cha: 14=0+2+0+12

Skills: (2+4+4)x7+(8+4+4)x9=70+144=214

BAB/Saves: Click Here.

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

Ebiris

#3
Name: Afina Gloaminggloom
Class: Sorcerer 6/Swiftblade 7//Pixie 4/Battle Dancer 1/Scout 8
Deity: None (Seelie affiliated)
Alignment: Chaotic Good
Race: Pixie
Gender: Female
Age: 358
Height: 2'4"
Weight: 29lb
Eyes: Green
Hair: Green

Description
Spoiler: ShowHide

Afina is an androgenous looking pixie with short green hair typically floating about her face in an unruly bob. With her short hair and slim boyish figure it's not hard to mistake her for a male pixie, thus she takes pains to dress herself in feminine styles, typically done in garishly loud colours befitting a minstrel or harlequin. In motion she moves with a painstakingly calculated grace that's almost eerie to behold - the reason for this becomes plain when she enters battle and reveals the terrifying extent of her true speed, flitting from enemy to enemy in naught but a brightly coloured blur that leaves screams and corpses in her wake.

Looking into the fairy's blankly emerald eyes, it's all but impossible not to come away with the conclusion that she's a natural killer. While she was once somewhat more gregarious, she's always been more cold and aloof than the pixie stereotype. The subjugation of Lifasa only heightened this trait, leaving her prone to maudlin mood swings and an extremely fragile grip on her oft vicious temper.

Despite her poor seeming attitude, a genuinely kind spirit still hides behind the fearful facade she presents. A group in need of protection from unjust attack can find few better protectors, and the sight of honest folk struggling through poverty and shunning greed will always move her to render assistance of some form or another.


Background
Spoiler: ShowHide

If any part of Lifasa was positioned to weather foreign attack it would surely have been the Gloaming Wood. Atop a high plataeu far from civilisation, the primeval forest was inhabited by ancient fey who remained clinging to the old ways rather than mingling with the elves as most of their fellows across Lifasa had. Jealously guarding their privacy, they kept interlopers far away by hiding behind complex illusions and enchantments, powerful guarian spirits, and determined and implacable hunters. Few even knew the Gloaming Wood truly existed outside of legend, far less had ever laid their eyes upon its boughs.

When the sun rose red upon the forest, fearful whispers were exchanged - had one of the younger races gone too far in their meddling with the natural order? Was this a portent of weal or woe? The wounded sense of wrongness from the land felt by all fey signified for certain it was to be woeful indeed. When one of the great eagles flying high above the treetops sighted a vast pillar of flame rise up from one of the human towns far on the Eastern horizon, the inhabitants of the Gloaming Wood prepared for war.

They had too little time by far to prepare, as all through the forest trees toppled and the ground was rent asunder. From these dark crevasses underfoot poured forth a multitude of spongey-fleshed shambling man-things driven forward by the lashes of cruel bearded fiends. From the portals formed under the arches of fallen trees came insectoid horrors that froze very air around them wherever they passed. The devils were everywhere, but so were the fey. They had not guarded their home for so long against all interlopers to allow this transgression - all over the forest giant spirit animals trampled the hordes of hell, invisible pixies flitted swarming over enormous fiends to kill by a thousand cuts, lightning called from the sky by vengeful nymphs felled scores of baatezu elite, all the while the wise old women of the forest contrived to perform a grand ritual to awaken the very essence of Lifasa, unleashing a living god that would punish those who dared taint Her soil.

The first wave was beaten back, though many had fallen the defenders who remained were all the more hardened from the fierce combat and knowledge that this battle would determine the fate of a world. But the devils too had learned - when the next wave came, gigantic black steeds ridden by horned demons charged to meet the spirit animals, diabolical maguses warded their soldiers against the crackling fury of the sky, and when invisible pixies sought to sow confusion and pain among the mighty warriors, they were in turn hunted by angels of death who saw through every illusion and trick.

Afina was one of those pixies. As an official entertainer and unofficial assassin for Queen Ilsenine, she was pressed with slaying commanders of the invading army, but as she slit the throat of a commanding skeletal fiend, she suddenly came under attack from an angel with wings of flame, her invisibility useless and only saved from sudden death by her preternatural speed. It was here she met her match, this devil able to almost match her speed while backing it up with significantly more strength.

