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Tablet of Destiny

Started by Anastasia, August 10, 2011, 10:59:27 PM

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Anastasia

#30
Balyss, Aasimar Cleric 5/Silverstar 10/Divine Oracle 5//Favored Soul 20

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Size/Type: Medium Outsider (Native)
Hit Dice: 20d8+120 (210 hp)
Initiative: +3
Speed: 20ft (30ft without armor), fly 60ft (good)
Armor Class: 49 (+18 armor, +2 dex, +12 shield, +5 protection, +2 insight)
Base Attack/CMB/CMD: +16/+21/56
Attack: Lunarock+24 (1d8+8 plus 1d6 electricity plus 1d10 electricity on critical hit plus 2d6 holy) or Moon Blade+22 melee touch (1d8+8 plus 1d6 electricity plus 1d10 electricity on critical hit (2d8+17 plus 1d6 electricity plus 1d10 electricity on critical hit vs undead))
Full Attack: Lunarock+24/+19/+14/+9 (1d8+8 plus 1d6 electricity plus 1d10 electricity on critical hit plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, turn undead 11/day(13d6; DC 28), moon hand(+2, shocking burst), moonfire, favored of selune 5/day.
Special Qualities: Darkvision 60ft, resistance to cold 15, resistance to fire and sonic 10, resistance to acid and electricity 5, moon spells, low-light vision, tears of selune, prophet's sight, selunite lycanthropy, scry bonus, prescient sense(evasion), trap sense+2, divination enhancement, uncanny dodge, damage reduction 10/cold iron and evil, regeneration 1.
Saves: Fort +29, Ref +22, Will +35 (+2 vs enchantment, necromancy and illusion, +4 sacred vs evil spells, spell turning)
Abilities: Str 20, Dex 16, Con 22, Int 18, Wis 28, Cha 27
Skills: Concentration+29, Heal+32, Knowledge(Planes)+27, Knowledge(Religion)+30, Sense Motive+43, Spellcraft+27, Survival+28
Feats: Blind-Fight(1), Divine Shield(C1), Initiate of Selune(3), Empower Turning(6), Skill Focus(Knowledge:Religion)(9), Quicken Turning(12), Silvery Moon Blade(15), Quicken Spell(18)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities: 1/day-Daylight. Caster level 20th.

Regeneration (Ex)

Balyss takes normal damage from cold iron, evil weapons or from spells with the evil descriptor.


Cleric powers:
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Balyss casts as a 16th level cleric with access to the Moon, Oracle and Protection domains. (Caster level 17th, 19th for divinations, 24th for augury and divination.)

0: Cure Minor Woundsx6
1: (Identify), Bless Water, Comprehend Languages, Detect Undead, Nightshield, Remove Fear, Signx2.
2: (Moonbeam), Close Wounds, Consecrate, Find Traps, Iron Silence, Make Whole, Status, Undetectable Alignment.
3: (Moon Blade), Create Food and Water, Selune's Grace*, Locate Object, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead.
4: (Fear), Assay Spell Resistancex2, Control Water, Discern Lies, Divine Power, Neutralize Poison.
5: (Moon Path), Atonement, Commune, Hallow, Righteous Mightx2.
6: (Legend Lore), Greater Dispel Magicx4
7: (Insanity), Control Weather, Greater Restoration, Holy Word, Word of Chaos.
8: (Mind Blank), Fierce Pride of the Beastlands, Heat Drain, Summon Monster 8.

* As Grace, SC.


Silverstar powers:
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Moon Spells (Ex)

A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spell slot equal to it's level on the Moon domain list.  For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.

Lunar Sight (Ex)

At 2nd level a silverstar gains low-light vision.

Moon's Hand (Su)

Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.

Tears of Selune (Sp)

A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell(torches or will o' the wisps only) at will.

Prophet's Sight (Sp)

Once per day at 5th level, a Silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.

Selunite Lycanthropy (Ex)

Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Moonshield (Su)

At 7th level, a silverstar learns how to better resist the dark magic of the Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.

Moonfire (Sp)

Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.


Divine Oracle powers:
Spoiler: ShowHide


Scry Bonus (Su)

A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.

Divination Enhancement (Ex)

Beginning at 3rd level, the divine oracle may roll twice and take the better result for divination and augury.


Favored Soul powers:
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Balyss casts as a 16th level favored soul. (Caster level 17th, 19th for divinations, 24th for augury and divination.)

6/8/8/8/8/7/7/6/4

0: Amanuensis, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Virtue.
1: Bless, Divine Favor, Entropic Shield, Handfire, Moon Lust, Shield of Faith.
2: Augury, Divine Insight, Divine Protection, Healing Lorecall, Lesser Restoration, Zone of Truth. 
3: Cloak of Bravery, Invisibility Purge, Mass Aid, Mass Align Weapon, Mass Resist Energy, Moon Blade.
4: Divination, Fear, Mass Shield of Faith, Moon Bolt, Sheltered Vitality, Wall of Moonlight.
5: Life's Grace, Mass Sanctuary, Moon Path, Moonweb, Zone of Respite, Zone of Revelation.
6: Banishment, Heal, Lucent Lance, Vigorous Circle, Visage of the Deity.
7: Holy Star, Insanity, Lunatic's Light, Mass Spell Resistance.
8: Holy Aura, Maddening Whispers, Mass Death Ward.

Favored of Selune (Sp)

You gain the ability to use Moon Blade as a spell-like ability. You may use this ability a number of times per day equal to your favored soul level divided by three(minimum one, round down). When you manifest your Moon Blade, you may choose to make it fully corporeal. If you do, your Moon Blade is not subject to spell resistance. However, it now makes normal melee attacks instead of melee touch attacks.

At 12th level, you may cast your Moon Blade spell-like ability as a swift action instead of a standard action. In addition, your Moon Blade's bonus damage is no longer limited to +10 to living creatures or +20 to undead. It has no cap and may rise as high as your caster level permits.

The benefits of this ability apply to any normal castings of Moon Blade you cast as a normal spell.


Gear:
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[Weapon]Lunarock: Moonlight mithral heavy mace+3, holy, shocking burst. Readied. (Base weapon of +3, moonhand+moonlight mithral boost it)
[Armor]Lunar Air: Full Plate+10, nimbleness, sacred, angelic and calling. AC bonus applies to touch AC.
[Shield]Lunatic's Shield: Heavy Steel Shield+10, great reflection.

[Head]Phylactery of Undead Turning: +2d6 to turn undead.
[Neck]Moonlight Mithral Holy Symbol of Selune: Grants a +1 bonus to caster level.
[Shoulders]Mooncloak: +5 resistance bonus to saving throws, allows water walk and levitate 1/day on self.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.
[Ring 1]Ring of the Full Moon: +15 competence bonus to diplomacy, sense motive and gather information checks.
[Ring 2]Ring of the New Moon: Invisible to darkvision, +5 deflection bonus to armor class.
[Feet]Boots of Haste: Free action haste for 10 rounds a day.

[Staff]Staff of Planar Might.

[Ioun Stone]Red Moon: +2 insight bonus to armor class.
[Misc]Moon Mote: 1/day can use dancing lights under command of holder.

[Expendable]1 scroll of cure critical wounds
[Expendable]2 moonfire salves: Works as a targeted dispel magic, fly, darkvision, greater mage hand or cure serious wounds.

[Reserve Weapon]Sword of the Moon: Cold iron longsword+2, moonfire blasting and holy.
[Reserve Armor]Lunatic's Armor: Mithral Full Plate+5, called and sacred(+1d6 turning).

1 gold


Autobattle Settings:
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Allow PC control: Yes.
Settings: Heal, support and turn. Stay out of direct melee when possible or not using Moon Blade.
<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

#31
Simmer, pyrodryad.