The two battled ferociously, though Afina found herself more and more forced onto the defensive, while all around the air grew heavier with the thrum of magic from the grand ritual being performed... perhaps if it had been completed it may very well have turned the tide, for the Gloaming Wood and even all of Lifasa. But before it could come to pass, Abigor set foot on Lifasa and in an instant every plant, every tree, shrivelled and died. The screams of the dryads were heard all throughout the forest as they too died, the balance of the ritual shattered and loosing forth the gathered magic in catastrophic fashion.

The portals no longer spat out baatezu reinforcements, instead they turned inwards and redirected, forming vortexes that sucked all nearby through on hurricane force winds, spreading them to all corners of the planes. Afina watched as her nemesis was pulled away an instant from a killing blow on the distracted fairy, through a portal that showed naught but endless twisting chaos. The pixie herself was drawn downwards, towards a volcanic hellscape of choking ash and fiery brimstone.

She later learned the place was called Gehenna, though during her stay she was quite happy to think of it as Hell. Having little trouble avoiding the hostile denizens of this place when it suited her, Afina entertained herself by decapitating baatezu Blood War detachments whenever she spotted them. Preferably just as tana'ri were sighted on the horizon. It was a bitter and brutal existence, but one that suited her. It was only when she found a lost soul who wept for Lifasa that her curiousity was piqued. Slaying the yugoloth who was carrying the maggot-like being, she agreed to carry his request by bringing him to Arvandor so he might rest peacefully. It was a perilous journey, especially for one ignorant of the planes, but eventually Afina and Celiam arrived in the home of the Seldarine, where the deceased elf was granted the healthy body of a petitioner and allowed to join the honoured dead of elvenkind.

While Afina herself was uncomfortable in the forests of Arborea and keen to leave quickly thanks to memories of her own home's last moments, the journey nonetheless kindled a sense of hope in her. The planes were vast, they were places were truly anything could happen... perhaps even a soul who tried and hoped hard enough might find a way to restore Lifasa? She was determined to find out, no matter how many devil bodies she had to step over.

Her name was originally Afina Petalwisp. In remembrance of her home, she instead adopted the surname of Gloaminggloom.


Small Fey
HP: 75
Initiative: +19
Speed: 30 (fly 70, good)
AC: 39 (+1 size, +7 dex, +10 cha +1 natural armour, +3 dodge, +1 deflection, +6 armour) touch 32, flat-footed 19 (+4 dodge when moving 20 feet)
Base attack/CMB/CMD: +11/+11/41
Attack: Pixiestick +22 (1d4 +2d6 holy 19-20/x2) if moves 20 feet +25 (1d4+10 +2d6 holy +4d6 skirmish +1d6 swift 19-20/x2)
Full attack: Pixiestick +22/+17/+12 (1d4 +2d6 holy 19-20/x2)
Space/Reach: 5/5
Special Attacks: Unarmed Strike (1d4), Skirmish (+2d6 +2AC), Swift Surge (+1d6)
Special Abilities: Low-light Vision, Damage Reduction 10/cold iron, Spell Resistance 28, Greater Invisibility, Spell Shield, AC Bonus (charisma), Battle Fortitude +1, Uncanny Dodge, Fast Movement +10, Trackless Step, Evasion, Flawless Stride, Camouflage, Swift Surge (+2 attack/AC/reflex, +10 speed), Blurred Alacrity (50%), Sudden Casting, Arcane Reflexes, Evasive Celerity (40%), Fortified Hustle
Saves: Fort: +11, Ref: +24, Will: +17
Abilities: STR 11, DEX 24, CON 14, INT 19, WIS, 18, CHA 30
Skills: Concentration +18, Craft (Woodwork) +14, Escape Artist +23, Hide +27, Knowledge (Arcana) +20, Knowledge (Nature) +20, Listen +22, Move Silently +23, Perform (Dance) +18, Search +22, Spellcraft +22, Spot +20, Survival +20, Tumble +23
Feats: Dodge(B), Eschew Materials(B), Spring Attack(B), Bounding Assault(B), Mobility, Weapon Finesse, Spell Penetration(S5), Arcane Strike, Practiced Spellcaster, Improved Skirmish(S4), Toughness, Darkstalker(S8)
Languages: Common, Sylvan, Elven, Gnome, Auran, Aquan


Spell like Abilities
Spoiler: ShowHide

1/day Lesser Confusion, Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts, Dispel Magic, Entangle, Permanent Image


Sorcerer Spells
Spoiler: ShowHide

Caster level 13 (15 for SR), DC 20 + spell level
0: (6)9 Acid Splash, Detect Poison, Detect Magic, Dancing Lights, Ray of Frost, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Prestidigitation
1: (8)5 Shield, True Strike, Floating Disk, Magic Missile, Endure Elements
2: (8)4 Resist Energy, See Invisibility, False Life, Alter Self
3: (8)3 Haste, Heroism, Greater Mage Armour (SpC 136)
4: (6)2 Dimension Door, Metal Melt (SpC 140)
5: (4)1 Incite Riot (PHB2 116)


Inventory
Spoiler: ShowHide

407.8gp

+1 Defending Holy Silver Short Sword ('Pixiestick') - 32,330gp

Cloak of Charisma +6 - 36,000gp
Vest of Resistance +2 - 4,000gp
Ring of Protection +1 - 1,000gp

Slippers of Battledancing - 33,750gp (+2 insight to init, can use charisma for attack/damage with one-handed or light weapon so long as moves at least 10 feet during round)

Potion of Cure Serious Wounds (CL 5) - 750gp
Scroll of Summon Monster VI (CL 11) - 1,650gp

Antitoxin x2 - 100gp

Artisan's Tools (Woodcraft) - 5gp

Entertainer's Outfit - 3gp
Sack - 0.1gp
Waterskin - 1gp
Oil 1pt flask - 0.1gp
Rations 6 days - 3gp



Base Skills
Spoiler: ShowHide

210

Concentration +16
Craft (Woodwork) +10
Escape Artist +16
Hide +16
Knowledge (Arcana) +16
Knowledge (Nature) +16
Listen +16
Move Silently +16
Perform (Dance) +8
Search +16
Spellcraft +16
Spot +16
Survival +16
Tumble +16


HP Rolls: 4 + 3 + 3 + 1 + 2 + 4 + 2 + 1 + 5 + 5  + 2 + 1 + 3

Corwin

#4
Jaela [lvl13, Half Celestial 4/Paladin of Freedom 5/Divine Crusader 1/Sovereign Speaker 3//Favored Soul 13]
Chaotic Good Aasimar [Native Outsider]
Gender: Female, Height: 5'7'', Weight: 154lbs, Age: 19

Elven ears and silver, almost metallic in appearance feather wings are the most obvious signs of Jaela's heritage. The rest of her, however, is quite atypical to either side of her parentage. Jaela has straight crimson hair that goes all the way down to her knees; from the front, she leaves shoulder-length bangs that cover the left side of her face and the black eyepatch covering her left eye. The remaining eye is brown, and more often than not stares sternly at whomever Jaela is addressing at the time. There are rare times, however, when she is reminiscing, or those moments after clearing out a fiendish infestation, where it shines with that self-assured confidence -- bordering on arrogance -- that Jaela's eyes used to back on Lifasa. Her bearing is very businesslike, and one could not accuse Jaela of being underdressed; it is a rare occasion that she is out in public without her armor.

Hit Dice 119hp [+26 temp hp with Divine Vigor]
Init: +6
Speed: 30ft (land)/60ft (flight, good maneuverability) [20ft land/40ft flight in medium/heavy armor, +10ft enhancement with Longstrider, +10ft with Divine Vigor]
Armor Class: 12 touch, 22 normal. [-2 flat-footed, -1 without natural armor]
Base Attack: +12/+7/+2
CMB: 12+5=+17
CMD: 10+17+2=29
Full Attack (Gae Bolg, longspear form): +21/+16/+11, 1d8+12/1d8+12/1d8+12, x3/20, 20ft [+2/+2+2d6 vs fiends, +9d6 vs undead]
Full Attack (Sehanine's Grace): +15/+10/+5, 1d8+5/1d8+5/1d8+5, 20/x3, 110ft
Space/Reach: 5ft/5ft [10ft reach with longspear]
Special Attacks: Turn Undead (Su) 12/day, Smite Evil 2/day for +9 to hit/+15 damage on a charge.
Special Qualities: Aura of Good (Ex), Divine Grace (Su), Lay on Hands (Su) 45hp, Fire Resistance 10, Cold Resistance 10, Acid Resistance 10, Electricity Resistance 10, Sonic Resistance 10, Damage Resistance 10/magic, Spell Resistance 23, Darkvision 60ft, Aura of Resolve (Su), Divine Health (Ex), Holy Warrior/ACF [CC p49], Charging Smite/ACF [PHB2], Aura (Ex), Daylight (Su) at will, Detect Evil (Sp) at will, Protection from Evil (Sp) 3/day, Bless (Sp) 1/day, Aid (Sp) 1/day, Cure Serious Wounds (Sp) 1/day, Neutralize Poison (Sp) 1/day, Holy Smite (Sp) 1/day, Remove Disease (Sp) 1/day, Dispel Evil (Sp) 1/day, Holy Word (Sp) 1/day, Holy Aura (Sp) 3/day, Hallow (Sp) 1/day.
Saves: Fort +32, Ref +27, Will +32 [+6 from Superior Resistance precast]
Abilities: STR 20 (+5), DEX 15 (+2), CON 20 (+5), INT 16 (+3), WIS 21 (+5), CHA: 28 (+9)
Languages: Common, Celestial, Elven, Infernal, Sylvan