Dryad 4/Half Fire Elemental 3/Barbarian (Hunter variant) 13//Sorcerer 5/Lord of the Bright Fires 10/War Mage 5

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Size/Type: Medium Outsider (Fire)
Hit Dice: 4d8+1d4+2d6+13d12+120+20 (256 hp)
Initiative: +10
Speed: 40ft
Armor Class: 40 (+10 dex, +4 natural, +10 deflection, +6 armor)
Base Attack/CMB/CMD: +16/+19/49
Attack: Afir Masifel+33 (1d8+9 plus 3d6(9d6 on crit) fire x3)
Full Attack: Afir Masifel+33/+28/+23/+18 (1d8+9 plus 3d6(9d6 on crit) fire x3) or Rapidshot +31/+31/+26/+21/+16 (1d8+9 plus 3d6(9d6 on crit) fire x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy (outsider(water)+6, outsider(cold)+2, undead+2), spells, elemental fury, elemental wrath 9/day, burn the heretic.
Special Qualities: Damage reduction 5/cold iron, damage reduction 3/-, immunity to cold, fire, disease, negative energy damage and energy drain, wild empathy, orphaned, darkvision 60ft, vulnerability to cold(suppressed), improved uncanny dodge, spell sense+4, metamagic specialist 9/day, greater essence of fire, living fire, pyrosynthesis, energy vulnerability, shield of fire, arcane aegis 3 allies, battle magic+3 (9/day), armored spellcasting -10%.
Saves: Fort +26, Ref +29, Will +23
Abilities: Str 16, Dex 30, Con 22, Int 22, Wis 22, Cha 29
Skills: Concentration+29, Escape Artist+33, Knowledge(arcana)+29, Knowledge(nature)+29, Listen+29, Search+29, Spellcraft+29, Spot+29, Use Magic Device+21
Feats: Toughness(1), Eschew Materials(S1), Combat Casting(3), Searing Spell(S5), Weapon Focus(Longbow)(6), Fiery Spell(9), Rapidshot(B2), Spell Penetration(12), Manyshot(B6), Fey Bloodline(15), Empower Spell(WM2), Arcane Thesis(Lingering Flames)(18), Improved Precise Shot(B11), Maximize Spell(WM4)
Epic Feats: -
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

3/day-charm person, deep slumber 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, produce flame, suggestion, wall of fire. Caster level 17th. 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.


Barbarian powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.


Sorcerer powers:
Spoiler: ShowHide


Add fey bloodline spells in, sub out wail. +2 class, +1 item.

Simmer cast as a 16th level sorcerer.

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[6/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB
[4/day]8: Greater Arcane FusionCM, Irresistible DanceFB

CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.

Metamagic Specialist (Ex)

You can apply metamagic feats that you know to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat.

You can use this class feature a number of times per day equal to 3 + your Int modifier (minimum 1). This is an extraordinary ability.


Lord of the Bright Fires powers:
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Essence of Fire (Su)

By channeling your own elemental nature, you strengthen your fire magic. You cast spells with the fire descriptor at +1 caster level.

Living Fire (Ex)

You represent fire and life entwined, always vital and always sustaining even as it burns away old life to make way for new life. You lose access to any spell that causes energy drain or inflicts negative energy damage, these spells are removed from your spell lists.

Pyrosynthesis (Su)

The purifying and vital power of positive energy laced fire suffuses your being. Whenever you cast a spell with the fire descriptor, you heal hit points equal to it's spell level. For example, casting fireball heals you three hit points. You cannot go above your maximum hit points with this ability.

Energy Vulnerability (Sp)

You can use Energy Vulnerability (PHB2 p113) as the spell once per day. You can only make your target vulnerable to fire.

Elemental Fury (Su)

Through the living fury of fire, you can cause your foes to burn even after your spell concludes, imbued with a tiny fragment of life. Any time you deal damage to a target with a spell with the fire descriptor, they catch ablaze. This deals 1d6 damage per round(no save) until the flames are extinguished. Unlike a normal fire, these flames do not cease until put out directly. This may be done by mundane means such as water or rolling on the ground, as well as by dispel magic. Treat this ability as a spell effect equal to the caster level of the Lord of the Bright Fires for the sake of dispel magic.

Greater Essence of Fire (Su)

Your mastery of the flames increases. Your bonus to your caster level when casting spells with the fire descriptor rises by 1, to a total of +2. In addition, the DC of any spells you cast with the fire descriptor rises by 1.

Elemental Wrath (Su)

Through the overwhelming energy of positive fire, you are able to overwhelm your foes. A number of times a day equal to your main casting stat(Intelligence for wizards, charisma for sorcerers, for example), you may designate a spell with the fire descriptor, that deals damage and allows a saving throw for partial/no effect as overwhelming. An overwhelming spell leaves the victim dazed for one round if the saving throw is failed, due to being overwhelmed with the raw elemental vitality of fire.

Burn the Heretic! (Su)

At 8th level your touch can cause some of the creature's lifeforce to explode into fire. Once per day you may make a melee touch attack against a creature. If successful you deal 10d10 points of fire damage, as lifeforce is transformed into white flames that explode out of the victim's body in all directions. If you fail to hit, this ability is not expended. Non-living creatures such as undead and constructs are immune to this ability.

Shield of Fire (Su)

At 9th level the Lord of the Bright Fires is constantly surrounded by vibrant white flames. This raw life force shields her own vitality, rendering her immune to energy drain and negative energy damage.

Fiery Life (Ex)

At 10th level your constant conduit to fire has further bolstered you. Your constitution rises by 2 points.


War Mage powers:
Spoiler: ShowHide


Arcane Aegis (Su)

The war mage may designate one ally within 30ft and add the the war mage's charisma modifier as a morale bonus to the ally's AC. Doing so is a free action. At 3rd and 5th level, the war mage may protect a second and third ally.


Gear:
Spoiler: ShowHide


[Weapon]Afir Masifel: Longbow+6, fiery blast.
[Metamagic Rod]Rod of Greater Maximize: 3/day maximize any 1-9 spell.

[Neck]Ten Petal Necklace: Grants a +10 deflection bonus to armor class.
[Wrists]Bracers of Soothing Flames: Grants a +3 competence bonus to caster level of fire descriptor spells. 6 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast. 2 chargers, gain immunity to cold for one minute.
[Ring 1]Ring of Energy Immunity(Cold): Immunity to cold.
[Ring 2]Ring of Arcane Power: +1 bonus to caster level.
[Waist]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

[Spell Booster]Arcanum XII. See below.

[Reserve Ring]Spellguard Ring(Gold): 3/day as a free action when casting a spell, render wearer of the matching ring immune to your spells for 1 round.

[spoiler]

Arcanum XII

Arcanum XII is a powerful tome that can enhance arcane magic. To gain any benefit from Arcanum XII, it must be read for eight hours. At the conclusion of this time, the reader must make a DC 18 intelligence check. Failure results in the time being wasted to no gain. The reader may try again, but the DC rises by 3 for each failure. Success allows the reader to call on the power of Arcanum XII. Three times per day as a swift action while holding Arcanum XII, the holder may read a passage and weave it into her own spellcraft. This may provide any one of the following benefits, but each benefit may be called on only once per day. The bonus applies only the spell being cast.

- +3 bonus to caster level.
- Increase the die size of spell by one. d12s become 2d6. This applies only spells that deal damage, such as magic missile or fireball. Spells such as ray of enfeeblement and enervation are not affected.
- Spontaneously change the energy type of the spell. This applies only to spells with the fire, cold, electricity, acid or sonic descriptors. A fireball turned to cold would deal cold damage instead of fire damage, for example.
- Apply any one metamagic with a spell level adjustment of 3 or less. This metamagic is free and does not affect the level of the spell at all.
- Spell overload. This option applies all four benefits to one spell. It can only be used if all three of Arcanum XII's daily uses have not been expended. This causes an energy backlash, dealing 3d6 points of damage per level of the spell overloaded.


[Bag of Holding]Simmer's Emergency Supply Closet of Fire.

[Staff]Staff of Fire, 50 charges.

[Wand]Wand of Cure Light Wounds, CL 1.

[Consumable]Potion of Resist Energy(Cold) 30.
[Consumable]5 flasks of alchemist's fire.
[Consumable]2 flasks of liquid embers.
[Consumable]7 scrolls of summon elemental monolith (fire)

2370.5 gold[/spoiler]

Autobattle Settings: [spoiler]

Allow PC control: Yes.
Settings: Burn, burn, burn. Burn them all! Burn them more! If all else fails, shoot 'em full of arrows. If that fails, burn them again!
<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

#32
Meillarberyl, Voice of the Triune.