Skills: Concentration (16) +21, Diplomacy (10) +23, Intimidate (9) +18, Knowledge/Arcana (16) +19, Knowledge/Dungeoneering (6) +9, Knowledge/History (5) +8, Knowledge/Nature (0) +5, Knowledge/Nobility&Royalty (5) +8, Knowledge/Religion (16) +19, Knowledge/The Planes (16) +19, Listen (0) +7, Sense Motive (13) +18, Spellcraft (16) +21, Spot (0) +7, Survival (16) +21 [+2 when on other planes, +2 when underground]

Feats: *Initiate of Angharradh, Knowledge Devotion (lvl3), Weapon Focus (B, FS3/lvl3), Blade of Force (lvl6, CM p40), Power Attack (B, Pal4/lvl8), Divine Vigor (B, Pal4/lvl8), Divine Might (lvl9), Improved Initiative (B, SS1/lvl10), Weapon Specialization (B, FS12/lvl12), Melee Weapon Mastery/Piercing (lvl12, PHB2 p82)
Domains: Protection, Time, Magic, Travel

Spells Known/Favored Soul:
lvl0 [DC19]: 9
lvl1 [DC20]: 6
lvl2 [DC21]: 6
lvl3 [DC22]: 6
lvl4 [DC23]: 5
lvl5 [DC24]: 4
lvl6 [DC25]: 3

Spells Per Day/Favored Soul [CL13]:
lvl0 [Amanuensis, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy Symbol (CC p128)]: 6
lvl1 [Cure Light Wounds, Divine Favor, Light of Lunia (SC p132), Shield of Faith, Lesser Vigor (SC p229), Resurgence (SC p174-175)]: 9 (6+3)
lvl2 [Resist Energy, Lesser Restoration, Shatter, Make Whole, Close Wounds (SC p48, immediate), Veil of Shadow (SC p228), (B) Aid] : 8 (6+2)
lvl3 [Blindsight (SC p32), Divine Retaliation (PHB2 p111, swift), Weapon of the Deity/Shock (SC p237), Knight's Move (SC p129, swift), Vigor (SC p229), Magic Vestment]: 8 (6+2)
lvl4 [Panacea (SC p152-153), Moon Bolt (SC p143), Death Ward, Greater Magic Weapon, Restoration, (B) Good Hope]: 8 (6+2)
lvl5 [Break Enchantment, Triadspell (SC p224), Righteous Might, True Seeing]: 8 (6+2)
lvl6 [Superior Resistance (SC p174, 24hr, precast), Heal, Stone Body (SC p207), (B) Greater Heroism]: 6 (4+2)

Spells Per Day/Divine Crusader [CL6]:
lvl1 [Sanctuary, True Strike, Magic Aura, Longstrider]: 5 (2+3)
lvl2 [Shield Other, Gentle Repose, Identify, Locate Object] : 3 (1+2)
lvl3 [Protection from Energy, Haste, Dispel Magic, Fly]: 3 (0+2+1)

Items: CASH 122gp, Gauntlet of Weapon Storing (12,000gp), Cloak of Charisma +6 (36,000gp), Glamered Mithral Full Plate of Speed (29,200gp, +9 to ac, 10 rounds of haste/day, -3 ACP), Gae Bolg (22,000gp, Changeling Divine Wrath Fiend Bane Longspear +1), Masterwork Silver Greatsword (530gp), Masterwork Cold Iron Greatsword (350gp), Adamantine Heavy Flail (3,015gp), Sehanine's Grace (4,900gp, Masterwork Serren Composite Longbow +5 [ghost touch]), Helm of Disguise (1,800gp), 60 arrows (3gp), Cleric's Vestments (5gp), Silver Holy Symbol (25gp), Disguise Kit (50gp), Spell Components Pouch (5gp).