Elf Warlock 19//Paladin of Freedom 5/Enlightened Spirit 4/Voice of the Triune 10

Size/Type: Medium Humanoid (Elf)
Hit Dice: 5d10+2d6+10d8+76 (171 hp)
Initiative: +7
Speed: 30ft, fly 30ft (good)
Armor Class: 33 (+7 dex, +10 exalted, +3 deflection, +2 natural, +1 sacred)
Base Attack/CMB/CMD: +19/+20/41
Attack: Eldritch Blast+30 ranged touch (10d6+4 plus 1d6 vs evil plus 2d6 vs evil outsiders)
Full Attack: Eldritch Blast+30 ranged touch (10d6+4 plus 1d6 vs evil plus 2d6 vs evil outsiders) or Eldritch Glaive+29 touch (10d6+4 plus 1d6 vs evil plus 2d6 vs evil outsiders)
Space/Reach: 5ft/5ft
Special Attacks: Exalted strike+4, invocations, eldritch blast+10d6, smite evil 4/day, turn undead 12/day (DC 20; 1d6), words of the triune(benediction, freedom, love, retreat, glory).
Special Qualities: Immunity to sleep, low-light vision, endure elements, greater sustenance, ability score enhancement, mind shielding, damage reduction 10/evil and cold iron, resistance to fire and cold 10, resistance to acid and electricity 5, freedom of movement, regeneration, detect magic, deceive item, celestial resilience 5, imbue item, aura of good, detect evil, divine grace, lay on hands(45 hp), aura of resolve, divine health, domain paladin(elf), aura of courage, aura of menace, blessed silence, words of creation, silent grace, true seeing, tongues.
Saves: Fort +32, Ref +28, Will +37 (+2 vs enchantment, +2 vs despair)
Abilities: Str 13, Dex 24, Con 19, Int 16, Wis 19, Cha 30
Skills: Concentration+26, Diplomacy+32, Disguise+32, Knowledge(Arcana)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Sense Motive+26, Spellcraft+25, Use Magic Device+32 (+8 to spot/listen)
Feats: Sacred Vow(1), Vow of Poverty(3), Vow of Silence(VoP4), Point Blank Shot(P5), Precise Shot(6), Words of Creation(VoP6), Purify Spell-Like Ability(Eldritch Blast)(VoP8), Devoted Warlock(9), Gift of Grace(VoP10), Empower Spell-Like Ability(Eldritch Blast)(12), Nimbus of Light(VoP12), Exalted Eldritch Blast(VoP14), Maximize Spell-Like Ability(Eldritch Blast)(15), Exalted Warlock(VoP16), Extra Smiting(18), Gift of Faith(VoP18)
Epic Feats: -
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


AC Bonus (Su)

A 1st-level ascetic receives a +4 exalted bonus to his Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore this bonus. This does not stack with an armor bonus.

Endure Elements (Ex)

A 3rd-level ascetic is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide).

Exalted Strike (Su)

At 4th level, an ascetic gains a +1 enhancement bonus on all his attack and damage rolls. In effect, any weapon the character wields becomes a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level. At 10th level, any weapon damage the character deals is also considered to be good-aligned, so that it can bypass the damage reductions of some evil outsiders.

Sustenance (Ex)

A 5th-level ascetic doesn't need to eat or drink.

Deflection (Su)

A 6th-level ascetic receives a +1 deflection bonus to his Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.

Resistance (Ex)

At 7th level, an ascetic gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.

Ability Score Enhancement (Ex)

At 7th level, an ascetic gains a +2 enhancement bonus to one ability score. At 11th level, he gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, he gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, he gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score. Current stat modifications: +8 charisma, +6 constitution, +4 dexterity, +2 wisdom.

Natural Armor (Ex)

At 8th level, an ascetic gains a +1 natural armor bonus, or his existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.

Mind Shielding (Ex)

Also at 8th level, an ascetic character becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.

Damage Reduction (Su)

An ascetic gains damage reduction 5/magic at 10th level. At 15th level, this improves to 5/evil, and at 19th level to 10/evil.

Greater Sustenance (Ex)

Once he attains 12th level, an ascetic character doesn't need to breathe.

Energy Resistance (Ex)

At 13th level, an ascetic gains resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.

Freedom of Movement (Ex)

At 14th level, an ascetic can act as if continually under the effect of a freedom of movement spell.

Regeneration (Ex)

At 17th level, an ascetic heals 1 point of damage per level per hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.

True Seeing (Su)

At 18th level, an ascetic gains a continuous true seeing ability, as the spell.


Warlock powers:
Spoiler: ShowHide


Invocations

Mei uses invocations as a 17th level warlock.

Least: All Seeing Eyes, Eldritch Glaive, Otherworldly Whispers.
Lesser: Baneful Blast(Evil Outsiders), Celestial Flight, Eldritch Chain, Spirit Blast, Wall of Light.
Greater: Heavenly Endurance, Penetrating Blast, Vitriolic Blast.
Holy: Caster's Lament, Impenetrable Barrier.

Eldritch Blast (Sp)

The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.

A warlock can use eldritch blast at will.

Detect Magic (Sp)

Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su)

Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Warlock.

Deceive Item (Ex)

At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Celestial Resilience (Su)

Beginning at 8th level, a warlock knows the trick of celestial resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.

At 13th level, a warlock's celestial resilience improves. When in his celestial resilience state, he gains fast healing 2 instead. At 18th level, a warlock's celestial resilience improves to fast healing 5.

Energy Resistance (Su)

At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.

Imbue Item (Su)

A warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.

If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.


Paladin powers:
Spoiler: ShowHide


Mei casts as a 10th level paladin.

4/3

1: Divine Favor, True Strike, Lesser Restorationx2
2: Divine Protectionx3
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 x 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 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.

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.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.


Enlightened Spirit powers:
Spoiler: ShowHide


Aura of Courage (Su)

You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.

Aura of Menace (Su)

A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a -2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.

Spirit Blast (Sp)

This invocation (Lesser; 4th; Eldritch Essence) allows you to change your eldritch blast into a spirit blast. The blast deals an extra 1 point of damage per die to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.

Eldritch Blast (Sp)

At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by 1d6 points.

Tongues (Su)

Beginning at 4th level, you can speak any language. This ability works as the tongues spell does, except that it is continuously active. You can suppress or resume the effect as a free action.


Voice of the Triune:
Spoiler: ShowHide


Blessed Silence (Su)

Your studies of the Voice of the Triune grant her the ability to cast magic without a word. She does not need to recite verbal components to cast a spell, as if the Silent Spell metamagic had been applied to them. However, this adds somatic and divine focus components to all your spells, even if they did not require them before. This ability only works for divine spells and not any other spellcasting you possess.

Words of Creation (Ex)

You may use the Words of Creation without breaking your Vow of Silence. Speaking them does not violate your Vow of Silence, as long as they are only used to cause special effects. Attempting to use the Words of Creation to communicate or otherwise bypass your Vow of Silence counts as an intentional violation of your vow. This ability does not allow you to use other abilities that would violate your vow in conjunction with the Words of Creation. For example, you could not use bardic music via song, even if you used the Words of Creation to boost its effect.

Words of the Triune (Su)

The Voice of the Triune maintains her silence, all while studying sacred texts describing the vocal power of holy words. With the proper training, this allows the Voice of the Triune to unleash powerful effects. As these are special, sanctified words based in the Words of Creation, using these abilities does not count as a violation of your Vow of Silence. Unlike using the Words of Creation, these words do not cause nonlethal damage to you. The Voice of the Triune may use Words of the Triune a number of times per day equal to 1/2 her Voice of the Triune class level plus her charisma modifier. As supernatural abilities, the Words are not subject to spell resistance, even though they mimic certain spells. However, they allow any saving throws that the normal spells would grant, if applicable. The save DCs of the Words of the Triune is 13 + 1/2 hit dice + charisma modifier.

Unless noted otherwise, using the Words of the Triune is a standard action that does not provoke attacks of opportunity. To use the Words of the Triune, you must be able to speak and be heard. A silence effect prevents the words from being used, as does anything that would prevent the verbal components of a spell from being spoken.

Words of Benediction

At 2nd level, the Voice of the Triune is able to speak the words best describing the resolute, combined good that Angharradh represents. This functions as a consecrate spell (caster level equals the Voice of the Triune's hit dice). If these words are used in a location that is hallowed to Angharradh or one of her three component deities, all followers within the hallow effect gain a +3 sacred bonus to armor class. This benefit lasts as long as the consecrate effect does.

Words of Freedom

At 4th level, the Voice of the Triune is able to speak one of the true names of Aerdrie Faenya, granting all who hear it freedom. This ability functions as freedom of movement (caster level equals the Voice of the Triune's hit dice), and affects the Voice of the Triune plus one ally per three Voice of the Triune class levels. All allies to be affected must be within 30ft.

Words of Love

At 6th level, the Voice of the Triune is able to speak one of the true names of Hanali Celanil, bringing love and peace. This ability functions as a combined charm monster and calm emotions effect (caster level of both effects equals the Voice of the Triune's hit dice) and affects 1 creature, plus another creature per three class levels of Voice of the Triune. All creatures to be affected must be within 30ft of the Voice of the Triune. This is a mind-affecting ability.

Words of Retreat

At 8th level, the Voice of the Triune is able to speak one of the true names of Sehanine Moonbow, bringing safe retreat from danger. This ability functions as a combined dimension door and cure critical wounds spell (caster level of both effects equals the Voice of the Triune's hit dice), and affects the Voice of the Triune plus one ally per three Voice of the Triune class levels. All allies to be affected must be within 30ft. All allies and the Voice of the Triune are transported to the same point, which is of the Voice of the Triune's choosing.

Words of Glory

At 10th level, the Voice of the Triune is able to speak the three true names as one, bringing about the full power of Angharradh. This ability has three effects, which occur at the same time. These effects are holy word, which affects all enemies within a 30ft radius of the Voice of the Triune, holy aura, which affects all allies within a 30ft radius of the Voice of the Triune, and greater visage of the deity, which affects the Voice of the Triune. All three abilities have a caster level equal to the Voice of the Triune's hit dice.

Improved Aural Defenses (Ex)

At 3rd level, the perfection bonus that Vow of Silence grants against sonic and language dependent spells and effects rises by 1. At 5th, 7th and 9th level this bonus again increases by 1. These bonuses stack.

Silent Grace (Su)

At 10th level, you are fully warded by your Vow of Silence, protected by the noise and manipulation of sounds. You gain immunity to sonic and language-dependent effects, including sonic damage.


Custom Material:
Spoiler: ShowHide


Wall of Light
Lesser; 3rd.
You can use wall of light as the spell of the same name.

Heavenly Endurance
Greater; 5th.
You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).

Devoted Warlock [General]
Prerequisite: Smite Evil, Eldritch Blast.
Benefit: If you have levels in paladin and warlock those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and the total damage of your eldritch blast ability. In addition, you may smite evil with your eldritch blast. This functions as normal, adding your charisma modifier to hit and your paladin level to damage.
The first part of the feat doesn't apply to this game, but I put it there for the sake of completeness. Mei does gain the ability to smite evil with her eldritch blast.

Exalted Eldritch Blast [Exalted]
Prerequisite: Eldritch Blast.
Benefit: Your eldritch blast ability is treated as being good aligned, allowing it to deal lethal damage to certain types of regenerating evil outsiders. In addition, you deal an extra 1d6 points of damage with your eldritch blast against evil creatures.

Exalted Warlock [Exalted]
Prerequisite: Eldritch Blast, Vow of Poverty.
Benefit: You may apply your exalted strike ability to your eldritch blast.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: No for now for various reasons.
<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

#33
Lady Rosa Unchuar

Rogue 9/Skullclan Hunter 10//Fighter 18/Cleric 1 

Picture:
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Size/Type: Medium Humanoid (Elf)
Hit Dice: 18d10+1d8+57+19 (183 hp)
Initiative: +10
Speed: 30ft
Armor Class: 50 (+14 armor, +8 shield, +5 dex, +2 insight, +5 deflection, +1 dodge, +5 natural)
Base Attack/CMB/CMD: +19/+26/59
Attack: Leire+35 (1d8+16 plus 9d6 sneak attack plus 1d6 deadly strike plus undo resistance 19-20 x2)
Full Attack: Leire+35/+30/+25/+20 (1d8+16 plus 9d6 sneak attack plus 1d6 deadly strike plus undo resistance 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+9d6, penetrating strike, spells, turn undead 13/day(1d6, DC 13), counterattack, overpowering attack, divine strike, sword of light, sword of darkness.
Special Qualities: Immunity to sleep, undead based fear, paralysis, disease, ability drain, ability damage and energy drain, low-light vision, trapfinding, evasion, improved uncanny dodge, armored savant, bonded armor, armor of god+16, track undead, protection from evil.
Saves: Fort +24, Ref +34, Will +27 (+2 vs enchantment)
Abilities: Str 24, Dex 30, Con 16, Int 20, Wis 22, Cha 22 
Skills: Balance+32, Bluff+28, Climb+29, Concentration+25, Gather Information+28, Intimidate+28, Knowledge(religion)+27, Listen+30, Profession(officer)+28, Search+29, Spot+30, Use Magic Device+28
Feats: Dodge(1), Shield Specialization(F2), Protection Devotion(C1), Shield Ward(3), Weapon Focus(Longsword)(F4), Extra Turning(6), Weapon Specialization(Longsword)(F6), Toughness(9), Melee Weapon Mastery(Slashing)(12), Undo Resistance(15), Efficient Defender(F14), Divine Vigor(18), Greater Weapon Focus(Longsword)(F18)
Epic Feats: -
Alignment: Chaotic Good

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.

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 (see below) instead.


Fighter powers:
Spoiler: ShowHide


Armored Savant (Su)

At 1st level, you show an inborn mastery for wearing bulky armors in such a way that they do not hinder you. You ignore the weight of your armor for the purpose of calculating encumbrance and your armor slows you as if it were one category lighter than it is (so medium armor does not slow you and heavy armor slows you as if it were medium armor). In addition, the maximum Dexterity bonus for any armor you wear improves by +1 and the arcane spell failure chance of any armor you wear is half normal. This is a supernatural ability.

Bonded Armor (Su)

Starting at 8th level, you can form an eldritch bond with a specific suit of armor, providing you with greater protection. Bonding requires you to wear the same specific suit of heavy armor every day for at least 30 days (for at least 8 hours per day), followed by a 24-hour-long ritual involving 100 gp worth of incense and magical components. The act of bonding makes the armor a part of you, allowing you to don or remove it as full-round action. In addition, as long as you are awake and can move freely, the armor grants you a +1 insight bonus to your Armor Class. While worn, this bonus increases by an additional +1 at 14th and 20th levels (to +2 and +3, respectively). This is a supernatural ability.

Armor of God (Su)

As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. Armor of god is a supernatural ability.

Counterattack (Ex)

At 12th level, you learn to hold back some of your offensive prowess to enable a potent counterattack. As a full-round action, make one melee attack at your highest base attack bonus. At any time before the start of your next turn, you can use an immediate action to make a melee attack (using your highest base attack bonus) against an enemy that attacks you in melee.

Overpowering Attack (Ex)

At 16th level, you can focus your attention in combat to deliver a single deadly attack. As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.


Cleric powers:
Spoiler: ShowHide


Rosa casts as a 1st level cleric with access to the Knowledge domain.

[4/day]0: Create Waterx4
[3+1/day]1: (Detect Secret Doors), Divine Favorx2, Entropic Shield


Skullclan Hunter powers:
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Track Undead (Ex)

A skullclan hunter gains the ability to track undead (only) as if using the Track feat. A skullclan hunter uses his Knowledge (religion) skill modifier instead of his Survival modifier for the skill checks associated with this feat.

Divine Strike (Ex)

Due to his specialized skill, training, and connection with the forces of light, a skullclan hunter of 2nd level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows him to deal extra damage to undead as though making a sneak attack. Divine strike damage applies to any sneak attack dice the skullclan hunter already has, as well as those gained through advancement in this class.

Immunities (Ex)

As he grows in power, a skullclan hunter develops immunities to special attacks that are common among undead creatures.

At 3rd level, he gains immunity to all fear-based effects and spells from undead.

At 4th level, he gains immunity to disease (regardless of the source).

At 7th level, he gains immunity to paralysis.

At 8th level, he gains immunity to ability drain or damage.

At 10th level, he gains immunity to energy drain.

Sneak Attack (Ex)

At 3rd level, a skullclan hunter's sneak attack damage increases by 1d6. This extra damage stacks with the sneak attack damage he already deals.

At 6th level, his sneak attack damage increases to 2d6. At 9th level, it increases to 3d6.

Protection from Evil (Su)

Starting at 4th level, a skullclan hunter benefits from a permanent protection from evil effect upon himself.

Sword of Light (Su)

Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 5th level or higher overcomes the damage reduction of any undead creature.