Various Notes:
Divine Might: Free action activation, spends 1 turning attempt, +9 to damage, duration 1 round.
Divine Vigor: Standard action activation, spends 1 turning attempt, +10 to base speed, +2x13=26 temp hp, duration 9 minutes.

Gae Bolg
Spoiler: ShowHide

Changeling Divine Wrath Fiend Bane Frystalline Longspear +1

Changeling (+2,000gp, MIC p31, swift)
Divine Wrath (+1, MIC p33, swift)
Fiend Bane (+1, +2/+2+2d6 vs fiends)
Frystalline (+2,000gp, BoED p38, good-aligned weapon)


Gauntlet of Weapon Storing
Spoiler: ShowHide

This device is a simple metal gauntlet. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the gauntlet, the item reappears. The gauntlet is capable of containing the following:

-Up to sixty objects of the same general size and shape as an arrow.
-Up to eighteen objects of the same general size and shape as a javelin.
-As many as six objects of the same general size and shape as a bow (spears, staffs, or the like).

Storing or retrieving any item is a free action. The items are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored items appears instantly. The wearer can choose which of them to hold; the rest drop to the ground around him.

http://www.soulriders.net/forum/index.php/topic,101729.msg1023450.html#msg1023450


Initiate of Angharradh
Spoiler: ShowHide

Prerequisites:
Cleric or Paladin level 1st, patron deity Angharradh
Benefit:
You gain +2 bonus to diplomacy with elves. Also, add the following spells to your cleric spell list:

2nd level Spells:
-Aid
4th level Spells:
-Good Hope
6th level Spells:
-Greater Heroism
8th level Spells:
-Greater Planar Ally


Special Notes:
Spoiler: ShowHide

Various:
Knowledge Devotion: Knowledge/Dungeoneering is a class skill for all your classes. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table:
Check          Bonus
Result         Granted
15 or below  +1
16-25          +2
26-30          +3
31-35          +4
36 or higher +5

Blade of Force: You can use a swift action to make the next melee attack hit incorporeal creatures. You add the level of the highest Force spell you have available to the damage roll.

Aasimar:
Daylight (Sp) 1/day
+2 racial bonus on Spot and Listen
Darkvision 60ft
Resistance to Acid 5, Cold 5, Electricity 5
Automatic Languages: Common, Celestial

Half Celestial:
+1 Natural Armor
Daylight (Su) at will
Smite Evil (Su) 1/day [normal attack, +HD to damage]
Darkvision 60ft
Immunity to Disease
Resistance to Acid 10, Cold 10, Electricity 10
DR 10/magic
Natural weapons count as magic weapons
SR 23
+4 racial bonus on Fortitude saves against poison

Favored Soul:
Resistance to Fire 10, Sonic 10
Weapon Focus (Longspear)
Weapon Specialization (Longspear)
Turn Undead (Su): 1d6 damage to undead/1d6 healed to the living, 30ft radius. A successful Will save of DC25 halves the damage. Does not affect you.

Paladin of Freedom:
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 2/day (Su): 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.
Charging Smite (Su): Paladin lvl5 alternate class feature. +9 to hit/+15 to damage on a charge attack with a smite; if you miss, the smite is not considered used. Replaces Special Mount.
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: Standard action activation, Paladin levels x Charisma modifier = 45hp
Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Divine Vigor as a bonus feat, replaces Turn Undead.
Holy Warrior (Ex): Paladin lvl4 alternate class feature. Replaces paladin spells with fighter bonus feats from a special list.

Divine Crusader:
Aura (Ex): equivalent and stacking with paladin/cleric Aura of Good.
Protection Domain/Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
House Rule/Divine Crusader: Their caster level equals twice their class level, maximum of 20 at level 10. This does not effect spells known, but merely keeps their casting competitive. This fast advancement does not continue into epic, resuming a normal 1 CL per level pace.