Sword of Darkness (Su)

Any weapon (melee or ranged, manufactured or natural) wielded by a skullclan hunter of 9th level or higher counts as a ghost touch weapon, allowing it to hit incorporeal creatures without the usual 50% miss chance for such attacks.


Gear:
Spoiler: ShowHide


[Weapon]Leire: Cold Iron Longsword+5, deadly precision.
[Armor]Desarel: Mithral Full Plate+5, nimbleness and heavy fortification.
[Shield]Desarel II: Heavy Steel Shield+5, grants a +5 resistance bonus to saving throws.

[Neck]Amulet of Natural Armor+5: Grants a +5 enhancement bonus to natural armor.
[Torso]Rogue's Vest: +2 competence hide, move silently and reflex saves. +1d6 SA.
[Waist]Belt of Magnificence+6: Grants a +6 enhancement bonus to ability scores.
[Ring 1]Ring of Protection+5: Grants a +5 deflection bonus to armor class.
[Ring 2]Desarel III: Quadruples the amount of water created by the spell Create Water when worn.

[Reserve Weapon]Clarity: Glassteel Heavy Mace+4, Evil Outsider Bane and Righteous.
[Reserve Weapon]Abidas: Longspear+3, keen. +3 to next attack after a crit threat wasted due to immunity. -30 penalty to target's miss chance on the next attack after Abidas misses a target due to miss chance.


Autobattle Settings:
Spoiler: ShowHide


Allow PC control: Yes.
Settings: Use protection devotion and armor of God to jack AC up up up up up. Try and take as many attacks as possible.
<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

#34
Ellese

Fiendtainted 9/Fiend-Blooded 10/Death Delver 1//Sorcerer 20

Size/Type: Medium Outsider (Augmented Elf, Native)
Hit Dice: 19d4+1d8+280+20 (380 hp)
Initiative: +7
Speed: 30ft
Armor Class: 19 (+7 dex, +2 natural)
Base Attack/CMB/CMD: +15/+19/36
Attack: Bite+20 (1d6+5)
Full Attack: Bite+20 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smiting spell 2/day, rebuke undead 10/day
Special Qualities: Immunity to acid, poison, pain and sleep, polluted magic, regeneration 5, resistance to electricity, fire and cold 5, mettle, darkvision 60ft, acid blood, metamagic specialist 8/day, fiendish heritage, fiendish sorcery, blood of fiends, fiendish exultation, damage reduction 10/magic, deathsense,
Saves: Fort +22, Ref +13, Will +32 (+2 vs fiends, +2 vs enchantment, does not auto-fail fort saves on a natural 1)
Abilities: Str 21, Dex 25, Con 38, Int 21, Wis 20, Cha 26
Skills: Bluff+31, Concentration+36, Hide+30, Knowledge(Arcana)+28, Knowledge(Planes)+28, Move Silently+30, Spellcraft+28, Use Rope+30
Feats: Deformity(Skin)(B), Deformity(Teeth)(B), Improved Natural Attack(Bite)(B), Toughness(1), Eschew Materials(S1), Blood Calls to Blood(3), Empower Spell(S5), Endurance(6), Arcane Mastery(9), Energy Substitution(Acid)(S10), Elven Spell Lore(12), Easy Metamagic(Energy Admixture)(15), Sudden Maximize(S15), Steadfast Determination(18), Maximize Spell(S20)
Epic Feats: -
Alignment: Lawful Evil (Lawful Neutral tendencies)

Racial powers:
Spoiler: ShowHide


Fiendtainted grants the following benefits. See below for details as appropriate.

- +9 profane bonus to constitution.
- Polluted magic.
- Acid blood.
- Immunity to acid, poison and pain.
- Regeneration 5.
- Mettle.
- Outsider with the native subtype.
- Maximum hit points per hit die

Regeneration

Ellese takes lethal damage from good-aligned weapons and from spells and effects with the good descriptor.

Polluted Magic (Ex)

The spells of Ellese are invariably tainted with evil due to the torments she endured. Any spell Ellese casts gains the evil descriptor, often manifesting in grotesque and disturbing fashion. Spells that already possess the evil descriptor are cast at +2 caster level and with a +2 bonus to the DC. However, this taint renders Ellese unable to cast spells with the good descriptor. These spells are removed from her spell lists.

In addition, Ellese is able to cast corrupt magic regardless of her alignment. She does not pay corruption costs when casting these spells. She qualifies as a fiend and as a devil for the sake of casting spells.

Acid Blood (Ex)

The corrupted blood of Ellese is acidic, burning any who are close when she bleeds. Any time Ellese takes damage that would draw blood (such as by a slashing or piercing weapon, or certain spells), a 15ft cone of acidic blood bursts out at her attacker. This deals 2d6 points of acid damage with no saving throw to all within the cone.


Sorcerer powers:
Spoiler: ShowHide


Ellese casts as a 17th level sorcerer.

[6/day]0: Acid Splash, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Resistance.
[7/day]1: AberrateBoVD, Protection from Good, Seething EyebaneBoVD, C, Shocking Grasp, StuporBoVD.
[7/day]2: Darkness, Devil's TongueBoVD, C, Mirror Image, Scorching Ray, Summon Swarm.
[7/day]3: Devil's EyeBoVD, Lightning Bolt, Love's PainBoVD, C, Rage.
[7/day]4: Absorb StrengthBoVD, C, Black Tentacles, Damning DarknessBoVD, Wall of Ice.
[6/day]5: Call Lemure HordeBoVD, Cone of Cold, Feeblemind, Morality UndoneFC1, Wall of OozeBoVD.
[6/day]6: Acid Fog, Chain Lightning, Freezing Sphere, Harm.
[6/day]7: Delayed Blast Fireball, Fiendish ClarityFC1, Rapture of RuptureBoVD, Whirlwind of TeethBoVD 
[5/day]8: Fire Storm, Horrid Wilting, Polar Ray.
[3/day]9: UtterdarkLoM.

BoVD - Book of Vile Darkness.
C - Corrupted spell. No corruption cost is noted as Ellese is immune to them.
FC1 - Fiendish Codex 1.
LoM - Lords of Madness.



Fiend-Blooded powers:
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Fiendish Heritage (Ex)

You draw strength from your fiendish ancestor's essence as you gain increased mastery over your lineage. At 1st level, a subtle toughening of your physical form  grants you a +1 natural armor bonus to AC. At 3rd level, you gain a +1 boost to your Charisma score. At 5th level, you gain a +1 boost to your Intelligence score. At 7th level, you gain a +1 boost to your Dexterity score. At 9th level, you gain a +1 boost to your Constitution score.

Fiendish Sorcery (Ex)

You gain insight into the power of your fiendish heritage, and this insight strengthens your spellcasting prowess. At 2nd level, and again at 4th, 6th, 8th, and 10th level, add one additional spell to your spells known list. Each new spell must be of a level that you can cast but can be any spell having the fire descriptor or any spell from the schools of enchantment, illusion, or necromancy. Thus, you could add fireball (a fire spell) or speak with dead (a necromancy spell) to your 3rd-level spells known (even though you are an arcane caster and speak with dead is normally a divine spell), but not lightning bolt (which neither carries the fire descriptor nor belongs to one of the three specified schools).

Blood of Fiends (Ex)

Upon reaching 3rd level, you gain a +1 bonus on saves against poison. You also reduce any damage taken from poison (whether hit point or ability damage) by 1 point. Starting at 6th level, your fiendish essence grants you resistance to cold and fire 5. Upon reaching 9th level, you have unlocked much of the power of your fiendish lineage, gaining resistance to acid and electricity 5.

Smiting Spell (Su)

If you are a fiend-blooded of at least 4th level, you can as a free action, once per day, invest a portion of your fiendish power into any damaging spell you cast. The resulting spell will deal an additional number of hit points of damage equal to your fiend-blooded class level + Charisma modifier to all within the spell's area. Starting at 8th level, you can use smiting spell twice per day.


Death Delver powers:
Spoiler: ShowHide


Deathsense (Ex)

You have the infallible ability to detect the presence and condition of nearby life. This ability functions as the spell deathwatch (see page 217 of the Player's Handbook) but can be invoked at will, with no cost, as a swift action.


Gear:
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[Belt]Belt of Magnificence+6: +6 enhancement bonus to ability scores.

50000 in debt.


Autobattle Settings:
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Allow PC control: No since she's bugfuck insane right now.
<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

#35
Finnegan

Fighter 25//Ranger 8(Moon-Warded Ranger)/Occult Slayer 5/Wildrunner 5/Divine Champion 5/Divine Agent 2

Size/Type: Medium Humanoid (Elf)
Hit Dice: 25d10+200 (342 hp)
Initiative: +13
Speed: 40ft
Armor Class: 46 (+9 dex, +10 wis, +1 ws, +10 armor, +6 deflection)
Base Attack/CMB/CMD: +25/+33/69
Attack: Val+47 (1d8+30 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters 19-20 x3)
Full Attack: Val+47/+42/+37/+32 (1d8+30 plus 3d6 holy and 1 negative level (9d6 on crit) plus 1d6 vs spell/sla casters 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(humanoid(orc)+2, outsider(evil)+4), spells, weapon bond+1d6, primal scream 8/day(shaken), smite infidel 1/day, divine wrath.
Special Qualities: Immunity to sleep, low-light vision, wild empathy, moon warded senses, solitary hunting, damage reduction 2/-(conditional), woodland stride, swift tracker, mind over magic 2/day, auravision, nondetection cloak, blank thoughts, trackless step, scent, endure elements, hide in plain sight, lay on hands (seladrin only, 20 hp), granted domain(travel), contact, resistance to fire, acid, cold, sonic and electricity 30, travel domain 2 rounds/day.
Saves: Fort +35, Ref +35, Will +28 (+2 racial vs enchantment, +3 vs spells/slas, +2 divine spells/slas/sus of outsiders)
Abilities: Str 27, Dex 28, Con 26, Int 19, Wis 31, Cha 20
Skills: Concentration+36, Hide+57, Jump+40, Knowledge(Arcana)+32, Knowledge(Nature)+32, Listen+40, Move Silently+57, Profession(Blacksmith)+38, Spellcraft+32, Spot+40, Survival+38.
Feats: Combat Reflexes(1), Improved Initiative(F1), Track(R1), Weapon Focus(Longspear)(F2), Hold the Line(3), Endurance(R3), Weapon Specialization(Longspear)(F4), Supernatural Instincts(6), Power Attack(F6), Melee Weapon Mastery(Piercing)(F8), Deft Opportunist(9), Greater Weapon Focus(Longspear)(F10), Close-Quarters Fighting(12), Improved Critical(Longspear)(F12), Greater Weapon Specialization(Longspear)(F14), Driving Attack(15), Pike Hedge(F16), Darkstalker(18), Weapon Supremacy(Longspear)(F18), Short Haft(F20), Combat Expertise(DC2), Quick Draw(DC4)
Epic Feats: Dire Charge(21), Epic Weapon Focus(Longspear)(F22), Spellcasting Harrier(24), Epic Weapon Specialization(Longspear)(F24)
Alignment: Neutral Good

Ranger powers:
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Finnegan casts as a 9th level ranger with access to the Travel domain.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Armor of the Senses (Su)

At 2nd level, a moon-warded ranger adds her Wisdom bonus (if any) to her AC. This bonus only applies when the ranger wears light armor or no armor. This bonus to AC applies even against touch attacks and when the ranger is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor greater than light, or when she carries a medium or heavy load.

This ability replaces the standard ranger's combat style ability.

Skin of the Moon (Su)

At 6th level, a moon-warded ranger gains damage reduction 2/- at night, regardless of whether or not the moon is visible. This damage reduction increases to 3/- under the unobscurred light of the moon. This ability stacks with damage reduction of the same type from other sources (such as a barbarian's DR).

This ability replaces the standard ranger's improved combat style ability.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Occult Slayer powers:
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Magical Defense (Ex)

An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and to +3 at 5th level.

Weapon Bond (Su)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else - no adventuring) to create a new weapon bond.

Mind over Magic (Su)

Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su)

At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex)

At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.


Wildrunner powers:
Spoiler: ShowHide


Trackless Step (Ex)

You cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Primal Scream (Su)

At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling scream. Releasing a primal scream is a free action that does not provoke attacks of opportunity. A primal scream induces a state of feral frenzy that lasts for a number of rounds equal to 3 + your Con modifier (minimum 1). You can use your primal scream ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Using a primal scream always requires you to shout, so you cannot use a primal scream if you cannot speak.

In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack takes a –5 attack penalty (or –2 with the Multiattack feat).

In addition to these effects, a primal scream confers additional benefits as you gain levels, as described below. All effects are cumulative.

Enemies Shaken

Starting at 4th level, your primal scream makes enemies within 30 feet shaken when you activate the ability. This is a sonic, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + your class level + your Cha modifier). On a failed save, a creature is shaken for a number of rounds equal to your class level. Creatures with more Hit Dice than you are immune to this effect.


Divine Champion powers:
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Lay on Hands (Su)

As the paladin class ability, except that you may only heal those who follow your faith. This does not stack with the paladin ability of the same name.

Smite Infidel (Su)

Once per day, a divine champion may attempt to smite a creature with a different patron deity (or no patron deity at all) with one normal melee attack. She adds her Charisma bonus to the attack roll and deals 1 extra point of damage per divine champion level. If the divine champion accidentally smites someone of the same patron, the smite has no effect but is still used up for that day.

Divine Wrath (Su)

Once per day, the divine champion can gain a +3 sacred bonus to attack rolls, damage and saving throws, as well as damage reduction 5/-. This lasts for a number of rounds equal to his charisma modifier.


Divine Agent powers:
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Travel Domain

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).

Contact (Su)

A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent's normal actions.


Gear:
Spoiler: ShowHide


Val, the spear of Finnegan

This longspear appears made of silver, and indeed strikes as a silver weapon. It functions as a longspear+8, holy power and defending. At will as a standard action, the wielder can launch a torrent of tiny stars of light towards a single target. This functions as the spell Stars of Arvandor, except it launches 20 stars, all the stars are launched immediately, the stars require only one ranged touch roll to determine if they hit or miss, it does not allow spell resistance and is treated as empowered against targets with the evil subtype. These starts have a range of 120ft.

As Val and Finnegan are one and the same, Val cannot be disarmed from Finnegan. If he is not in possession of Finnegan, he may call it to himself as a swift action. This works at any distance but not across planar boundaries.

Val counts as a major artifact.

Finnegan's Robes

These cloth robes are well tailored and impeccably kept, filled to the brim with magic from a lifetime of harrowing adventures and blessed with the blood of the Eternal Triarch. They provide a +10 armor bonus to armor class, a +8 resistance bonus to saving throws, a +6 bonus to all ability scores, a +6 deflection bonus to armor class, a +20 competence bonus to hide and move silently checks and resistance 30 to all elements. Further, Finnegan's Robes improve the powers of the Divine Champion prestige class. It allows him to count all of his hit dice to determine the extra damage from smite infidel and doubles the benefits of divine wrath.

Finnegan's Robes count as a minor artifact.

[Expendable]4 potions of cure serious wounds.


Notes:
Spoiler: ShowHide


AoO cheat sheet

+4 on all AoOs, +4 more on spell/sla triggered AoOs.

Things that trigger AoOs due to feats: Charging into a square he threatens, supernatural abilities, grapple attempts(including via improved grab or other things that negate grapple's AoO), spells/slas.

Triple damage on braced for a charge.

Smite infidel is +5 hit and +25 damage.

Divine wrath is +6 hit, damage, saves and dr 10/- for 5 rounds.
<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

#36
Vivantha

Lillend 20//Bard 4/Battle Dancer 1/Rogue 1/Divine Mind 4/Seeker of the Song 10

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 14d8+5d10+160+20 (274 hp)
Initiative: +14
Speed: 40ft, fly 110ft (good)
Armor Class: 48 (-1 size, +8 dex, +12 natural, +11 cha, +8 armor)
Base Attack/CMB/CMD: +20/+26/55
Attack: Unarmed Strike+25 (1d8+6)
Full Attack: Unarmed Strike+25/+20/+15/+10 (1d8+6) and tail slap+20 (2d6+3 plus improved grab)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d6+6, improved grab, spells, spell-like abilities, bardic music, sneak attack+1d6, lillend inspiration+5d6 (sonic).
Special Qualities: Darkvision 60ft, immunity to poison, resistance to fire 10, bardic knowledge, trapfinding, mantle, psychic aura 10ft(+2 morale init, spot, listen), divine grace, rapture of the song (+2 AC and saves, damage reduction 2/-, freedom of movement), seeker music, combine songs, subvocalize.
Saves: Fort +36, Ref +37, Will +31
Abilities: Str 22, Dex 27, Con 26, Int 18, Wis 19, Cha 32 
Skills: Appraise+27, Concentration+31, Craft(Alchemy)+27, Diplomacy+34, Knowledge(arcana)+27, Listen+27, Perform(act)+34, Perform(keyboard instruments)+34, Perform(oratory)+34, Perform(string instruments)+34, Perform(song)+37, Perform(wind instruments)+34, Sense Motive+27, Spot+27, Survival+31, Tumble+31
Feats: Skill Focus(Perform:Song)(1), Lillend Inspiration(3), Improved Unarmed Strike(BD1), Toughness(6), Wild Talent(DM1), Extend Spell(9), Song of the Heart(12), Subsonics(15), Improved Initiative(18)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

A lillend deals 2d6+6 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex)

To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-like abilities

3/day—darkness, hallucinatory terrain, knock, light; 1/day—charm person, speak with animals, speak with plants. Caster level 20th. The save DCs are Charisma-based.