Sovereign Speaker:
Time Domain/Granted Power: You gain Improved Initiative as a bonus feat.
Magic Domain/Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Travel Domain/Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Extra Domain Slot: You gain an extra 3rd level domain spell slot.


Code of Conduct:
Spoiler: ShowHide

Jaela's lost eye represents her failure to defend her world and save its occupants. Upon that failure, she swore two things: that she would take a stand against oppression and against devils wherever she went, and that she would not throw her life away in vain until that eye was whole again. As long as those two principles are not compromised, Jaela would not budge until victory is hers.

She made a vow on her sickbed, that whatever happened had to be due to her own power, be it a restorative spell or granting the fiend that took it a final death. And sometimes, she almost allows herself to dream of a third condition, where her world would once more be freed of Abigor's reign.


Background
Spoiler: ShowHide

Jaela always showed signs of her heritage, be is with her silvery, almost metallic wings or with the elven ears peeking from behind her dark red hair. Raised on Lifasa, however, it was hardly a unique site, especially when one lived as close to the Great Tree as the orphanage Jaela grew up in. She always intended to one day become a soldier to serve her land and protect the peace. Her religious studies came first, but once she was of age, Jaela was to take her oath of service.

Abigor's invasion wrecked those plans. As the world reeled and the heroes rallied, Jaela was lucky enough to be close to one of those strongholds. It was her first sight of a real battle, and she cowered with the rest of the rescued, shell-shocked civilians rescued by the last cohesive elven fighting force. They kept repelling waves upon waves of ever-stronger invaders, always at a greater cost than before, while the archmages attempted to come up with a solution or, at least, some sort of answer for the question of 'why'.

The line broke, already pushed back again and again, and when a devil with a rusted glaive and sick leer charged at her, Jaela found it within herself to step into the breach and help push that wave back just as others had been before that. Her case was a rare one, however, and with no meaningful reinforcements even the last line of the Great Tree's outer defenses began to crumble.

Abigor brought that stronghold down personally, Jaela later heard in stories, but she was not there to see it. Her own battle ended when elite devil troops replaced the waves of fodder and lesser fiends, and Jaela found herself facing off against a hulking, slouched beast with wicked barbs all over its body. They dueled, she and it, and while Jaela emerged victorious, it was at the cost of grave injuries, including the loss of her left eye. Out of the battle for the count, Jaela once more rejoined the civilians, and it was then that she truly realized the scale of the disaster, for they were being Gated far, all the way across to Arborea.

She did not stay long. To say that she felt unworthy of being in heaven after the loss of her world and her inability to stop it would be an understatement, and Jaela went on her own way as soon as her body recovered from the stress the battle put it through. The others have abandoned all hope; were happy, in fact, to do so and adapt to their new lives. And deep down, Jaela resented the part of her that agreed. Thus, she found herself leaving them all behind, to prevent herself from being reminded of her shortcomings.  It didn't matter whether it was mere whimsy that chose her path, or the whispers of her patron goddess; Jaela simply wanted to find a worthy cause to die for, and until she had it, she was going to do her utmost to oppose devils and their oppression wherever across the planes her travels took her.




Build:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Half Celestial/Favored Soul
HC1:
+0   +0   +0   +0
FS1:
+0   +2   +2   +2

Lvl2: Half Celestial/Favored Soul
HC2:
+0   +0   +0   +0
FS2:
+1   +1   +1   +1

Lvl3: Half Celestial/Favored Soul
HC3:   
+0   +0   +0   +0
FS3:   
+1   +0   +0   +0

Lvl4: Half Celestial/Favored Soul
HC4:   
+0   +0   +0   +0
FS1:
+1   +1   +1   +1

Lvl5: Paladin/Favored Soul
Pal1:   
+1   +2   +0   +0
FS5:   
+0   +0   +0   +0

Lvl6: Paladin/Favored Soul
Pal2:   
+1   +1   +0   +0
FS6:   
+1   +1   +1   +1

Lvl7: Paladin/Favored Soul
Pal3:
+1   +0   +1   +1
FS7:
+1   +0   +0   +0

Lvl8: Paladin/Favored Soul
Pal4:
+1   +1   +0   +0
FS8:
+1   +1   +1   +1

Lvl9: Paladin/Favored Soul
Pal5:
+1   +0   +0   +0
FS9:
+0   +0   +0   +0

Lvl10: Divine Crusader/Favored Soul
DC1:
+0   +2   +0   +2
FS10:
+1   +1   +1   +1

Lvl11: Sovereign Speaker/Favored Soul
SS1:
+0   +0   +0   +2
FS11:
+1   +0   +0   +0

Lvl12: Sovereign Speaker/Favored Soul
SS2:
+1   +0   +0   +1
FS12:
+1   +1   +1   +1

Lvl13: Sovereign Speaker/Favored Soul
SS3:
+1   +1   +1   +0
FS13:
+0   +0   +0   +0


BAB: +12
Fort: +2+1+0+1+2+1+0+1+0+2+0+1+1 =12+6res+9cha+5con =32
Ref:  +2+1+0+1+0+1+1+1+0+1+0+1+1 =10+6res+9cha+2dex =27
Will: +2+1+0+1+0+1+1+1+0+2+2+1+0 =12+6res+9cha+5wis =32
Touch AC: 10+2dex =12
AC: 12+9armor+1nat armor =22


Elven Pantheon/Seldarine:
Spoiler: ShowHide

    Corellon Larethian, greater deity leader of the Seldarine [Domains    Arcana, Skill, Wilderness[1] Formerly: Chaos, Good, Protection, War]
    Angharradh, greater deity and consort to Corellon [Domains    Hope, Protection[1] Formerly: Chaos, Elf, Good, Knowledge, Plant, Renewal] <--
    Aerdrie Faenya, intermediate deity of the wind [Domains  Air, Animal, Chaos, Elf, Good, Storm]
    Hanali Celanil, intermediate deity of love [Domains    Arcana, Chaos, Charm, Elf, Good, Protection[1], Pleasure[2]]
    Sehanine Moonbow, intermediate deity of the moon [Domains    Chaos, Elf, Good, Illusion, Knowledge, Moon, Travel]
    Deep Sashelas, intermediate deity of the seas [Domains    Chaos, Elf, Good, Knowledge, Ocean, Water]
    Labelas Enoreth, intermediate deity of longevity [Domains    Chaos, Elf, Good, Knowledge, Time]
    Rillifane Rallathil, intermediate deity of nature [Domains    Chaos, Elf, Good, Plant, Protection]
    Solonor Thelandira, intermediate deity of hunting [Domains    Chaos, Good, War]
    Erevan Ilesere, intermediate deity of trickery [Domains    Chaos, Elf, Luck, Trickery]
    Fenmarel Mestarine, lesser deity of outcasts [Domains    Animal, Chaos, Elf, Plant, Travel]
    Shevarash, demipower of vengeance [Domains    Chaos, Elf, Retribution, War]

http://forgottenrealms.wikia.com/wiki/Seldarine


Righteous Might [Standard/13 rounds]:
Spoiler: ShowHide

Hit Dice 132hp [+26 temp hp with Divine Vigor]
Init: +6
Speed: 30ft (land)/60ft (flight, good maneuverability)
Armor Class: 11 touch, 23 normal. [-2 flat-footed, -3 without natural armor]
Base Attack: +12/+7/+2
CMB: 12+5+4=+21
CMD: 10+21+2=33
Full Attack (Gae Bolg, longspear form): +22/+17/+10, 2d6+15/2d6+15/2d6+15, x3/20, 20ft [+2/+2+2d6 vs fiends, +9d6 vs undead]
Full Attack (Sehanine's Grace): +14/+9/+4, 2d6+5/2d6+5/2d6+5, 20/x3, 110ft
Space/Reach: 10ft/10ft [20ft reach with longspear]
Special Attacks: Turn Undead (Su) 12/day, Smite Evil 2/day for +9 to hit/+15 damage on a charge.
Special Qualities: Aura of Good (Ex), Divine Grace (Su), Lay on Hands (Su) 45hp, Fire Resistance 10, Cold Resistance 10, Acid Resistance 10, Electricity Resistance 10, Sonic Resistance 10, Damage Resistance 10/magic and 6/evil, Spell Resistance 23, Darkvision 60ft, Aura of Resolve (Su), Divine Health (Ex), Holy Warrior/ACF [CC p49], Charging Smite/ACF [PHB2], Aura (Ex), Daylight (Su) at will, Detect Evil (Sp) at will, Protection from Evil (Sp) 3/day, Bless (Sp) 1/day, Aid (Sp) 1/day, Cure Serious Wounds (Sp) 1/day, Neutralize Poison (Sp) 1/day, Holy Smite (Sp) 1/day, Remove Disease (Sp) 1/day, Dispel Evil (Sp) 1/day, Holy Word (Sp) 1/day, Holy Aura (Sp) 3/day, Hallow (Sp) 1/day.
Saves: Fort +33, Ref +27, Will +32 [+6 from Superior Resistance precast]
Abilities: STR 24 (+7), DEX 15 (+2), CON 22 (+6), INT 16 (+3), WIS 21 (+5), CHA: 28 (+9)

All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).