Spells

Vivantha casts as a 19th level bard.

[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort SpeechSC, Hideous Laughter, MimicryCM
[7/day]2: CaterwaulCM, Harmonic ChorusSC, Shatter, Sonorous HumSC, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening BlastCM, Hymn of PraiseSC, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.

CM - Complete Mage.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.


Bard powers:
Spoiler: ShowHide


Bardic Knowledge (Ex)

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

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

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Rogue powers:
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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.


Divine Mind powers:
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Psychic Aura (Su)

All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as given on Table: The Divine Mind. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you chose which aura to manifest when you meditate. You can spend an hour in meditation to change your aura.

At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras.

Attack: You and all allies within your aura gain a +1 morale bonus on attack rolls and damage rolls. This bonus increases by 1 for every five class levels you have.

Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have.

Perception: You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have.

Mantle (Ex)

At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity's assigned mantles, picking one that he adopts and learns to manifest powers from.

You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not immediately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle's list of powers. At 6th level, you gain a second mantle; at 12th, you gain your third and final mantle. The mantles and their aura powers are given below.

Vivantha has chosen the Freedom mantle.


Seeker of the Song powers:
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Rapture of the Song (Su)

A seeker of the song is so in tune with the power of the primal music that she gains special insight, physical fortitude, and resistance to magic while in the throes of her song.

A seeker gains a +2 insight bonus to Armor Class whenever she uses her bardic music ability, seeker music, or a similar ability.

At 4th level and higher, a seeker also gains a +2 insight bonus on saving throws whenever she uses her bardic music ability, seeker music, or a similar ability.

At 7th level and higher, a seeker also gains damage reduction 2/— whenever she uses her bardic music ability, seeker music, or a similar ability.

At 10th level, a seeker gains these abilities and also acts as though affected by a freedom of movement spell whenever she uses her bardic music ability, seeker music, or a similar ability.

Seeker Music:

A seeker of the song can use music or poetics to produce magical effects. Seeker music follows the same rules as bardic music (see page 29 of the Player's Handbook). Each use of seeker music costs one daily use of bardic music to activate. Seeker of the song levels stack with bard levels for purposes of determining how many daily uses of bardic music and seeker music the character has.

Some seeker music effects include a secondary effect, called a refrain. In any round when a seeker concentrates on a seeker music effect and expends another use of bardic music, she can activate the refrain associated with that seeker music effect. Using a refrain is a swift action (see page 86) that does not provoke attacks of opportunity. The original effects of the song do not end; the seeker can maintain the song and activate the refrain simultaneously.

Burning Melody (Su)

A seeker of the song with 14 or more ranks in a Perform skill can gather a glimmer of the power of the primal music and gain some control over fire through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to fire 15. An ally benefits from this effect for as long as it can hear the seeker sing.

Burning Melody, Refrain

When she uses the refrain with her burning melody, a seeker shoots a 30-foot cone of fire from her fingertips. The cone deals 6d6 points of fire damage to creatures in its area. A successful Reflex save (DC 10 + the seeker's ranks in the Perform skill) halves the damage.

Song of Unmaking (Su)

At 2nd level and higher, a seeker with 15 or more ranks in a Perform skill can turn a fragment of the primal music's power against constructs. She can expend a use of bardic music and make a Perform check to deal 1d8 points of damage per seeker level to all constructs within a 30-foot burst of the seeker (no save).

Dirge of Frozen Loss (Su)

A seeker of the song of 3rd level or higher with 16 or more ranks in a Perform skill can gather the power of the primal music to gain control over cold energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to cold 15. An ally benefits from this effect for as long as it can hear the seeker sing.

Dirge of Frozen Loss, Refrain

When she uses the refrain with her dirge of frozen loss, a seeker shoots a 60-foot line of cold energy from her fingertips. The line deals 10d6 points of cold damage to any creature it hits and causes any creature damaged by it to become fatigued. A successful Fortitude save (DC 10 + the seeker's ranks in the Perform skill) halves the damage and negates the fatigue.

Song of Life (Su)

A seeker of the song of 4th level or higher with 17 or more ranks in a Perform skill can use fragments of the primal music to protect and heal her allies. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain immunity to poison and disease. An ally benefits from this effect for as long as it can hear the seeker sing.

Song of Life, Refrain

When she uses the refrain with her Song of Life, a seeker can make a Perform check to heal a living creature of an amount of hit point damage equal to the check result (up to the creature's full normal hit point total). She must touch the affected ally to use this ability. The touch is a standard action, although activating the refrain is still a swift action. The refrain has no effect on undead or nonliving creatures.

Anthem of Thunder and Pain (Su)

A seeker of the song of 5th level or higher with 18 or more ranks in a Perform skill can gather the power of the primal music and gain some control over electrical energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to electricity 15. An ally benefits from this effect for as long as it can hear the seeker sing.

Anthem of Thunder and Pain, Refrain

When she uses the refrain with her anthem of thunder and pain, a seeker shoots a ray of electricity from her fingertips. The ray has a range of 20 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of electricity damage to a creature it hits. The seeker can then cause the electricity to arc to additional foes, all of whom must be within 20 feet of the first creature struck. Each secondary ray requires another ranged touch attack to hit and deals half as much damage as the initial ray. A seeker can create one secondary ray for every three seeker class levels (one when the song becomes available at 5th level, two at 6th level, and three at 9th level). No creature can be affected by more than one arc in a single round.

Hymn of Spelldeath (Su)

A seeker of the song of 6th level or higher with 19 or more ranks in a Perform skill can turn the power of the primal music against magic effects. Any creature that can hear the seeker perform must make a Concentration check opposed by the seeker's Perform check in order to cast a spell. If the Concentration check fails, the spell is lost and has no effect. If the Concentration check succeeds, the spell is cast as normal.

Hymn of Spelldeath, Refrain

When she uses the refrain with her hymn of spelldeath, a seeker can attempt to dispel magic. This ability works just like the area version of dispel magic, except the effect is centered on the seeker. At her option, a seeker can exclude herself and her allies from this effect, but the effect must still be centered on her. The seeker makes a level check just as if she were a spellcaster using the dispel magic spell, using the total of her bard levels and seeker of the song levels as her modifier for the check.

Ballad of Agony Reborn (Su)

A seeker of the song of 7th level or higher with 20 or more ranks in a Perform skill can gather the power of the primal music to gain control over acid energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to acid 15. An ally benefits from this effect for as long as it can hear the seeker sing.

Ballad of Agony Reborn, Refrain

When she uses the refrain with her ballad of agony reborn, a seeker shoots a ray of acid from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of acid damage to a creature it hits, and another 10d6 points of acid damage 1 round later.

Aria of Everywhere (Sp)

A seeker of the song of 8th level or higher with 21 or more ranks in a Perform skill can pull the power of the primal music into herself and move short distances instantaneously. She can expend a use of bardic music or seeker music to instantly transport herself to any other spot within 25 feet + 5 feet/level. This ability otherwise functions as the dimension door spell, except that the seeker can't bring along additional creatures with this ability.

Dirge of Songdeath (Su)

A seeker of the song of 9th level or higher with 22 or more ranks in a Perform skill can gather the power of the primal music to gain control over sonic energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to sonic 15. An ally benefits from this effect for as long as it can hear the seeker sing. In addition, as long as the seeker is singing a dirge of songdeath, other creatures within 30 feet cannot easily use bardic music, seeker music, or similar abilities. To use such an ability, a creature within the area must make a Perform check opposed by the seeker's Perform check. If the check is successful, the creature can use the ability as desired. If the check fails, the ability has no effect, but a daily use of the music ability must be expended normally.

Dirge of Songdeath, Refrain

When she uses the refrain with her hymn of spelldeath, a seeker shoots a ray of sonic energy from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 15d6 points of sonic damage to a creature it hits.(No Save)

Note of Solitude (Su)

Upon reaching 10th level, a seeker of the song with 23 or more ranks in a Perform skill can use the power of the primal music to temporarily sever some creatures' tie with other planes. Extraplanar creatures within 60 feet of a seeker who activates this ability must make a Will saving throw (DC 10 + the seeker's ranks in the Perform skill). Creatures affected by this ability get a bonus on this saving throw equal to their Hit Dice. Any creature that fails this saving throw is instantly sent to its home plane. Unlike other musical abilities and affects, a note of solitude has a duration of instantaneous and cannot be maintained, though the seeker can activate it again on subsequent rounds by spending additional uses of bardic music or seeker music.

Combine Songs (Ex)

A seeker of the song of 2nd level or higher can combine two types of bardic music or seeker music to provide the benefits of both. The seeker chooses two music abilities and activates both using the same standard action. If either or both require concentration, the seeker can maintain concentration on both by using one standard action each round to concentrate. The normal stacking rules for bonus types apply to music abilities combined with this ability.

Subvocalize (Ex)

At 5th level and higher, a seeker of the song can begin a new bardic music or seeker music song as a swift action (see page 86). A seeker can use this ability only if he already has one (and only one) bardic music or seeker music ability already active. A seeker can use this ability in conjunction with the combine songs ability to start a second song and then maintain both as a standard action each round (as per the combine songs ability).


Gear: [spoiler]

[Head]Crown of the Eternal Songstress: Changes bonus damage from lillend inspiration to sonic damage.
[Wrists]Bracers of Armor+8: +8 armor bonus to armor class.
[Ring 1]Ring of Songs: Can maintain concentration on bardic musics for 3 rounds per day.
[Ring 2]Ring of Heroism: Grants a +6 enhancement bonus to dexterity, constitution and charisma.
<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

Mirajane

Favored Soul 10/Divine Oracle 10//Sentinel 19/Barbarian 1

Size/Type: Medium Outsider (Good, Angel)
Hit Dice: 19d10+1d12+140 (255 hp)
Initiative: +7
Speed: 60ft, fly 100ft (good)
Armor Class: 33 (+14 natural, +7 dex, +2 insight)
Base Attack/CMB/CMD: +20/+27/44
Attack: Masterwork Halberd+28 (1d10+11 x3)
Full Attack: Masterwork Halberd+28/+23/+18/+13 (1d10+11 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, turn undead 10/day(10d6; DC 26), spells, smite evil 4/day, rage 1/day.
Special Qualities: Damage reduction 15/epic and evil, immunity to acid, cold and petrification, resistance to electricity and fire 30, spell resistance 32, protective aura, tongues, darkvision 120ft, low-light vision, foresight, visions, deity's favor, scry bonus, prescient sense, trap sense+3, divination enhancement, improved uncanny dodge, immune to surprise, aura of good, detect evil, divine grace, alight gaze, aura of courage, heavenly purity, atonement 3/week.
Saves: Fort +29, Ref +29, Will +31 (+4 racial vs poison, +2 sacred fort vs evil outsiders and evil spells)
Abilities: Str 24, Dex 24, Con 24, Int 24, Wis 24, Cha 24 
Skills: Concentration+30, Diplomacy+30, Handle Animal+30, Hide+30, Knowledge(Planes)+30, Knowledge(Religion)+33, Listen+30, Move Silently+30, Sense Motive+30, Spellcraft+30, Spot+34, Survival+30, Swim+30
Feats: Skill Focus(Knowledge:Religion)(1), Power Attack(3), Divine Might(6), Battle Blessing(9), Extend Spell(12), Combat Reflexes(15), Supernatural Instincts(18)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
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Spell-like abilities

Always active-detect evil, discern lies, true seeing. At will-blade barrier, consecrate, dispel evil, flame strike, greater dispel magic, holy aura, holy smite, holy word, remove curse, remove disease, remove fear. 1/day-heal, vision. Caster level 20th. The save DCs are Charisma based.

Foresight (Su)

Mirajane is under the effects of a constant Foresight spell. This grants a +2 insight bonus to armor class and reflex saves. In addition, Mirajane is never surprised or caught flatfooted.

Visions (Su)

Mirajane has the ability to see the truth and potential futures. This ability can grant any one of the following three bonus sets: A +7 insight bonus to bluff, diplomacy and sense motive checks, a +7 insight bonus to armor class and saving throws or a +7 insight bonus to attack rolls and weapon damage rolls. The bonuses from this ability last for three rounds. Using this ability is an immediate action that may be used in response to another creature's action. For the sake of armor class and saving throws, this ability must be used before attack rolls or saving throws are rolled.

This ability may be used once per hour.


Favored Soul powers:
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Deity's Favor (Ex)

Beginning at 3rd level, whenever you cast a favored soul spell, you can choose any one ally affected by that spell (including yourself) to gain temporary hit points equal to three times the spell's level. These temporary hit points last for up to 1 minute per level of the spell. If the spell would also grant temporary hit points, use only the larger value and its duration.

If you use this ability on a creature that is still under the effect of a previous use, the new temporary hit points overlap (do not stack with) the temporary hit points the creature had remaining.

Beginning at 12th level, you can choose to grant these temporary hit points to any number of allies affected by the spell.


Divine Oracle powers:
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Scry Bonus (Su)

A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.

Prescient Sense (Ex)

Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon's fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.

Trap Sense (Ex)

At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8.

Divination Enhancement (Ex)

Beginning at 3rd level, a divine oracle may roll twice and take the better result when using divination spells such as augury or divination.

Uncanny Dodge (Ex)

Starting at 4th level, a divine oracle gains the ability to react to danger before her senses would normally allow her to do so. The divine oracle retains her Dexterity modifier to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity modifier to AC if immobilized.)

Improved Uncanny Dodge (Ex)

At 6th level and higher, the divine oracle can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is when an attacker has at least 4 more rogue levels than the target has divine oracle levels.

If a character already has levels of a class that could gain uncanny dodge, the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Immune to Surprise (Ex)

At 10th level, the divine oracle's sensitivity to danger is so great that she is never surprised. She can always take a standard action during a surprise round, unless she is physically restrained from doing so. If there is no surprise round then this ability doesn't help.


Sentinel powers:
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Aura of Good (Ex)

The power of a sentinel's aura of good (see the detect good spell) is equal to his sentinel level, just like the aura of a cleric of a good deity.

Detect Evil (Sp)

At will, a sentinel can detect evil, as the spell.

Smite Evil (Su)

A sentinel's smite targets all evil creatures, which functions as the paladin ability of the same name.

Divine Grace (Su)

A sentinel gains this ability at 2nd level, which functions as the paladin ability of the same name.

Alight Gaze (Su)

Your eyes softly glow with otherworldly light, guiding you into seeing where evil hides. You gain a +4 sacred bonus to Spot checks. In addition, whenever you attempt to notice an invisible creature near you and it is a fiend, you automatically succeed on your Spot check.

Aura of Courage (Su)

A sentinel gains this ability at 3rd level, which functions as the paladin ability of the same name.

Celestial Fortitude (Su)

At 3rd level, a sentinel's endurance and fortitude are enhanced against fiendish attacks. He gains a +2 sacred bonus to all Fortitude saving throws against effects from evil outsiders and evil spells. Additionally, if he makes a successful Fortitude saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successful save, he instead takes no damage and suffers no partial effects.

Heavenly Purity (Su)

Your body is connected to all that is right and good in Creation. The energies forever purify your body, removing all that is foul and impure. You gain immunity to poison and disease.

Redemption (Sp)

Through your long struggles and hard earned wisdom, you can aid mortals in atoning from the shadow of evil. You may use Atonement as a spell like ability once per week. This replaces your Dispel Evil class feature; whenever you would gain another use of Dispel Evil you instead gain another use of Atonement.


Barbarian powers:
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Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.


Gear:
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[Weapon]Masterwork Halberd

<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

Destickying this on request.
<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?