Stone Body [Standard/13min]:
Spoiler: ShowHide

Hit Dice 119hp [+26 temp hp with Divine Vigor]
Init: +4
Speed: 15ft (land)/30ft (flight, good maneuverability)
Armor Class: 10 touch, 20 normal. [-0 flat-footed, -1 without natural armor]
Base Attack: +12/+7/+2
CMB: 12+5=+17
CMD: 10+17+2=29
Full Attack (Gae Bolg, longspear form): +23/+19/+13, 1d8+15/1d8+15/1d8+15, x3/20, 20ft [+2/+2+2d6 vs fiends, +9d6 vs undead]
Full Attack (Sehanine's Grace): +13/+8/+3, 1d8+5/1d8+5/1d8+5, 20/x3, 110ft
Space/Reach: 5ft/5ft [10ft reach with longspear]
Special Attacks: Turn Undead (Su) 12/day, Smite Evil 2/day for +9 to hit/+15 damage on a charge.
Special Qualities: Aura of Good (Ex), Divine Grace (Su), Lay on Hands (Su) 45hp, Fire Resistance 10, Cold Resistance 10, Acid Resistance 10, Electricity Resistance 10, Sonic Resistance 10, Damage Resistance 10/magic and 10/adamantine, Spell Resistance 23, Darkvision 60ft, Aura of Resolve (Su), Divine Health (Ex), Holy Warrior/ACF [CC p49], Charging Smite/ACF [PHB2], Aura (Ex), Daylight (Su) at will, Detect Evil (Sp) at will, Protection from Evil (Sp) 3/day, Bless (Sp) 1/day, Aid (Sp) 1/day, Cure Serious Wounds (Sp) 1/day, Neutralize Poison (Sp) 1/day, Holy Smite (Sp) 1/day, Remove Disease (Sp) 1/day, Dispel Evil (Sp) 1/day, Holy Word (Sp) 1/day, Holy Aura (Sp) 3/day, Hallow (Sp) 1/day.
Saves: Fort +32, Ref +25, Will +32 [+6 from Superior Resistance precast]
Abilities: STR 24 (+7), DEX 11 (0), CON 20 (+5), INT 16 (+3), WIS 21 (+5), CHA: 28 (+9)

Immunity to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning and all spells or attacks that affect your physiology or respiration. If you are targeted with Transmute Rock to Mud, you are Slowed for 2d6 rounds with no saving throw. A Transmute Mud to Rock heals you of all your lost hit points. A Stone to Flesh spell cast on you automatically ends this spell.


HP rolls:
Spoiler: ShowHide

8 (lvl1, full) + 3 (lvl2, FS) + 1 (lvl3, FS) + 4 (lvl4, FS) + 1 (lvl5, paladin) +5 (lvl6, paladin) +4 (lvl7, paladin) +10 (lvl8, paladin) +5 (lvl9, paladin) +1 (lvl10, favored soul) +8 (lvl11, favored soul) +1 (lvl12, favored soul) +3 (lvl13, favored soul) + 5x13 (con lvl1-13)

[22:23] <Henrietta> roll 8+7d8+5d10
[22:24] * Hatbot --> "Henrietta rolls 8+7d8+5d10 and gets 50." [7d8=3, 1, 4, 1, 8, 1, 3][5d10=1, 1, 4, 10, 5]
[22:27] <Kotono> Wooow.
[22:27] <Kotono> That's horrible.
[22:27] <Kotono> Well, you can reroll the second d10 since that's 2 1s in a row.
[22:27] <Kotono> That might ge tyou a few more HP at leas.t
[22:27] <Kotono> Time to invest in toughness.
[22:28] <Henrietta> roll 1d10 reroll
[22:28] * Hatbot --> "Henrietta rolls 1d10 reroll and gets 5." [1d10=5]
<Steph> I might have made a terrible mistake